Gaming machine

The gaming machine enhances player engagement by integrating dynamic displays and haptic feedback, addressing the need for improved interaction in existing gaming machines.

JP2026057735APending Publication Date: 2026-04-03SANSEI R&D KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-09-24
Publication Date
2026-04-03

AI Technical Summary

Technical Problem

Existing gaming machines lack features to enhance player engagement and interest in the game.

Method used

Incorporation of a gaming machine with multiple display types, including a meter display showing game ball count, operable operating means to change the displayed quantity, and color-changing sections based on quantity changes, along with vibratable components and varied light and sound effects to enhance gameplay experience.

Benefits of technology

Improves game enjoyment through dynamic visual and tactile interactions, increasing player engagement and interest.

✦ Generated by Eureka AI based on patent content.

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Abstract

The purpose is to enhance the enjoyment of the game. [Solution] In a gaming machine equipped with a display means capable of displaying multiple types of images, one of the multiple types of images is a meter display that shows the current amount related to the game in stages.
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Description

Technical Field

[0006] , , ,

[0007] , , , ,

[0005]

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

Background Art

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

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

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Patent Document 2

Patent Document 3

Summary of the Invention

Problems to be Solved by the Invention

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

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

Means for Solving the Problems

[0007] The present invention has been made to solve at least some of the above-mentioned problems and can be realized in the following examples of applications. The reference numerals and supplementary explanations in parentheses in this section are provided to aid in understanding the present invention and indicate its correspondence with the embodiments described later; they do not limit the present invention in any way.

[0008] [Application Example 1] A gaming machine equipped with a display means capable of displaying multiple types of displays, One of the aforementioned multiple types of displays is a meter display that shows the current amount related to the game in stages. A gaming machine characterized by the following features. [Application Example 2] The gaming machine described in Application Example 1, The quantity displayed on the meter is a quantity related to the number of game balls. A gaming machine characterized by the following features. [Application Example 3] The gaming machine described in Application Example 1, further, Equipped with operable operating means, The quantity displayed on the meter can be changed by operating the operating means. A gaming machine characterized by the following features. [Application Example 4] The gaming machine described in Application Example 1, The meter display is divided into multiple sections, and the display color of one of the multiple sections changes in response to a change in the quantity represented by the meter display. A gaming machine characterized by the following features. [Effects of the Invention]

[0009] According to the present invention, it is possible to improve the enjoyment of games. [Brief explanation of the drawing]

[0010] [Figure 1] This is a front view of the gaming machine. [Figure 2] (A) is a magnified view of the display units, and (B) is a magnified view of the game ball count display unit. [Figure 3] It is a block diagram showing the electrical configuration on the main control board side of the gaming machine. [Figure 4] It is a block diagram showing the electrical configuration on the sub-control board side of the gaming machine. [Figure 5] It is a diagram for explaining the main ROM, main RAM, sub ROM, and sub RAM. [Figure 6] It is a diagram for explaining the jackpot determination table. [Figure 7] It is an explanatory diagram of the jackpot type determination table. [Figure 8] It is an explanatory diagram of the variation pattern determination table in the non-time-short state. [Figure 9] It is an explanatory diagram of the variation pattern determination table in the time-short state. [Figure 10] It is a flowchart of the main control main process. [Figure 11] It is a flowchart of the main side timer interrupt process. [Figure 12] It is a flowchart of the special operation process. [Figure 13] It is a flowchart of the special symbol waiting process. [Figure 14] It is a flowchart of the special symbol determination process. [Figure 15] It is a flowchart of the game state management process. [Figure 16] It is a flowchart of the special electric accessory process. [Figure 17] It is a flowchart of the game state setting process. [Figure 18] It is a flowchart of the first half of the input process. [Figure 19] It is a flowchart of the second half of the input process. [Figure 20] It is a flowchart of the sub-control main process. [Figure 21] It is a flowchart of the sub-side timer interrupt process. [Figure 22] It is a flowchart of the received command analysis process. [Figure 23] This is a flowchart of the game state management process A when displaying the game state icon. [Figure 24] This diagram illustrates the game status icon selection table and provides examples of how the game status icons are displayed. [Figure 25] This is flowchart A1 of the main timer interrupt processing when displaying the out count icon. [Figure 26] This is a flowchart for processing the out count icon. [Figure 27] This diagram illustrates the selection table for out count icons and provides examples of how to display the out count icons. [Figure 28] This is a flowchart of the main-side timer interrupt processing A2 when displaying the active start icon. [Figure 29] This is a flowchart for processing the enabled start icon. [Figure 30] This diagram illustrates the table for selecting valid start icons and provides examples of valid start icons. [Figure 31] These are diagrams illustrating examples 1 and 2 of the display of the active Start icon. [Figure 32] This is a front view of a gaming machine equipped with a ball dispensing button 69. [Figure 33] This is a flowchart of the latter half of input processing B1 when displaying the ball count meter. [Figure 34] This diagram illustrates examples 1 and 2 of the ball count meter display. [Figure 35] This diagram illustrates examples 3 and 4 of the ball count meter display. [Figure 36] This is a flowchart of the latter half of input processing B2 when displaying the ball rental meter. [Figure 37] These are diagrams illustrating examples 1 and 2 of the ball rental meter display. [Figure 38] This is a flowchart of the special symbol waiting process B when the reach meter is displayed. [Figure 39] These are examples of reach meter displays, examples 1 and 2. [Figure 40] This is a flowchart of the lamp control process. [Figure 41] (A) is a diagram showing the connection configuration of the empty lamp to the lamp control board, and (B) is a diagram showing the arrangement of the empty lamp in the front frame. [Figure 42] This is a flowchart of the lamp command reception process. [Figure 43] This is a diagram to explain the lamp lighting effect A. [Figure 44] This is a flowchart of the lamp control process. [Figure 45] (A) is a diagram showing the connection configuration of the full lamps to the lamp control board, and (B) is a diagram showing the arrangement of the full lamps in the front frame. [Figure 46] This is a flowchart of the lamp command reception process. [Figure 47] This is a diagram to explain the lamp lighting effect B. [Figure 48] This is a flowchart of the lamp control process. [Figure 49] (A) is a diagram showing the connection configuration of the empty lamp and full lamp to the lamp control board, and (B) is a diagram showing the arrangement of the empty lamp and full lamp in the front frame. [Figure 50] This is a flowchart of the lamp command reception process. [Figure 51] This is a diagram to explain the lamp lighting effect C. [Figure 52] This is a flowchart for the process of determining the pre-announced animation. [Figure 53] This is a flowchart for the process of initiating the variable animation. [Figure 54] This is a diagram to explain the fluctuation effect indication effects 1 and 2. [Figure 55] This is a diagram to explain the fluctuation and suggestion effects 3 and 4. [Figure 56] This is a diagram to explain the fluctuation and suggestion effects 5 and 6. [Figure 57] This is a diagram to explain the fluctuation effect indication effects 7 and 8. [Figure 58] This is a diagram to explain the fluctuation and suggestion effects 9 and 10. [Figure 59] This diagram explains the fluctuation and suggestion effects 11 and 12. [Figure 60] This is a diagram to explain the fluctuation and suggestion effects 13 and 14. [Figure 61] This is a flowchart for the process of initiating the variable animation. [Figure 62] This is a flowchart for determining the winning animation pattern. [Figure 63] This is a diagram to explain the first "unusual or unusual effect" during the fluctuation. [Figure 64] This diagram explains the "Unusual Feeling" effect during fluctuations, specifically effects 2, 3, and 4. [Figure 65] This diagram explains the "Unusual Feelings During Fluctuation" effects 5, 6, 7, and 8. [Figure 66] This diagram illustrates the first unusual effect during a big win. [Figure 67] This is a diagram explaining the unusual effects during the jackpot, specifically effects 2, 3, and 4. [Figure 68] This diagram explains the unusual effects during the jackpot, specifically effects 5 and 6. [Figure 69] This is a flowchart for processing ball commands. [Figure 70] This is a flowchart for processing the ball command received. [Figure 71] This is a diagram to explain the display effect A for the cash box. [Figure 72] This is a flowchart for display flag processing. [Figure 73] This is a flowchart for processing the ball command received. [Figure 74] This diagram is intended to explain the "Cash Box Display" effect B. [Figure 75] This diagram illustrates another example of the "Cash Box Display" animation B. [Figure 76] This is a flowchart for display flag processing. [Figure 77]This is a diagram to explain the display effect C for the cash box. [Figure 78] This block diagram shows the electrical configuration of the sub-control board side of the gaming machine when the sword member 64 is configured to be vibratable. [Figure 79] This is a diagram illustrating the lever strength and the vibration of the sword member 64. [Figure 80] These diagrams illustrate examples 1 and 2 of the settings screen display. [Figure 81] This block diagram shows the electrical configuration of the sub-control board side of a gaming machine when the sword member 64 and the performance button 63 are configured to vibrate. [Figure 82] This is a diagram illustrating the button vibration intensity and the vibration of the 63rd effect button. [Figure 83] These diagrams illustrate examples 3 and 4 of the settings screen display. [Figure 84] These diagrams illustrate examples 5 and 6 of the settings screen display. [Figure 85] This block diagram shows the electrical configuration of the sub-control board side of a gaming machine when the sword member 64, the performance button 63, and the area around the handle 60 are configured to vibrate. [Figure 86] This diagram illustrates the handle vibration intensity and vibration around the 60° mark on the handlebars. [Figure 87] These diagrams illustrate examples 7 and 8 of the settings screen display. [Figure 88] This is an error code table stored in the table storage area of ​​the sub-ROM of the sub-control board. [Figure 89] This figure shows an example of the history of unauthorized activity stored in the information storage area of ​​the sub-RAM of the sub-control board. [Figure 90] This is a flowchart of the sub-side timer interrupt processing, which has a function to continuously notify of the occurrence of an error. [Figure 91] This is a flowchart of the fraud detection notification process 1 (Figure 90: Step SH4100A). [Figure 92] This is a flowchart of the fraud detection notification process 2 (Figure 90: Step SH4100B). [Figure 93] This is a flowchart of the fraud detection notification process 3 (Figure 90: Step SH4100C). [Figure 94] This is a flowchart of the fraud detection notification process 4 (Figure 90: Step SH4100D). [Figure 95] This is a diagram illustrating the notification system A for the occurrence of fraud. [Figure 96] This is a diagram to explain the notification system B for the occurrence of fraud. [Figure 97] This is a diagram illustrating the scenario C in which fraud occurs. [Figure 98] This is a diagram illustrating the notification effect D for the occurrence of fraud. [Figure 99] This diagram explains the notification sequences E and F for the occurrence of fraud. [Figure 100] This is a front view of a gaming machine equipped with a ball removal button for removing game balls stored in the upper tray from the gaming machine. [Figure 101] This is a block diagram showing the electrical configuration of the main control board side of a gaming machine equipped with a ball release button. [Figure 102] This block diagram shows the electrical configuration of the sub-control board side of a gaming machine equipped with a ball release button. [Figure 103] This is a flowchart of the received command analysis process (Figure 21: step S4101) in a gaming machine equipped with a ball release button. [Figure 104] This is a flowchart of the process for starting a variation effect in a gaming machine equipped with a ball release button (Figure 103: step S4206). [Figure 105] This is a diagram to explain the light-up effect A for the ball-removal button. [Figure 106] This diagram is intended to explain the continuation of the ball removal button illumination effect A. [Figure 107] This is a diagram to explain the light-up effect B for the ball-removal button. [Figure 108] This diagram is used to explain the continuation of the ball removal button illumination effect B. [Figure 109] This is a diagram to explain the light-up effect C of the ball-removal button. [Figure 110] This diagram is used to explain the continuation of the ball removal button illumination effect C. [Modes for carrying out the invention]

[0011] <First Embodiment> 1. Structure of a gaming machine Figure 1 is a front view of a gaming machine 1 as one embodiment of the present invention. In the following description, the left-right direction of the gaming machine 1 will be described as coinciding with the left-right direction as seen from the perspective of a player facing the gaming machine 1. Furthermore, the front direction of the gaming machine 1 will be described as the direction from the gaming machine 1 toward the player, and the rear direction of the gaming machine 1 will be described as the direction from the player toward the gaming machine 1.

[0012] The game machine 1 is a pachinko game machine that launches game balls based on the player's launch operation, and when a game ball enters a specific prize-winning device, it awards a predetermined number of game balls to the player based on that win. The game machine 1 comprises a game machine frame 50 and a game board 2, with the game board 2 mounted inside the game machine frame 50. The game machine frame 50 comprises a front frame (front frame section) 53, an outer frame (base frame section) that forms the outer casing of the game machine, and an inner frame inside the outer frame to which the game board 2 is mounted. The front frame (front frame section) 53 is a vertical rectangular unit positioned in front of the outer frame and inner frame, and comprises a handle 60, a game ball count indicator 61, a counting button 61a, a performance button 63, a sword member 64, a sword button 65, a frame lamp 66, a speaker 67, a select button 68, and a frame movable body 600. An opening is formed in the center of the front frame 53, allowing the game area 3 of the game board 2 to be viewed through the opening.

[0013] The handle 60 is located at the lower right end of the front frame 53 and launches the game balls with a launching force corresponding to the rotation angle. The game ball count indicator 61 is located below the front frame 53 and is a 7-segment display that shows the number of game balls the player has (hereinafter also referred to as "balls held"). The counting button 61a is a button for recording the number of balls held, as displayed on the game ball count indicator 61, onto a card in the card unit 135, which will be described later. The performance button 63 is an operation part located near the game ball count indicator 61 and is operated (pressed) by the player during performances that are executed as the game progresses. The sword member 64 is an operation part modeled after the shape of a sword and can be pressed downwards by the player during performances that are executed as the game progresses. The sword button 65 is an operation part located at the upper end of the sword member 64, that is, at the end of the sword's hilt, and is operated (pressed) by the player during performances that are executed as the game progresses. The sword member 64 is configured to perform two different operations: a first operation of pushing the entire sword member 64 downwards, and a second operation of pressing the sword button 65 at its tip. The frame lamp 66 is positioned around the opening of the front frame 53 and provides a light effect during gameplay. The speaker 67 is positioned on the upper left and upper right of the front frame 53 and provides a sound effect during gameplay. The select button 68 is a so-called directional pad, consisting of left, right, up, and down buttons, enabling various inputs. The frame movable body 600 is a movable gimmick provided on the upper part of the front frame 53. The frame movable body 600 is configured to be displaceable from a stored state, which is housed inside the front frame 53, to an exposed state, which protrudes above the front frame 53.

[0014] The game board 2 comprises a game area 3, rail members 4, board lamps 5, image display device 7, center decorative body 10, movable board body 15, fixed prize winning device (center hole) 19, normal variable prize winning device (electric chute) 22, gate (through checker) 28, big prize winning device (attacker) 31, general prize winning opening 27 (normal prize winning opening 27), out opening 16, and indicators 40.

[0015] The game area 3 is the area through which the game balls launched by the operation of the handle 60 flow, and is equipped with multiple game pins that guide the game balls. The rail member 4 is located at the left end of the game area 3 and guides the game balls launched by the operation of the handle 60 upwards in the game area 3. The board lamp 5 is located on the back side of the game area 3 and illuminates the game area 3 from the back side.

[0016] The image display device 7 is located near the center of the game area 3 and is equipped with a display screen 7a. The image display device 7 may be a liquid crystal display device, or it may be another image display device such as an organic EL display device, a plasma display, a projector, or a dot matrix display device. The display screen 7a of the image display device 7 has a performance symbol display area where performance symbols (decorative symbols) 8L, 8C, and 8R are displayed variably (also called variable display), a hold image display area where hold images 9A and 9B are displayed, and a hold digestion image display area where a hold digestion image 9C is displayed. The hold images 9A and 9B are images that represent a hold, and are also called hold icons 9A and 9B. The hold digestion image 9C is an image that represents the said hold, and is also called the said hold image 9C or the said hold icon 9C. Furthermore, strictly speaking, the hold digestion image 9C does not represent a hold, so it is also called the said variable image 9C or the said variable icon 9C.

[0017] The display area for the performance symbols includes three symbol display areas: "left," "center," and "right." The left symbol display area displays the left performance symbol (left decorative symbol) 8L. The center symbol display area displays the center performance symbol (center decorative symbol) 8C. The right symbol display area displays the right performance symbol (right decorative symbol) 8R. Performance symbols 8L, 8C, and 8R are composed of multiple symbols representing numbers from "1" to "9," for example. The variable display of performance symbols 8L, 8C, and 8R is synchronized with the variable display of the first special symbol and the second special symbol, which will be described later. The image display device 7 can display the results of the variable display of the first special symbol and the second special symbol (jackpot lottery results) displayed by the first special symbol displayer 41a and the second special symbol displayer 41b, which will be described later, to the player in an easy-to-understand manner, depending on the combination of performance symbols displayed in the left, center, and right symbol display areas.

[0018] For example, if a jackpot is won, the performance symbols will stop and display a repeating number such as "777". If it is a loss, the performance symbols will stop and display a scattered number such as "637". This makes it easier for the player to understand the progress of the game. The player can understand the jackpot lottery result from the first special symbol display 41a, the second special symbol display 41b, and the image display device 7. The position of the symbol display area does not have to be fixed. Also, the manner in which the performance symbols are displayed may be a vertical scrolling manner or other manner. The combination of performance symbols that is stopped and displayed according to each lottery result is not limited to the above and can be set arbitrarily. Hereafter, the performances that display the performance symbols 8L, 8C, and 8R will also be called the "performance symbol variation performance", the "decorative symbol variation performance", or simply the "variation performance". In this decorative symbol variation performance, the performance during the period from when the special symbols start to change until they stop (also called the special symbol variation period) is counted as one variation performance. Therefore, even if the decorative symbols are temporarily stopped during the period from when the special symbols start to change until they stop, the effect of that temporary stop is included in the effect of the decorative symbols changing.

[0019] The image display device 7 can display on the display screen 7a not only the performance symbol variation performance, but also the jackpot performance that is performed in parallel with the jackpot game (an example of a special game), and demo performances for when customers are waiting. In the performance symbol variation performance, in addition to the performance symbols, performance images such as background images and character images may also be displayed. Furthermore, in addition to the performance symbols, the image display device 7 may also display an identification indicator (fourth symbol, not shown) on the display screen 7a that can indicate that a special symbol is changing or that the result of the special symbol lottery is in progress. The identification indicator (fourth symbol) may be displayed by a light-emitting device such as an LED provided in the game area 3.

[0020] The hold image display area includes a first hold display area that displays hold image 9A according to the number of first special symbol hold items described later, and a second hold display area that displays hold image 9B according to the number of second special symbol hold items described later. The display of hold images 9A and 9B makes it easy for the player to see the number of first special symbol hold items displayed on the first special symbol hold indicator 43a and the number of second special symbol hold items displayed on the second special symbol hold indicator 43b. The hold consumption image display area includes a hold consumption display area that displays hold consumption image 9C. The hold consumption image 9C corresponds to the currently changing effect symbols (effect symbols 8L, 8C, 8R) on the display screen 7a, and the display of the hold consumption image 9C makes it easy for the player to see that the first special symbol hold or the second special symbol hold is being consumed (considered "consumption of special symbol hold items" described later).

[0021] Above the image display device 7 is a movable panel movable body 15 (also called a movable component 15), which is a so-called gimmick. The movable component 15 is configured to have a rectangular-shaped member (decorative part) inscribed with "OARO" that can move vertically. Normally, the movable component 15 is stationary in a retracted position above the image display device 7 (Figure 1), and can move downward (advance) from the retracted position toward the center of the display screen 7a and stop in an advanced position in front of the display screen 7a. When the movable component 15 stops in the advanced position, it covers a part of the image display device 7.

[0022] The center ornament 10 is located near the center of the game area 3 and in front of the image display device 7. A stage section 11 is formed at the bottom of the center ornament 10. The stage section 11 has a shape that can guide game balls rolling on its upper surface to the first starting opening 20, which will be described later. A warp section 12 is provided at the lower left of the center ornament 10. The warp section 12 has an inlet into which game balls flow in and an outlet out into which game balls flow out, and the game balls that flow in from the inlet are directed out from the outlet to the stage section 11.

[0023] The fixed prize entry device (center hole) 19 is located below the image display device 7 in the game area 3 and is equipped with a first start opening (first start prize entry opening, first ball entry opening, fixed start opening) 20 that ensures the ease of entry of game balls remains constant. Entry of a game ball into the first start opening 20 triggers the drawing of the first special symbol (jackpot drawing). In other words, entry of a game ball into the first start opening 20 triggers the acquisition of jackpot random numbers and jackpot determination.

[0024] The standard variable prize entry device (electric chute) 22 is located below the first start opening 20 in the game area 3 and is equipped with a second start opening (second start prize entry opening, second ball entry opening, variable start opening) 21. The entry of a game ball into the second start opening 21 triggers the drawing of the second special symbol (jackpot drawing). The electric chute 22 is equipped with a movable member 23 in front of the second start opening 21, and the operation of the movable member 23 opens and closes the second start opening 21. The movable member 23 is driven by an electric chute solenoid 24 (Figure 3). The second start opening 21 can accept a game ball when the movable member 23 is open. The electric chute 22 only needs to make it easier for a ball to enter the second start opening 21 when the movable member 23 is open than when it is closed, and it is also acceptable for a ball to enter the second start opening 21 when it is closed.

[0025] The gate (through checker) 28 is positioned above the large prize device (attacker) 31 in the game area 3 and is configured to allow game balls to pass through. The passage of a game ball through gate 28 triggers a regular symbol lottery that determines whether or not to open the electric tuner 22. In other words, the passage of a game ball through gate 28 triggers the acquisition of a regular symbol random number (winning random number) and the determination of a win.

[0026] Here, "special symbol lottery" refers to the process of determining whether a jackpot has been won by obtaining a random number for special symbol determination when a game ball enters the first start opening 20 or the second start opening 21, and comparing this obtained random number with a predetermined value corresponding to a "jackpot". The result of this "jackpot" lottery is not immediately notified to the player. Instead, the special symbol is displayed in a changing pattern on the first special symbol display 41a or the second special symbol display 41b, described later. After a predetermined changing time has elapsed, the special symbol corresponding to the lottery result is displayed as stopped (confirmed), and the lottery result is notified to the player. The image display device 7 performs a symbol matching game in which the performance symbols are displayed in sync with the changing pattern of the special symbol. This symbol matching game more effectively notifies the player of the jackpot lottery result. When counting the repeated changing patterns of the special symbol, they may be expressed as "rotations" or "fluctuations". For example, it might be expressed as "3 spins after a big win" or "3 variations after a big win." The number of variations for special symbols is specifically managed as "game count."

[0027] Furthermore, "lottery for regular symbols" refers to the process of determining whether a player has won or lost by obtaining a random number for determining regular symbols when a game ball passes through gate 28 and comparing this obtained random number with a predetermined value corresponding to a "win". The result of this lottery for regular symbols is not immediately announced when the game ball passes through gate 28. Instead, the regular symbols are displayed in the regular symbol display unit 42 (described later), and after a predetermined period of time has elapsed, the regular symbol corresponding to the lottery result is displayed (lit up or turned off), and the result is announced to the player.

[0028] The large prize device (attacker, special variable prize device) 31 is located to the upper right of the first start opening 20 in the game area 3 and includes a large prize opening (special prize opening) 30. The large prize opening 30 is equipped with an opening / closing member (first special prize opening opening / closing member) 32 that allows or prevents the acceptance of game balls by a swing-type opening and closing operation. The opening / closing member 32 is driven by a large prize opening solenoid 33 (Figure 3). When the opening / closing member 32 is in the open position, game balls can enter the large prize opening 30.

[0029] The large prize slot sensor 30a (Figure 3) detects when a game ball enters the large prize slot 30. The large prize device 31 in this embodiment is further equipped with a large prize device discharge sensor (not shown) that counts the number of game balls discharged from the large prize device 31.

[0030] The general prize entry point 27 is located at the bottom of the game area 3. The out entry point 16 is located at the bottom of the game area 3 and discharges game balls that do not enter any of the prize entry points to the outside of the game area 3. The display devices 40 are located near the center on the right side of the game board 2. Details of the display devices 40 will be described later.

[0031] Game area 3 is divided into left game area 3A, located to the left of the center in the left-right direction, and right game area 3B, located to the right. The method of shooting the game ball so that it flows down through left game area 3A is called "left-handed shooting." On the other hand, the method of shooting the game ball so that it flows down through right game area 3B is called "right-handed shooting." In game machine 1, left-handed shooting allows players to aim for entry into the first starting opening 20. Conversely, right-handed shooting allows players to aim for passing through gate 28, the second starting opening 21, and entry into the large prize opening 30.

[0032] Figure 2(A) is an enlarged view of the display unit 40. The display unit 40 includes a first special symbol display unit 41a, a second special symbol display unit 41b, a regular symbol display unit 42, a first special symbol hold display unit 43a, a second special symbol hold display unit 43b, and a regular symbol hold display unit 44. The first special symbol display unit 41a displays the first special symbol in a variable manner. The second special symbol display unit 41b displays the second special symbol in a variable manner. The regular symbol display unit 42 displays the regular symbol in a variable manner. The first special symbol hold display unit 43a displays the number of reserved functions (first special symbol hold) stored for the first special symbol display unit 41a. The second special symbol hold display unit 43b displays the number of reserved functions (second special symbol hold) stored for the second special symbol display unit 41b. The regular symbol hold indicator 44 displays the number of regular symbol hold indicators (regular symbol hold) stored in the regular symbol indicator 42. The variable display of the first special symbol is triggered when a game ball enters the first start opening 20. The variable display of the second special symbol is triggered when a game ball enters the second start opening 21. Hereafter, the first special symbol and the second special symbol will be collectively referred to as "special symbols". The first special symbol indicator 41a and the second special symbol indicator 41b will also be collectively referred to as "special symbol indicator 41". The first special symbol hold indicator 43a and the second special symbol hold indicator 43b will also be collectively referred to as "special symbol hold indicator 43".

[0033] The special symbol display unit 41 displays a special symbol (identification information) in a variable manner (variable display), and then displays it stopped to announce the result of the lottery (special symbol winning lottery, jackpot lottery) based on winning into the first start opening 20 or the second start opening 21. The special symbol that is displayed when stopped (stopped symbol, special symbol that is displayed as a result of the variable display) is one special symbol selected from among several types of special symbols by the special symbol lottery. If the stopped symbol is a special symbol (jackpot symbol) with a predetermined jackpot stopping pattern, a special game (jackpot game) is played in which the jackpot opening 30 is opened in an opening pattern corresponding to the type of jackpot symbol that is displayed when stopped (type of jackpot won). The opening patterns of the jackpot opening 30 in the special game will be described later.

[0034] The special symbol display unit 41 consists of eight LEDs arranged horizontally, and the way they light up indicates the special symbol corresponding to the result of the special symbol winning lottery. For example, if a jackpot (one of several types of jackpots described later) is won, the jackpot symbol is displayed with the 1st, 2nd, 5th, and 6th LEDs from the left lit up, such as "○○●●○○●●" (○: lit, ●: off). If it is a loss, the losing symbol is displayed with only the rightmost LED lit up, such as "●●●●●●●○". A mode in which all LEDs are turned off may also be used for the losing symbol. Before the special symbol is displayed in a stopped state, the special symbol is displayed in a variable state for a predetermined period of time. The mode of the variable display may be, for example, each LED lighting up so that the light flows repeatedly from left to right. The mode of the variable display is not limited to the above mode, and any lighting mode is possible as long as each LED is not displayed in a stopped state (lighted in a specific mode). For example, the mode of the variable display may be all LEDs flashing simultaneously.

[0035] In the game machine 1, when a game ball enters the first start port 20 or the second start port 21, the values ​​(numerical information) of various random numbers, such as the jackpot random number, acquired for that entry are temporarily stored in the special symbol reserve storage area 84e (Figure 5). Specifically, if the ball enters the first start port 20, it is stored in the first special symbol reserve storage area as the first special symbol reserve, and if the ball enters the second start port 21, it is stored in the second special symbol reserve storage area as the second special symbol reserve. There is an upper limit to the number of special symbol reserves that can be stored in each special symbol reserve storage area 84e, and in this embodiment, the upper limit is 4 for both the first special symbol reserve storage area and the second special symbol reserve storage area. The special symbol reserves stored in the special symbol reserve storage area 84e are consumed when it becomes possible to display the special symbols based on those special symbol reserves in a variable manner. "Consuming special symbols" refers to determining the jackpot random number corresponding to the special symbol hold and performing a variable display of special symbols to indicate the determination result. Therefore, in the game machine 1, even if the variable display of special symbols based on the entry of a game ball into the first start port 20 or the second start port 21 cannot be performed immediately after the entry, that is, even if the entry occurs while the variable display of special symbols is being performed or while a special game is being played, the right to draw a jackpot for that entry can be reserved up to a predetermined number. The number of special symbol holds is displayed in the special symbol hold indicator 43. The first special symbol hold indicator 43a and the second special symbol hold indicator 43b are each composed of, for example, four LEDs. Each special symbol hold indicator 43 displays the number of special symbol holds by lighting up the number of LEDs corresponding to the number of special symbol holds.

[0036] The variable display of the regular symbols is triggered by the passage of a game ball through gate 28. The regular symbol display unit 42 displays the regular symbols in a variable (variable) manner, and then displays them stopped, thereby notifying the result of the regular symbol lottery based on the passage of the game ball through gate 28. The regular symbol that is stopped (regular symbol stop symbol, the regular symbol that is displayed as a result of the variable display) is one regular symbol selected from among several types of regular symbols by the regular symbol lottery. If the regular symbol stop symbol is a specific regular symbol predetermined (a regular symbol with a predetermined stopping pattern, i.e., a regular winning symbol), an auxiliary game is performed to open the second start opening 21 in an opening pattern corresponding to the current game state. The opening patterns of the second start opening 21 will be described later.

[0037] The regular symbol display unit 42 consists of two LEDs, and the way they light up indicates the regular symbol corresponding to the result of the regular symbol lottery. For example, if the lottery result is a win, it displays a regular winning symbol with both LEDs lit up, such as "○○" (○: lit, ●: off). If the lottery result is a loss, it displays a regular losing symbol with only the right LED lit up, such as "●○". A mode in which all LEDs are turned off may also be adopted for a regular losing symbol. Before the regular symbol is displayed as stopped, the regular symbol is displayed as fluctuating for a predetermined fluctuating time. The mode of fluctuating display may be, for example, both LEDs lighting up alternately. The mode of fluctuating display is not limited to the above mode, and any lighting mode is possible as long as each LED is not displayed as stopped (lit in a specific mode). For example, the mode of fluctuating display may be all LEDs flashing simultaneously.

[0038] In the gaming machine 1, when a game ball passes through gate 28, the value of the normal symbol random number (winning random number) obtained for that passage is temporarily stored as a normal symbol reserve in the normal symbol reserve memory area 84f (Figure 5). There is an upper limit to the number of normal symbol reserves that can be stored in the normal symbol reserve memory area 84f, and the upper limit in this configuration is 4. Normal symbol reserves stored in the normal symbol reserve memory area 84f are consumed when it becomes possible to display a variable normal symbol based on that normal symbol reserve. Consumption of a normal symbol reserve means determining the normal symbol random number (winning random number) corresponding to that normal symbol reserve and executing a variable normal symbol display to show the result of that determination. Therefore, in the gaming machine 1, even if a variable normal symbol display based on the passage of a game ball through gate 28 cannot be performed immediately after the passage, that is, even if a win occurs while the variable normal symbol display is being executed or while an auxiliary game is being executed, the right to draw a normal symbol for that passage can be reserved up to a predetermined number. The number of reserved slots is displayed on the reserved slots indicator 44. The reserved slots indicator 44 is composed of, for example, four LEDs, and the number of reserved slots is displayed by lighting up the corresponding number of LEDs.

[0039] Figure 2(B) is a magnified view of the game ball count display 61. The game ball count display 61 displays the number of balls held (hereinafter also referred to as "number of balls held" or "number of balls that can be launched"). The game ball count display 61 is composed of 7-segment LEDs and can display numbers up to 6 digits. Here, "125" is displayed.

[0040] 2. Electrical configuration of the gaming machine Based on FIGS. 3 and 4, the electrical configuration of the gaming machine 1 will be described. FIG. 3 is a block diagram showing the electrical configuration on the main control board side of the gaming machine 1. FIG. 4 is a block diagram showing the electrical configuration on the sub-control board side of the gaming machine 1. The gaming machine 1 includes a main control board 80 (FIG. 3), a sub-control board 90 (FIG. 4), an image control board 100 (FIG. 4), a lamp control board 107 (FIG. 4), and an audio control board 106 (FIG. 4). The main control board 80 is a game control board that performs control related to game benefits such as jackpot lottery and transition of game states, and constitutes the main control unit. The sub-control board 90 is an effect control board that performs control related to effects executed as the game progresses, and together with the image control board 100, the lamp control board 107, and the audio control board 106, constitutes the sub-control unit. Note that the sub-control unit can be configured as long as it includes at least the sub-control board 90.

[0041] The main control board 80 includes a game control microcomputer 81 and an input / output circuit 87. The game control microcomputer 81 is a one-chip microcomputer mounted on the main control board 80, and controls the progress of the game of the gaming machine 1 according to a program. The game control microcomputer 81 includes a main ROM 83 that stores programs for controlling the progress of the game, a main RAM 84 used as a work memory, and a main CPU 82 that executes the programs stored in the main ROM 83. Details of the data stored in the main ROM 83 and details of the storage areas provided in the main RAM 84 will be described later. The main ROM 83 may be configured as an external ROM. The game control microcomputer 81 performs data transmission and reception with other boards and the like via the input / output circuit (I / O port section) 87. The input / output circuit 87 may be built into the game control microcomputer 81.

[0042] Various sensors and solenoids are connected to the main control board 80 via input / output circuits 87 and relay board 88. The main control board 80 receives signals output from each sensor and outputs signals to each solenoid. Examples of sensors connected via relay board 88 include the first start port sensor 20a, the second start port sensor 21a, the gate sensor 28a, the big prize port sensor 30a, the general prize port sensor 27a, and the out counter 25. Examples of solenoids connected via relay board 88 include the electric tuner solenoid 24 and the big prize port solenoid 33. The first start port sensor 20a is installed inside the first start port 20 and detects game balls that have entered the first start port 20. The second start port sensor 21a is installed inside the second start port 21 and detects game balls that have entered the second start port 21. The gate sensor 28a is located inside the gate 28 and detects game balls that have passed through the gate 28. The big prize slot sensor 30a is located inside the big prize slot 30 and detects game balls that have entered the big prize slot 30. The general prize slot sensor 27a is located inside the general prize slot 27 and detects game balls that have entered the general prize slot 27. The out counter 25 is located at the downstream end of the game board 2 and detects all game balls that have been launched into the game area 3. The electric tuner solenoid 24 drives the movable member 23 of the electric tuner 22. The big prize slot solenoid 33 drives the opening / closing member 32 of the big prize device 31.

[0043] The main control board 80 is connected to the display units 40 via the input / output circuit 87. The game control microcomputer 81 controls the display of the first special symbol display 41a, the second special symbol display 41b, the regular symbol display 42, the first special symbol hold display 43a, the second special symbol hold display 43b, and the regular symbol hold display 44.

[0044] A game ball count indicator 61 is connected to the main control board 80 via an input / output circuit 87. The game ball count indicator 61 displays the number of balls the player has. The number of balls is stored in the game ball count storage area 84g of the main RAM 84 (Figure 5), and the number of balls stored in the game ball count storage area 84g is displayed on the game ball count indicator 61.

[0045] The main control board 80 is connected to the firing control circuit 111, the card unit 135, and the counting button 61a via the input / output circuit 87. The firing control circuit 111 is connected to the firing device 112. The main control board 80 outputs information to the card unit, such as prize ball information, door or frame opening information, the number of times the first special symbol or second special symbol has changed, whether a game ball has entered the first start port 20 or the second start port 21, whether or not a jackpot is in progress, and security signals.

[0046] The counting button 61a is a button used to record the number of balls held, as displayed on the game ball count indicator 61, onto a card in the card unit 135.

[0047] The launching device 112 comprises a handle 60 (Figure 1), a launching motor 113, a touch switch 114, and a launching volume 115. When the player operates the handle 60, the launching device 112 detects contact with the handle 60 using the touch switch 114 and detects the amount of rotation of the handle 60 using the launching volume 115. When a launch permission signal is output from the main control board 80, the launching control circuit 111 grants permission to launch to the launching device 112, and the launching device 112 drives the launching motor 113 so that the game balls are launched with a strength corresponding to the magnitude of the detection signal from the launching volume 115. When a game ball is launched, the launching control circuit 111 transmits a launch signal to the main control board 80. As a result, the game control microcomputer 81 decrements the number of game balls stored in the game ball count storage area 84g (Figure 5) of the main RAM 84. When the number of balls stored in the game ball count memory area 84g becomes "0", the microcomputer 81 for game control stops outputting a launch permission signal to the launch control circuit 111 and outputs a launch prohibition signal.

[0048] The card unit 135 is positioned adjacent to the gaming machine 1. A play-paid card for gaming is inserted into the card unit 135. The remaining balance and the number of balls held are recorded on this prepaid card. The card unit 135 is equipped with a ball dispensing button and a return button. Pressing the ball dispensing button dispenses a predetermined amount of game balls. Specifically, when the ball dispensing button on the card unit 135 is pressed, a predetermined amount of balls is deducted from the prepaid card, and a ball dispensing signal is sent to the main control board 80. As a result, the game control microcomputer 81 adds the predetermined amount of game balls to the number of balls held and updates the number of balls stored in the game ball count storage area 84g (Figure 5). On the other hand, when the return button on the card unit 135 is pressed, a return signal is sent to the main control board 80. As a result, the card unit 135 ejects the prepaid card.

[0049] The main control board 80 is connected to the sub-control board 90 (Figure 4) via an input / output circuit 87. The main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a unidirectional communication connection that allows only signal transmission from the main control board 80 to the sub-control board 90. In other words, a unidirectional circuit (for example, a circuit using a diode) not shown is interposed between the main control board 80 and the sub-control board 90 as a means of restricting the direction of communication.

[0050] The sub-control board 90 includes a microcontroller 91 for controlling the game's effects and an input / output circuit 96. The microcontroller 91 for controlling the game's effects is a one-chip microcontroller mounted on the sub-control board 90 and controls the game's effects of the gaming machine 1 according to a program. The microcontroller 91 for controlling the game's effects includes a sub-ROM 93 that stores programs for controlling the effects as the game progresses, a sub-RAM 94 used as work memory, and a sub-CPU 92 that executes the programs stored in the sub-ROM 93. Details of the data stored in the sub-ROM 93 and the memory area provided in the sub-RAM 94 will be described later. The sub-ROM 93 may be configured as an external ROM. The microcontroller 91 for controlling the game's effects sends and receives data with other boards, etc., via the input / output circuit (I / O port section) 96. The input / output circuit 96 may be built into the microcontroller 91 for controlling the game's effects. The sub-control board 90 is connected to the image control board 100, the audio control board 106, the lamp control board 107, and the relay board 108 via the input / output circuit 96.

[0051] The image control board 100 includes an image control microcontroller 101, an input circuit 105a, and an output circuit 105b. The image control microcontroller 101 is a one-chip microcontroller mounted on the image control board 100 and controls the display of the image display device 7 according to a program. The image control microcontroller 101 includes a CPU 102, a ROM 103, and a RAM 104. The ROM 103 stores a program for display control, as well as image data such as still image data and video data displayed on the image display device 7, specifically characters, items, shapes, letters, numbers, and symbols (including animation patterns) and background images. The RAM 104 is used as memory for processing the image data. The CPU 102 executes the program stored in the ROM 103. The animation control microcontroller 91 causes the image control microcontroller 101 to control the display of the image display device 7 based on commands received from the main control board 80. The image control microcontroller 101 reads image data from the ROM 103 based on commands from the performance control microcontroller 91, and performs display control based on the read image data.

[0052] A speaker 67 is connected to the audio control board 106, and the performance control microcontroller 91 outputs voice, music, sound effects, etc., from the speaker 67 via the audio control board 106 based on commands received from the main control board 80. The audio data, such as voice, output from the speaker 67 is stored in the sub-ROM 93 of the sub-control board 90. The audio control board 106 may also have a CPU, and the CPU may be made to execute audio control based on commands. Furthermore, the audio control board 106 may also have a ROM, and the audio data may be stored in the ROM. In addition, the speaker 67 may be connected to the image control board 100, and the CPU 102 of the image control board 100 may be made to execute audio control. Furthermore, the audio data may be stored in the ROM 103 of the image control board 100.

[0053] The lamp control board 107 is connected to the frame lamp 66, the panel lamp 5, and the movable mechanism 15, and controls them. The performance control microcontroller 91 controls the lighting of the lamps, such as the frame lamp 66 and the panel lamp 5, via the lamp control board 107, based on commands received from the main control board 80. In other words, the performance control microcontroller 91 creates light emission pattern data (data that determines lighting / exiting, light color, etc., also called lamp data) that determines the light emission pattern of the lamps, such as the frame lamp 66 and the panel lamp 5, and controls the light emission of the lamps, such as the frame lamp 66 and the panel lamp 5, according to the light emission pattern data. Data stored in the sub-ROM 93 of the sub-control board 90 is used to create the light emission pattern data. The performance control microcontroller 91 operates the movable mechanism 15 based on commands received from the main control board 80. The performance control microcontroller 91 creates operation pattern data (drive data) that determines the operation pattern of each of the movable mechanism 15, and controls the operation of the movable mechanism 15 according to the operation pattern data. The data stored in the sub-ROM 93 is used to create the operation pattern data. The lamp control board 107 may also have a CPU installed, and the CPU may be used to control the lighting of the lamps and the operation of the movable mechanism 15 based on commands. In this case, the lamp control board 107 may also have a ROM installed, and data related to the light emission pattern and operation pattern may be stored in that ROM.

[0054] The relay board 108 is connected to the performance button 63, the select button 68, and the frame movable body 600. When the performance button 63 is pressed by the player, it outputs a switch signal to the sub-control board 90 via the relay board 108. The performance control microcomputer 91 operates the performance button 63 based on commands received from the main control board 80. The performance button 63 is not only pressable, but its position can also change between a normal position (recessed position) where the upper part of the button body protrudes slightly, and a protruding position where most of the button body protrudes. In other words, the performance button 63 rises up as part of the performance. The performance control microcomputer 91 creates position change data (drive data) to change the position of the performance button 63 and controls the operation of the performance button 63 according to the position change data. The data stored in the sub-ROM 93 is used to create the position change data. When the select button 68 is pressed by the player, it outputs a switch signal to the sub-control board 90 via the relay board 108.

[0055] The performance control microcontroller 91 operates the movable frame 600 based on commands received from the main control board 80. The movable frame 600 is a movable gimmick located on the upper part of the front frame 53 (Figure 1). The performance control microcontroller 91 creates operation pattern data (drive data) that determines the operation mode of the movable frame 600, and controls the operation of the movable frame 600 according to the operation pattern data. Data stored in the sub-ROM 93 is used to create the operation pattern data. The relay board 108 may also be connected to a touch sensor or the like, which is located on the front frame 53 and outputs a detection signal when a human body comes into contact with it.

[0056] 3. Data structure of the gaming machine Based on Figure 5, the data structure of the gaming machine 1 will be explained. Figure 5(A) is a diagram illustrating the main ROM 83. Figure 5(B) is a diagram illustrating the memory area provided in the main RAM 84. Figure 5(C) is a diagram illustrating the sub-ROM 93. Figure 5(D) is a diagram illustrating the memory area provided in the sub-RAM 94.

[0057] The main ROM 83 (Figure 5(A)) is provided with a table storage area 83a. The table storage area 83a stores a jackpot determination table, a reach determination table, a normal symbol hit determination table, a normal symbol variation pattern determination table, a jackpot type determination table, a variation pattern determination table, an electric tuner opening pattern determination table, a large prize pocket opening pattern determination table, and so on. These determination tables are referenced by the game control microcomputer 81 in the main control processing (described later) executed by the game control microcomputer 81.

[0058] The main RAM 84 (Figure 5(B)) is provided with a command set area 84a, a flag set area 84b, a counter set area 84c, a special operation status set area 84d, a special symbol hold memory area 84e, a normal symbol hold memory area 84f, and a game ball count memory area 84g.

[0059] Command set area 84a is an area (output buffer) where commands to be output from the main control unit to the sub-control unit during the main control processing (described later) are set. Commands such as pre-determination commands, held ball count commands, variation start commands, variation stop commands, opening commands, round specification commands, ending commands, game state specification commands, customer waiting commands, and timer commands are set here.

[0060] Flag setting area 84b is an area where flags indicating the state of the gaming machine and the state of play are set during the main control processing (described later), and flags such as the jackpot flag, jackpot end flag, probability variation flag, and time reduction flag are set.

[0061] The counter set area 84c is the area where counters used in the main control processing (described later) are set, and includes random number counters, round counters, probability change counters, time reduction counters, game counters, etc.

[0062] The special operation status set area 84d is the area where the status for the special operation processing described later is set. The special symbol hold memory area 84e includes the first special symbol hold memory area where the first special symbol hold is stored, and the second special symbol hold memory area where the second special symbol hold is stored. The first special symbol hold memory area is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing groups of random numbers (hold information), such as special symbol winning random numbers, corresponding to the first, second, third, and fourth special symbol holds of the first special symbol hold, respectively. The second special symbol hold memory area is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing groups of random numbers (hold information), corresponding to the first, second, third, and fourth special symbol holds of the second special symbol hold, respectively.

[0063] The regular symbol hold memory area 84f is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing groups of random values ​​(hold information), such as regular symbol random numbers (winning random numbers), corresponding to the first, second, third, and fourth regular symbol holds, respectively.

[0064] The game ball count memory area 84g is the area that stores the number of balls held.

[0065] The sub-ROM 93 (Figure 5(C)) is provided with a program storage area 93a and a table storage area 93b. The table storage area 93b stores a pre-reading effect pattern determination table, a core effect pattern determination table, a chance-up effect pattern determination table, a stop symbol pattern determination table, and so on. These determination tables are referenced by the effect control microcontroller 91 in the sub-control main processing (described later) executed by the effect control microcontroller 91.

[0066] The sub-RAM 94 (Figure 5(D)) is provided with a command storage area 94a, a performance command set area 94b, a counter set area 94c, and an information storage area 94d.

[0067] Command memory area 94a is an area (input buffer) where commands input from the main control unit side are stored during the sub-control main processing (described later). Commands such as pre-determination commands, reserved ball count commands, variation start commands, variation stop commands, opening commands, round specification commands, ending commands, game state specification commands, and customer waiting commands are stored there.

[0068] The performance command set area 94b is an area (output buffer) where commands are set for output from the sub-control board 90 to the image control board 100, sound control board 106, lamp control board 107, and relay board 108 during the sub-control main processing (described later). Commands such as the variable performance start command, variable performance end command, variable performance end command, opening performance start command, round performance start command, and ending performance start command are set.

[0069] The counter set area 94c is the area where counters used in the sub-control main processing (described later) are set, and includes a random number counter, a first special symbol hold effect counter, a second special symbol hold effect counter, a normal symbol hold effect counter, a probability variation effect counter, a time reduction effect counter, a game counter, and so on. Information storage area 94d is an area for storing various types of information.

[0070] Here, we will explain the various random numbers acquired by the game control microcomputer 81 in the gaming machine 1. The microcontroller 81 for game control is configured to acquire the "jackpot random number," "jackpot type random number," "reach random number," "variation pattern random number," and "normal symbol random number (winning random number)" at the timings described later. All of these are acquired as values ​​of the random number counter in the counter set area 84c of the main RAM 84. Multiple random number counters are provided, one for each. The "jackpot random number" is a random number used in the lottery to determine whether or not a jackpot is hit (jackpot determination), and it takes values ​​in the range of 0 to 65535. The "jackpot type random number" is a random number used to determine the type of jackpot won (jackpot type determination), and it takes values ​​in the range of 0 to 127. The "Reach Random Number" is a random number used to determine whether or not to generate a reach in the symbol variation animation that indicates the result of a miss when the jackpot judgment is not met. It takes a value in the range of 0 to 127. Reach is a state in which, out of multiple animation symbols (decorative symbols), only one animation symbol remains to be displayed in a variation, and depending on which symbol the remaining variation animation symbol stops on, it will result in a combination of animation symbols that indicates a jackpot (for example, the state of "7↓7"). Note that the animation symbol that is stopped in the reach state may be displayed as if it is shaking within the display screen 7a.

[0071] The "variation pattern random number" is a random number used to determine the variation pattern, including the variation time, and takes values ​​in the range of 0 to 127. The "normal symbol random number (winning random number)" is used in the lottery (normal symbol lottery) to determine whether or not to perform the auxiliary game that opens the electric tuner 22. The normal symbol random number takes values ​​in the range of 0 to 255. The "jackpot random number," "jackpot type random number," "reach random number," and "variation pattern random number" are obtained based on the ball entering the starting gate (first starting gate 20 or second starting gate 21). The group of random numbers obtained based on the ball entering the first starting gate 20 is stored in the first special symbol reserve memory area, and the group of random numbers obtained based on the ball entering the second starting gate 21 is stored in the second special symbol reserve memory area. The "normal symbol random number (winning random number)" is obtained based on passing through gate 28. The obtained normal symbol random number is stored in the normal symbol reserve memory area 84f.

[0072] Next, we will explain the various random numbers acquired by the microcontroller 91 for controlling the game's presentation in the gaming machine 1. The microcontroller 91 for controlling the game's presentation is configured to acquire "pre-read presentation random numbers," "chance-up random numbers," and "presentation determination random numbers." All of these are acquired as values ​​for the random number counters in the counter set area 94c of the sub-RAM 94. Multiple random number counters are provided, each corresponding to a different function.

[0073] The "pre-read animation random number" is a random number used to determine the pre-read animation during variable animations, and takes values ​​in the range of 0 to 127. The "pre-read animation random number" is obtained based on the output of a pre-determination command from the main control unit to the sub-control unit. The obtained random number set is stored in sub-RAM94.

[0074] The "Chance Up Random Number" is a random number used to determine the chance-up effect during the reel spinning animation, and takes values ​​in the range of 0 to 127. The "Chance Up Random Number" is obtained based on the output of the reel spinning start command from the main control unit to the sub-control unit. The obtained random value is stored in sub-RAM94.

[0075] The "random number for determining the performance" is a random number used to determine the performance pattern during variable performances, and takes a value in the range of 0 to 127. The "random number for determining the performance" is obtained based on the output of a variable start command from the main control unit to the sub-control unit. The obtained random value is stored in sub-RAM94.

[0076] 4. Explanation of various tables Figure 6 is a diagram illustrating the jackpot determination table. The jackpot determination table is a table referenced by the game control microcomputer 81 in the main control processing (described later) to determine whether the acquired jackpot random number (any of 0 to 65535) corresponds to a "jackpot" or a "miss". The jackpot determination in the jackpot determination table is performed based on the game state of the game machine 1. For example, in the "low probability state", if the jackpot random number is "0 to 204", it is determined to be a "jackpot", and in all other cases, it is determined to be a "miss". Also, for example, in the "high probability state", if the jackpot random number is "0 to 1366", it is determined to be a "jackpot", and in all other cases, it is determined to be a "miss".

[0077] The reach determination table is a table referenced by the game control microcomputer 81 in the main control processing (described later) to determine whether the acquired reach random value (any of 0 to 127) corresponds to "reach present" or "no reach". The reach determination in the reach determination table is performed based on the game state of the game machine 1. In this embodiment, in the "non-time-saving state", if the reach random value is "0 to 13", it is determined to be "reach present", and if the reach random value is "a number other than 0 to 13 (14 to 127)", it is determined to be "no reach". Also, in the "time-saving state", if the reach random value is "0 to 5", it is determined to be "reach present", and if the reach random value is "a number other than 0 to 5 (6 to 127)", it is determined to be "no reach".

[0078] The normal symbol win determination table is a table referenced by the game control microcomputer 81 in the main control processing (described later) to determine whether the acquired normal symbol random value (any of 0 to 255) corresponds to a "win" or a "loss". The determination in the normal symbol win determination table is made based on the game state of the game machine 1. In this embodiment, in the "non-time-saving state", if the normal symbol random value is "0 to 2", it is determined to be a "win", and if the normal symbol random value is "a number other than 0 to 2 (3 to 255)", it is determined to be a "loss". Also, in the "time-saving state", if the normal symbol random value is "0 to 254", it is determined to be a "win", and if the normal symbol random value is "a number other than 0 to 254 (255)", it is determined to be a "loss".

[0079] The normal symbol variation pattern determination table is a table that the game control microcomputer 81 refers to in its main control processing (described later) to determine how many seconds the normal symbols will vary, depending on the game state (whether it is a non-time-saving state or a time-saving state). In this embodiment, when it is a "non-time-saving state", the normal symbol variation time is determined to be "30 seconds", and when it is a "time-saving state", the normal symbol variation time is determined to be "1 second".

[0080] Figure 7 is a diagram illustrating the jackpot type determination table. The jackpot type determination table is a table that the game control microcomputer 81 refers to in the main control processing (described later) to determine the "jackpot type" according to the acquired jackpot type random value (one of 0 to 127).

[0081] In Figure 7, when a win is achieved in the lottery for the first special symbol (Special Symbol 1), if the random value for the type of jackpot is "0 to 63", the type of jackpot is determined to be "10R probability variation jackpot (ST 100 times)", if the random value for the type of jackpot is "64 to 95", the type of jackpot is determined to be "4R probability variation jackpot (ST 100 times)", and if the random value for the type of jackpot is "96 to 127", the type of jackpot is determined to be "4R normal jackpot (time reduction 100 times)". If a win occurs in the lottery for the second special symbol (Special Symbol 2), the type of jackpot is determined to be "10R probability variation jackpot (ST 100 times)" if the random value for the type of jackpot is "0 to 63", the type of jackpot is determined to be "4R probability variation jackpot (ST 100 times)", and the type of jackpot is determined to be "4R normal jackpot (time reduction 100 times)" if the random value for the type of jackpot is "96 to 127". In addition, the jackpot type determination table may also specify the "opening (OP) command", "round specification command", and "ending (ED) command" for special games.

[0082] Figure 8 is a diagram illustrating the fluctuation pattern determination table when not in a time-saving state. Figure 9 is a diagram illustrating the fluctuation pattern determination table when in a time-saving state. Figure 8 shows, for example, that when the ball enters the first starting opening 20 in a non-time-saving state, the jackpot determination table determines it as a "miss", the reach determination table determines it as a "reach", and the random value of the variation pattern is "0 to 20", then the variation pattern is determined to be "P4".

[0083] Figure 9 shows, for example, that when a ball enters the second starting opening 21 in the time-saving state, and the jackpot determination table determines it to be a "jackpot," and the random value of the variation pattern is "0 to 63," the variation pattern is determined to be "P31."

[0084] As shown in Figures 8 and 9, once the variation pattern is determined, the variation time is also determined. Furthermore, if a reach occurs, it is determined whether that reach will be a normal reach or a super reach (SP reach). A super reach is a reach animation with a longer variation time after the reach than a normal reach, and it is an advanced reach animation that is executed after a normal reach. Here, three types of super reaches with different variation times (SP1, SP2, SP3) are set.

[0085] The electric tuner opening pattern determination table is a table referenced by the game control microcomputer 81 in the main control processing (described later) to determine the opening pattern of the electric tuner 22 according to the game state (whether it is a non-time-saving state or a time-saving state). In this embodiment, when it is a "non-time-saving state", the opening pattern of the electric tuner 22 is determined to be "opening pattern 11", and when it is a "time-saving state", the opening pattern is determined to be "opening pattern 12". In opening pattern 11, the electric tuner 22 is opened once for an opening time of 0.2 seconds. In opening pattern 12, the electric tuner 22 is opened three times for an opening time of 2.0 seconds each time, with an interval (opening interval) of 1.0 seconds. However, the electric tuner 22 is closed even if there is remaining opening time if a predetermined number of game balls have entered (specified number of entries, maximum 10 balls).

[0086] The big prize opening pattern determination table is a table that the microcomputer 81 for game control refers to in the main control processing (described later) to determine the opening pattern of the big prize opening 30. In this embodiment, if it is a "4R jackpot", it is determined to be "opening pattern 21". In "opening pattern 21", the big prize opening 30 is opened once for a duration of 29.5 seconds in rounds 1 to 4 (long opening). If it is a "10R jackpot", it is determined to be "opening pattern 22". In "opening pattern 22", the big prize opening 30 is opened once for a duration of 29.5 seconds in rounds 1 to 10 (long opening).

[0087] 5. Explanation of jackpots, etc. In the game machine 1, there are "jackpots" and "misses" as results of the jackpot lottery (special symbol lottery). If it is a "jackpot," the "jackpot symbol" is displayed on the special symbol display 41. If it is a "miss," the "miss symbol" is displayed on the special symbol display 41. When a jackpot is won, a "jackpot game" is executed, which opens the big prize slot (big prize slot 30) in an opening pattern corresponding to the type of jackpot. The jackpot game is an example of a special game. The jackpot game includes multiple rounds of gameplay (unit opening games), an opening (OP) before the start of the first round of gameplay, and an ending (ED) after the end of the final round of gameplay. Each round of gameplay begins at the end of the opening or the end of the previous round of gameplay, and ends at the start of the next round of gameplay. The time (interval time) when the big prize slot is closed between rounds of gameplay is included in the opening round of gameplay before that closure.

[0088] There are several types of jackpots. There are three types of jackpots: "10R probability variation jackpot (ST 100 times)", "4R probability variation jackpot (ST 100 times)", and "4R normal jackpot (time reduction 100 times)". After a "probability variation jackpot", the player enters a high probability time reduction state (high probability high base state). This high probability time reduction state is called "ST (Special Time)". On the other hand, after a "normal jackpot", the player enters a low probability time reduction state (low probability high base state). Both the high probability time reduction state and the low probability time reduction state last for 100 rounds.

[0089] 6. Explanation of game status The game state of the gaming machine 1 will now be explained. The game control microcomputer 81 can perform "probability variation control" and "variation time reduction control" for the special symbols displayed on the special symbol display unit 41 and the normal symbols displayed on the normal symbol display unit 42, respectively. Here, the state in which the game control microcomputer 81 is performing probability variation control for the special symbols on the special symbol display unit 41 is called the "high probability state," and the state in which probability variation control is not performed is simply called the "normal probability state (non-high probability state, low probability state)." As probability variation control for the special symbols, the game control microcomputer 81 achieves the high probability state by performing jackpot determination using a jackpot determination table (Figure 6) in which the number of jackpot random values ​​determined to be jackpots is greater in the high probability state than in the normal probability state. Therefore, the probability of hitting a jackpot is higher in the high probability state than in the normal probability state. In other words, when the game control microcomputer 81 is performing probability variation control on the special symbols of the special symbol display unit 41, the probability that the display result (stopped symbol) of the variable display of the special symbols by the special symbol display unit 41 will be a jackpot symbol is higher compared to when probability variation control is not being performed.

[0090] Furthermore, the state in which the game control microcomputer 81 controls the special symbols of the special symbol display unit 41 to shorten the variation time is called the "time-shortened state," and the state in which the variation time shortening control is not performed is simply called the "non-time-shortened state." In the time-shortened state, the variation time of the special symbols (the time from the start of the variation display to the time until the display result is derived and displayed) is shorter than in the non-time-shortened state. In the time-shortened state, the game control microcomputer 81 performs variation pattern determination using a variation pattern determination table (Figure 9) which is set up so that a variation pattern with a shorter variation time is selected more often than in the non-time-shortened state. In other words, when the game control microcomputer 81 is performing variation time shortening control on the special symbols of the special symbol display unit 41, a shorter variation time is more likely to be selected as the variation time of the variable display of the special symbols compared to when the variation time shortening control is not performed. As a result, in the time-shortened state, the pace of consumption of special symbol reserves is faster, and effective winnings into the starting gate (winnings that can be stored as special symbol reserves) are more likely to occur. This allows players to aim for a jackpot while the game progresses smoothly. The game control microcomputer 81 may simultaneously execute probability variation control and variation time reduction control for the special symbols on the special symbol display unit 41, or it may execute only one of them.

[0091] The game control microcomputer 81 performs probability variation control and variation time reduction control for the regular symbols of the regular symbol display unit 42 in parallel with the variation time reduction control for the special symbols of the special symbol display unit 41. In other words, the game control microcomputer 81 performs probability variation control and variation time reduction control for the regular symbols when the time reduction state is active, but does not perform them when the time reduction state is not active. As probability variation control for the regular symbols, the game control microcomputer 81 performs a win determination (determination of the regular symbols) using a regular symbol win determination table in which the number of regular symbol random values ​​(winning random values) that are determined to be wins are greater in the time reduction state than in the non-time reduction state. Therefore, in the time reduction state, the probability of winning is higher than in the normal probability state of the regular symbols. In other words, when the game control microcomputer 81 is performing probability variation control for the regular symbols of the regular symbol display unit 42, the probability that the display result (stopped symbol) of the variable display of the regular symbols by the regular symbol display unit 42 will be a winning symbol is higher compared to when probability variation control is not being performed. In the time-saving mode, the variation time of the normal symbols is shorter than in the non-time-saving mode. Here, the variation time of the normal symbols is 30 seconds in the non-time-saving mode, but 1 second in the time-saving mode. Furthermore, in the time-saving mode, the opening time of the electric chute 22 during auxiliary play is longer than in the non-time-saving mode. That is, the game control microcomputer 81 is executing an opening time extension control for the electric chute 22. In addition, in the time-saving mode, the number of times the electric chute 22 opens during auxiliary play is greater than in the non-time-saving mode. That is, the game control microcomputer 81 is executing an opening number increase control for the electric chute 22. When the game control microcomputer 81 is executing probability variation control and variation time reduction control for the normal symbols of the normal symbol display 42, and opening time extension control and opening number increase control for the electric chute 22, the electric chute 22 opens more frequently and game balls enter the second start port 21 more frequently compared to when these controls are not being executed. As a result, the base, which is the ratio of the number of prize balls to the number of balls launched, becomes higher. Therefore, the state in which these controls are being implemented is called the "high base state," and the state in which they are not being implemented is called the "low base state." In the high base state, it is possible to aim for a jackpot without significantly reducing the number of game balls you have.The high base state refers to the state in which so-called electric support control (control that supports entry into the second starting opening 21 by the electric tuner 22) is being executed. The high base state (electric support control state) does not have to execute all of the above controls. That is, it is sufficient if the electric tuner 22 is opened more easily than when the control is not executed by executing one or more of the following controls: probability fluctuation control for the normal symbols of the normal symbol display 42, reduction of the fluctuation time for the normal symbols of the normal symbol display 42, extension of the opening time for the electric tuner 22, and increase of the number of openings for the electric tuner 22. Furthermore, the high base state (electric support control state) may be controlled independently and not associated with the time-saving state.

[0092] In Gaming Machine 1, after winning a jackpot (either a 10R or 4R jackpot), the game state is a high-probability state and a time-saving state. This game state is specifically called the "high-probability high-base state," the "high-probability time-saving state," or the "jackpot game state." The high-probability high-base state lasts for 100 spins, ending either when 100 special symbol variations are displayed or when a jackpot is won and that jackpot game is played.

[0093] Furthermore, after winning a regular 4R jackpot, the game state is a low probability state (normal probability state) and a time-saving state. This game state is specifically called the "low probability high base state," "low probability time-saving state," or "time-saving game state." The low probability high base state continues for 100 spins, ending either when the variable display of special symbols is executed 100 times, or when a jackpot is won and the jackpot game is executed.

[0094] When playing Gaming Machine 1 for the first time, the game state after power-on is a low probability state and a low base state (non-electric support control state). This game state is specifically called the "low probability low base state". The low probability low base state is also sometimes called the "normal game state" or the "low probability non-time-saving state (also simply called the non-time-saving state)". Furthermore, the state during the execution of a special game (jackpot game) will be called the "special game state (jackpot game state)".

[0095] In high-base states, such as high-probability high-base states and low-probability high-base states, it is advantageous to play by shooting to the right to guide the game ball into the right game area 3B (Figure 1). This is because, due to the electric support control, the electric tuner 22 is more likely to open compared to low-base states, making it easier to enter the second start opening 21 than to enter the first start opening 20. Therefore, in high-base states, players should shoot to the right to guide the game ball through gate 28, which is the trigger for the normal symbol lottery, while also aiming to get the game ball into the second start opening 21. This allows for more start entries (entries into start openings) than shooting to the left. Note that in game machine 1, players should also shoot to the right during jackpot play. On the other hand, in low-base states, it is advantageous to play by shooting to the left to guide the game ball into the left game area 3A (Figure 1). Because the electric support control is not in operation, the electric tuner 22 is less likely to open compared to the high base state, making it easier to enter the first start opening 20 than to enter the second start opening 21. For this reason, in the low base state, players should shoot left to try and get the game balls into the first start opening 20. This allows for more start entries than shooting right.

[0096] 7. Operation of the microcontroller 81 for game control Next, the operation of the game control microcontroller 81, which is located on the main control board 80 (Figure 3), will be explained. The counters, flags, status, buffers, etc. that appear in the explanation of the operation of the game control microcontroller 81 are located in the main RAM 84.

[0097] [Main control processing] Figure 10 is a flowchart of the main control processing. When the power to the game machine 1 is turned on, the game control microcomputer 81 reads a program from the main ROM 83 to execute the main control processing. In the main control processing, the game control microcomputer 81 first performs initialization processing (step S001). In initialization processing, for example, the settings of the main CPU 82, various flags, status and counters are reset. The initial value of the flags is "0" or "OFF", the initial value of the status is "1", and the initial value of the counters is "0". Note that initialization processing is executed only once after power is turned on and is not executed thereafter.

[0098] After initialization, the game control microcontroller 81 disables interrupts (step S002) and performs the normal and special symbol main random number update process (step S003). In this normal and special symbol main random number update process, the game control microcontroller 81 updates various random number counter values ​​(jackpot random value, jackpot type random value, reach random value, variation pattern random value, normal symbol random value) by adding 1. When each random number counter value reaches a set upper limit, it resets to "0" and is added again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. In addition, each random number may be a so-called hardware random number generated using a known random number generation circuit consisting of a counter IC or the like.

[0099] After the normal and special symbol main random number update process, the game control microcontroller 81 enables interrupt processing (step S004). While interrupts are enabled, the main-side timer interrupt processing (step S005) can be executed. The main-side timer interrupt processing is executed based on interrupt pulses repeatedly input to the main CPU 82 at a predetermined period (for example, a 4 msec period). That is, the main-side timer interrupt processing is executed at predetermined periods (for example, a 4 msec period). Then, between the end of the main-side timer interrupt processing and the start of the next main-side timer interrupt processing, the update processing of various counter values ​​by the normal and special symbol main random number update process is repeatedly executed. Note that if an interrupt pulse is input to the main CPU 82 while interrupts are disabled, the main-side timer interrupt processing will not start immediately, but will start after interrupts are enabled.

[0100] [Main timer interrupt handling] Figure 11 is a flowchart of the main timer interrupt processing (step S005 in Figure 10). In the main timer interrupt processing, the game control microcontroller 81 first performs a random number update process (step S101). Specifically, the game control microcontroller 81 updates various random number counter values. This random number update process is the same as the main random number update process for normal and special symbols performed in the main control processing (Figure 10) described above. That is, the update process for various random number counter values ​​is performed both during the execution period of the main timer interrupt processing and during other periods (the period from the end of the main timer interrupt processing until the start of the next main timer interrupt processing).

[0101] After the random number update process, the game control microcontroller 81 performs input processing (step S102). In the input processing, the game control microcontroller 81 reads the detection signals detected by the various sensors attached to the game machine 1.

[0102] After input processing, the game control microcomputer 81 performs start gate sensor detection processing (step S103). In the start gate sensor detection processing, the game control microcomputer 81 determines whether a game ball has passed through gate 28, obtains the value of the normal symbol random number counter, and stores the obtained random number in one of the first to fourth memory areas of the normal symbol hold memory area 84f of the main RAM 84, corresponding to the current number of normal symbol hold balls. The game control microcomputer 81 also determines whether a game ball has entered the first start gate 20, and obtains the value of the jackpot random number counter, the jackpot type random number counter, the reach random number counter, and the variation pattern random number counter. The game control microcomputer 81 stores the obtained random number group in one of the first to fourth memory areas of the first special symbol hold memory area, corresponding to the current number of special symbol 1 hold balls. Furthermore, the game control microcomputer 81 determines whether a game ball has entered the second starting opening 21 and obtains the value of the jackpot random number counter, the value of the jackpot type random number counter, the value of the reach random number counter, and the value of the variation pattern random number counter. The game control microcomputer 81 stores the obtained random number set in the memory area corresponding to the current number of reserved balls in the second special symbol reserve memory area, which is one of the first to fourth memory areas of the second special symbol reserve memory area.

[0103] The microcontroller 81 for game control performs a pre-determination of a jackpot during the start-gate sensor detection process. Based on the aforementioned set of random values, it pre-determines whether or not a jackpot has been won, the type of jackpot if it has been won, and the variation pattern. Then, it creates a pre-determination command from the pre-determination result and sets it in the command set area 84a of the main RAM 84.

[0104] Next, the game control microcomputer 81 performs normal operation processing (step S104). In normal operation processing, the game control microcomputer 81 controls the operation of the electric tuner 22. Specifically, the game control microcomputer 81 determines whether the number of reserved balls for the regular symbols is "0" or not, and if the number of reserved balls is 1 or more, it refers to the regular symbol win determination table to determine if it is a win. Next, the game control microcomputer 81 refers to the regular symbol variation pattern determination table to select a variation pattern. The game control microcomputer 81 sets the selected regular symbol variation pattern to start displaying the variation of the regular symbols. After that, it stops the variation display, and if it is a "win", it refers to the electric tuner opening pattern determination table to set the electric tuner opening pattern and activates the electric tuner 22.

[0105] Next, the microcontroller 81 for game control performs special operation processing (step S105). This special operation processing will be described later. Next, the game control microcomputer 81 performs the reserved ball count processing (step S106). First, the game control microcomputer 81 reads the reserved ball counts for special symbol 1, special symbol 2, and regular symbol symbols stored in the main RAM 84. Next, the game control microcomputer 81 sets the reserved ball count command in the command set area (output buffer) 84a of the main RAM 84. The reserved ball count command is a command for notifying the sub-control board 90 of the reserved ball count, and includes information regarding the reserved ball counts for special symbol 1, special symbol 2, and regular symbol symbols.

[0106] After processing the number of reserved balls, the game control microcomputer 81 performs processing related to the number of balls held (step S107). Processing related to the number of balls held includes processing to display the number of balls held. After processing related to the number of balls held, the game control microcomputer 81 performs output processing (step S108). In the output processing, the game control microcomputer 81 outputs the commands and other information set in the command set area 84a of the main RAM 84 in each of the above-mentioned processes to the sub-control board 90. After the output processing, the game control microcomputer 81 performs other processing (step S109). In the other processing, for example, the second special feature ball holding indicator 43b is controlled to display the number based on the number of balls held in special feature 2, as described later, and the first special feature ball holding indicator 43a is controlled to display the number based on the number of balls held in special feature 1.

[0107] [Special Action Processing] Figure 12 is a flowchart of the special operation processing (Figure 11: step S105). Here, the processing related to the special symbol display 41 and the big prize device (big prize device 31) is divided into four stages, and each stage is called "Special Operation Status" "1", "2", "3", and "4". When the "Special Operation Status" is "1" (step S1301: YES), the game control microcomputer 81 performs special symbol standby processing (step S1302). In special symbol standby processing, big win determination and variation pattern selection are performed. When the "Special Operation Status" is "2" (step S1301: NO, step S1303: YES), special symbol variation processing is performed (step S1304). In special symbol variation processing, after the variation time has elapsed, the output of the variation stop command is performed. Specifically, the game control microcomputer 81 first determines whether the special symbol variation time has elapsed and ended. If the variation time has elapsed, it sets a variation stop command and sets the special operation status to "3". When the "special operation status" is "3" (steps S1301, S1303: NO, step S1305: YES), it performs the special symbol confirmation process (step S1306). In the special symbol confirmation process, the output of the opening command and other actions are performed when a jackpot is hit. Specifically, the game control microcomputer 81 first performs the game state management process. The game state management process is a process for managing the number of ST rounds (number of rounds controlled to the probability variation game state) and the number of time reduction rounds (number of rounds controlled to the time reduction game state). Next, if the jackpot flag is OFF, the game control microcomputer 81 sets the special operation status to "1". On the other hand, if the jackpot flag is ON, the opening pattern of the jackpot opening is set according to the type of jackpot won. After setting the opening pattern, the game control microcomputer 81 performs a game state reset process. The game state reset process is a process to reset the probability change flag and the time reduction flag. After the game state reset process, the jackpot opening command is set in order to start the jackpot game. After that, the special operation status is set to "4". When the "special operation status" is "4" (steps S1301, S1303, S1305: NO), the special electric mechanism process is performed (step S1308).During the special electric mechanism processing, a jackpot game is executed. Specifically, the opening of the large prize slot 30 is controlled according to the opening pattern based on the round counter, and the round designation command and ending command are set. In addition, at the end of the jackpot, the time reduction counter and probability change counter are set.

[0108] [Special symbol waiting process] Figure 13 is a flowchart of the special symbol waiting process (Figure 12: step S1302). In the special symbol waiting process, the game control microcomputer 81 first determines whether the number of reserved balls in special symbol 2 is "0" (step S1401). If the number of reserved balls in special symbol 2 is "0" (step S1401: YES), that is, if there is no memory in the second special symbol reserve memory area of ​​the random value group obtained due to entry into the second start opening 21, the process proceeds to step S1407. If the number of reserved balls in special symbol 2 is "1" or more (step S1401: NO), the game control microcomputer 81 executes the jackpot determination process (step S1402). In the jackpot determination process, a jackpot determination is made. The jackpot determination is made using the jackpot determination table. The game control microcomputer 81 then determines whether or not it is a jackpot, and if it is determined to be a jackpot, it turns on the jackpot flag, determines the type of jackpot, and then terminates the jackpot determination process.

[0109] Next, the microcomputer 81 for game control executes a variation pattern selection process (step S1403). In the variation pattern selection process, the microcomputer 81 refers to the variation pattern determination table (Figures 8 and 9) and selects a variation pattern based on the game state of the game machine 1 (whether it is in a time-saving state or not), the result of the jackpot determination process (step S1402), the number of reserved balls, and the variation pattern random number. After the variation pattern selection process, the number of reserved balls in Special Feature 2 is decremented (step S1404). Next, the microcomputer 81 for game control shifts the storage location of the reserved information (various random values) stored in the 1st to 4th storage areas of the 2nd Special Feature reserved memory area by one position from its current position toward the side from which it is read, and clears the reserved information stored in the location furthest from the side from which it is read in the 2nd Special Feature reserved memory area (step S1405). For example, if hold information is stored in the first to third memory areas, the hold information stored in the third memory area is cleared, and if hold information is stored in the first to fourth memory areas, the hold information stored in the fourth memory area is cleared. Through the above steps, the second special symbol hold is consumed in the order in which it was held. In this case, on the display screen 7a of the image display device 7, the hold image 9B corresponding to the first memory area of ​​the second special symbol hold memory area (the leftmost hold image 9B of the four hold images 9B) is shifted to the hold consumption image display area and displayed as the hold consumption image 9C. Also, the hold images 9B corresponding to the second to fourth memory areas of the second special symbol hold memory area (the second, third, and fourth hold images 9B from the left of the four hold images 9B) are each shifted one position to the left (Figure 1). This allows the player to recognize that one second special symbol hold has been consumed. Next, the game control microcomputer 81 performs the special symbol 2 variation start process (step S1406). In the special symbol 2 variation start process, the variation start command is set in the command set area 84a of the main RAM 84, the variation display of the second special symbol is started, and the variation time timer is set. The variation time timer is set to the variation time determined according to the variation pattern selected in the variation pattern selection process. In addition, the game control microcontroller 81 sets the special operation status to "2".The variation start command (special feature 2 variation start command) set in the special feature 2 variation start processing includes information related to the special feature stop symbol data set in the jackpot determination processing (step S1402) and information related to the variation pattern (including information related to variation time) set in the variation pattern selection processing (step S1403).

[0110] In step S1401, if the number of reserved balls for special symbol 2 is "0" (step S1401: YES), the game control microcomputer 81 determines whether or not the number of reserved balls for special symbol 1 is "0" (step S1407). If the number of reserved balls for special symbol 1 is "0" (step S1407: YES), that is, if there is no memory in the first special symbol reserved memory area of ​​the random value group obtained due to entry into the first start opening 20, the special symbol waiting process is terminated. If the number of reserved balls for special symbol 1 is "1" or more (step S1407: NO), the game control microcomputer 81 executes the jackpot determination process (step S1408). In the jackpot determination process, a jackpot determination is made. The jackpot determination is made using the jackpot determination table. The game control microcomputer 81 then determines whether or not it is a jackpot, and if it is determined to be a jackpot, it turns on the jackpot flag, determines the type of jackpot, and then terminates the jackpot determination process.

[0111] Next, the microcomputer 81 for game control executes a variation pattern selection process (step S1409). In the variation pattern selection process, it refers to the variation pattern determination table (Figures 8 and 9) and selects a variation pattern based on the game state of the game machine 1 (whether it is in a time-saving state or not), the result of the jackpot determination process (step S1408), the number of reserved balls, and the variation pattern random number. After the variation pattern selection process, the number of reserved balls for Special Feature 1 is decremented (step S1410). Next, the microcomputer 81 for game control shifts the storage location of the various random values ​​stored in the 1st to 4th storage areas of the 1st Special Feature reserved storage area by one position from its current position toward the side from which it is read, and clears the reserved information stored in the location furthest from the side from which it is read in the 1st Special Feature reserved storage area (step S1411). Through the above steps, the 1st Special Feature reserved balls are consumed in the order in which they were reserved. In this case, on the display screen 7a of the image display device 7, the reserved image 9A corresponding to the first memory area of ​​the first special symbol reserved memory area (the rightmost reserved image 9A out of the four reserved images 9A) is shifted to the reserved image consumption display area and displayed as the reserved image consumption image 9C. Also, the reserved images 9A corresponding to the second to fourth memory areas of the first special symbol reserved memory area (the second, third, and fourth reserved images 9A from the right out of the four reserved images 9A) are each shifted one position to the right (Figure 1). This allows the player to recognize that one of the first special symbol reserved images has been consumed. Next, the game control microcomputer 81 performs the special symbol 1 variation start processing (step S1412). In the special symbol 1 variation start processing, the variation start command is set in the command set area 84a of the main RAM 84, the variation display of the first special symbol is started, and the variation time timer is set. The variation time timer is set to the variation time determined according to the variation pattern selected in the variation pattern selection processing. Furthermore, the game control microcomputer 81 sets the special operation status to "2". The variation start command (special feature 1 variation start command) set in the special feature 1 variation start processing includes information related to the special feature stop symbol data set in the jackpot determination processing (step S1408) and information related to the variation pattern (including information related to variation time) set in the variation pattern selection processing (step S1409).

[0112] As described above, according to the special symbol waiting process of this embodiment, the display of the special symbol variation based on the first special symbol hold is executed only when the second special symbol hold is "0". In other words, the consumption of the second special symbol hold is executed in priority over the consumption of the first special symbol hold.

[0113] [Special Symbol Confirmation Process] Figure 14 is a flowchart of the special symbol confirmation process (step S1306 in Figure 12). In the special symbol confirmation process, the game control microcomputer 81 first executes the game state management process (step S1501). The game state management process will be described later. Next, the microcontroller 81 for game control determines whether the jackpot flag is ON or OFF (step S1502). The jackpot flag is stored in the flag set area 84b of the main RAM 84. If it is determined that the jackpot flag is ON (step S1502: YES), the process proceeds to step S1503. On the other hand, if it is determined that the jackpot flag is NOT ON (step S1502: NO), that is, if the jackpot flag is OFF, the special operation status is set to "1" (step S1507), and the special symbol confirmation process ends.

[0114] In step S1503, the game control microcomputer 81 sets the opening pattern. The opening patterns are as described above; if it is a 4R jackpot, opening pattern 21 is set, and if it is a 10R jackpot, opening pattern 22 is set. Next, the microcontroller 81 for game control executes a game state reset process (step S1504). This process resets the probability variation flag and the time reduction flag. Next, the game control microcomputer 81 sets the opening command (step S1505), sets the special operation status to "4" (step S1506), and ends the special symbol confirmation process.

[0115] [Game state management processing] Figure 15 is a flowchart of the game state management process (Figure 14: Step S1501). In the game state management process, first, the game control microcomputer 81 determines whether the probability variation flag is ON or OFF (step S1601). If it is determined that the probability variation flag is ON (step S1601: YES), the probability variation counter is decremented (step S1602), and the process proceeds to step S1603. On the other hand, if it is determined that the probability variation flag is NOT ON (step S1601: NO), that is, if the probability variation flag is OFF, the process proceeds to step S1605.

[0116] In step S1603, the game control microcomputer 81 determines whether the probability variation counter is "0". If it is determined that the probability variation counter is "0" (step S1603: YES), the probability variation flag is turned OFF (step S1604), and the process proceeds to step S1605. On the other hand, if it is determined that the probability variation counter is not "0" (step S1603: NO), the process in step S1604 is not executed, and the process proceeds to step S1605.

[0117] In step S1605, the game control microcomputer 81 determines whether the time-saving flag is ON or OFF. If it is determined that the time-saving flag is ON (step S1605: YES), the time-saving counter is decremented (step S1606) and the process proceeds to step S1607. On the other hand, if it is determined that the time-saving counter is NOT ON (step S1605: NO), that is, if the time-saving counter is OFF, the process proceeds to step S1609.

[0118] In step S1607, the game control microcomputer 81 determines whether the time-saving counter is "0". If it is determined that the time-saving counter is "0" (step S1607: YES), the time-saving flag is turned OFF (step S1608), and the process proceeds to step S1609. On the other hand, if it is determined that the time-saving counter is not "0" (step S1607: NO), the process in step S1608 is not executed, and the process proceeds to step S1609.

[0119] In step S1609, the game control microcontroller 81 sets a game state specification command and terminates the game state management process.

[0120] [Special Electric Processing] Figure 16 is a flowchart of the special electric mechanism processing (step S1308 in Figure 12). In the special electric bonus mechanism processing, first, the game control microcomputer 81 executes the opening process for a jackpot (step S1701).

[0121] Next, the microcomputer 81 for game control executes the process of opening the big prize slot (step S1702). In the process of opening the big prize slot, it is determined whether or not it is the period for opening the big prize slot 30. If it is determined that it is the period for opening the big prize slot 30, the big prize slot 30 is opened and the command for specifying the big win round is set.

[0122] Next, the microcontroller 81 for game control determines whether or not a ball has entered the large prize slot 30 (step S1703). This process determines whether or not a ball has entered the large prize slot 30 based on the signal from the large prize slot sensor 30a. If it is determined that a ball has entered the slot (step S1703: YES), the prize entry command is set (step S1704), and the process proceeds to step S1705. On the other hand, if it is determined that no ball has entered the slot (step S1703: NO), the process in step S1704 is not executed, and the process proceeds to step S1705.

[0123] In step S1705, the game control microcomputer 81 executes the big prize opening closing process. The big prize opening closing process determines whether the closing conditions for the big prize opening 30 have been met, and if they have been met, it closes the big prize opening 30. If the big prize opening 30 has been closed, the round process is executed. In the round process, the round counter is decremented.

[0124] Next, the microcomputer 81 for game control determines whether or not the jackpot has ended (step S1706). This process determines whether or not the round counter is "0". If it is determined that the jackpot has ended (step S1706: YES), the process proceeds to step S1707. On the other hand, if it is determined that the jackpot has not ended (step S1706: NO), the subsequent processes are not executed, and the special electric mechanism processing is terminated.

[0125] In step S1707, the game control microcomputer 81 executes the jackpot ending process. In the jackpot ending process, it is determined whether or not the ending time has elapsed. If it has, the jackpot flag is turned OFF and the game state setting process is executed (step S1708).

[0126] [Game state setting process] Figure 17 is a flowchart of the game state setting process (step S1708 in Figure 16). In the game state setting process, the game control microcomputer 81 first determines whether or not it is a probability variation jackpot (step S1801). If it is determined to be a probability variation jackpot (step S1801: YES), the probability variation flag is turned ON (step S1802), the probability variation counter is set to 100 (step S1803), and the process proceeds to step S1804. On the other hand, if it is determined not to be a probability variation jackpot (step S1801: NO), the processes in steps S1802 and S1803 are not executed, and the process proceeds to step S1804.

[0127] In step S1804, the game control microcontroller 81 turns on the time-saving flag. Next, the game control microcontroller 81 sets the time-saving counter to 100 (step S1805). Then, the game control microcontroller 81 sets the game state specification command (step S1806), and then terminates the game state setting process.

[0128] [Input Processing] Figure 18 is a flowchart of the input processing (step S102 in Figure 11). In the input processing, the game control microcontroller 81 first reads the detection signal (step S1901). This process reads the signals from various sensors connected to the main control board 80 via the relay board 88.

[0129] Next, the microcontroller 81 for game control reads the number of balls held (step S1902). The number of balls held is stored in the game ball count storage area 84g of the main RAM 84. Therefore, here the number of balls held stored in the game ball count storage area 84g is read.

[0130] Next, the microcontroller 81 for game control determines whether the number of balls held is "0" or not (step S1903). If it is determined that the number of balls held is not "0" (step S1903: NO), that is, if there are balls held, it outputs a launch permission signal to the launch control circuit 111 (step S1904) and proceeds to step S1906. As a result, the launch control circuit 111 grants launch permission to the launching device 112, and the launching device 112 drives the launch motor 113 so that game balls are launched with a strength corresponding to the magnitude of the detection signal of the launch volume 115 (Figure 3). On the other hand, if it is determined that the number of balls held is "0" (step S1903: YES), that is, if there are no balls held, it sends a launch prohibition signal to the launch control circuit 111 (step S1905) and proceeds to step S1906. As a result, the launch control circuit 111 prohibits launching to the launching device 112, and the launching device 112 stops driving the launch motor 113 (Figure 3).

[0131] In step S1906, the game control microcomputer 81 determines whether or not a ball has entered a prize pocket. Specifically, it determines whether or not a ball has entered the first start pocket 20 based on the first start pocket sensor 21a, the second start pocket 21 based on the second start pocket sensor 21a, the large prize pocket 30 based on the large prize pocket sensor 30a, or the general prize pocket 27 based on the general prize pocket sensor 27a. If it is determined that a ball has entered a prize pocket (step S1906: YES), the number of prize balls corresponding to each prize pocket is set (step S1907), the number of prize balls is added to the number of balls held (step S1908), and the process proceeds to step S1909. On the other hand, if it is determined that no ball has entered a prize pocket (step S1906: NO), the processes in steps S1907 and S1908 are not executed, and the process proceeds to step S1909.

[0132] In step S1909, the game control microcomputer 81 determines whether or not a launch signal was received. This process detects the launch signal output from the launch control circuit 111 when a game ball is launched. If it is determined that a launch signal was received (step S1909: YES), the number of balls held is decremented (step S1910), and the process proceeds to step S1911 in Figure 19. On the other hand, if it is determined that there is no launch signal (step S1909: NO), the process in step S1910 is not executed, and the process proceeds to step S1911 in Figure 19.

[0133] In step S1911, the game control microcomputer 81 determines whether or not a ball dispensing signal has been received. When the ball dispensing button on the card unit 135 is pressed, a predetermined amount of credits is deducted from the prepaid card, and a ball dispensing signal is sent to the main control board 80. This process determines whether or not this ball dispensing signal has been received. If it is determined that a ball dispensing signal has been received (step S1911: YES), the number of balls dispensed for the predetermined amount is added to the number of balls held (step S1912), and the process proceeds to step S1913. On the other hand, if it is determined that there is no ball dispensing signal (step S1911: NO), the process in step S1912 is not executed, and the process proceeds to step S1913.

[0134] In step S1913, the game control microcomputer 81 determines whether or not a counting signal was received. When the counting button 61a is pressed, a counting signal is sent to the main control board 80. This process determines whether or not this counting signal was received. If it is determined that a counting signal was received (step S1913: YES), a counting command including the number of balls held is sent to the card unit 135 (step S1914), the number of balls held is set to "0" (step S1915), and the process proceeds to step S1916. On the other hand, if it is determined that there is no counting signal (step S1913: NO), the processes in steps S1914 and S1915 are not executed, and the process proceeds to step S1916.

[0135] In step S1916, the game control microcomputer 81 writes the number of balls held, and then terminates the input processing. The number of balls held is written to the game ball storage area 84g of the main RAM 84.

[0136] 8. Operation of the microcontroller 91 for performance control Next, the operation of the microcontroller 91 for performance control, located on the sub-control board 90 (Figure 4), will be explained. The counters, flags, status, buffers, etc., that appear in the explanation of the operation of the microcontroller 91 for performance control are located in the sub-RAM 94.

[0137] [Sub-control main processing] Figure 20 is a flowchart of the sub-control main processing. When the power to the game machine 1 is turned on, the performance control microcontroller 91 reads a program for executing the sub-control main processing from the sub-ROM 93. In the sub-control main processing, the performance control microcontroller 91 first performs initialization processing (step S4000). In initialization processing, for example, settings for the sub-CPU 92, various flags, status and counters are reset. The initial value of the flags is "0" or "OFF", the initial value of the status is "1", and the initial value of the counters is "0". Note that initialization processing is executed only once after power is turned on and is not executed thereafter.

[0138] After initialization, the microcontroller 91 for performance control disables interrupt processing (step S4001) and performs random number update processing (step S4002). In this random number update processing, the microcontroller 91 for performance control updates the random number counter value by incrementing it by 1. When each random number counter value reaches the set upper limit, it resets to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. In addition, the random values ​​may be incremented by 2 or more, rather than by 1 each time. Each random number may be a so-called hardware random number.

[0139] After the random number update process, the microcontroller 91 for performance control enables interrupt processing (step S4003). While interrupts are enabled, the sub-side timer interrupt processing (step S4004) can be executed. The sub-side timer interrupt processing is executed based on interrupt pulses that are repeatedly input to the sub-CPU 92 at a predetermined period. That is, the sub-side timer interrupt processing is executed at predetermined intervals. Then, between the end of the sub-side timer interrupt processing and the start of the next sub-side timer interrupt processing, the random number update process is repeatedly executed.

[0140] [Sub-side timer interrupt handling] Figure 21 is a flowchart of the sub-side timer interrupt processing (step S4004 in Figure 20). The performance control microcontroller 91 first performs received command analysis processing (step S4101). Details of the received command analysis processing will be described later. After the received command analysis processing, the performance control microcontroller 91 performs variable performance processing (step S4102). After the variable performance processing, the performance control microcontroller 91 performs switch processing (step S4103). In the switch processing, the performance control microcontroller 91 sets the display content of the display screen 7a based on the switch data (edge ​​data and level data) output from the performance button 63.

[0141] After the switch processing, the performance control microcontroller 91 performs command transmission processing (step S4104). In the command transmission processing, the performance control microcontroller 91 transmits various commands, which have been set in the performance command set area 94b (output buffer) of the sub-RAM 94 through received command analysis processing, etc., to the image control board 100, the sound control board 106, the lamp control board 107, and the relay board 108. The image control board 100, upon receiving the various commands, uses the image display device 7 to execute a display effect corresponding to the received command. The sound control board 106, upon receiving the various commands, executes a sound effect that outputs sound from the speaker 67 according to the received command. The lamp control board 107, upon receiving the various commands, executes a lamp effect that controls the illumination of the panel lamp 5 and frame lamp 66 according to the received command. After the command transmission processing, the performance control microcontroller 91 performs other processing (step S4105) and completes this process. Other processing includes random number update processing, etc.

[0142] [Received command parsing process] Figure 22 is a flowchart of the received command analysis process (step S4101 in Figure 21). First, the microcontroller 91 for performance control determines whether or not it has received a pre-determination command from the main control board 80 (step S4201). If it has received a command (step S4201: YES), it performs the pre-read performance determination process (step S4202). The "pre-read performance determination process" is the process of determining whether or not to perform a pre-read performance, and if so, the pre-read performance pattern. Specifically, the microcontroller 91 for performance control obtains the value of the pre-read performance random number counter, and by referring to the obtained random number and the pre-read performance pattern determination table stored in the sub-ROM 93, it determines whether or not to perform a pre-read performance, and if so, the pre-read performance pattern. On the other hand, if it has not received a command (step S4201: NO), it skips the above-mentioned pre-read performance determination process. The pre-announcement effect is an effect that suggests there is a high probability that a jackpot is included in the newly stored reserve information in the special symbol reserve memory area 84e, and is performed during the reel spinning effect.

[0143] Next, the microcontroller 91 for performance control determines whether or not it has received a reserved ball count command from the main control board 80 (step S4203). If it has received the command (step S4203: YES), it performs the reserved ball display process (step S4204). In the reserved ball display process, based on the information regarding the reserved ball count for special symbol 1, special symbol 2, and normal symbol reserved balls included in the reserved ball count command, the values ​​of the first special symbol reserved performance counter, the second special symbol reserved performance counter, and the normal symbol reserved performance counter, which are provided in the counter set area 94c of the sub-RAM 94, are updated. This allows the information on each reserved ball count to be maintained not only on the main control board 80 side but also on the sub-control board 90 side. In addition, the microcontroller 91 for performance control updates the reserved images 9A and 9B displayed on the display screen 7a based on the values ​​of the first special symbol reserved performance counter, the second special symbol reserved performance counter, and the normal symbol reserved performance counter. On the other hand, if the number of balls in reserve command has not been received (step S4203: NO), the above-mentioned reserve display process is skipped.

[0144] Next, the microcontroller 91 for performance control determines whether or not it has received a variation start command from the main control board 80 (step S4205). If it has received the command (step S4205: YES), it performs the variation performance start process (step S4206). The "variation performance start process" is the process of selecting the variation performance pattern (content) to be executed during the special symbol variation. On the other hand, if it has not received the command (step S4205: NO), the above variation performance start process is skipped.

[0145] Next, the microcontroller 91 for performance control determines whether or not it has received a variation stop command from the main control board 80 (step S4207). If it has received the command (step S4207: YES), it performs the variation performance termination process (step S4208). The "variation performance termination process" is a process to stop the variation performance that is executed while the special symbols are changing. In the variation performance termination process, the microcontroller 91 for performance control sets counters and other functions based on the analysis results of the variation stop command, and sets a variation performance termination command to end the variation performance. As a result, the performance symbol corresponding to special symbol 1 or special symbol 2 that is changing is stopped and displayed. If the variation stop command has not been received (step S4207: NO), the above variation performance termination process is skipped.

[0146] Next, the microcontroller 91 for performance control determines whether or not it has received a win-related command from the main control board 80 (step S4209). Win-related commands include the opening command, round specification command, and ending command for big wins, as well as the opening command, round specification command, and ending command for small wins. If a command has been received (step S4209: YES), the microcontroller performs a process to determine the win-related performance pattern corresponding to each command (step S4210). For example, if the opening command for a big win has been received, the microcontroller selects an opening performance pattern that has been pre-set to correspond to the type of big win, and sets an opening performance start command to start the selected opening performance in the performance command set area 94b of the sub-RAM 94. When the opening performance start command set in the performance command set area 94b is transmitted to the image control board 100 in the command transmission process (step S4105), the image control board 100 reads a predetermined opening performance image and displays it on the display screen 7a of the image display device 7. The same applies to other commands. On the other hand, if no signal is received (step S4209: NO), the above-mentioned process for determining the winning-related animation pattern is skipped.

[0147] In step S4211, the performance control microcontroller 91 executes a customer waiting process. In the customer waiting process, if various commands from the main control board 80 cannot be received within a predetermined period (for example, 180 seconds), the game machine 1 is considered to be in a customer waiting state (customer waiting state), and a demo performance for the customer waiting is performed. Next, the performance control microcontroller 91 executes other processes (step S4212) and terminates the received command analysis process.

[0148] Furthermore, the gaming machine 1 has a handle 60 and a corresponding blower device built into the front frame 53 to which the handle 60 is attached. When the blower device is operating, air is blown out from the blower device and blows onto the fingers of the player gripping the handle 60, and when the blower device is not operating, air is not blown out from the blower device and does not blow onto the fingers of the player gripping the handle 60. The blower device is designed to suddenly activate when a variation effect (variation display) of the display symbols starts (in that variation) and when there is a high probability of winning in that variation, as well as when a so-called upgrade effect is successful during an upgrade effect, and as well as when an upgrade effect starts and is successful during a jackpot game.

[0149] Furthermore, the performance button 63 has a built-in LED for performance buttons that can emit light in multiple colors. This LED for performance buttons has various lighting patterns, such as the lighting pattern when the gaming machine 1 is in standby mode, the lighting pattern that indicates the probability of a win when the performance symbol variation effect (variation display) starts (during that variation), and the lighting pattern when the upgrade is successful during the upgrade effect described above. For example, during a variation, the LED for performance buttons on the performance button may change from a state where it lights up white to a state where it lights up green (for example, the probability of a win increases in the order of white → green → purple → rainbow (rainbow-colored lighting, confirmed win)). Also, if there is a winning icon among the reserve icons in the pre-read, the LED for performance buttons on the performance button may change from a state where it is off to a state where it lights up rainbow (rainbow-colored) at the timing of the pre-read. Furthermore, during a jackpot, the aforementioned upgrade animation is performed, and during the upgrade animation, the LED for the animation button changes from being off or lit white to lit in rainbow colors.

[0150] Furthermore, when the counting button 61a is pressed, the counting button 61a has a built-in multi-color LED (not shown) that is capable of emitting light in multiple colors. The illumination pattern of the counting button LED becomes the illumination pattern of the counting button 62. When power is turned on to the gaming machine 1, the illumination pattern of the counting button LED lights up in white, and the counting button 61a lights up in white. When the counting button 61a is pressed, the process of recording the number of balls held, which is displayed on the game ball count display 61, onto the card (prepaid card) in the card unit 135 begins. The illumination pattern of the counting button LED changes from a state where it lights up in white to a state where it blinks in white (or lights up in red). When the recording process is completed, the illumination pattern of the counting button LED lights up in white again, and the counting button 61 returns to a state where it lights up in white.

[0151] Furthermore, the game ball count display 61 shows the number of balls available for gameplay. If a power outage occurs during gameplay and power is subsequently restored, the number of balls displayed on the game ball count display 61 immediately before the power outage will be displayed again. In other words, the number of balls is stored in the game ball count storage area 84g of the main RAM 84 on the main control board 80, and a backup power supply is provided. As a result, even if the power to the game machine 1 is cut off, the number of balls stored in the game ball count storage area 84g of the main RAM 84 is retained and not lost. The number of balls available for gameplay displayed on the game ball count display 61 does not suddenly appear or disappear during specific symbol changes, but is important information that is always displayed unless the return button on the card unit 135 is pressed and the card (prepaid card) is returned from the card unit 135. This card (prepaid card) records the remaining balance and the number of balls held.

[0152] Furthermore, the game ball count display 61 shows the number of balls available for gameplay. This number of balls may be displayed as a "ball count image" in the display area 7a of the image display device 7 at all times. For example, when the ball dispensing button of the card unit 135 is pressed (operated), the number of balls is displayed on the game ball count display 61, and the number of balls is displayed as a "ball count image" in the center of the display screen 7 at the size of when the ball dispensing button is operated. After a predetermined time (for example, 3 seconds) has elapsed, the "ball count image" is moved to the lower right side of the display screen 7a, and after a predetermined time (for example, 3 seconds) has elapsed, the size of the "ball count image" at this position is changed to a size that is approximately half the size at which the ball dispensing button is operated, and the "ball count image" is displayed. Furthermore, if a power outage occurs while the "number of balls remaining image" is displayed on the lower right side of the display screen 7a, and then power is restored, the number of balls remaining that was displayed on the game ball display unit 61 immediately before the power outage will be displayed again on the lower right side of the display screen 7a as the "number of balls remaining image" at the normal display size. In addition, the "number of balls remaining image" may suddenly appear or suddenly disappear during a specific symbol change, or it may suddenly appear during a specific symbol change, remain displayed for multiple symbol change animations (multiple display changes), and then disappear.

[0153] Here, we will briefly describe a gaming machine equipped with a ball removal button for removing game balls stored in the upper tray from the gaming machine, in which a balance indicator that displays the remaining balance information of a prepaid card inserted into the card unit 135 is located below the front frame 53 and to the right of the performance button 63. A gaming machine equipped with a ball removal button for removing game balls stored in the upper tray from the gaming machine will be described later.

[0154] Below the front frame 53 and to the upper left of the select button 68, a tray for storing game balls is provided instead of a game ball count indicator 61. The player can touch the game balls stored in the tray. Game balls dispensed from the prize ball payout device are stored in the tray through the ball payout passage.

[0155] Below the front frame 53 and near the frequency indicator to the right of the performance button 63, there is a ball dispensing button that dispenses game balls to the player based on the remaining balance information of the prepaid card inserted into the card unit 135, and a return button that returns the prepaid card from the card unit 135. Also, below the front frame 53, below the upper tray and to the left of the select button 68, there is a ball release button that replaces the counting button 61a and can discharge the game balls stored in the upper tray (game machine 1) to the outside of the game machine 1.

[0156] The ball dispensing button and the ball return button each have built-in multi-color LEDs. The illumination pattern of the ball dispensing button LED determines the illumination pattern of the ball dispensing button, and the illumination pattern of the return button LED determines the illumination pattern of the return button. When power is turned on to the gaming machine 1, the illumination patterns of the ball dispensing button LED and the return button LED light up in white, resulting in the ball dispensing button lighting up in white and the return button lighting up in white.

[0157] When a player presses the return button, the process of returning the prepaid balance from the card unit 135 begins. The display of the balance indicator changes from a balance display (for example, 100 for 10,000 yen) to a display that shows nothing or a display using symbols (for example, three minus signs in a row). At the same time, the LED for the return button changes from being lit in white to blinking in white (or lit in red), and the return button becomes blinking in white (or lit in red). When the process of returning the prepaid balance is completed, the LED for the return button returns to being lit in white, and the return button returns to being lit in white.

[0158] Furthermore, when the frequency indicator is in the frequency mode (for example, if the amount is 10,000 yen, the value 100 is displayed as the frequency), if the player presses the ball dispensing button, the process of dispensing the number of game balls corresponding to the frequency 10 into the upper tray begins. The frequency indicator changes to the frequency mode where the frequency is subtracted, and the LED for the ball dispensing button changes from being lit white to blinking white (or lit red), and the ball dispensing button becomes blinking white (or lit red). Once the process of dispensing the number of game balls corresponding to the frequency 10 into the upper tray is completed, the frequency indicator changes to the frequency mode where the frequency is subtracted (in this case, 9,000 yen, the value 90 is displayed as the frequency), and the LED for the ball dispensing button changes back to being lit white, and the ball dispensing button returns to being lit white.

[0159] Furthermore, if, during a jackpot game, the player accidentally operates the ball release button while still in the middle of a round before the jackpot game has ended, and releases all the game balls stored in the upper tray to an external location such as a coin box, and the player also presses the ball dispensing button, this operation will be processed effectively, and the process of dispensing the number of game balls corresponding to the number 10 into the upper tray will begin. The display of the number indicator will change to a state where the number of game balls has been deducted, and the LED for the ball dispensing button will change from a state where it is lit in white to a state where it is blinking in white (or lit in red), and the ball dispensing button will be blinking in white (or lit in red). Once the process of dispensing the number of game balls corresponding to the number 10 into the upper tray is completed, the display of the number indicator will change to a state where the number of game balls has been deducted, and the LED for the ball dispensing button will change back to a state where it is lit in white, and the ball dispensing button will be lit in white again. Thus, even if, during a jackpot game, the player accidentally releases all the game balls stored in the upper tray to a cash box or other external object outside the game machine 1 by operating the ball release button while still in the middle of a round before the jackpot game has finished, the remaining rounds can still be played using the game balls dispensed into the upper tray by pressing the ball dispensing button.

[0160] 10. Examples of presentation, effects, modifications, and embodiments of this embodiment

[0161] The following describes the display of icons indicating the degree of likelihood of winning, using Figures 23 to 31. In the gaming machine 1 of this embodiment, the probability of winning a jackpot changes when a jackpot is hit, making it a so-called probability variation machine. It also features a time-saving state in which the duration of the variation performance is shortened. The probability of winning a jackpot changes significantly depending on whether or not it is a probability variation, and a shorter duration of the variation performance is advantageous. Therefore, it is important for players to understand whether the current game state is a normal state, a non-probability variation time-saving state, or a probability variation time-saving state. Furthermore, regarding the probability of hitting a jackpot in the normal state (non-probability change state and non-time-saving state) of the game machine 1, the probability of hitting a jackpot for one special symbol change is approximately 1 / 319.6. Therefore, the probability of winning a jackpot for one game ball launch is the value obtained by multiplying the ratio of game balls that entered the center hole 19 to the number of game balls launched (hereinafter referred to as the number of balls out) by 1 / 319.6. In other words, the ratio of game balls that entered the center hole 19 to the number of balls out (hereinafter referred to as the effective start) is a parameter that greatly affects the game for the player. Also, balls entering the center hole 19 depend on the installation position of the game pins around the center hole 19. Therefore, it can be said that the probability of winning a jackpot for one game ball launch is predetermined. By understanding the effective start, the player can understand the settings of the game pins. Based on the above, the game state, the number of balls out, and the effective start are all predetermined parameters that affect the likelihood of winning.

[0162] In the following sections, the display of icons representing the game state (hereinafter referred to as game state icons) will be explained using Figures 23-24, the display of icons representing the number of outs (hereinafter referred to as outscore icons) will be explained using Figures 25-27, and the display of icons representing a valid start (hereinafter referred to as a valid start icon) will be explained using Figures 28-31.

[0163] [Game status icon] First, the game status icons will be explained using Figures 23-24. The operation of the game control microcontroller 81 in the game machine 1 when displaying the game status icons will be explained. Only the parts that differ from the configuration explained using Figures 10-19 will be explained. In the configuration where the game status icons are displayed, the game control microcontroller 81 in the game machine 1 performs game status management process A (step S1501A) instead of game status management process (step S1501) during the special symbol confirmation process (step S1306).

[0164] As shown in Figure 23, the difference between the game state management process A (step S1501A) and the game state management process (step S1501) is that after setting the game state specification command in the command set area 84a (step S1609), the game state icon command is set in the command set area 84a. The game state icon command contains information about the game state icon. The performance control microcontroller 91 reads this command and displays the game state icon on or near the display screen 7a. The above is the difference in the operation of the game control microcontroller 81 in the game machine 1 when the game state icon is displayed, compared to the configuration explained using Figures 10 to 19.

[0165] When the game control microcontroller 81 performs the operations described above, information regarding the game status icon will be displayed on or near the display screen 7a. In the game machine 1 of this embodiment, the game status is displayed using a game status icon so that it can be intuitively recognized.

[0166] Next, we will explain the relationship between the game state and the selected game state icon using the table at the top of Figure 24. As shown in the table at the top of Figure 24, when the game state is the normal state, game state icon YI1 is selected; when the game state is the non-probability-increasing time-saving state (also simply called the time-saving state), game state icon YI2 is selected; and when the game state is the probability-increasing time-saving state, game state icon YI3 is selected.

[0167] The game state icons YI1 to YI3 each have different shapes and display colors. However, they are not limited to this configuration; they may have different shapes or display colors while the other is the same. Alternatively, the game state icons YI1 to YI3 may each represent a character. In this case, the character type, pose, and appearance may be different for each, or one of these may be different while the other is the same.

[0168] Next, we will explain examples of game state icon displays using Figures 24(A) to (C). Figure 24(A) shows the display of the variation animation when the game state is normal. Here, the decorative symbols 8L, 8C, and 8R are displayed in a high-speed variation display, and the hold icon 9A and the variation icon 9C are also displayed. Furthermore, the game state icon YI1, which indicates that the game state is normal, is displayed in the lower right corner of the display screen 7a.

[0169] Figure 24(B) shows the display of the reel spin animation when the game state is a non-probability-increasing time-saving state. Here, the decorative symbols 8L, 8C, and 8R are displayed in rapid reel spinning mode, and the hold icon 9A and the corresponding reel spinning icon 9C are also displayed. Furthermore, the game state icon YI2, which indicates that the game state is a non-probability-increasing time-saving state, is displayed in the lower right corner of the display screen 7a.

[0170] Figure 24(C) shows the reel spin animation when the game state is in a probability variation / time reduction state. Here, decorative symbols 8L, 8C, and 8R are displayed in rapid reel spinning mode, and the hold icon 9A and the corresponding reel spin icon 9C are also displayed. Furthermore, the game state icon YI3, which indicates that the game state is in a probability variation / time reduction state, is displayed in the lower right corner of the display screen 7a.

[0171] Furthermore, the above-mentioned game state icons YI1 to YI3 may each have different display positions on the display screen 7a, their display positions may move, or their display sizes may change. In addition, by changing the game state icon, the game state of the ongoing variation animation may differ from the game state represented by the game state icon, thereby creating an animation that suggests the result of the ongoing variation animation is a win.

[0172] As described above, by displaying the game status icons YI1 to YI3 on ​​the display screen 7a, players can intuitively recognize the game status, allowing them to immediately understand the operations they need to perform, such as on the handle 60. This increases the likelihood of smooth gameplay and enhances the enjoyment of the game.

[0173] [Out count icon] Next, the out-ball count icon will be explained using Figures 25-27. The operation of the game control microcontroller 81 in the game machine 1 when the out-ball count icon is displayed will be explained. Only the parts that differ from the configuration explained using Figures 10-19 will be explained. In the configuration where the out-ball count is displayed, the game control microcontroller 81 in the game machine 1 performs the main timer interrupt processing A1 (step S005A1) instead of the main timer interrupt processing (step S005) in the main control main processing.

[0174] As shown in Figure 25, the difference between the main-side timer interrupt processing A1 (step S005A1) and the main-side timer interrupt processing (step S005) is that after performing the ball-holding related processing (step S107), the out-ball count icon processing (step S5002) is performed.

[0175] As shown in Figure 26, in the out ball count icon processing (step S5002), first, it is determined whether the probability variation flag is ON or not (step S5101). If it is ON (step S5101: YES), the process proceeds to step S5107. In step S5107, the game control microcomputer 81 resets the value of the out ball count counter (sets it to 0). On the other hand, if the probability variation flag is OFF (step S5101: NO), the game control microcomputer 81 determines whether the time reduction flag is ON or not (step S5102). If it is ON (step S5102: YES), the process proceeds to step S5107. On the other hand, if the time reduction flag is OFF (step S5102: NO), the game control microcomputer 81 determines whether the jackpot flag is ON or not (step S5103). If it is ON (step S5103: YES), the process proceeds to step S5107. On the other hand, if the jackpot flag is OFF (step S5103: NO), the game control microcomputer 81 determines whether or not it has received an out ball signal (step S5104). This out ball signal is a signal that the out counter 25 sends to the game control microcomputer 81 when it detects an out ball. If the out ball signal has been received (step S5104: YES), the game control microcomputer 81 increments the value of the out ball counter by 1 (step S5105). The out ball counter is set in the counter set area 84c of the main RAM 84. On the other hand, if the out ball signal has not been received (step S5104: NO), the game control microcomputer 81 skips step S5105.

[0176] Next, the game control microcontroller 81 sets the out ball count icon command in the command set area 84a (step S5106) and terminates the out ball count icon processing. The out ball count icon command contains information about the out ball count icon. The performance control microcontroller 91 reads this command and displays the out ball count icon on or near the display screen 7a. The above describes the differences in the operation of the game control microcontroller 81 in the game machine 1 when the out ball count is displayed, compared to the configuration explained using Figures 10 to 19.

[0177] When the game control microcomputer 81 performs the operations described above, information regarding the number of out balls icon will be displayed on or near the display screen 7a. In the game machine 1 of this embodiment, the number of out balls is displayed using an out ball icon so that it can be intuitively recognized.

[0178] Next, we will explain the relationship between the number of outs and the selected outs icon using the table at the top of Figure 27. As shown in the table at the top of Figure 27, when the number of outs is 1000 or less, outs icon OI1 is selected and displayed in the upper right of display screen 7a when the number of outs is 500 or less, and in the lower right of display screen 7a when the number of outs is between 501 and 1000. Furthermore, when the number of outs is between 1001 and 2000, outs icon OI2 is selected and displayed in the lower right of display screen 7a when the number of outs is between 1001 and 1500, and in the upper right of display screen 7a when the number of outs is between 1501 and 2000. In addition, when the number of outs is 2001 or more, outs icon OI3 is selected and displayed in the upper right of display screen 7a when the number of outs is between 2001 and 2500, and in the lower right of display screen 7a when the number of outs is 2501 or more.

[0179] The out count icons OI1 to OI3 each have different shapes and display colors. However, the configuration is not limited to this; one of the shapes or display colors may differ while the other is the same. Alternatively, the out count icons OI1 to OI3 may each represent a character. In this case, the character type, pose, and appearance may differ for each, or one of these may differ while the other is the same.

[0180] Next, we will explain examples of how the out count icon is displayed using Figures 27(A) to (F). Figure 27(A) shows the display of the variation animation when the number of outs is 500 or less. Here, the decorative patterns 8L, 8C, and 8R are displayed in rapid variation, and the hold icon 9A and the variation icon 9C are also displayed. Furthermore, the out count icon OI1 is displayed in the upper right corner of the display screen 7a.

[0181] Figure 27(B) shows the variation animation when the number of outs is between 501 and 1000. Here, the decorative symbols 8L, 8C, and 8R are displayed in rapid variation, and the hold icon 9A and the variation icon 9C are also displayed. Furthermore, the outs icon OI1 is displayed in the lower right corner of the display screen 7a.

[0182] Figure 27(C) shows the variation animation when the number of outs is between 1001 and 1500. Here, the decorative symbols 8L, 8C, and 8R are displayed in rapid variation, and the hold icon 9A and the variation icon 9C are also displayed. Furthermore, the outs icon OI2 is displayed in the lower right corner of the display screen 7a.

[0183] Figure 27(D) shows the variation animation when the number of outs is between 1501 and 2000. Here, the decorative symbols 8L, 8C, and 8R are displayed in rapid variation, and the hold icon 9A and the variation icon 9C are also displayed. Furthermore, the outs icon OI2 is displayed in the upper right corner of the display screen 7a.

[0184] Figure 27(E) shows the variation animation when the number of outs is between 2001 and 2500. Here, decorative symbols 8L, 8C, and 8R are displayed in rapid variation, and the hold icon 9A and the variation icon 9C are also displayed. Furthermore, the outs icon OI3 is displayed in the upper right corner of the display screen 7a.

[0185] Figure 27(F) shows the variation animation when the number of outs is 2501 or more. Here, the decorative symbols 8L, 8C, and 8R are displayed in rapid variation, and the hold icon 9A and the variation icon 9C are also displayed. Furthermore, the outs icon OI3 is displayed in the lower right corner of the display screen 7a.

[0186] Furthermore, the movement of the out count icons OI1~OI3 from the upper right to the lower right and from the lower right to the upper right of the display screen 7a may be done gradually, or it may be done the moment the number of outs reaches a threshold. The display size may also be changed. In addition, the change in the out count icons may be made to show that the actual number of outs differs from the number of outs represented by the out count icons, thereby suggesting that the result of the fluctuation animation is a win.

[0187] As described above, by displaying the number of out balls icons OI1 to OI3 on ​​the display screen 7a, players can intuitively recognize the number of out balls, allowing them to immediately understand the number of balls they have used, which increases the likelihood of smooth gameplay and enhances the enjoyment of the game.

[0188] [Enable Start icon] Next, the active start icon will be explained using Figures 28 to 31. The operation of the game control microcontroller 81 in the game machine 1 when the active start icon is displayed will be explained. Only the parts that differ from the configuration explained using Figures 10 to 19 will be explained. When the game control microcontroller 81 in the game machine 1 is configured to display the active start icon, in the main control main processing, the main timer interrupt processing A2 (step S005A2) is performed instead of the main timer interrupt processing (step S005).

[0189] As shown in Figure 28, the difference between the main-side timer interrupt processing A2 (step S005A2) and the main-side timer interrupt processing (step S005) is that after performing the ball-related processing (step S107), the valid start icon processing (step S5003) is performed.

[0190] As shown in Figure 29, in the valid start icon processing (step S5003), first, it is determined whether the probability variation flag is ON or not (step S5201). If it is ON (step S5201: YES), the valid start icon processing is terminated. On the other hand, if the probability variation flag is OFF (step S5201: NO), the game control microcomputer 81 determines whether the time reduction flag is ON or not (step S5202). If it is ON (step S5202: YES), the valid start icon processing is terminated. On the other hand, if the time reduction flag is OFF (step S5202: NO), the game control microcomputer 81 determines whether the jackpot flag is ON or not (step S5103). If it is ON (step S5203: YES), the valid start icon processing is terminated. On the other hand, if the jackpot flag is OFF (step S5203: NO), the game control microcomputer 81 determines whether or not an out ball signal has been received (step S5204). This out-ball signal is a signal that the out counter 25 sends to the game control microcontroller 81 when it detects an out-ball. If the out-ball signal is received (step S5204: YES), the game control microcontroller 81 increments the value of the out-ball counter by 1 (step S5205). The out-ball counter is set in the counter set area 84c of the main RAM 84. On the other hand, if the out-ball signal is not received (step S5204: NO), the game control microcontroller 81 skips step S5205.

[0191] Next, the game control microcontroller 81 determines whether or not it has received a ball entry signal into the center hole (step S5206). This ball entry signal is a signal that the first start hole sensor 20a sends to the game control microcontroller 81 when it detects a ball entering the center hole 19. If the ball entry signal is received (step S5206: YES), the game control microcontroller 81 increments the value of the ball entry counter by 1 (step S5207). The ball entry counter is set in the counter set area 84c of the main RAM 84. On the other hand, if the ball entry signal is not received (step S5206: NO), the game control microcontroller 81 skips step S5207.

[0192] Next, the microcontroller 81 for game control calculates the effective start value (step S5208). As mentioned above, the effective start value is the ratio of the number of balls entering the center hole to the number of balls that go out. Next, the microcontroller 81 for game control performs the effective start icon selection process (step S5209). In the effective start icon selection process, the effective start icon to be displayed is selected by referring to the effective start icon selection table, which will be described later, and the effective start value calculated in step S5208. Next, the effective start icon command is set in the command set area 84a (step S5210), and the effective start icon process is terminated. The effective start icon command contains information about the effective start icon. The microcontroller 91 for performance control reads this command and displays the effective start icon on or near the display screen 7a. The above describes the differences in the operation of the microcontroller 81 for game control in the game machine 1 when the effective start is displayed, compared to the configuration explained using Figures 10 to 19.

[0193] When the game control microcomputer 81 performs the operations described above, information regarding the valid start icon will be displayed on or near the display screen 7a. In the game machine 1 of this embodiment, the valid start is displayed using a valid start icon so that it can be intuitively recognized.

[0194] Next, the relationship between the valid start and the selected valid start icon will be explained using the table in Figure 30. As shown in the table at the top of Figure 30, when the valid start (%) is less than 5.2, there is a 70% chance that the valid start icon SIA will be selected, a 25% chance that the valid start icon SIB will be selected, and a 5% chance that the valid start icon SIC will be selected. Next, when the valid start (%) is between 5.2 and 5.4, there is a 60% chance that the valid start icon SIA will be selected, a 30% chance that the valid start icon SIB will be selected, and a 10% chance that the valid start icon SIC will be selected. Next, when the valid start (%) is between 5.4 and 5.6, there is a 50% chance that the valid start icon SIA will be selected, a 35% chance that the valid start icon SIB will be selected, a 12% chance that the valid start icon SIC will be selected, and a 3% chance that the valid start icon SID will be selected. Next, when the effective start (%) is between 5.6 and 5.8, there is a 20% chance that the effective start icon SIA will be selected, a 20% chance that the effective start icon SIB will be selected, a 35% chance that the effective start icon SIC will be selected, and a 15% chance that the effective start icon SID will be selected. Next, when the effective start (%) is between 5.8 and 6.0, there is a 10% chance that the effective start icon SIA will be selected, a 15% chance that the effective start icon SIB will be selected, a 45% chance that the effective start icon SIC will be selected, and a 30% chance that the effective start icon SID will be selected. Next, when the effective start (%) is greater than 6.0, there is a 5% chance that the effective start icon SIB will be selected, a 35% chance that the effective start icon SIC will be selected, and a 60% chance that the effective start icon SID will be selected.

[0195] Furthermore, as shown in the table at the bottom of Figure 30, the active start icons SIA to SID each have different icon shapes and display colors. However, the configuration is not limited to this; either the shape or display color may differ while the other is the same. Also, the out count icons OI1 to OI3 may each represent a character. In this case, the character type, pose, and appearance may each be different, or one of them may be different while the other is the same.

[0196] Next, using FIGS. 31(A) to (D), a first display example of the enabled start icon will be described. The first display example of the enabled start icon is a display example when the enabled start icon is vertically moved and displayed at the right end of the display screen 7a.

[0197] First, FIG. 31(A) is a display example when the enabled start icon SIA is displayed. Here, since a variable effect is in progress, the decorative symbols 8L, 8C, and 8R are being rapidly variably displayed, and the hold icon 9A and the variable icon 9C are also displayed. Further, the enabled start icon SIA is vertically moved and displayed at the right end of the display screen 7a.

[0198] First, FIG. 31(B) is a display example when the enabled start icon SIB is displayed. Here, since a variable effect is in progress, the decorative symbols 8L, 8C, and 8R are being rapidly variably displayed, and the hold icon 9A and the variable icon 9C are also displayed. Further, the enabled start icon SIB is vertically moved and displayed at the right end of the display screen 7a.

[0199] First, FIG. 31(C) is a display example when the enabled start icon SIC is displayed. Here, since a variable effect is in progress, the decorative symbols 8L, 8C, and 8R are being rapidly variably displayed, and the hold icon 9A and the variable icon 9C are also displayed. Further, the enabled start icon SIC is vertically moved and displayed at the right end of the display screen 7a.

[0200] First, FIG. 31(D) is a display example when the enabled start icon SID is displayed. Here, since a variable effect is in progress, the decorative symbols 8L, 8C, and 8R are being rapidly variably displayed, and the hold icon 9A and the variable icon 9C are also displayed. Further, the enabled start icon SID is vertically moved and displayed at the right end of the display screen 7a.

[0201] As described above, the fact that the active start icon is displayed on the right edge of the display screen 7a while moving up and down makes it easier for players to see the active start icon even when they are intently watching the reel spinning animation, thus making it easier to intuitively recognize an active start.

[0202] The movement speed of the active start icon can be changed as needed, and the movement speed may also be made to change depending on the position of the active start icon.

[0203] Next, using Figures 31(E) to (H), we will explain Example 2 of the display of the active start icon. Example 2 of the display of the active start icon is an example of a display where the active start icon is displayed in the lower right corner of the display screen 7a, with the display size gradually changing. Note that this is an example where the active start icon SIA is displayed, but any of the active start icons SIB to SID may also be displayed.

[0204] First, as shown in Figure 31(E), a normal-sized active start icon SIA is displayed in the lower right corner of the display screen 7a. Also, since a variation animation is in progress, decorative symbols 8L, 8C, and 8R are displayed in a rapidly changing animation, and the hold icon 9A and the corresponding variation icon 9C are also displayed.

[0205] Next, as shown in Figure 31(F), the display size of the active start icon SIA changes from the normal size to an enlarged size. Also, since a variation animation is in progress, the decorative patterns 8L, 8C, and 8R are displayed in a rapidly changing state, and the hold icon 9A and the corresponding variation icon 9C are also displayed.

[0206] Next, as shown in Figure 31(G), the display size of the active start icon SIA changes from enlarged to normal size. Also, since a variation animation is in progress, the decorative symbols 8L, 8C, and 8R are displayed in a rapidly changing state, and the hold icon 9A and the corresponding variation icon 9C are also displayed.

[0207] Next, as shown in Figure 31(H), the display size of the active start icon SIA changes from its normal size to a reduced size. Also, since a variation animation is in progress, the decorative patterns 8L, 8C, and 8R are displayed in a rapidly changing state, and the hold icon 9A and the corresponding variation icon 9C are also displayed.

[0208] As described above, by gradually expanding and contracting the display size of the active start icon, it becomes easier for players to see the active start icon even when they are intently watching the fluctuation effects, thus making it easier to intuitively recognize an active start.

[0209] Furthermore, the change in the display size of the active Start icon does not have to be gradual; for example, the normal-sized active Start icon may disappear and the reduced-sized active Start icon may appear simultaneously. Alternatively, the movement of the active Start icon and the change in its display size, as shown in Example 1 of the active Start icon display, may occur simultaneously.

[0210] Furthermore, in the display of the valid start icon as shown in examples 1 and 2, or in other display methods, the valid start icon may change so that the actual number of valid starts differs from the number of outs represented by the valid start icon, thereby creating a visual effect that suggests the result of the ongoing variation is a win.

[0211] As described above, by displaying the active start icons SIA~SID on the display screen 7a, players can intuitively recognize active starts, allowing them to immediately understand the number of game balls used that triggered the variation effect, which increases the likelihood of smooth gameplay and enhances the enjoyment of the game.

[0212] [Example of effect] The following shows an example of the effects of this embodiment. [Effect A-1] In the gaming machine 1 of the above embodiment, as shown in Figures 23 to 31, it is possible to display any of the following: game state icons YI1 to YI3, which represent the set probability of winning; out ball count icons OI1 to OI3; or effective start icons SIA to SID. With this configuration, players can recognize the set probability of winning while paying attention to the fluctuating animations, which increases the likelihood of smooth gameplay and enhances the enjoyment of the game.

[0213] Furthermore, the game state icons YI1~YI3, the number of out balls icons OI1~OI3, and the effective start icons SIA~SID correspond to "specific images." Additionally, the hold icons 9A and 9B, and the corresponding variation icon 9C may also be associated with "specific images." Even in this case, the hold icons and the corresponding variation icons can change their display depending on the expected probability that the result of the special lottery that triggered the corresponding variation animation is a win; therefore, they can be said to represent the set degree of likelihood of winning.

[0214] [Effect A-2] In the gaming machine 1 of the above embodiment, when the game state is in the normal state, the degree of likelihood of hitting a ball with an out ball can be adjusted by setting the state of the game pins. With this configuration, by displaying the number of out balls icons OI1 to OI3 and the active start icons SIA to SID, the degree of likelihood of hitting a ball can be recognized, increasing the likelihood of smooth gameplay and improving the enjoyment of the game.

[0215] [Effect A-3] In the gaming machine 1 of the above embodiment, as shown in Figures 28 to 31, the active start icons SIA to SID represent the proportion of the total number of balls that entered the center hole 19 out of the total number of balls that were out. With this configuration, even while paying close attention to the fluctuation effects, players can recognize the proportion of the total number of balls that entered the center hole 19 out of the total number of balls that were out, which increases the likelihood of playing the game smoothly and enhances the enjoyment of the game.

[0216] [Effect A-4] In the gaming machine 1 of the above embodiment, according to FIGS. 23 to 24, the game state icon YI1 is displayed in the normal state and not displayed in the non-probability variable short state and the probability variable short state. The game state icon YI2 is only displayed in the non-probability variable short state and not displayed in the normal state and the probability variable short state. The game state icon YI3 is only displayed in the probability variable short state and not displayed in the normal state and the non-probability variable short state. According to this configuration, even while watching the variable effect, by recognizing the hit probability in each game state, the possibility of smoothly proceeding with the game is increased, and the interest can be improved.

[0217] Also, according to FIGS. 25 to 27, the out ball number icons OI1 to OI3 are only displayed in the normal state and not displayed in the non-probability variable short state and the probability variable short state. Further, the effective start icons SIA to SID are also only displayed in the normal state and not displayed in the non-probability variable short state and the probability variable short state. According to this configuration, even while watching the variable effect in the normal state, by recognizing the out ball number or the effective start, the possibility of smoothly proceeding with the game is increased, and the interest can be improved.

[0218] Note that the launching device 112 corresponds to the "launching means".

[0219] [Effect A-5] In the gaming machine 1 of the above embodiment, as shown in Figure 30, the display modes of the valid start icon include a valid start icon SIA that suggests that the valid start is relatively unfavorable, and a valid start icon SID that suggests that the valid start is relatively favorable. The ratio of cases where the valid start icon is SIA and cases where the valid start icon is SID when the valid start is less than 5.2 is different from the ratio when the valid start is greater than 6.0. With this configuration, the valid start can be recognized intuitively and suggestively, which increases the likelihood of smooth gameplay, and also increases the likelihood of players having a sense of anticipation because the exact value of the valid start is unknown, thereby improving the enjoyment of the game.

[0220] In this example, the active start icon SIA is associated with the "first mode" and the active start icon SID with the "second mode." However, any of the active start icons SIA to SID may be associated with the conditions that the "first mode" is relatively disadvantageous for active starting, and the "second mode" is relatively advantageous for active starting. For example, the active start icon SIB may be associated with the "first mode" and the active start icon SIC with the "second mode."

[0221] [Differentiation] A modified version of this embodiment is shown below. [Example 1] In the case of the game state icons YI1~YI3 and the number of outs icons OI1~OI3, similar to the active start icons SIA~SID, the game state or number of outs may not have a one-to-one correspondence with their respective display modes, and the display mode may be selected by lottery.

[0222] [Differentiation 2] For icons corresponding to predetermined special symbol variations, a display representing a set percentage related to a win may be shown, such as game state icons YI1 to YI3, out ball count icons OI1 to OI3, and effective start icons SIA to SID.

[0223] [Difference 3] You may allow multiple instances of any of the above icons to be displayed simultaneously.

[0224] [Differentiation Example 4] For any of the icons mentioned above, you may configure the system so that the new icon appears after the old icon disappears.

[0225] [Difference 5] You may also make one of the above icons alternate between showing it moving and showing it stopped.

[0226] When applying variations 3, 4, and 5, for example, in the case of the effective start icon, the effective start is calculated for every 100 outs, and up to 5 icons are displayed. In this case, when the number of outs is between 501 and 600, the effective start icons for outs 1 to 100, 101 to 200, 201 to 300, 301 to 400, and 401 to 500 are displayed as stopped icons. When the number of outs exceeds 601, the effective start icons for outs 1 to 100 disappear, and new effective start icons for outs 501 to 600 are displayed.

[0227] Furthermore, at this time, the effective start icons for out balls 101-200 may be moved to the position where the effective start icons for out balls 1-100 were displayed, the effective start icons for out balls 201-300 may be moved to the position where the effective start icons for out balls 101-200 were displayed, the effective start icons for out balls 301-400 may be moved to the position where the effective start icons for out balls 201-300 were displayed, and the effective start icons for out balls 401-500 may be moved to the position where the effective start icons for out balls 301-400 were displayed, and then they may be stopped and displayed again.

[0228] [Example of form] The following aspects can be realized in the gaming machine of this embodiment. [Aspect A-1] A gaming machine equipped with a display means capable of displaying multiple types of images, One of the aforementioned multiple types of images is a specific image that represents the set degree of likelihood of winning. A gaming machine characterized by the following features.

[0229] [Aspect A-2] The gaming machine described in A-1, further, Equipped with a launching device for firing game balls, The degree of likelihood of hitting is a ratio related to the number of out balls, which are game balls launched by the launching device. A gaming machine characterized by the following features.

[0230] [Aspect A-3] The gaming machine described in A-2, further, Equipped with a launching mechanism for launching game balls, The degree of likelihood of hitting a target is the ratio of the number of game balls that enter the ball entry opening to the number of game balls launched by the launching means. A gaming machine characterized by the following features.

[0231] [Aspect A-4] The gaming machine described in A-1, The aforementioned specific image is displayed when the first game state is active, and not displayed when the second game state is active. A gaming machine characterized by the following features.

[0232] [Aspect A-5] The gaming machine described in A-1, The display modes of the aforementioned specific image include a first mode that suggests the degree of likelihood of hitting is relatively unfavorable, and a second mode that suggests the degree of likelihood of hitting is relatively favorable. The ratio of cases in which the display mode of the specific image is the first mode to cases in the second mode differs depending on whether the degree of likelihood of hitting is relatively unfavorable or relatively favorable. A gaming machine characterized by the following features.

[0233] The following describes the meter display on the display screen 7a during gameplay, which shows the current amount of game balls or the number of times balls have been borrowed, using Figures 32 to 39. Since the game machine 1 in this embodiment is a smart pachinko machine, it does not have an upper tray for storing game balls used by the player. In this case, the number of balls held is managed by a card unit 135 connected to the game machine, which is located near the game machine 1. However, since the player will be looking at the display screen 7a of the game machine 1 during gameplay, it is difficult to quickly grasp the number of balls held. Therefore, in order to allow the player to easily grasp the current number of balls held, the display screen 7a or a location near it will be configured to display information indicating the number of balls held. In this case, the game machine 1 will be equipped with a ball borrowing button 69, as shown in Figure 32, which will allow the player to borrow a predetermined amount of game balls by pressing it. This ball dispensing button 69 is connected to the card unit 135 via an input / output circuit 87, etc. When pressed, a predetermined signal is sent to the card unit 135, a predetermined amount of credits is deducted from the prepaid card, and a ball dispensing signal is sent to the main control board 80. Hereafter, pressing this ball dispensing button 69 will be referred to as the ball dispensing operation.

[0234] First, we will explain the operation of the game control microcontroller 81 in the gaming machine 1 when the number of balls held is displayed on or near the display screen 7a. Note that we will only explain the parts that differ from the configuration explained using Figures 10 to 19. In the gaming machine 1 when the number of balls held is displayed on or near the display screen 7a, the game control microcontroller 81 performs input processing B1 (step S102B1) instead of input processing (step S102) in the main timer interrupt processing (step S005).

[0235] As shown in Figure 33, the difference between input processing B1 (step S102) and input processing (step S102) is that the number of balls held is written to the game ball storage area 84g of the main RAM 84 (step S1916), and then the number of balls held command is written to the command set area 84a of the main RAM 84 (step S6001). The number of balls held command contains information about the current number of balls held. The performance control microcontroller 91 reads this command and displays an image of the display mode corresponding to the current number of balls held on the display screen 7a or nearby. The above is the difference in the operation of the game control microcontroller 81 in the game machine 1 when the number of balls held is displayed on the display screen 7a or nearby, compared to the configuration explained using Figures 10 to 19.

[0236] When the game control microcomputer 81 performs the operations described above, information regarding the number of balls held will be displayed on or near the display screen 7a. In the game machine 1 of this embodiment, the number of balls held is displayed using a meter image so that it can be intuitively recognized. This meter image representing the number of balls held will be called the ball meter image. An example of this display will be described below.

[0237] [Example of ball count meter display 1] Figures 34(A) to (E) illustrate an example of the display of the ball meter. In this example, the display screen 7a shows an example of displaying the ball meter image that represents the current number of balls.

[0238] First, as shown in Figure 34(A), the ball meter image is displayed when the variation animation is in progress. Here, the decorative symbols 8L, 8C, and 8R are displayed in high-speed variation, and the hold icon 9A and the variation icon 9C are also displayed. Furthermore, the ball meter image MM1 is displayed. The ball meter image MM1 is divided into five equal parts, and the display color is different for the portion of the scale corresponding to the current number of balls. The number of balls per division can be set as appropriate, and the number of balls per division may differ depending on the position of the scale (for example, from left to right, 50 balls, 40 balls, 30 balls, 20 balls, and 10 balls may each be represented by one division). Here, only four divisions have a different display color. The explanation continues assuming that one division's worth of balls has been consumed.

[0239] Next, as shown in Figure 34(B), a decrease of 1 in the number of divisions where the display color of the ball meter image MM1 changes indicates a decrease in the number of balls remaining. At this point, the number of divisions where the display color of the ball meter image MM1 has changed is 3. The other display contents are the same as in Figure 34(A). Following this, we will continue the explanation assuming that two more divisions of balls have been consumed.

[0240] Next, as shown in Figure 34(C), the number of divisions in the ball meter image MM1 where the display color has changed decreases by another 2, indicating that the number of balls remaining has decreased further. At this point, the number of divisions in the ball meter image MM1 where the display color has changed is 2. The other display contents are the same as in Figure 34(A). The explanation continues assuming that more balls have been consumed.

[0241] Next, as shown in Figure 34(D), the display color of one of the segments in the ball meter image MM1 changes, and the flashing indicates that the number of balls remaining has decreased further, informing the player that there are few balls left. At this time, the first segment of the ball meter image MM1 is flashing. The other display contents are the same as in Figure 34(A). The explanation continues assuming that the ball rental operation (the operation to borrow game balls) has now been performed.

[0242] Next, as shown in Figure 34(E), since a ball dispensing operation was performed, the number of scale divisions in the ball meter image MM1 whose display color has changed has increased by 4, indicating that the number of balls held has increased. At this time, the number of scale divisions in the ball meter image MM1 whose display color has changed is 5. A message image TB indicating that a ball dispensing operation has been performed is also displayed. The other display contents are the same as in Figure 34(A). This concludes Example 1 of the ball meter display.

[0243] As described above, by displaying the ball count meter image MM1 on the display screen 7a, players can easily recognize the number of balls they have while playing, which increases the likelihood of smooth gameplay and enhances the enjoyment of the game.

[0244] [Example of ball count meter display 2] Figures 34(F) to (J) illustrate Example 2 of the ball count meter display. Unlike the ball count meter image MM1 in Example 1, the ball count meter image MM2 displayed in this example has each scale division not equally sized but emphasized, making it a display example that allows the player to recognize the number of balls more intuitively.

[0245] First, as shown in Figure 34(F), the ball meter image is displayed when the variation animation is in progress. Here, the decorative symbols 8L, 8C, and 8R are displayed in rapid variation, and the hold icon 9A and the variation icon 9C are also displayed. Furthermore, the ball meter image MM2 is displayed. In the ball meter image MM2, of the five scales, the display color is different for the scales corresponding to the current number of balls. The number of balls per scale can be set as appropriate, and the number of balls per scale may differ depending on the position of the scale (for example, from left to right, 50 balls, 40 balls, 30 balls, 20 balls, and 10 balls may each be represented by one scale). Also, in the ball meter image MM2, the size of the scales increases in the order of the 1st, 2nd, 3rd, 4th, and 5th scales, making it easy to intuitively recognize the number of balls. Here, all five scales have different display colors. The explanation then continues by stating that one unit of balls has been consumed.

[0246] Next, as shown in Figure 34(G), a decrease of 1 in the number of divisions where the display color of the ball meter image MM2 changes indicates a decrease in the number of balls remaining. At this point, the number of divisions where the display color of the ball meter image MM2 changes is 4. The other display contents are the same as in Figure 34(F). Following this, we will continue the explanation assuming that two more divisions of balls have been consumed.

[0247] Next, as shown in Figure 34(H), the number of divisions in the ball meter image MM2 where the display color has changed decreases by another 2, indicating that the number of balls remaining has decreased further. At this point, the number of divisions in the ball meter image MM2 where the display color has changed is 2. The other display contents are the same as in Figure 34(F). After this, we will continue the explanation assuming that another division of balls has been consumed.

[0248] Next, as shown in Figure 34(I), the number of divisions in the ball meter image MM2 where the display color changes decreases by another 1, indicating that the number of balls remaining has decreased further. At this point, the number of divisions in the ball meter image MM2 where the display color changes is 1. The other display contents are the same as in Figure 34(F). The explanation continues assuming that more balls have been consumed.

[0249] Next, as shown in Figure 34(J), the display color of one of the segments in the ball meter image MM2 changes, and the flashing indicates that the number of balls remaining has decreased further, informing the player that there are few balls left. At this time, the first segment of the ball meter image MM2 is flashing. The other display contents are the same as in Figure 34(F). Note that the display when a ball rental operation (the operation to borrow game balls) is performed will be generally the same as the display contents in ball meter display example 1 described above, but it may be different. This concludes ball meter display example 2.

[0250] As described above, by displaying the ball count meter image MM2 on the display screen 7a, players can easily recognize the number of balls they have while playing, which increases the likelihood of smooth gameplay and enhances the enjoyment of the game.

[0251] [Example of ball count meter display 3] Figures 35(A) to (E) are diagrams illustrating the display example 3 of the ball count meter. Unlike the ball count meter image MM1 in the display example 1, the ball count meter image MM3 displayed in this example also displays the number of balls as a number, making it a display example that allows the player to recognize the number of balls more accurately.

[0252] First, as shown in Figure 35(A), the ball meter image is displayed when the variation animation is in progress. Here, the decorative symbols 8L, 8C, and 8R are displayed in high-speed variation, and the hold icon 9A and the variation icon 9C are also displayed. Furthermore, the ball meter image MM3 is displayed. In the ball meter image MM3, the display color is different for the portion of the five scales that corresponds to the current number of balls. The number of balls per scale can be set as appropriate, and the number of balls per scale may differ depending on the position of the scale (for example, from left to right, the scales could be 50 balls, 40 balls, 30 balls, 20 balls, and 10 balls). In addition, the ball meter image MM3 is configured to display an estimated number of balls along with the meter, making it easy to accurately recognize the number of balls. Here, the number of balls is assumed to be 125 or more, and all five scales are displayed in different colors, with "125 or more" displayed. The explanation continues by stating that the player's remaining balls were used up until they fell below 100.

[0253] Next, as shown in Figure 35(B), the number of divisions in the ball meter image MM3 where the display color has changed decreases by 1, and the ball count indicator also becomes "100 or less," indicating that the number of balls remaining has decreased. At this point, the number of divisions in the ball meter image MM3 where the display color has changed is 4. The other display contents are the same as in Figure 35(A). The explanation continues assuming that the number of balls remaining has been consumed until it is 50 or less.

[0254] Next, as shown in Figure 35(C), the number of divisions in the ball meter image MM3 where the display color has changed decreases by another 2, and the ball count indicator also becomes "50 or less," indicating that the number of balls remaining has decreased further. At this point, the number of divisions in the ball meter image MM3 where the display color has changed is 2. The other display contents are the same as in Figure 35(A). After this, we will continue the explanation assuming that the balls have been consumed until the number of balls remaining is 25 or less.

[0255] Next, as shown in Figure 35(D), the number of divisions in the ball meter image MM3 where the display color has changed decreases by another 1, and the ball count indicator also becomes "25 or less," indicating that the number of balls remaining has decreased further. At this point, the number of divisions in the ball meter image MM3 where the display color has changed is 1. The other display contents are the same as in Figure 35(A). After this, we will continue the explanation assuming that the balls have been consumed until the number of balls remaining is 10 or less.

[0256] Next, as shown in Figure 35(E), one of the scales in the ball meter image MM3, whose display color has changed, flashes, and the ball count indicator also shows "10 or less," indicating that the number of balls remaining has decreased further and informing the player that there are few balls left. At this time, the first scale in the ball meter image MM3 flashes. The other display contents are the same as in Figure 35(A). Note that the display when a ball rental operation (the operation to borrow game balls) is performed will be generally the same as the display contents in ball meter display example 1 described above, but it may be different. This concludes ball meter display example 3.

[0257] As described above, by displaying the ball count meter image MM3 on the display screen 7a, players can easily and accurately recognize the number of balls they have during gameplay, which increases the likelihood of smooth gameplay and enhances the enjoyment of the game.

[0258] [Example of ball count meter display 4] Figures 35(F) to (J) illustrate Example 4 of the ball count meter display. Unlike the ball count meter image MM1 in Example 1 of the ball count meter display, the ball count meter image MM4 displayed in this example has no breaks in the scale, and the change in the length of the meter due to the decrease in the number of balls is emphasized. Therefore, although not entirely accurate, this is an example of a display that allows the player to more intuitively recognize the number of balls they have.

[0259] First, as shown in Figure 35(F), the ball meter image is displayed when the variation animation is in progress. Here, the decorative symbols 8L, 8C, and 8R are displayed in high-speed variation, and the hold icon 9A and the variation icon 9C are also displayed. Furthermore, the ball meter image MM4 is displayed. At this time, the number of balls is set to 125 or more, and the ball meter image MM4 is set to the maximum length that can be displayed. Note that the ratio between the change in the length of the ball meter image MM4 and the decrease in the number of balls may be set as appropriate, and the ratio may change depending on the number of balls (for example, as the number of balls decreases, the length of the ball meter image MM4 decreases when one ball is lost). The explanation continues assuming that the balls have been consumed.

[0260] Next, as shown in Figure 35(G), the shortening of the length of the ball meter image MM4 indicates that the number of balls held has decreased. The other display contents are the same as in Figure 35(F). Following this, we will continue the explanation assuming that the balls have been consumed.

[0261] Next, as shown in Figure 35(H), the shortening of the length of the ball meter image MM4 indicates that the number of balls held has decreased. The other display contents are the same as in Figure 35(F). Following this, we will continue the explanation assuming that the balls have been consumed.

[0262] Next, as shown in Figure 35(I), the shortening of the length of the ball meter image MM4 indicates that the number of balls held has decreased. The other display contents are the same as in Figure 35(F). Following this, the explanation continues, assuming that the number of balls held has been consumed until it is 10 or less.

[0263] Next, as shown in Figure 35(J), the length of the ball meter image MM4 shortens and it also blinks, indicating that the number of balls has decreased. The other display contents are the same as in Figure 35(F). Note that the display when a ball rental operation (the operation to borrow game balls) is performed will be generally the same as the display contents in ball meter display example 1 described above, but it may be different. This concludes ball meter display example 4.

[0264] As described above, by displaying the ball count meter image MM4 on the display screen 7a, players can intuitively recognize the number of balls they have while playing, which increases the likelihood of smooth gameplay and enhances the enjoyment of the game.

[0265] Next, regarding the management of the number of balls held, we will describe a gaming machine 1 in which the number of times the ball dispensing operation has been performed is displayed by a meter image. First, we will explain the operation of the game control microcontroller 81 in the gaming machine 1 when the number of balls dispensed is displayed on or near the display screen 7a. Note that we will only explain the parts that differ from the configuration explained using Figures 10 to 19. In the gaming machine 1 when the number of balls dispensed is displayed on or near the display screen 7a, the game control microcontroller 81 performs input processing B1 (step S102B2) instead of input processing (step S102) in the main timer interrupt processing (step S005).

[0266] As shown in Figure 36, the difference between input processing B2 (step S102) and input processing (step S102) is that in step S1912, after adding the number of balls dispensed to the number of balls held, the ball dispense command is written to the command set area 84a of the main RAM 84 (step S6002). The ball dispense command contains information about the current number of balls dispensed. The performance control microcontroller 91 reads this command and displays an image of the display mode corresponding to the current number of balls dispensed on or near the display screen 7a. The above is the difference between the operation of the game control microcontroller 81 in the game machine 1, when the number of balls dispensed is displayed on or near the display screen 7a, and the configuration described using Figures 10 to 19.

[0267] When the game control microcomputer 81 performs the operations described above, information regarding the number of balls dispensed will be displayed on or near the display screen 7a. In the game machine 1 of this embodiment, the number of balls dispensed is displayed using a meter image so that it can be intuitively recognized. This meter image representing the number of balls dispensed will be called the ball dispensed meter image. The ball dispensed meter will have two parts: one that shows the number of balls dispensed from the start of the game to the present, and another that shows the remaining number of balls that can be dispensed at the present time. An example of this display will be explained below.

[0268] [Example of display on the ball dispensing meter 1] Figures 37(A) to (E) illustrate an example of the display of the ball dispensing meter. In this example, the display screen 7a shows an example of displaying a ball dispensing meter image that represents the current number of available balls (the number of times the ball dispensing operation can be performed).

[0269] First, as shown in Figure 37(A), the ball dispensing meter image is displayed while the variation animation is in progress. Here, the decorative patterns 8L, 8C, and 8R are displayed in rapid variation, and the hold icon 9A and the variation icon 9C are also displayed. Furthermore, the ball dispensing meter image TM1 is displayed. The ball dispensing meter image TM1 has a scale divided into five equal parts, and the display color differs for the portion of the scale corresponding to the current number of balls that can be dispensed. Here, the display color differs for five portions. The explanation continues assuming that the ball dispensing operation has been performed once.

[0270] Next, as shown in Figure 37(B), the fifth scale of the ball dispensing meter image TM1, whose display color has changed, flashes, indicating that a ball dispensing operation has been performed. A message image TB indicating that a ball dispensing operation has been performed is also displayed. The other display contents are the same as in Figure 37(A).

[0271] Next, as shown in Figure 37(C), the number of divisions on the display color of the ball dispensing meter image TM1 decreases to 4, indicating that the current number of available balls has decreased. At this time, the number of divisions on the display color of the ball dispensing meter image TM1 is 4. The other display contents are the same as in Figure 37(A). The explanation continues assuming that the game has progressed and the ball dispensing operation has been performed four more times.

[0272] Next, as shown in Figure 37(D), the ball dispensing meter image TM1 shows that the number of available balls has decreased, and the current number of available balls is 0, as indicated by the fact that the display color of all the scales has not changed. The other display contents are the same as in Figure 37(A). The explanation continues assuming that a ball dispensing operation (the operation of borrowing game balls) has now been performed.

[0273] Next, as shown in Figure 37(E), although the operation to dispense balls has been performed, the number of available balls is 0, so a message image TF is displayed to the player indicating that the number of available balls is 0. The display colors of all the scales in the ball dispensing meter image TM1 have not changed. Also, the other display contents are still the same as in Figure 37(A). This concludes Example 1 of the ball dispensing meter display. Note that the message image TF may be displayed at all times when the number of available balls becomes 0.

[0274] As described above, by displaying the ball dispensing meter image TM1 on the display screen 7a, players can easily recognize the number of balls they can dispense during gameplay, which increases the likelihood of smooth gameplay and enhances the enjoyment of the game.

[0275] [Example of display on the ball dispensing meter 2] Figures 37(F) to 37(J) illustrate an example of the display of the ball dispensing meter, example 2. In this example, the display screen 7a shows an image of the ball dispensing meter that represents the number of balls dispensed from the start of the game to the present.

[0276] First, as shown in Figure 37(F), the ball dispensing meter image is displayed when the variation effect is in progress. Here, the decorative symbols 8L, 8C, and 8R are displayed in high-speed variation, and the hold icon 9A and the variation icon 9C are also displayed. Furthermore, the ball dispensing meter image TM2 is displayed. The ball dispensing meter image TM2 is divided into five equal parts, and the display color differs for the portion of the scale corresponding to the number of balls dispensed from the start of the game to the present. Also, when the number of balls dispensed reaches six, the display color of the first division, which has already changed, changes again. At the seventh time, the second division changes, at the eighth time, the third division changes, and so on, with the pattern of change switching every five times. Here, all the display colors of the divisions are the original display colors (they have not changed). After this, the game progresses, and the ball dispensing operation is performed three times, and the explanation continues assuming that the fourth time is performed.

[0277] Next, as shown in Figure 37(G), the display color of the first scale on the ball dispensing meter image TM1 changes, indicating that one ball dispensing operation has been performed. A message image TB indicating that a ball dispensing operation has been performed is also displayed. The other display contents are the same as in Figure 37(F). The explanation will then continue assuming that four more ball dispensing operations have been performed.

[0278] Next, as shown in Figure 37(H), the number of divisions in the display color of the ball dispensing meter image TM1 has changed to 5. The message image TB is also displayed. The other display contents are the same as in Figure 37(F). The explanation continues assuming that the game has progressed and one more ball dispensing operation has been performed.

[0279] Next, as shown in Figure 37(I), the display color of the first division of the ball dispensing meter image TM1 changes again, indicating that one more ball dispensing operation has been performed, bringing the total number of ball dispensing operations to six. A message image TB is also displayed. The other display contents are the same as in Figure 37(F). The explanation continues assuming that the game has progressed and one more ball dispensing operation has been performed.

[0280] Next, as shown in Figure 37(J), the display color of the second division of the ball dispensing meter image TM1 changes again, indicating that one more ball dispensing operation has been performed, bringing the total number of ball dispensing operations to seven. The message image TB is also displayed. The other display contents remain the same as in Figure 37(F). This concludes the second example of the ball dispensing meter display.

[0281] As described above, by displaying the ball dispensing meter image TM2 on the display screen 7a, players can easily recognize the number of times they have dispensed balls during gameplay, which increases the likelihood of smooth gameplay and enhances the enjoyment of the game.

[0282] Next, we will explain a game machine 1 that differs from the content related to managing the number of balls held, in which the number of times a reach occurs during the variation animation is displayed by a meter image. First, we will explain the operation of the game control microcontroller 81 in the gaming machine 1 when the number of reach is displayed on or near the display screen 7a. Note that we will only explain the parts that differ from the configuration explained using Figures 10 to 19. In the gaming machine 1 when the number of reach is displayed on or near the display screen 7a, the game control microcontroller 81 performs special symbol waiting process B (step S1302B) instead of special symbol waiting process (step S1302) in the special operation process (step S105) of the main timer interrupt process (step S005).

[0283] As shown in Figure 38, the difference between the special symbol waiting process B (step S1302B) and the special symbol waiting process (step S1302) is that after performing the variation pattern selection process in step S1409, it is determined whether the selected variation pattern is a reach (step S6003). If it is a reach, the reach count command is written to the command set area 84a of the main RAM 84 (step S6004). If it is not a reach, step S6004 is skipped. The reach count command contains information about the current reach count. The microcontroller 91 for performance control reads this command and displays an image of the display mode corresponding to the current reach count on the display screen 7a or nearby. Note that when a reach is achieved, the display mode of the image corresponding to the current reach count changes to indicate that the reach count has increased. The above describes the differences in the operation of the game control microcomputer 81 in the game machine 1 when the number of reaches is displayed on or near the display screen 7a, compared to the configuration explained using Figures 10 to 19.

[0284] When the game control microcomputer 81 performs the operations described above, information regarding the number of reaches will be displayed on or near the display screen 7a. In the game machine 1 of this embodiment, the number of reaches is displayed using a meter image so that it can be intuitively recognized. This meter image representing the number of reaches will be called the reach meter image. The reach meter will represent the number of reaches from the start of the game to the present. An example of this display will be described below.

[0285] [Example of Reach Meter Display 1] Figures 39(A) to (E) are diagrams illustrating Reach Meter Display Example 1. In this example, the display screen 7a shows an example of displaying a reach meter image that represents the number of reaches achieved so far.

[0286] First, as shown in Figure 39(A), the reach meter image is displayed when the variation animation is in progress. Here, the decorative symbol representing "1" on the left decorative symbol 8L is temporarily stopped, and decorative symbols 8C and 8R are displayed in high-speed variation. Furthermore, the hold icon 9A and the variation icon 9C are also displayed. In addition, the reach meter image RM1 is displayed. The reach meter image RM1 is divided into five equal parts, and the display color differs for the portion of the scale corresponding to the number of reaches that have occurred since the start of the game. When the number of reaches reaches reaches six, the display color of the first division, which has already changed color, changes again. At the seventh reach, the second division changes color, at the eighth reach, the third division changes color, and so on, with the pattern of change switching every five reaches. Here, all the divisions' display colors are the original display colors (they have not changed).

[0287] Next, as shown in Figure 39(B), the variation animation progresses, and a "1" symbol is temporarily stopped on the right decorative symbol 8R, resulting in a reach being established. Accordingly, the display color of the first scale on the reach meter image RM1 changes. The other display contents are the same as in Figure 39(A). The explanation continues assuming that two more reaches have been established.

[0288] Next, as shown in Figure 39(C), during the fluctuation animation being performed at this time, the left decorative symbol 8L displays a temporary stop, while decorative symbols 8C and 8R are displayed in high-speed fluctuation mode. The number of divisions on the reach meter image RM1 where the display color has changed is 3. The other display contents are the same as in Figure 39(A).

[0289] Next, as shown in Figure 39(D), the variation animation progresses, and the right decorative symbol 8R displays a decelerating variation. At this point, the second division of the reach meter image RM1 flashes, indicating that a reach has been achieved in this variation animation. The other display contents are the same as in Figure 39(F). Thus, the reach meter, which shows the number of reaches, is also configured to perform an animation that suggests the achievement of a reach.

[0290] Next, as shown in Figure 39(E), the variation animation progresses, and a reach is established when the decorative symbol representing "4" is temporarily stopped on the right decorative symbol 8R. Accordingly, the display color of the second scale of the reach meter image RM1 changes. The other display contents remain the same as in Figure 39(A). This concludes the first example of reach meter display.

[0291] As described above, by displaying the reach meter image RM2 on the display screen 7a, players can easily recognize the number of times they have had a reach during gameplay, which increases the likelihood of them feeling excited about a win and enhances the enjoyment of the game. Furthermore, by having the reach meter image RM2, which shows the number of reaches, perform a performance that suggests a reach is about to occur during the reel spinning animation, it becomes possible to increase the likelihood of players enjoying a novel performance and enhance the enjoyment of the game.

[0292] [Example of Reach Meter Display 2] Figures 39(F) to (J) are diagrams illustrating the second example of the reach meter display. In this example, the display screen 7a of the gaming machine 1, which is configured so that the background image in the variation animation changes when a reach occurs 5 times, shows an example of displaying a reach meter image that represents the number of reaches remaining until the background image changes.

[0293] First, as shown in Figure 39(F), the reach meter image is displayed while the variation animation is in progress. Here, the decorative symbol 8L on the left is temporarily stopped, and decorative symbols 8C and 8R are displayed in high-speed variation. Furthermore, the hold icon 9A and the variation icon 9C are also displayed. In addition, the reach meter image RM2 is displayed. The reach meter image RM2 is divided into five equal parts, and the display color differs for the portion of the scale corresponding to the remaining number of reaches until the background image changes. When the background image changes, the display color of the portion of the scale corresponding to the remaining number of reaches until the background image changes in the reach meter image RM2 also changes. Here, the display color of all the scales has changed, and the remaining number of reaches until the background image changes is 5.

[0294] Next, as shown in Figure 39(G), the variation animation progresses, and a reach is established when the decorative symbol representing "1" is temporarily stopped on the right decorative symbol 8R. Accordingly, the display color of the fifth of the five scales on the reach meter image RM1 returns to its original color. The other display contents are the same as in Figure 39(A). The explanation continues assuming that three more reaches have been established.

[0295] Next, as shown in Figure 39(H), during the variation animation being performed at this time, the decorative symbol representing "4" is temporarily stopped on the left decorative symbol 8L, while decorative symbols 8C and 8R are displayed in a high-speed variation. The number of divisions on the reach meter image RM1 in which the display color has changed is 1, meaning that there are 1 remaining reach until the background image is switched. The other display contents are the same as in Figure 39(F).

[0296] Next, as shown in Figure 39(I), the variation animation progresses, and a reach is established when the decorative symbol representing "4" is temporarily stopped on the right decorative symbol 8R. Accordingly, the display color of the first scale on the reach meter image RM1 changes. In other words, the number of remaining reaches until the background image is switched has become 0, so the background image will be switched from the next variation animation. A message image CM indicating this is also displayed. The other display contents remain the same as in Figure 39(A).

[0297] Next, as shown in Figure 39(J), in Figure 39(I), the remaining number of reaches until the background image changes became 0, so the background image of the variation effect was changed. Accordingly, the remaining number of reaches until the background image shown in the reach meter image RM2 changes has also been updated to 5. The other display contents are the same as in Figure 39(F). This concludes the second example of the reach meter display.

[0298] As described above, in the gaming machine 1, which is configured such that the background image in the variation animation changes when a reach is achieved 5 times, displaying the reach meter image RM2 on the display screen 7a allows the player to easily recognize the remaining number of reaches until the background image changes. This increases the likelihood of the player feeling anticipation for the change in the display of the variation animation, thereby improving the enjoyment of the game.

[0299] Here, we have described a gaming machine 1 in which the number of times a reach has occurred during a variation animation is displayed by a meter image, as this differs from the content related to managing the number of balls held. However, this is not limited to the current quantity represented by the meter image. For example, it may represent the current number of consecutive wins or the current number of prize balls won during a winning game. In this case, the meter image will only be displayed when a winning game is in progress and will not be displayed in states where variation animations are mainly displayed, such as the normal state. Alternatively, it may represent, for example, the volume from speaker 67 or the brightness of display screen 7a during gameplay. In this case, the meter image may be configured to be displayed only when the volume or brightness setting is changed by operating the select button 68, or the meter image representing the volume or brightness may be displayed at all times.

[0300] [Example of effect] The following shows an example of the effects of this embodiment. [Effect B-1] In the gaming machine 1 of the above embodiment, as shown in Figures 33 to 37, it is possible to display a ball meter that shows the current number of balls held in stages, and a ball dispensing meter that shows the current number of balls dispensed. This configuration increases the likelihood of smooth gameplay and enhances the enjoyment of the game. Furthermore, as shown in Figures 38 to 36, it is possible to display a reach meter that shows the current number of reaches. This configuration increases the likelihood of feeling anticipation for a win and enhances the enjoyment of the game.

[0301] The ball holding meter images MM1-MM4, the ball rental meter images TM1, TM2, and the reach meter images RM1, RM2 correspond to "meter displays." Furthermore, meter displays showing the current number of consecutive wins or the number of balls won, as well as meter displays showing volume or light intensity, may also be associated with "meter displays."

[0302] [Effect B-2] In the gaming machine 1 of the above embodiment, as shown in Figures 33 to 37, the ball meter display, which shows the current number of balls held in stages, and the ball dispensing meter display, which shows the current number of balls dispensed, are configured to be quantities related to the number of gaming balls. This configuration increases the likelihood of smooth gameplay and improves the enjoyment of the game.

[0303] [Effect B-3] In the gaming machine 1 of the above embodiment, as shown in Figures 32, 33-37, there is a ball dispensing button 69 that, when pressed, sends a signal similar to that of the ball dispensing button of the card unit 135, allowing the player to borrow a predetermined number of game balls. The ball meter display, or the amount displayed by the ball dispensing meter, is changed by operating the ball dispensing button 69. This configuration increases the likelihood of smooth gameplay and enhances the enjoyment of the game.

[0304] The ball dispensing button 69 corresponds to the "operating means." Furthermore, if the meter display showing volume and light intensity is to be associated with the "meter display," the select button 68 can be associated with the "operating means."

[0305] [Effect B-4] In the gaming machine 1 of the above embodiment, as shown in Figures 34, 35, 37, and 39, the ball retention meter images MM1 to MM3, the ball dispensing meter images TM1 and TM2, and the reach meter images RM1 and RM2 are divided into five sections, and the display color of one of the five sections changes in accordance with the change in the amount represented by each meter image. This configuration increases the likelihood of smooth gameplay and enhances the enjoyment of the game.

[0306] [Differentiation] A modified version of this embodiment is shown below. [Example 1] Even when displaying the ball dispensing meter and reach meter, they may be displayed in a manner similar to the ball meter images MM2 to MM4 shown in the ball meter display examples 2 to 4.

[0307] [Differentiation 2] The images for the ball meter, ball rental meter, and reach meter may be modified as appropriate. For example, they may be shaped like a trapezoid or a fan, with the width increasing towards the left.

[0308] Furthermore, if the ball meter image, ball rental meter image, and reach meter image are divided into multiple sections, the number of sections may be changed as appropriate.

[0309] [Difference 3] Instead of the ball meter image, ball dispensing meter image, and reach meter image, a light-emitting means such as a lamp may be provided near the display screen 7a, and this light emission may be used as a meter.

[0310] [Differentiation Example 4] As mentioned above, the quantity represented by the meter image may be changed as appropriate. For example, it may represent the current number of consecutive wins or the current number of prize balls won during a winning game. In this case, the meter image will only be displayed when a winning game is in progress and will not be displayed in normal states or other states where variable effects are primarily displayed. When representing the current number of consecutive wins, the current number of consecutive wins represented by the meter image may increase when the result of the variable effect is a win and it is determined that a winning game will be played, or it may increase when the winning game ends.

[0311] Furthermore, the meter may also display, for example, the volume from speaker 67 during gameplay or the brightness of display screen 7a. In this case, the meter image may be displayed only when the volume or brightness setting is changed by operating the select button 68 or the like, or the meter images representing the volume and brightness may be displayed at all times. Also, when the volume and brightness meters are displayed simultaneously, the length of the volume meter image may be shifted vertically according to the increase or decrease in volume, and the length of the brightness meter image may be shifted horizontally according to the increase or decrease in brightness.

[0312] [Example of form] The following aspects can be realized in the gaming machine of this embodiment. [Aspect B-1] A gaming machine equipped with a display means capable of displaying multiple types of displays, One of the aforementioned multiple types of displays is a meter display that shows the current amount related to a given game in stages. A gaming machine characterized by the following features.

[0313] [Aspect B-2] The gaming machine described in type B-1, The quantity displayed on the meter is a quantity related to the number of game balls. A gaming machine characterized by the following features.

[0314] [Aspect B-3] The gaming machine described in embodiment B-1, further, The system comprises a third vibrating means that is located at a different position from the first vibrating means and the second vibrating means, The vibration intensity of the third vibration means is not changed. A gaming machine characterized by the following features.

[0315] [Aspect B-4] The gaming machine described in type B-1, The meter display is divided into multiple sections, and the display color of one of the multiple sections changes in response to a change in the quantity represented by the meter display. A gaming machine characterized by the following features.

[0316] The following describes lamp lighting effects A to C, referring to Figures 40 to 51. First, an example of the effect is described, followed by an example of its effect, a modified version, and an example of its form.

[0317] [Lamp lighting effect A] Figure 40 is a flowchart of the lamp control process. The lamp control process is performed in the ball-related processing of step S107 in Figure 11. First, in the initial step S7001, the game control microcomputer 81 reads out the number of balls that can be launched. The number of balls that can be launched is the number displayed on the game ball count display 61, which is a 7-segment display, and is stored in the game ball count storage area 84g of the main RAM 84 shown in Figure 5(B).

[0318] In step S7002, the game control microcomputer 81 determines whether the number of shots that can be fired is less than or equal to a predetermined number. For example, the predetermined number can be set to "15". If it is determined that the number of shots that can be fired is less than or equal to the predetermined number (e.g., "15") (step S7002: YES), the process proceeds to step S7003. On the other hand, if it is determined that the number of shots that can be fired is not less than or equal to the predetermined number (e.g., "15") (step S7002: NO), the process proceeds to step S7004.

[0319] In step S7003, the game control microcontroller 81 sets an empty lamp light-up command and terminates the lamp control process. In step S7004, the game control microcontroller 81 sets an empty lamp off command and terminates the lamp control process.

[0320] In this embodiment, as shown in Figure 41(A), the lamp control board 107 is connected to the frame lamp 66, the panel lamp 5, the movable mechanism 15, and an empty lamp 66a. In this embodiment, as shown in Figure 41(B), the empty lamp 66a is located below the game ball count display 61 and to the right of the counting button 61a. The empty lamp 66a consists of a rectangular frame and the word "Empty" inside the frame. When lit, the frame and word are easily visible. On the other hand, when unlit, the frame and word are difficult to see.

[0321] Figure 42 is a flowchart of the lamp command reception process. The lamp command reception process is performed in the other processes of step S4212 of the received command analysis process shown in Figure 22.

[0322] First, the microcontroller 91 for performance control determines whether or not it has received an empty lamp light-up command (step S7101). When the empty lamp light-up command is set in the microcontroller 81 for game control (step S7003 in Figure 40), it is transmitted from the main control board 80 by the output processing in Figure 11 (step S108). If it is determined that the empty lamp light-up command has been received (step S7101: YES), the empty lamp light-up data is sent to the lamp control board 107 (step S7102), and the process proceeds to step S7103. When the empty lamp light-up data is sent to the lamp control board 107, the empty lamp 66a lights up. On the other hand, if it is determined that the empty lamp light-up command has not been received (step S7101: NO), the process in step S7102 is not executed, and the process proceeds to step S7103.

[0323] In step S7103, the microcontroller 91 for performance control determines whether or not it has received an empty lamp off command. When the empty lamp off command is set in the microcontroller 81 for game control (step S7004 in Figure 40), it is transmitted from the main control board 80 by the output processing in Figure 11 (step S108). If it is determined that the empty lamp off command has been received (step S7103: YES), the empty lamp off data is sent to the lamp control board 107 (step S7104), and the lamp command reception process ends. When the empty lamp off data is sent to the lamp control board 107, the empty lamp 66a turns off. On the other hand, if it is determined that the empty lamp off command has not been received (step S7103: NO), the process in step S7104 is not executed, and the lamp command reception process ends.

[0324] Figure 43 is a diagram illustrating lamp lighting effect A. In Figure 43(A), "125" is displayed on the game ball count display 61. This indicates that the number of game balls that can be launched (number of balls held) is "125". At this time, the game control microcomputer 81 determines that the number of launchable balls is not below a predetermined number (step S7002 in Figure 40: NO), and the empty lamp off command is set (step S7004). Subsequently, the effect control microcomputer 91 determines that it has received the empty lamp off command (step S7103 in Figure 42: YES), and the empty lamp off data is sent to the lamp control board 107 (step S7104). As a result, as shown in Figure 43(A), the empty lamp 66a is turned off, and the frame and characters become difficult to see.

[0325] In Figure 43(B), the number of game balls displayed on the game ball count indicator 61 is "13". This indicates that the number of game balls that can be launched (number of balls held) is "13". At this time, the game control microcomputer 81 determines that the number of launchable balls is less than or equal to a predetermined number (step S7002 in Figure 40: YES), and the empty lamp light command is set (step S7003). Subsequently, the performance control microcomputer 91 determines that it has received the empty lamp light command (step S7101 in Figure 42: YES), and the empty lamp light data is sent to the lamp control board 107 (step S7102). As a result, as shown in Figure 43(B), the empty lamp 66a lights up, making the frame and characters easily visible.

[0326] [Lamp lighting effect B] Figure 44 is a flowchart of the lamp control process. The lamp control process is performed in the ball-related processing of step S107 in Figure 11. First, in the initial step S7201, the game control microcomputer 81 reads out the number of balls that can be launched. The number of balls that can be launched is the number displayed on the game ball count display 61, which is a 7-segment display, and is stored in the game ball count storage area 84g of the main RAM 84 shown in Figure 5(B).

[0327] In step S7202, the game control microcomputer 81 determines whether the number of shots that can be fired is less than or equal to a predetermined number. For example, the predetermined number can be set to "15". If it is determined that the number of shots that can be fired is less than or equal to the predetermined number (e.g., "15") (step S7202: YES), the process proceeds to step S7203. On the other hand, if it is determined that the number of shots that can be fired is not less than or equal to the predetermined number (e.g., "15") (step S7202: NO), the process proceeds to step S7204.

[0328] In step S7203, the game control microcontroller 81 sets a full lamp off command and terminates the lamp control process. In step S7204, the game control microcontroller 81 sets a command to turn on all the lamps and terminates the lamp control process.

[0329] In this embodiment, as shown in Figure 45(A), the lamp control board 107 is connected to a full lamp 66b in addition to the frame lamp 66, the panel lamp 5, and the movable mechanism 15. In this embodiment, as shown in Figure 45(B), the full lamp 66b is located below the game ball count indicator 61 and to the right of the counting button 61a. The full lamp 66b consists of a rectangular frame and the word "Full" inside the frame. When lit, the frame and word are easily visible. On the other hand, when unlit, the frame and word are difficult to see.

[0330] Figure 46 is a flowchart of the lamp command reception process. The lamp command reception process is performed in the other processes of step S4212 of the received command analysis process shown in Figure 22.

[0331] First, the microcontroller 91 for performance control determines whether or not it has received a full lamp light-up command (step S7301). When the full lamp light-up command is set in the microcontroller 81 for game control (step S7204 in Figure 44), it is transmitted from the main control board 80 by the output processing in Figure 11 (step S108). If it is determined that the full lamp light-up command has been received (step S7301: YES), the full lamp light-up data is sent to the lamp control board 107 (step S7302), and the process proceeds to step S7303. When the full lamp light-up data is sent to the lamp control board 107, the full lamp 66b lights up. On the other hand, if it is determined that the full lamp light-up command has not been received (step S7301: NO), the process in step S7302 is not executed, and the process proceeds to step S7303.

[0332] In step S7303, the microcontroller 91 for performance control determines whether or not it has received a full lamp off command. When the full lamp off command is set by the microcontroller 81 for game control (step S7203 in Figure 44), it is transmitted from the main control board 80 by the output processing in Figure 11 (step S108). If it is determined that the full lamp off command has been received (step S7303: YES), the full lamp off data is sent to the lamp control board 107 (step S7304), and the lamp command reception process ends. When the full lamp off data is sent to the lamp control board 107, the full lamp 66b is turned off. On the other hand, if it is determined that the full lamp off command has not been received (step S7303: NO), the process in step S7304 is not executed, and the lamp command reception process ends.

[0333] Figure 47 is a diagram illustrating lamp lighting effect B. In Figure 47(A), the game ball count display 61 shows "125". This indicates that the number of game balls that can be launched (number of balls held) is "125". At this time, the game control microcomputer 81 determines that the number of launchable balls is not below a predetermined number (step S7202 in Figure 44: NO), and a full lamp lighting command is set (step S7204). Subsequently, the effect control microcomputer 91 determines that it has received the full lamp lighting command (step S7301 in Figure 46: YES), and the full lamp lighting data is sent to the lamp control board 107 (step S7302). As a result, as shown in Figure 47(A), the full lamp 66b lights up, and the frame and characters become easily visible.

[0334] In Figure 47(B), the number of game balls displayed on the game ball count indicator 61 is "13". This indicates that the number of game balls that can be launched (number of balls held) is "13". At this time, the game control microcomputer 81 determines that the number of launchable balls is less than or equal to a predetermined number (step S7202 in Figure 44: YES), and a full lamp off command is set (step S7203). Subsequently, the performance control microcomputer 91 determines that it has received the full lamp off command (step S7303 in Figure 46: YES), and the full lamp off data is sent to the lamp control board 107 (step S7304). As a result, as shown in Figure 47(B), the full lamp 66b is turned off, and the frame and characters become difficult to see.

[0335] [Lamp lighting effect C] Figure 48 is a flowchart of the lamp control process. The lamp control process is performed in the ball-related processing of step S107 in Figure 11. First, in the initial step S7401, the game control microcomputer 81 reads out the number of balls that can be launched. The number of balls that can be launched is the number displayed on the game ball count display 61, which is a 7-segment display, and is stored in the game ball count storage area 84g of the main RAM 84 shown in Figure 5(B).

[0336] In step S7402, the game control microcomputer 81 determines whether the number of shots that can be fired is less than or equal to a predetermined number. For example, the predetermined number can be set to "15". If it is determined that the number of shots that can be fired is less than or equal to the predetermined number (e.g., "15") (step S7402: YES), the process proceeds to step S7403. On the other hand, if it is determined that the number of shots that can be fired is not less than or equal to the predetermined number (e.g., "15") (step S7402: NO), the process proceeds to step S7405.

[0337] In step S7403, the game control microcontroller 81 sets a command to turn off all lamps. Next, the game control microcontroller 81 sets a command to turn on the empty lamp (step S7404), and terminates the lamp control process. In step S7405, the game control microcontroller 81 sets a command to turn on all the lamps. Next, the game control microcontroller 81 sets a command to turn off the empty lamp (step S7406), and terminates the lamp control process.

[0338] In this embodiment, as shown in Figure 49(A), the lamp control board 107 is connected to the frame lamp 66, the panel lamp 5, the movable mechanism 15, as well as the empty lamp 66a and the full lamp 66b. In this embodiment, as shown in Figure 49(B), the empty lamp 66a is located below the game ball count display 61 and to the right of the counting button 61a. The empty lamp 66a consists of a rectangular frame and the word "Empty" inside the frame. When lit, the frame and word are easily visible. On the other hand, when unlit, the frame and word are difficult to see. The full lamp 66b is located to the right of the empty lamp 66a. The full lamp 66b consists of a rectangular frame and the word "Full" inside the frame. When lit, the frame and word are easily visible. On the other hand, when unlit, the frame and word are difficult to see.

[0339] Figure 50 is a flowchart of the lamp command reception process. The lamp command reception process is performed in the other processes of step S4212 of the received command analysis process shown in Figure 22.

[0340] First, the microcontroller 91 for performance control determines whether or not it has received an empty lamp light-up command (step S7501). When the empty lamp light-up command is set in the microcontroller 81 for game control (step S7404 in Figure 48), it is transmitted from the main control board 80 by the output processing in Figure 11 (step S108). If it is determined that the empty lamp light-up command has been received (step S7501: YES), the empty lamp light-up data is sent to the lamp control board 107 (step S7102), and the process proceeds to step S7503. When the empty lamp light-up data is sent to the lamp control board 107, the empty lamp 66a lights up. On the other hand, if it is determined that the empty lamp light-up command has not been received (step S7501: NO), the process in step S7502 is not executed, and the process proceeds to step S7503.

[0341] In step S7503, the microcontroller 91 for performance control determines whether or not it has received an empty lamp off command. When the empty lamp off command is set in the microcontroller 81 for game control (step S7406 in Figure 48), it is transmitted from the main control board 80 by the output processing in Figure 11 (step S108). If it is determined that the empty lamp off command has been received (step S7503: YES), the empty lamp off data is sent to the lamp control board 107 (step S7504), and the process proceeds to step S7505. When the empty lamp off data is sent to the lamp control board 107, the empty lamp 66a is turned off. On the other hand, if it is determined that the empty lamp off command has not been received (step S7503: NO), the process in step S7504 is not executed, and the process proceeds to step S7505.

[0342] In step S7505, the performance control microcontroller 91 determines whether or not it has received a full lamp illumination command (step S7505). When the full lamp illumination command is set in the game control microcontroller 81 (step S7405 in Figure 48), it is transmitted from the main control board 80 by the output processing in Figure 11 (step S108). If it is determined that the full lamp illumination command has been received (step S7505: YES), the full lamp illumination data is sent to the lamp control board 107 (step S7506), and the process proceeds to step S7507. When the full lamp illumination data is sent to the lamp control board 107, the full lamp 66b is illuminated. On the other hand, if it is determined that the full lamp illumination command has not been received (step S7505: NO), the process in step S7506 is not executed, and the process proceeds to step S7507.

[0343] In step S7507, the performance control microcontroller 91 determines whether or not it has received a full lamp off command. When the full lamp off command is set by the game control microcontroller 81 (step S7403 in Figure 48), it is transmitted from the main control board 80 by the output processing in Figure 11 (step S108). If it is determined that the full lamp off command has been received (step S7507: YES), the full lamp off data is sent to the lamp control board 107 (step S7508), and the lamp command reception process ends. When the full lamp off data is sent to the lamp control board 107, the full lamp 66b is turned off. On the other hand, if it is determined that the full lamp off command has not been received (step S7507: NO), the process in step S7508 is not executed, and the lamp command reception process ends.

[0344] Figure 51 is a diagram illustrating the lamp lighting effect C. In Figure 51(A), the game ball count display 61 shows "125". This indicates that the number of game balls that can be launched (number of balls held) is "125". At this time, the game control microcomputer 81 determines that the number of launchable balls is not below a predetermined number (step S7402 in Figure 48: NO), sets the full lamp lighting command (step S7405), and sets the empty lamp off command (step S7406). Subsequently, the effect control microcomputer 91 determines that it has received the empty lamp off command (step S7503 in Figure 50: YES), and sends the empty lamp off data to the lamp control board 107 (step S7504). Furthermore, the microcontroller 91 for performance control determines that it has received a full lamp illumination command (step S7505: YES in Figure 50), and the full lamp illumination data is sent to the lamp control board 107 (step S7504). As a result, as shown in Figure 51(A), the full lamp 66b is illuminated, making the frame and characters easily visible. On the other hand, the empty lamp 66a is turned off, making the frame and characters difficult to see. In other words, only the full lamp 66b is illuminated.

[0345] In Figure 51(B), the number of game balls displayed on the game ball count indicator 61 is "13". This indicates that the number of game balls that can be launched (number of balls held) is "13". At this time, the game control microcomputer 81 determines that the number of launchable balls is less than or equal to a predetermined number (step S7402 in Figure 48: YES), sets a full lamp off command (step S7403), and sets an empty lamp on command (step S7404). Subsequently, the performance control microcomputer 91 determines that it has received the empty lamp on command (step S7501 in Figure 50: YES), and sends the empty lamp on data to the lamp control board 107 (step S7502). Also, the performance control microcomputer 91 determines that it has received a full lamp off command (step S7507 in Figure 50: YES), and sends the full lamp off data to the lamp control board 107 (step S7508). As a result, as shown in Figure 51(B), the empty lamp 66a is illuminated, making the frame and characters easily visible. On the other hand, the full lamp 66b is turned off, making the frame and characters difficult to see. In other words, only the empty lamp 66a is illuminated.

[0346] [Example of effect] The following are examples of the effects of the lamp lighting effect. [Effect 1] In the gaming machine 1 of the above embodiment, the number of balls that can be launched (number of balls held) is read out (see Figures 40, 44, and 48), and the machine notifies the player when the number of balls that can be launched falls below a predetermined value by a predetermined display (see Figures 40, 42, 44, 46, 48, and 50). With this configuration, the player can quickly find out when the number of balls that can be launched falls below a predetermined value, allowing them to replenish their balls at the right time using the ball dispensing button, which increases the likelihood of avoiding a situation where the launch of balls is interrupted and improves the enjoyment of the game.

[0347] [Effect 2] In the gaming machine 1 of the above embodiment, a predetermined display is made by controlling the lighting and extinguishing of the empty lamp 66a and the full lamp 66b, at least one of the latter two. With this configuration, since the predetermined display is made by controlling the lighting and extinguishing of the lamps, it becomes easier to recognize when the number of game balls that can be launched falls below a predetermined value, thereby improving the enjoyment of the game.

[0348] [Effect 3] In the gaming machine 1 of the above embodiment, a predetermined display is performed in the front frame 53 of the gaming machine 1, separate from the image display device 7 that displays the changing decorative patterns 8L, 8C, and 8R. Specifically, it is performed below the game ball count display 61. With this configuration, the predetermined display does not interfere with the changing display of the decorative patterns 8L, 8C, and 8R, and is performed in the front frame 53, making it easier to recognize when the number of game balls that can be launched falls below a predetermined value, thereby improving the enjoyment of the game.

[0349] [Differentiation] The following shows variations of the lamp lighting effect. [Example 1] In the above embodiment, a predetermined display was shown on the front frame 53, but the predetermined display may also be shown on the display screen 7a of the image display device 7, or it may be shown by controlling lamps such as the board lamp 5 provided on the game board 2.

[0350] [Differentiation 2] In the above embodiment, empty lamps 66a and full lamps 66b, consisting of a frame and characters, were used. Alternatively, lamps that illuminate areas without frames or characters may be used. When using such lamps, for example, it is conceivable to control the lamps so that they are lit when the number of available shots exceeds a predetermined value, and blink when the number falls below the predetermined value.

[0351] [Difference 3] In the above embodiment, the card unit 135 was connected to the main control board 80 via the input / output circuit 87. Alternatively, the card unit 135 may be connected to a frame control board (not shown), and the frame control board may manage the number of balls that can be launched and output to the game ball count display 61. In this case, the prize ball information is output from the main control board 80 to the frame control board. It is conceivable that the frame control board would output information regarding the number of balls held (number of balls that can be launched) to a sub-control board.

[0352] [Example of form] The following aspects can be realized in the gaming machine of this embodiment.

[0353] ◇[Aspect C-1] A gaming machine that uses a gaming medium to play games, A detection means for detecting the number of game media that can be launched in the game machine, The system includes a notification means that notifies, by a predetermined display, that the number of playable game media detected by the detection means has fallen below a predetermined number. A gaming machine characterized by the following features.

[0354] In the above embodiment, the game ball corresponds to the "game medium," the microcomputer 81 for game control corresponds to the "detection means," and the microcomputer 91 for performance control corresponds to the "notification means." In the above embodiment, when the number of balls that can be fired (number of balls held) falls below a predetermined value, the empty lamp 66a is turned on, the full lamp 66b is turned off, or both are done. This can also be said to mean that when the number of balls that can be fired (number of balls held) exceeds a predetermined value, the empty lamp is turned off, the full lamp 66b is turned on, or both are done. Therefore, the "notification means that notifies by a predetermined display that the number of balls that can be fired from the game medium detected by the detection means has fallen below a predetermined number" may be changed to "notification means that notifies by a predetermined display information based on the number of balls that can be fired from the game medium detected by the detection means."

[0355] ◇[Aspect C-2] A gaming machine as described in embodiment C-1, The aforementioned predetermined display is performed by at least one of the on / off control of a predetermined lamp. A gaming machine characterized by the following features. In the above embodiment, the empty lamp 66a and the full lamp 66b correspond to the "predetermined lamps".

[0356] ◇[Aspect C-3] A gaming machine as described in Embodiment C-1 or Embodiment C-2, The aforementioned predetermined display is not a display device that displays variations in decorative patterns, but rather is performed on the front frame of the gaming machine. A gaming machine characterized by the following features. In addition, the front frame portion 53 in the above embodiment corresponds to the "front frame portion".

[0357] The following describes the variation performance suggestion effects. Figures 52 and 53 are used to explain the process when performing the variation performance suggestion effects. Figures 54 to 60 are used to explain variation performance suggestion effects 1 to 14. These variation performance suggestion effects are executed during the variation. Specifically, the image control microcontroller 101 analyzes the command received from the sub-control board 90, confirms the instruction to display or not display a specific image, reads the image data corresponding to that instruction from the ROM 103, and displays the image on the display screen 7a of the image display device 7.

[0358] This variation performance suggestion performance is a performance that displays a portion of the performance that will be executed when a reserved variation performance is performed when a game ball enters the starting gate. When a game ball enters the starting gate, the player sees a portion of the performance that is expected to be highly anticipated, so they wait with anticipation from the moment the game ball enters the starting gate until the reserved variation performance is executed. As a result, the level of enjoyment can be increased. In this embodiment, the variation performance suggestion performance is performed when the ball enters, but the variation performance suggestion performance may be performed by conducting a lottery when the ball enters, and then performing the variation performance suggestion performance during the subsequent variation.

[0359] [Pre-read animation determination process] Figure 52 is a flowchart of the pre-read animation determination process (step S4202 in Figure 22). Here, we will explain the selection of the variable animation suggestion animation. The pre-read animation determination process determines whether or not to execute the pre-read animation, and if so, the pre-read animation pattern. Here, we will explain the process related to the variable animation suggestion animation. Processes other than those related to the variable animation suggestion animation will be omitted.

[0360] The microcontroller 91 for controlling the game's presentation determines whether or not a variable presentation suggestion presentation is currently being executed (step S8001). A variable presentation suggestion presentation is considered to be in execution from the time it is decided to execute the variable presentation suggestion presentation when a game ball enters the starting gate until the variable presentation that was held back by that ball entry is executed. If the variable presentation suggestion presentation is in execution (step S8001: YES), this process ends. If the variable presentation suggestion presentation is not in execution (step S8001: NO), the microcontroller 91 for controlling the game's presentation performs a lottery to determine whether or not to execute the variable presentation suggestion presentation (step S8002). This lottery is performed using random numbers. For example, it is performed using "pre-read presentation random numbers". Random numbers different from "pre-read presentation random numbers" may be used, or multiple random numbers may be used.

[0361] If the result of the lottery to determine whether or not to execute the variation performance suggestion performance is that the variation performance suggestion performance will not be executed (step S8003: NO), this process ends. If the result of the lottery to determine whether or not to execute the variation performance suggestion performance is that the variation performance suggestion performance will be executed (step S8003: YES), the performance control microcontroller 91 stores the information of the corresponding variation (step S8004). This information of the corresponding variation is stored in the information storage area 94d. This information of the corresponding variation is the information of the variation that was put on hold due to the ball entry that triggered the pre-read performance determination process, and is information to determine which variation it is. Based on this information, the performance corresponding to the variation performance suggestion performance is performed for the held variation.

[0362] Subsequently, the microcontroller 91 for controlling the performance selects the type of variation performance suggestion performance to execute (step S8005). This variation performance suggestion performance type is selected from performances predetermined by lottery. This lottery is performed using random numbers. For example, it is performed using "pre-read performance random numbers". Different random numbers may be used, or multiple random numbers may be used.

[0363] Subsequently, the microcontroller 91 for controlling the performance stores the name of the type of performance suggestion that was selected (step S8006). The name of the type of performance suggestion that was selected is stored in the information storage area 94d. The stored name of the type of performance suggestion that was stored is retrieved when a performance corresponding to the stored performance suggestion that was performed is executed (details will be described later).

[0364] Subsequently, the microcontroller 91 for performance control sets a variable performance suggestion command for executing a variable performance suggestion in the performance command set area 94b of the sub-RAM 94 (step S8007). After that, the microcontroller 91 for performance control terminates this process. When the variable performance suggestion command set in the performance command set area 94b is transmitted to the image control board 100 in the command transmission process (step S4104 in Figure 21), the image control board 100 reads an image of the variable performance suggestion type corresponding to the variable performance suggestion command and displays it on the display screen 7a of the image display device 7.

[0365] In this embodiment, the variation effect indication is performed when the ball enters the machine, but the variation effect indication may also be performed during the variation that occurs after the ball enters the machine.

[0366] [Start of variation effect processing] Figure 53 is a flowchart of the variation effect initiation process (step S4206 in Figure 22). The variation effect initiation process determines the variation effect pattern (content), pre-announcement effect, etc., to be executed during the special symbol variation. Here, we will explain the process related to the effect corresponding to the variation effect suggestion effect. Processes other than those related to the variation effect suggestion effect will be omitted.

[0367] The microcontroller 91 for performance control acquires information about the variation corresponding to the variation suggestion effect, which was stored in the information storage area 94d (step S8004 in Figure 52) during the pre-read performance determination process (step S8101). It determines whether the variation to be started corresponds to the variation suggestion effect (step S8102). If the variation to be started does not correspond to the variation suggestion effect (step S8102: NO), this process is terminated. If the variation to be started corresponds to the variation suggestion effect (step S8102: YES), the microcontroller 91 for performance control acquires the type name of the variation suggestion effect, which was stored in the information storage area 94d (step S8006 in Figure 52) during the pre-read performance determination process (step S8103).

[0368] Subsequently, the microcontroller 91 for performance control selects a performance corresponding to the acquired name of the type of performance suggestion performance (step S8104). Then, the microcontroller 91 for performance control sets the performance command for executing the selected performance in the performance command set area 94b of the sub-RAM 94. After that, the microcontroller 91 for performance control terminates this process.

[0369] When an effect command set in the effect command set area 94b is transmitted to the image control board 100 during the command transmission process (step S4104 in Figure 21), the image control board 100 reads an image of the effect type corresponding to the effect command and displays it on the display screen 7a of the image display device 7.

[0370] [Variable effect suggestion effect 1, 2] Figure 54 is a diagram illustrating the variation performance suggestion effects 1 and 2. Here, variation performance suggestion effect 1 is explained in Figures 54(A) to (E), and variation performance suggestion effect 2 is explained in Figures 54(A), (B), (F) to (K).

[0371] In the variation performance suggestion performance 1 (Figure 54(A)~(E)), a variation performance suggestion performance is performed when the ball enters the starting slot, the image displayed in that variation performance suggestion performance is erased, and then, in the variation corresponding to the hold in which the variation performance suggestion performance was performed, a performance related to the image displayed in the variation performance suggestion performance is performed.

[0372] Figure 54(A) shows the display in motion. The image control microcontroller 101 rapidly changes the left decorative pattern 8L, the middle decorative pattern 8C, and the right decorative pattern 8R in the center of the display screen 7a. Also, the hold icon 9A and the corresponding hold icon 9C are displayed in the lower left of the display screen 7a. Here, there are 3 hold icons, and 3 hold icon 9A are displayed. Note that the hold icon 9A does not have to be displayed. The hold icon 9B may be displayed instead of the hold icon 9A. Also, there are not 3 hold icons. Also, the corresponding hold icon 9C does not have to be displayed. Note that the same applies to the display of hold icons 9A, 9B and the corresponding hold icon 9C in the explanation of the effects other than the variation effect suggestion effect 1 described below.

[0373] Figure 54(B) shows the moment a game ball enters the starting gate. The number of reserved balls has increased from 3 to 4. The image control microcontroller 101 rapidly changes the left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R in the center of the display screen 7a. Also, one more reserved icon 9A is displayed in the lower left of the display screen 7a, bringing the total to four, and the corresponding reserved icon 9C is displayed. The image control microcontroller 101 also displays the ally character CRA in the lower right of the display screen 7a.

[0374] The displayed ally character CRA is a variation performance suggestion animation. When a game ball enters the starting slot, a lottery is held to determine whether or not to perform a variation performance suggestion animation, and since it was decided to perform the variation performance suggestion animation, the ally character CRA is displayed when the ball enters. This indicates that an animation related to the displayed ally character CRA will be performed in the subsequent variation corresponding to that ball entry. The player expects that an animation related to the ally character CRA will be performed in the subsequent variation based on the displayed ally character CRA. In this embodiment, the ally character CRA is displayed in the lower right of the display screen 7a, but the ally character CRA may also be displayed largely in the center of the display screen 7a, or it may be displayed largely in the center of the display screen 7a and then displayed smaller in the lower right of the display screen 7a.

[0375] Figure 54(C) shows the state of a variation during which a variation indication effect was performed. In Figure 54(B), the displayed ally character CRA is displayed for a certain period of time (for example, 5 seconds) and then disappears.

[0376] Figure 54(D) shows a variation corresponding to the variation indication effect. A reach has been achieved. In the center of display screen 7a, the left decorative symbol 8L "5" and the right decorative symbol 8R "5" are displayed. Also, in the lower left of display screen 7a, the reserve icon 9A has been consumed and disappeared, and the corresponding reserve icon 9C is displayed. After this, it will develop into a super reach effect.

[0377] Figure 54(E) shows a super reach animation being performed during a variation that corresponds to a variation suggestion animation. The image control microcontroller 101 displays the left decorative symbol 8L "5" in the upper left of the display screen 7a and the right decorative symbol 8R "5" in the upper right of the display screen 7a. In addition, the ally character CRA and the enemy character CRB are displayed in the center of the display screen 7a. The ally character CRA displayed in this super reach animation is the same image as the ally character CRA displayed in the variation suggestion animation. In other words, the image of the ally character CRA that was suggested when the ball entered is displayed in the variation that corresponds to the ball entering.

[0378] In this embodiment, the image displayed when the ball goes in is the same image as the image displayed in response to the ball going in. However, the image displayed when the ball goes in may be a different image from the image displayed in response to the ball going in, but a related image.

[0379] Furthermore, in this embodiment, the same image refers to an image that matches when its size is adjusted. For example, the ally character CRA displayed as a variation performance suggestion in variation performance suggestion performance 1 and the ally character CRA displayed as a super reach performance in the variation corresponding to the variation performance suggestion performance are the same image. Also, for example, images of ally character CRAs with different poses, such as a different sword position, are different images.

[0380] In the second variation performance suggestion performance (Figures 54(A), (B), (F)~(K)), a variation performance suggestion performance is performed when the ball enters the starting slot. The image displayed in this variation performance suggestion performance is not erased, and subsequently, in the variation corresponding to the hold for which the variation performance suggestion performance was performed, the displayed image is used for the performance. Note that Figures 54(A) and (B) in variation performance suggestion performance 2 are the same as Figures 54(A) and (B) in variation performance suggestion performance 1, so their explanation is omitted.

[0381] Figure 54(F) shows the state of a spin during which a spin-off animation suggestion animation is performed. The image control microcontroller 101 displays the ally character CRA in the lower right corner of the display screen 7a. In Figure 54(B), the displayed ally character CRA is shown without being erased.

[0382] Figure 54(G) shows the next variation after the variation in Figure 54(F). The pending items have been used up, and there is one less compared to Figure 54(F). Three pending icons 9A are displayed in the lower left of the display screen 7a, and the pending icon 9C is displayed. The image control microcontroller 101 displays the ally character CRA in the lower right of the display screen 7a. In Figure 54(B), the displayed ally character CRA is still displayed and has not been erased.

[0383] Figure 54(H) shows the start of a variation corresponding to a variation indication effect. The image control microcontroller 101 scrolls the left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R downwards in the center of the display screen 7a. The hold icon 9A disappears from the lower left of the display screen 7a, and the hold icon 9C is displayed. The image control microcontroller 101 displays the ally character CRA in the lower right of the display screen 7a. In Figure 54(B), the displayed ally character CRA is not erased and is still displayed.

[0384] Figure 54(I) shows a variation corresponding to the variation effect indication effect. A reach has been achieved. In the center of the display screen 7a, the left decorative symbol 8L "5" and the right decorative symbol 8R "5" are displayed. The image control microcontroller 101 displays the ally character CRA in the lower right of the display screen 7a. In Figure 54(B), the displayed ally character CRA is displayed without being erased.

[0385] Figure 54(J) shows a super reach animation being performed during a variation that corresponds to a variation animation suggestion animation. The image control microcontroller 101 displays the left decorative symbol 8L "5" in the upper left of the display screen 7a and the right decorative symbol 8R "5" in the upper right of the display screen 7a. The enemy character CRB is displayed in the center left of the display screen 7a. The ally character CRA, which is displayed in the lower right of the display screen 7a, is enlarged and moved to the center right and displayed.

[0386] Figure 54(K) shows a super reach animation being performed during a variation that corresponds to a variation suggestion animation. The super reach animation is performed using an enlarged ally character CRA and an enemy character CRB. The ally character CRA used in this super reach animation is the same ally character CRA that was displayed as a variation suggestion animation. In other words, the image of the ally character CRA suggested when the ball enters the machine suggests that an animation using the ally character CRA will be performed during the variation that corresponds to the ball entering the machine.

[0387] In this embodiment, the image displayed when the ball enters the hole is the same as the image displayed during the variation corresponding to the ball entering the hole. However, the image displayed when the ball enters the hole may be a different image from the image displayed during the variation corresponding to the ball entering the hole, but a related image. Also, in this embodiment, the friendly character CRA is displayed when the ball enters the hole, and continues to be displayed until the effect of using the friendly character CRA is performed during the variation corresponding to the ball entering the hole is performed. However, the friendly character CRA may be displayed and then erased repeatedly. For example, even if it is erased during each confirmed stop, it may be displayed for a certain period of time (e.g., 5 seconds) at the start of each variation before being erased. Furthermore, the friendly character CRA displayed when the ball enters the hole may remain stationary or continue to operate. It may also be repeated between stopping and operating. For example, it may be stopped during confirmed stops and operating during variations. Examples of operation include movement, shaking, rotation, expansion and contraction, and blinking.

[0388] [Variable effect suggestion effect 3, 4] Figure 55 is a diagram illustrating the variation performance suggestion effects 3 and 4. Here, variation performance suggestion effect 3 is explained in Figures 55(A) to (G), and variation performance suggestion effect 4 is explained in Figures 55(A), (B), (H) to (L).

[0389] In the variation performance suggestion performance 3 (Figure 55(A)~(H)), a variation performance suggestion performance is performed when the ball enters the starting slot, the image displayed in that variation performance suggestion performance is erased, and then, in the variation corresponding to the hold in which the variation performance suggestion performance was performed, a performance related to the image displayed in the variation performance suggestion performance is performed.

[0390] Figure 55(A) shows the display in motion. The image control microcontroller 101 rapidly changes the left decorative pattern 8L, the middle decorative pattern 8C, and the right decorative pattern 8R in the center of the display screen 7a. Also, the hold icon 9A and the corresponding hold icon 9C are displayed in the lower left of the display screen 7a. In this case, there are 3 hold icons, and 3 hold icons 9A are displayed.

[0391] Figure 55(B) shows the moment a game ball enters the starting gate. The number of reserved balls has increased from 3 to 4. The image control microcontroller 101 rapidly changes the left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R in the center of the display screen 7a. Also, one more reserved icon 9A is displayed in the lower left of the display screen 7a, making a total of 4, and the corresponding reserved icon 9C is displayed. Furthermore, the image control microcontroller 101 displays a window preview image WD in the center of the display screen 7a, showing the ally character CRA and the enemy character CRB. The window preview image WD is displayed in front of the decorative symbols.

[0392] The displayed window preview image WD is a variation performance suggestion performance. When a game ball enters the starting slot, a lottery is held to determine whether or not to perform a variation performance suggestion performance, and since it was decided to perform the variation performance suggestion performance, this window preview image WD is displayed when the ball enters. This indicates that a performance related to this window preview image WD will be performed in the subsequent variation corresponding to that ball entry. The player expects that a performance related to the window preview image WD will be performed in the subsequent variation based on the displayed window preview image WD. In this embodiment, the window preview image WD is displayed in front of the decorative symbols, but the window preview image WD may also be displayed behind the decorative symbols.

[0393] Figure 55(C) shows the state of a spin during which a spin-off suggestion animation was performed. The window preview image WD displayed in Figure 55(B) was displayed for a certain period of time (e.g., 5 seconds) and then disappeared.

[0394] Figure 55(D) shows the variation corresponding to the variation effect indication effect. The image control microcontroller 101 scrolls the left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R downwards in the center of the display screen 7a. In the lower left of the display screen 7a, the hold icon 9A is consumed and disappears, and the corresponding hold icon 9C is displayed.

[0395] FIG. 55(E) shows the first-stage performance of the window preview in the variation corresponding to the variation performance suggestion performance. In the center of the display screen 7a, a window preview image WD in which an enemy character CRB is displayed as a window preview is shown. Note that the window preview is a preview performance composed of three stages, and there are cases where it ends in one stage, two stages, or up to three stages.

[0396] FIG. 55(F) shows the second-stage performance of the window preview in the variation corresponding to the variation performance suggestion performance. In the center of the display screen 7a, a window preview image WD in which a friendly character CRA and an enemy character CRB are displayed as a window preview is shown. The window preview image WD displayed as this window preview is the same image as the window preview image WD displayed as the variation performance suggestion performance. That is, the window preview image WD suggested at the time of goal is displayed with the variation corresponding to the goal.

[0397] FIG. 55(G) shows the third-stage performance of the window preview in the variation corresponding to the variation performance suggestion performance. In the center of the display screen 7a, a window preview image WD in which the victorious friendly character CRA is displayed as a window preview is shown.

[0398] In this embodiment, the image displayed at the time of goal is the same image as the image displayed with the variation corresponding to the goal, but the image displayed at the time of goal may be a different image from the image displayed with the variation corresponding to the goal and a related image.

[0399] In the variation performance suggestion performance 4 (FIGS. 55(A), (B), (H) to (L)), the variation performance suggestion performance is performed when a ball enters the starting hole. The image displayed in the variation performance suggestion performance is not erased but moves and shrinks, and then, the performance is performed using the image being displayed with the variation corresponding to the hold for which the variation performance suggestion performance was performed. Note that FIGS. 55(A) and (B) in the variation performance suggestion performance 4 are the same as FIGS. 55(A) and (B) in the variation performance suggestion performance 3, and thus the description thereof is omitted.

[0400] Figure 55(H) shows the state of a spin during which a spin-off animation suggestion animation is performed. The image control microcontroller 101 shrinks and moves the window preview images WD of the ally character CRA and enemy character CRB, which are displayed in the center of the display screen 7a, and displays them in the lower right corner of the display screen 7a. The window preview image WD1 displayed in the lower right corner is not erased and remains displayed.

[0401] In this embodiment, the window preview image WD displayed in the center of the display screen 7a is moved while being reduced in size, and the window preview image WD1 is displayed in the lower right. However, the window preview image WD may be erased, and the window preview image WD1 may be displayed in the lower right. Also, in this embodiment, the window preview image WD1 is displayed in front of the decorative pattern, but the window preview image WD1 may be displayed behind the decorative pattern.

[0402] Figure 55(I) shows the start of a variation corresponding to a variation indication effect. The image control microcontroller 101 scrolls the left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R downwards in the center of the display screen 7a. The hold icon 9A disappears from the lower left of the display screen 7a, and the hold icon 9C is displayed. The image control microcontroller 101 displays the window notification image WD1 in the lower right of the display screen 7a. The window notification image WD1 displayed in Figure 55(H) is displayed without being erased.

[0403] Figure 55(J) shows that in the variation corresponding to the variation suggestion effect, the first-stage effect of the window preview is performed, and the window preview image WD is displayed. The image control microcomputer 101 rapidly varies the left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R at the center of the display screen 7a. The image control microcomputer 101 displays a window preview image WD1 at the lower right of the display screen 7a. The window preview image WD1 displayed in Figure 55(H) is displayed without being erased. The window preview image WD1 is displayed partially overlapping the window preview image WD. In this embodiment, it is assumed that the window preview image WD1 is displayed in front of the window preview image WD, but the window preview image WD1 may be displayed behind the window preview image WD.

[0404] Figure 55(K) shows that in the variation corresponding to the variation suggestion effect, the second-stage effect of the window preview is performed. The window preview image WD1 displayed at the lower right of the display screen 7a expands and moves, and a window preview image WD is displayed at the center of the display screen 7a, on which the ally character CRA and the enemy character CRB are displayed. The window preview image WD displayed as this window preview is the same image as the window preview image WD displayed as the variation suggestion effect. That is, the window preview image WD suggested at the time of goal is displayed with the variation corresponding to the goal. In this embodiment, it is assumed that the window preview image WD1 expands and moves and is displayed as the window preview image WD, but the window preview image WD1 may be erased and displayed as the window preview image WD.

[0405] Figure 55(L) shows that in the variation corresponding to the variation suggestion effect, the third-stage effect of the window preview is performed. A window preview image WD is displayed at the center of the display screen 7a, on which the ally character CRA that has won as the window preview is displayed.

[0406] In this embodiment, the image displayed when the ball enters the hole is the same as the image displayed in the variation corresponding to the ball entering the hole. However, the image displayed when the ball enters the hole may be a different image from the image displayed in the variation corresponding to the ball entering the hole, but a related image. Also, in this embodiment, the window preview image WD is displayed when the ball enters the hole, and the window preview image WD1 continues to be displayed until the effect of using the window preview image WD1 in the variation corresponding to the ball entering the hole is performed. However, the window preview image WD1 may be repeatedly displayed and then erased. For example, even if it is erased during each confirmed stop, it may be displayed for a certain period of time (e.g., 5 seconds) at the start of each variation before being erased.

[0407] [Variable effect suggestion effect 5, 6] Figure 56 is a diagram illustrating the variation performance suggestion effects 5 and 6. Here, variation performance suggestion effect 5 is explained in Figures 56(A) to (G), and variation performance suggestion effect 6 is explained in Figures 56(A), (H) to (J), and (E) to (G).

[0408] In the variation performance suggestion performance 5 (Figure 56(A)~(G)), a variation performance suggestion performance is performed when the ball enters the starting slot. The image displayed in the variation performance suggestion performance moves and is displayed while in motion. After that, in the variation corresponding to the hold for which the variation performance suggestion performance was performed, an effect related to the image displayed in the variation performance suggestion performance is performed.

[0409] Figure 56(A) shows the display in motion. The image control microcontroller 101 rapidly changes the left decorative pattern 8L, the middle decorative pattern 8C, and the right decorative pattern 8R in the center of the display screen 7a. Also, the hold icon 9A and the corresponding hold icon 9C are displayed in the lower left of the display screen 7a. In this case, there are 3 hold icons, and 3 hold icons 9A are displayed.

[0410] Figure 56(B) shows the moment a game ball enters the starting slot. The number of reserved balls has increased from 3 to 4. The image control microcontroller 101 rapidly changes the left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R in the center of the display screen 7a. Also, one more reserved icon 9A is displayed in the lower left of the display screen 7a, making a total of 4, and the reserved icon 9C is displayed. The image control microcontroller 101 also displays the ally character CRA in the lower right of the display screen 7a. The displayed ally character CRA is moving while in motion. The ally character CRA may be displayed by entering the frame from the left, or by fading in.

[0411] The displayed ally character CRA is a variation-indicating animation. When a game ball enters the starting slot, a lottery is held to determine whether or not to perform a variation-indicating animation. Since it was decided to perform a variation-indicating animation, the ally character CRA is displayed when the ball enters. This indicates that an animation related to the displayed ally character CRA will be performed in the subsequent variation corresponding to that ball entry. The player expects that an animation related to the ally character CRA will be performed in the subsequent variation based on the displayed ally character CRA.

[0412] In this embodiment, although the ally character CRA is shown in the lower right of the display screen 7a in Figure 56(B), the ally character CRA may be displayed largely in the center of the display screen 7a, and then displayed smaller in the lower right of the display screen 7a.

[0413] Figure 56(C) shows the state of a variation during which a variation indication effect is performed. In Figure 56(B), the displayed ally character CRA is moving along the bottom of the display screen 7a. The ally character CRA continues to move along the bottom of the display screen 7a.

[0414] Figure 56(D) shows the variation corresponding to the variation effect suggestion effect. The image control microcontroller 101 scrolls the left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R downwards in the center of the display screen 7a. In the lower left of the display screen 7a, the hold icon 9A is consumed and disappears, and the same hold icon 9C is displayed. In Figure 56(B), the displayed ally character CRA moves while operating in the upper right of the display screen 7a. The ally character CRA continues to move while operating thereafter.

[0415] Figure 56(E) shows a variation corresponding to the variation indication effect. A reach has been achieved. In the center of display screen 7a, the left decorative symbol 8L "5" and the right decorative symbol 8R "5" are displayed. Also, in the lower left of display screen 7a, the hold icon 9A has been consumed and disappeared, and the corresponding hold icon 9C is displayed. After this, it develops into a super reach effect. In Figure 56(B), the displayed ally character CRA is moving while acting. The displayed ally character CRA is shown in the lower right of display screen 7a.

[0416] Figure 56(F) shows a super reach animation being performed during a variation corresponding to a variation animation suggestion animation. The image control microcontroller 101 displays the left decorative symbol 8L "5" in the upper left of the display screen 7a and the right decorative symbol 8R "5" in the upper right of the display screen 7a. The enemy character CRB is displayed in the center left of the display screen 7a. The ally character CRA, which is displayed in the lower right of the display screen 7a, is enlarged and moved to the center right and displayed.

[0417] Figure 56(G) shows a super reach animation being performed during a variation that corresponds to a variation animation suggestion animation. The super reach animation is performed using an enlarged ally character CRA and an enemy character CRB. The ally character CRA used in this super reach animation is the same ally character CRA that was displayed as a variation animation suggestion animation. In other words, the image of the ally character CRA suggested when the ball enters the machine suggests that an animation will be performed in the variation that corresponds to the ball entering the machine.

[0418] In this embodiment, the image displayed when the ball enters the hole is the same as the image displayed during the variation corresponding to the ball entering the hole. However, the image displayed when the ball enters the hole may be a different image from the image displayed during the variation corresponding to the ball entering the hole, but a related image. Also, in this embodiment, the friendly character CRA is displayed when the ball enters the hole, and continues to be displayed until the effect of using the friendly character CRA is performed during the variation corresponding to the ball entering the hole is performed. However, the friendly character CRA may be displayed and then erased repeatedly. For example, even if it is erased during each confirmed stop, it may be displayed for a certain period of time (e.g., 5 seconds) at the start of each variation before being erased. Furthermore, the friendly character CRA displayed when the ball enters the hole may remain stationary or continue to operate. It may also be repeated between stopping and operating. For example, it may be stopped during confirmed stops and operating during variations. Examples of operation include movement, shaking, rotation, expansion and contraction, and blinking.

[0419] In the variation effect suggestion effect 5, the ally character CRA displayed as a variation effect suggestion effect is moving while in motion and is displayed in a non-stop state. In this embodiment, a non-stop state includes not only changing the display position, but also changes within the displayed image even without changing the display position, and the displayed image shaking, rotating, expanding or contracting, or flashing.

[0420] In the variation performance suggestion performance 6 (Figures 56(A), (H)~(J), (E)~(G)), a variation performance suggestion performance is performed when the ball enters the starting slot. The image displayed in this variation performance suggestion performance is displayed while in motion. Subsequently, in the variation corresponding to the hold for which the variation performance suggestion performance was performed, an effect related to the image displayed in the variation performance suggestion performance is performed. Note that Figures 56(A), (E)~(G) in variation performance suggestion performance 6 are the same as Figures 56(A), (E)~(G) in variation performance suggestion performance 5, so their explanation is omitted.

[0421] Figure 56(H) shows the moment a game ball enters the starting gate. The number of held balls has increased from 3 to 4. The image control microcomputer 101 is rapidly changing the left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R in the center of the display screen 7a. Also, one more held icon 9A is displayed in the lower left of the display screen 7a, making a total of 4, and the corresponding held icon 9C is displayed. The image control microcomputer 101 is also displaying the ally character CRA in the lower right of the display screen 7a. The displayed ally character CRA is in operation. The ally character CRA may be displayed by entering the frame from the left or by fading in. This displayed ally character CRA is a variation performance suggestion performance. When the game ball enters the starting gate, a lottery is held to determine whether or not to perform the variation performance suggestion performance, and since it was decided to perform the variation performance suggestion performance, the ally character CRA is displayed when the ball enters. This indicates that in the subsequent spins corresponding to that ball entry, an animation related to the displayed ally character CRA will be performed. The player expects that an animation related to the ally character CRA will be performed in the subsequent spins based on the displayed ally character CRA.

[0422] Figure 56(I) shows the state of a variation during which a variation indication effect is performed. In Figure 56(H), the displayed ally character CRA is operating in the lower right corner of the display screen 7a. The ally character CRA continues to operate in the lower right corner of the display screen 7a thereafter.

[0423] Figure 56(J) shows the spin two spins after the spin in which the spin variation indication effect occurred. In Figure 56(H), the displayed ally character CRA is operating in the lower right corner of the display screen 7a. The ally character CRA continues to operate in the lower right corner of the display screen 7a thereafter. The subsequent steps are the same as in Figures 56(E) to (G) of the spin variation indication effect 5, so the explanation is omitted.

[0424] [Variable effect suggestion effect 7, 8] Figure 57 is a diagram illustrating the variation performance suggestion effects 7 and 8. Here, variation performance suggestion effect 7 is explained in Figures 57(A) to (G), and variation performance suggestion effect 8 is explained in Figures 57(A), (H), (I), (E) to (G).

[0425] In the variation performance suggestion performance 7 (Figure 57(A)~(G)), a variation performance suggestion performance is performed when the ball enters the starting slot, the image displayed in that variation performance suggestion performance moves and is displayed, and then, in the variation corresponding to the hold in which the variation performance suggestion performance was performed, a performance related to the image displayed in the variation performance suggestion performance is performed.

[0426] Figure 57(A) shows the display in motion. The image control microcontroller 101 rapidly changes the left decorative pattern 8L, the middle decorative pattern 8C, and the right decorative pattern 8R in the center of the display screen 7a. Also, the hold icon 9A and the corresponding hold icon 9C are displayed in the lower left of the display screen 7a. In this case, there are 3 hold icons, and 3 hold icons 9A are displayed.

[0427] Figure 57(B) shows the moment a game ball enters the starting slot. The number of reserved balls has increased from 3 to 4. The image control microcontroller 101 rapidly changes the left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R in the center of the display screen 7a. Also, one more reserved icon 9A is displayed in the lower left of the display screen 7a, making a total of 4, and the reserved icon 9C is displayed. The image control microcontroller 101 also displays an ally character icon IA, which is an icon of the face of ally character CRA, in the lower right of the display screen 7a. The displayed ally character icon IA is moving. The ally character icon IA may be displayed by framing in from the left, or by fading in.

[0428] The displayed ally character icon IA is a variation-indicating animation. When a game ball enters the starting slot, a lottery is held to determine whether or not to perform a variation-indicating animation. Since the animation was selected to be performed, the ally character icon IA is displayed when the ball enters the slot. This indicates that an animation related to the displayed ally character icon IA will be performed in the subsequent variation corresponding to that ball entry. The player expects that an animation related to the displayed ally character icon IA will be performed in the subsequent variation.

[0429] Figure 57(C) shows the state of a variation during which a variation indication effect is performed. In Figure 57(B), the displayed ally character icon IA is moving along the bottom of the display screen 7a. The ally character icon IA continues to move afterward.

[0430] Figure 57(D) shows the variation corresponding to the variation indication effect. The image control microcontroller 101 scrolls the left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R downwards in the center of the display screen 7a. In the lower left of the display screen 7a, the hold icon 9A is consumed and disappears, and the same hold icon 9C is displayed. In Figure 57(B), the displayed ally character icon IA is moving in the upper right of the display screen 7a. The ally character icon IA continues to move thereafter.

[0431] Figure 57(E) shows a variation corresponding to the variation indication effect. A reach has been achieved. In the center of display screen 7a, the left decorative symbol 8L "5" and the right decorative symbol 8R "5" are displayed. Also, in the lower left of display screen 7a, the reserve icon 9A has been consumed and disappeared, and the same reserve icon 9C is displayed. After this, it develops into a super reach effect. In Figure 57(B), the displayed ally character icon IA has moved. The ally character icon IA is displayed in the lower right of display screen 7a.

[0432] Figure 57(F) shows a super reach animation being performed during a variation that corresponds to a variation-suggestion animation. The image control microcontroller 101 displays the left decorative symbol 8L "5" in the upper left of the display screen 7a and the right decorative symbol 8R "5" in the upper right of the display screen 7a. The enemy character CRB is displayed in the center left of the display screen 7a. The ally character CRA pops out from the ally character icon IA displayed in the lower right of the display screen 7a, enlarges, moves to the center right, and is displayed. The ally character CRA in this super reach animation is an image related to the ally character icon IA that was displayed as a variation-suggestion animation. In other words, the image of the ally character icon IA that was suggested when the ball entered suggests that a related animation will be performed in the variation corresponding to the ball entering.

[0433] Figure 57(G) shows a super reach animation being performed during a variation that corresponds to a variation suggestion animation. The super reach animation is performed with an enlarged ally character CRA and an enemy character CRB.

[0434] In this embodiment, the ally character icon IA is displayed when the ball enters the hole, and it remains displayed until an animation related to the ally character icon IA is performed in response to the ball entering the hole. However, the ally character icon IA may be repeatedly displayed and then erased. For example, it may be erased during each confirmed stop, or it may be displayed for a certain period of time (e.g., 5 seconds) at the start of each change before being erased. Furthermore, the ally character icon IA displayed when the ball enters the hole may remain stationary or continue to move. It may also repeatedly stop and move. For example, it may remain stationary during the confirmed stop and move during the change. It may also perform actions while moving. For example, the character within the icon may move, or the icon may shake, rotate, expand or contract, or blink. This action may continue throughout the display, or it may repeatedly switch between action and stop.

[0435] In the variation performance suggestion performance 8 (Figures 57(A), (H), (I), (E)~(G)), a variation performance suggestion performance is performed when the ball enters the starting slot, and the image displayed in that variation performance suggestion performance continues to be displayed. Subsequently, in the variation corresponding to the hold in which the variation performance suggestion performance was performed, the performance corresponding to the image displayed in the variation performance suggestion performance is performed. Note that Figures 57(A), (E)~(G) in variation performance suggestion performance 8 are the same as Figures 57(A), (E)~(G) in variation performance suggestion performance 7, so the ex...

Claims

1. A gaming machine equipped with a display means capable of displaying multiple types of displays, One of the aforementioned multiple types of displays is a meter display that shows the current amount related to the game in stages. A gaming machine characterized by the following features.

2. A gaming machine according to claim 1, The quantity displayed on the meter is a quantity related to the number of game balls. A gaming machine characterized by the following features.

3. The gaming machine according to claim 1, further, Equipped with operable operating means, The quantity displayed on the meter can be changed by operating the operating means. A gaming machine characterized by the following features.

4. A gaming machine according to claim 1, The meter display is divided into multiple sections, and the display color of one of the multiple sections changes in response to a change in the quantity represented by the meter display. A gaming machine characterized by the following features.

Citation Information

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