gaming machines
The gaming machine enhances convenience by using separate displays for effect execution mode settings and game progress, ensuring unobstructed visibility during gameplay adjustments.
Patent Information
- Application Number
- JP2023141689
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-08-31
- Publication Date
- 2025-09-24
- Estimated Expiration
- 2043-08-31
AI Technical Summary
There is a demand for improved convenience in gaming machines, particularly in terms of setting and adjusting effect execution modes during gameplay without obstructing the visibility of the game progress.
The gaming machine incorporates a main control means, sub-control means, display means, and performance operation means that allow for the display of two separate areas on the screen: a first display for effect execution mode settings and a second display for game progress, ensuring the visibility of the game is not obstructed during mode setting.
This configuration enhances convenience by allowing players to adjust effect execution modes while maintaining visibility of the game progress, thereby improving the overall gaming experience.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] A known gaming machine is a pachinko gaming machine, which includes a gaming area in which gaming balls (gaming value) move and a launching device that launches gaming balls into the gaming area. The pachinko gaming machine includes a starting port provided in the gaming area, and when a gaming ball is detected entering the starting port, a special symbol lottery is held. If the result of the special symbol lottery is a jackpot, the gaming state transitions to a special gaming state, and multiple special games are played in the special gaming state. In each special game, a large prize opening provided in the gaming area opens, and gaming balls are paid out based on the entry of the gaming ball into the large prize opening.
[0003] Furthermore, some gaming machines of this type are provided with an effect customization function that allows a player to set the frequency of appearance of various effects (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Publication No. 2022-125914 Summary of the Invention [Problem to be solved by the invention]
[0005] Incidentally, there is a demand for improved convenience in gaming machines.
[0006] The present invention has been made in consideration of the above circumstances, and has an object to provide a gaming machine with improved convenience. [Means for solving the problem]
[0007] In order to achieve the above object, the gaming machine of the present invention comprises: A main control means (main control board 200) that controls the progress of the game; A sub-control means (sub-control board 202) that controls the execution of the performance; A display means (liquid crystal display 32) capable of executing effects related to image display; A performance operation means (performance button 26, cross key 27) that can be operated by a player; A performance execution mode control means (performance execution mode control means 305) for controlling settings related to the performance execution mode, the sub-control means is capable of executing a presentation relating to the progress of a game in accordance with a state in which the main control means is progressing a game to indicate a predetermined game result, the effect execution mode control means is capable of setting an effect execution mode when the effect operation means is operated during a period in which an effect related to the progress of the game is being executed on the display means, When setting the execution mode of the effect during the period, a first display and a second display are displayed on the display means, The first display is a display related to setting of the execution mode of the performance, and is a display including at least one item that can be set, The second display is a display including a reduced display of at least a part of the effects relating to the progress of the game, In the display means, the first display is displayed in a blank area of the area where the second display is displayed.
[0008] While the main control means is progressing a game to indicate a predetermined game result, it is possible to set the execution mode of the effect, and the first display is displayed in a marginal area of the area where the second display is displayed. The display area of the first display is relatively large, making the first display easy to see, thereby improving convenience when setting the execution mode of the effect while the game is in progress. Furthermore, when setting the execution mode of the effect while the game is in progress, the second display is displayed, and effects related to the progress of the game are displayed. Therefore, the player can visually confirm (understand) the progress of the game while setting the execution mode of the effect. According to the present invention, when setting the execution mode of the effect while the game is in progress, the display related to the setting (the first display) does not obstruct the visibility of the display related to the progress of the game (the second display). In other words, a display method can be provided for setting the execution mode of the effect while the game is in progress, in which the visibility of the display related to the progress of the game is ensured. [Effects of the Invention]
[0009] According to the present invention, convenience can be improved. [Brief explanation of the drawings]
[0010] [Figure 1] 1 is a perspective view showing an example of an amusement machine according to a first embodiment of the present invention, illustrating its external configuration. [Figure 2] FIG. 2 is a front view showing the external configuration of the gaming machine. [Figure 3] FIG. 2 is a front view showing the external configuration of the game board. [Figure 4] FIG. 2 is a front view showing the external configuration of the status display unit according to the first embodiment. [Figure 5] FIG. 2 is a block diagram showing the general configuration of the gaming machine. [Figure 6] FIG. 10 is a diagram showing the jackpot lottery table. [Figure 7] FIG. 10 is a diagram showing a symbol lottery table. [Figure 8] FIG. 10 is a state transition diagram of the game state. [Figure 9] FIG. 10 is a diagram for explaining the layer structure of the first embodiment. [Figure 10] 10A and 10B are diagrams showing the effects executed in the normal state, where (a) shows the first effect and (b) shows the second effect. [Figure 11] This is a diagram explaining the changing and stopping display of the performance patterns and the hold performance. [Figure 12] This is a diagram explaining the display of the number of reserved items and mini symbols. [Figure 13] This is a diagram explaining the first winning effect, the second winning effect, and the time-saving effect. [Figure 14] FIG. 10 is a diagram illustrating the effect customization screen that is displayed when an effect customization transition operation is performed while the special symbol is changing. [Figure 15] 10 is a diagram illustrating the display that is displayed when the light intensity adjustment operation and the volume adjustment operation are performed while the special symbol is fluctuating. [Figure 16] FIG. 10 is a diagram illustrating a presentation customization screen in a gaming machine according to a second embodiment of the present invention, illustrating a case where a specific image is not displayed. [Figure 17] 10A and 10B are diagrams illustrating the arrangement of images on layers. [Figure 18] FIG. 10 is a diagram illustrating the effect customization screen in which a specific image is displayed. [Figure 19] The same is a diagram explaining the visibility of the stopped performance pattern, where (a) shows the case where the middle performance pattern is not offset, and (b) shows the case where the middle performance pattern is offset. [Figure 20] This is a diagram that explains what happens when a specific image is hidden due to the change in the performance pattern stopping. DETAILED DESCRIPTION OF THE INVENTION
[0011] (First embodiment) A first embodiment of the present invention will be described below with reference to the drawings. In the following description, "front and rear" basically means that when a player is in front of a gaming machine, the player side is "front" and the gaming machine side is "rear," "up and down" means that the top side of the gaming machine is "up" and the bottom side is "down," and "left and right" means that the left-hand side of a player playing on the gaming machine is "left" and the right-hand side is "right."
[0012] Unlike conventional pachinko gaming machines, the gaming machine 1 of this embodiment allows a player to play without touching the gaming balls. The gaming machine 1 is an enclosed circulation type in which a certain number of gaming balls (gaming media) circulate inside the gaming machine. The gaming machine 1 is also a gaming machine in which gaming value is used as electronic information, and the gaming value is consumed and paid out through play. In the gaming machine 1, paying out gaming value means electronically paying out (granting) the gaming value. Note that the invention according to this embodiment is not limited to the gaming machine 1 and can also be applied to conventional pachinko gaming machines, i.e., pachinko gaming machines in which a player can physically touch gaming balls and gaming balls are paid out to a tray when the gaming balls enter a predetermined winning slot.
[0013] FIG. 1 is a perspective view showing the exterior configuration of a gaming machine according to this embodiment. The gaming machine of this embodiment includes an outer frame 2 that forms the exterior surface of the gaming machine, a gaming board 6 that is provided inside the gaming machine and forms a gaming area 4 in which gaming balls move, an inner frame 7 that holds the gaming board 6, a glass unit 8 that makes the gaming board 6 visible but inaccessible to players, and a front frame 10 to which the glass unit 8 is attached. The inner frame 7 is attached to the outer frame 2 via a hinge mechanism so as to be able to open and close. The front frame 10 is also attached to the inner frame 7 via a hinge mechanism so as to be able to open and close. The inner frame 7 (and the front frame 10) can be opened and closed between a closed position (closed state) that closes the opening of the outer frame 2 and an open position (open state) that opens the opening of the outer frame 2.
[0014] The portion of the front frame 10 surrounding the glass unit 8 is made of a translucent material that transmits light, and inside the portion made of the translucent material are provided a plurality of front frame lamps 12 that output light effects to enhance the game. In addition, speakers 14 (sound output means) that output sounds to enhance the game are provided on the left and right sides of the lower part of the front frame 10.
[0015] A grip unit 20 (handle) is provided on the lower right side of the front frame 10, and when a player rotates the grip unit 20 clockwise toward the gaming machine, a launcher (not shown) provided inside the gaming machine is activated, launching gaming balls into the gaming area 4. The launcher of this embodiment can launch 99 gaming balls per minute (1.65 balls per second).
[0016] The front frame 10 is provided with a performance button 26 (performance operation means), and when the player operates the performance button 26, the performance performed in the gaming machine changes.
[0017] As shown in FIG. 2, a dedicated unit 400 (game value lending device, specified device) that lends game value is provided on the side (left side) of the gaming machine 1 and is connected to the gaming machine 1. The front of the dedicated unit 400 is provided with a bill insertion slot 406 into which bills can be inserted, a card insertion / ejection slot 402 into which a card (game value management medium) can be inserted / ejected, a lending button (lending operation means) 403, a replay button (lending operation means) 404, and a card return button 405. The card is used to manage the number of game values owned by the player. In other words, the number of game values owned by the player can be ascertained by the card. The card may also be capable of storing a prepaid balance. In addition, the management of the number of play values by card may be performed by storing the number of play values on the card itself, or by storing the number of play values in a designated management device installed in an amusement facility, etc., and linking the number of play values stored in the management device, etc. with identification information stored on the card (such as the player's ID or an identification number unique to each card).
[0018] In the dedicated unit 400, an operation (pressing operation) on the lending button 403 is accepted as a lending operation (game value transfer operation) for transferring game value to the gaming machine 1. When the lending button 403 is pressed, a predetermined number (for example, 125) of game value is credited to the gaming machine 1 by consuming a stored value stored as a prepaid balance on a bill inserted into the bill insertion slot 406 or a card. In addition, in the dedicated unit 400, an operation (pressing operation) on the replay button 404 is accepted as a lending operation (game value transfer operation) for transferring game value to the gaming machine 1. When the replay button 404 is pressed, a predetermined number (for example, 125) of game value is credited to the gaming machine 1 by consuming game value owned by the player and managed by the card (game value linked to the card). In other words, in this embodiment, an operation on the lending button 403 or the replay button 404 as a lending operation means is accepted as a lending operation (a game value transfer operation), and based on the lending operation, a predetermined amount of game value is transferred (lent) from the dedicated unit 400 to the gaming machine 1.
[0019] As shown in FIG. 1, a game value number display device (game ball number display device) 211 and a counting button (counting operation means) 212 are provided on the left side of the front frame 10 (the dedicated unit 400 side). Based on the lending operation in the dedicated unit 400, in the gaming machine 1, a value equivalent to a predetermined number of game values is stored in a game value number memory area of the frame control board 201 described below. Hereinafter, the value (stored value) indicated in the game value number memory area will be referred to as the "number of balls in possession" (number of balls in possession). The number of balls in possession can be said to be the number of game values that can be used for playing. The number of balls in possession is displayed on the game value number display device 211. The game value number display device 211 has a 6-digit 7-segment display, and the number of balls in possession is displayed by the 7-segment display.
[0020] The gaming machine 1 is equipped with a frame control board 201 (see FIG. 5), which controls the value (number of held balls) stored in the game value number storage area. The frame control board 201 decreases the number of held balls when a game ball is detected to be launched. The frame control board 201 also increases the number of held balls when a prize ball is paid out. The frame control board 201 also increases the number of held balls when a foul ball is detected. When game value is transferred from the dedicated unit 400 to the gaming machine 1, the frame control board 201 also increases the number of held balls by the amount of game value to be transferred. When game value is transferred from the gaming machine 1 to the dedicated unit 400, the frame control board 201 also decreases the number of held balls by the amount of game value to be transferred. The frame control board 201 also controls the display of the number of held balls on the game value number display device 211, and changes the display content of the game value number display device 211 according to the increase or decrease in the number of held balls.
[0021] The counting button 212 is a button that is operated when transmitting (returning, transferring) all or part of the number of balls held (the game value stored in the game value number storage area) to the dedicated unit 400. The counting button 212 has a pressing portion (operation portion) that is formed so that it can be pressed. When the player wants to end a game, for example, the player operates (presses) the counting button 212 as a counting operation (return operation). When the counting button 212 is operated, a predetermined number of game values are transferred from the gaming machine 1 to the dedicated unit 400. After the game value has been transferred to the dedicated unit 400, when an operation (presses) is performed on the card return button 405 of the dedicated unit 400, a card that enables the number of game values owned by the player to be determined is ejected from the dedicated unit 400 (card insertion / ejection port 402).
[0022] 3 is a front view showing the external configuration of the gaming board 6. A circular outer rail 28 is provided on the gaming board 6, and the area surrounded by the outer rail 28 is the gaming area 4 in which gaming balls move. An arc-shaped inner rail 30 is provided on the left end of the gaming area 4 so as to follow the outer rail 28, and the outer rail 28 and inner rail 30 guide gaming balls launched from a launcher (not shown) provided below the gaming board 6 into the gaming area 4.
[0023] At the center of the game board 6, there is provided a liquid crystal display 32 (effect display device, display means) that displays effect images and the like to enhance the game, and an effect unit 36 that includes a display frame 34 formed to surround the liquid crystal display 32. Above the center of the liquid crystal display 32, there is provided a lighting device 38 (lighting means) that constitutes the effect unit 36 and outputs effect light and the like to enhance the game.
[0024] In this embodiment, the game balls cannot pass in front of the liquid crystal display 32, and the game balls launched from the launching device fall into the game area 4a on the left side or the game area 4b on the right side of the liquid crystal display 32. In addition, in the game area 4, many game nails (not shown) are nailed so as to intersect with the surface of the game board 6, and the moving direction of the game balls moving in the game area 4 changes randomly.
[0025] An opening 40 is formed on the left side of the display frame 34, through which game balls falling in the game area 4a on the left side of the liquid crystal display 32 can pass, and game balls that pass through this opening 40 pass through a passage 42 provided in the display frame 34 and fall onto a stage 44 provided below the liquid crystal display 32. The top surface of this stage 44 is smoothly curved, and a gap is formed between the stage 44 and the glass unit 8, allowing game balls to fall downward from the stage 44, so that game balls that fall onto the stage 44 from the passage 42 move back and forth on the stage 44 before falling downward from near the center of the stage 44.
[0026] A first start opening 46 (first area) is provided below the center of the stage 44, through which game balls (including game balls that have fallen downward from near the center of the stage 44) can enter. A first start opening switch 100 (see FIG. 5) that detects game balls that have entered the first start opening 46 is disposed within the first start opening 46. When the first start opening switch 100 detects a game ball (entry of a game ball into the first start opening 46), it outputs a detection signal to the main control board 200. Based on the detection signal input from the first start opening switch 100, the main control board 200 executes a first special symbol lottery (first lottery) as a special symbol lottery. Based on the detection signal input from the first start opening switch 100, the main control board 200 executes the payout of a prize ball (for example, one ball). The game ball that entered the first start opening 46 is collected inside the gaming machine.
[0027] To the left of the first starting opening 46 in the gaming area 4, multiple (three) general winning openings 47 (upper left general winning opening 47a, middle left general winning opening 47b, and lower left general winning opening 47c) are provided. The gaming board 6 is also provided with a general winning opening switch 101 (see FIG. 5) that detects a gaming ball that has entered the upper left general winning opening 47a, middle left general winning opening 47b, or lower left general winning opening 47c. When the general winning opening switch 101 detects a gaming ball (entry of a gaming ball into the upper left general winning opening 47a, middle left general winning opening 47b, or lower left general winning opening 47c), it outputs a detection signal to the main control board 200. The main control board 200 then pays out prize balls (for example, three balls) based on the detection signal input from the general winning opening switch 101. One general prize opening switch 101 may be provided for each of the upper left general prize opening 47a, the center left general prize opening 47b, and the lower left general prize opening 47c, or only one may be provided for multiple (for example, three) general prize openings 47. Furthermore, in addition to the upper left general prize opening 47a, the center left general prize opening 47b, and the lower left general prize opening 47c, general prize opening switches corresponding to these general prize openings may also be provided.
[0028] A passage gate 48 through which gaming balls pass without being collected inside the gaming machine is provided in the gaming area 4b on the right side of the liquid crystal display 32. A gate switch 102 (see FIG. 5) that detects the passage of a gaming ball is also provided inside the passage gate 48. When the gate switch 102 detects a gaming ball (passage of the gaming ball through the passage gate 48), it outputs a detection signal to the main control board 200. Based on the input of the detection signal from the gate switch 102, the main control board 200 executes a normal symbol lottery that determines whether a normal win has been won.
[0029] In the gaming area 4b to the right of the liquid crystal display 32, a second start opening 49 (second area) is provided below the passage gate 48. A second start opening switch 103 (see FIG. 5) is provided in the second start opening 49 to detect a gaming ball that has entered the second start opening 49. When the second start opening switch 103 detects a gaming ball (entry of a gaming ball into the second start opening 49), it outputs a detection signal to the main control board 200. Based on the input of the detection signal from the second start opening switch 103, the main control board 200 executes a second special symbol lottery (second lottery) as a special symbol lottery. Based on the input of the detection signal from the second start opening switch 103, the main control board 200 executes the payout of a prize ball (for example, one ball). The gaming ball that has entered the second start opening 49 is collected inside the gaming machine.
[0030] The second starting opening 49 is provided with a normal role device 54 (first movable object) that can move between a reduced state (closed state) in which it is difficult for a gaming ball to enter the second starting opening 49 (a state in which it is difficult for a gaming ball to enter the second starting opening 49), and an expanded state (open state) in which it is easy for a gaming ball to enter (a state in which it is easy for a gaming ball to enter the second starting opening 49). The normal role device 54 has a built-in drive device such as a solenoid, and is controlled to enter the expanded state under predetermined conditions when a normal win is won in the normal symbol lottery.
[0031] A special prize opening 50 (third area, predetermined area) is provided in the game area 4b on the right side of the liquid crystal display 32. A count switch 104 (see FIG. 5) that detects game balls that enter the special prize opening 50 is provided within the special prize opening 50. When the count switch 104 detects a game ball (entry of a game ball into the special prize opening 50), it outputs a detection signal to the main control board 200. The main control board 200 pays out prize balls (for example, 15 balls) based on the detection signal input from the count switch 104. The main control board 200 counts the number of game balls that enter the special prize opening 50 based on the detection signal input from the count switch 104. The game balls that enter the special prize opening 50 are collected inside the gaming machine.
[0032] The large prize opening 50 is provided with a special device 56 (second movable object, specific movable object) that can move between a closed state (non-entry state) in which gaming balls cannot enter the large prize opening 50 and an open state (entry state) in which gaming balls can enter. The special device 56 has a built-in drive device such as a solenoid, and is controlled to open under predetermined conditions in a special game state that starts when a large prize is won in the special pattern lottery (first special pattern lottery or second special pattern lottery). The special device 56 is also controlled to open under predetermined conditions in a small prize game state that starts when a small prize is won in the special pattern lottery (second special pattern lottery).
[0033] The large prize opening 50 is provided with a specific area (not shown), a discharge area (not shown), and a distribution means (not shown) that distributes gaming balls that enter the large prize opening 50 to either the specific area or the discharge area. A specific area switch 107 (see FIG. 5) is disposed in the specific area. The specific area switch 107 outputs a detection signal to the main control board 200 based on the detection of a gaming ball passing through the specific area (passage of a gaming ball through the specific area). The distribution means can be switched between a specific area passing state in which gaming balls that enter the large prize opening 50 are distributed to the specific area, and a non-specific area passing state in which gaming balls that enter the large prize opening 50 are distributed to the discharge area. In other words, when the distribution means is switched to the specific area passing state, gaming balls that enter the large prize opening 50 are distributed to the specific area. This prevents gaming balls that enter the large prize opening 50 from passing through the discharge area. On the other hand, when the distribution means is displaced to the non-specific area passing state, a gaming ball that enters the large prize opening 50 is distributed to the discharge area. This makes it impossible for a gaming ball that enters the large prize opening 50 to pass through the specific area. The distribution means is displaced by the specific area solenoid. A gaming ball that enters the large prize opening 50 is first detected by the count switch 104, and then distributed by the distribution means to either the specific area or the discharge area, and after passing through that area, is discharged to the discharge path. At this time, the gaming ball distributed to the specific area is detected by the specific area switch 107.
[0034] An outlet 62 is provided at the bottom of the game area 4 to collect game balls that fall through the game area 4 without entering any of the winning openings 46, 47, 49, and 50 into the game machine. A discharge path (not shown) is provided inside the game machine through which game balls collected (discharged) from the game area 4 pass. This game machine is configured so that all game balls shot into the game area 4 (all game balls collected from the game area 4) pass through the discharge path. That is, game balls shot into the game area 4 are collected from the game area 4 and flow into the discharge path by entering any of the winning openings 46, 47, 49, and 50 or passing through the outlet 62. Specifically, game balls that enter each of the winning openings 46, 47, 49, and 50 are detected by switches 100, 101, 103, and 104 disposed in the winning openings, and then guided to the discharge path. Furthermore, the gaming balls collected from the outlet 62 are guided to the discharge path. An out switch 106 (see FIG. 5) is disposed in the discharge path. When the out switch 106 detects a gaming ball passing through the discharge path (discharge of a gaming ball from the gaming area 4), it outputs a detection signal to the main control board 200. Furthermore, the main control board 200 counts the number of gaming balls discharged from the gaming area 4 based on the input of the detection signal from the out switch 106.
[0035] The game ball launching device is configured so that the launch output of the game ball can be changed by adjusting the amount of rotation of the grip unit 20 (handle) shown in Figure 1; when the amount of rotation of the grip unit 20 is small, the game ball is launched so that it falls in the game area 4a (first game area 4a, left-hitting area) on the left side of the LCD display 32; when the amount of rotation of the grip unit 20 is large, the game ball is launched so that it falls in the game area 4b (second game area 4b, right-hitting area) on the right side of the LCD display 32.
[0036] The player adjusts the amount of rotation of the grip unit 20 depending on the game situation, and launches the game ball so that it falls through the left-side game area 4a or passes through the opening 40, the passage 42, and the stage 44 to win in the first start opening 46 (left hit), or launches the game ball so that it falls through the right-side game area 4b and passes through the passage gate 48 or wins in the second start opening 49 or wins in the big prize opening 50 (right hit). In this embodiment, left hit may be called the first game method, and right hit may be called the second game method.
[0037] In the gaming machine of this embodiment, when a gaming ball falls through the left-side gaming area 4a, the gaming ball does not pass through the passing gate 48, and the gaming ball does not enter (win) the second start opening 49 or the large prize opening 50. In addition, when a gaming ball falls through the right-side gaming area 4b, the gaming ball does not enter the first start opening 46 or the general prize opening 47.
[0038] As shown in FIG. 3, a status display unit 70 is provided at the lower right of the gaming board 6, outside the gaming area 4, for indicating various states of the gaming machine by turning on and off lamps or the like.
[0039] 4 is a front view showing the external configuration of the status display unit 70. The status display unit 70 is provided with a normal symbol display unit 72, a normal hold display unit 74, a first special symbol display unit 76, a first special hold display unit 78, a second special symbol display unit 81, a second special hold display unit 82, and a game status display unit 84.
[0040] The normal symbol display unit 72 is composed of two lamps, and when a normal symbol lottery is held, the normal symbol is displayed in a variable manner by flashing the two lamps, and the normal symbol is displayed in a static manner by turning on or off the two lamps, thereby displaying the result of the normal symbol lottery.
[0041] The normal hold display unit 74 is composed of two lamps, and displays the normal hold number corresponding to the number of the reserved random number values for the normal pattern lottery when the random number values for the normal pattern lottery are reserved because the normal pattern lottery cannot be held even if the random number values for the normal pattern lottery are obtained, such as when the normal pattern is already being displayed in a changing or stopped state when the game ball passes through the passing gate 48, and displays the normal hold number from 0 to 4 by combining turning on, turning off, or flashing the two lamps.
[0042] The first special pattern display unit 76 is composed of a 7-segment display, and when a first special pattern lottery is held by a gaming ball entering the first starting hole 46, the 7-segment display is made to flash to display the first special pattern in a variable manner, and the 7-segment display is made to light up in one of a plurality of modes to display the first special pattern in a static manner, thereby displaying the result of the first special pattern lottery.
[0043] The first special reserve display unit 78 is composed of two lamps, and displays a first special reserve number corresponding to the number of reserved first special random number values when the first special pattern or second special pattern is already being displayed in a variable or stopped state at the time the game ball enters the first starting hole 46, and the random number value for the special pattern lottery is reserved as the first special random number value because a special pattern lottery cannot be held even if the random number value for the special pattern lottery (lottery information) is obtained, and displays 0 to 4 first special reserve numbers by combining turning on, turning off, or flashing the two lamps.
[0044] The second special pattern display unit 81 is composed of a 7-segment display, and when a second special pattern lottery is held by a gaming ball entering the second starting hole 49, the 7-segment display is made to flash to display the second special pattern in a variable manner, and the 7-segment display is made to light up in one of a plurality of modes to display the second special pattern in a static manner, thereby displaying the result of the second special pattern lottery.
[0045] The second special reserve display unit 82 is composed of two lamps, and displays a second special reserve number corresponding to the number of the reserved second special random number value when the first special pattern or the second special pattern is already being displayed in a variable or stopped state at the time the game ball enters the second starting hole 49, and the random number value for the special pattern lottery is reserved as the second special random number value because a special pattern lottery cannot be held even if the random number value for the special pattern lottery is obtained, and displays 0 to 4 second special reserve numbers by combining turning on, turning off, or flashing the two lamps.
[0046] The game status display unit 84 is composed of six lamps, and displays the type of game status currently set by combining the lighting, extinguishing, or flashing of the six lamps. As will be described in detail later, in this embodiment, as shown in FIG. 8, multiple game statuses can be set, including a normal status, a slightly time-saving status, a time-saving status, and a special game status. In the time-saving status, the time for the first special symbol or the second special symbol to fluctuate is shortened compared to the normal status and the slightly time-saving status, and the opportunity to execute the special symbol lottery occurs more frequently.
[0047] 5 is a functional block diagram of the gaming machine of this embodiment. The gaming machine of this embodiment is controlled by a control board including a main control board 200 (main control means), a sub-control board 202 (sub-control means), and a frame control board 201. The functions of the main control board 200, the sub-control board 202, and the frame control board 201 are realized by hardware such as various processors (CPU, DSP, etc.), ASIC (gate array, etc.), ROM (an example of an information storage medium), or RAM, or by software consisting of a given program pre-stored in ROM, etc.
[0048] The main control board 200 receives input signals from input means such as the gate switch 102, the first start port switch 100, the second start port switch 103, the general winning port switch 101, the count switch 104, the out switch 106, and the specific area switch 107, performs various calculations to execute the game, and controls the operation of output means such as the normal device 54 and the special device 56 based on the calculation results.
[0049] The sub-control board 202 receives signals sent from the main control board 200 and input signals from the effect button switch 150, performs various calculations to execute effects that match the progress of the game, and based on the calculation results, controls the operation of effect devices such as the front frame lamp 12, speaker 14, LCD display 32, and lighting device 38.
[0050] The frame control board 201 receives signals sent from the main control board 200 and input signals from the counting button 212, controls the number of balls held (number of game balls), and controls the game value number display device 211, etc. The frame control board 201 is capable of bidirectional communication with the main control board 200.
[0051] The main control board 200 is configured to include a random number generating means 210, a normal symbol lottery means 220, a normal display control means 222, a normal device control means 224, a special symbol lottery means 230 (lottery means), a special display control means 240, a game state transition control means 250 (state control means), a special game execution means 260, a payout control means 270, a communication control means 280, and a main memory 290.
[0052] The random number generating means 210 is a means for generating random numbers for the lottery, and is realized by a random number generator that generates hardware random numbers, or a program that generates software random numbers. Software random numbers can be generated, for example, based on the count value of an increment counter (a counter that counts numbers so as to circulate within a predetermined count range). Note that in this embodiment, the term "random number value" includes not only values that are generated randomly in the mathematical sense, but also values that are generated regularly but can actually function as random numbers because the timing of their acquisition is irregular.
[0053] The normal symbol lottery means 220 acquires a random number value for the normal symbol lottery from the random number generating means 210 based on the input of a detection signal from the gate switch 102 that detects each game ball passing through the passage gate 48, stores the random number value for the normal symbol lottery in the normal random number storage means 2912 of the main memory 290, and performs a normal symbol lottery to determine whether or not a normal win has been won based on the random number value for the normal symbol lottery read from the normal random number storage means 2912.
[0054] In detail, the normal random number memory means 2912 has four normal reserve memory areas, normal reserve memory area 1 to normal reserve memory area 4, which are memory areas for storing the acquired random number values for the normal pattern lottery, and one normal reserve memory area is provided as a memory area for storing the random number values for the normal pattern lottery that are read from normal reserve memory area 1 and used to draw the normal pattern until the changing and stopping display of the normal pattern ends. Then, when normal pattern lottery means 220 acquires the random number value for normal pattern lottery from random number generating means 210, if the random number value for normal pattern lottery is not stored in any of normal reserve memory areas 1 to 4, it first stores the acquired random number value for normal pattern lottery in normal reserve memory area 1. Then, at the time the random number value for normal pattern lottery is stored in normal reserve memory area 1, if the normal pattern is not being displayed variably or stationarily, that is, if the random number value for normal pattern lottery is not stored in the normal reserve memory area and control to open normal role device 54 is not being executed, it immediately reads out the random number value for normal pattern lottery from normal reserve memory area 1 and performs a normal pattern lottery, and stores the random number value for normal pattern lottery used in the normal pattern lottery in the normal reserve memory area. On the other hand, when the normal symbol is being displayed in a variable or stationary manner, that is, when the random number value for the normal symbol lottery is stored in the normal reserve memory area or when control to open the normal device 54 is being executed, the random number value for the normal symbol lottery is reserved in the normal reserve memory area 1.
[0055] Then, when a random number value for the normal pattern lottery is reserved in the normal reserve memory area 1 and a detection signal is input from the gate switch 102 to obtain a random number value for the normal pattern lottery, the normal pattern lottery means 220 stores the random number value for the normal pattern lottery in the normal reserve memory area with the smallest ordinal number among the normal reserve memory areas 1 to 4 in which a random number value for the normal pattern lottery is not reserved, on the condition that the number of random number values for the normal pattern lottery reserved in the normal reserve memory areas 1 to 4 is less than four, i.e., the normal reserve number is less than four.
[0056] Then, when the variable display and stationary display of the normal symbols are finished, the normal symbol lottery means 220 erases the random number values for normal symbol lottery stored in the normal reserve memory area, and if a random number value for normal symbol lottery is reserved in the normal reserve memory area 1, it reads the random number value for normal symbol lottery from the normal reserve memory area 1, performs a normal symbol lottery, and stores the random number value for normal symbol lottery obtained by the normal symbol lottery in the normal reserve memory area, provided that control to open the normal accessory 54 is not being executed. Here, if a random number value for normal symbol lottery remains in the normal reserve memory area 2 or later, it moves the remaining random number value for normal symbol lottery from the original normal reserve memory area to the normal reserve memory area with the smaller ordinal number by one. For example, if a random number value for normal symbol lottery remains in the normal reserve memory area 2 to the normal reserve memory area 3, it moves it to the normal reserve memory area 1 to the normal reserve memory area 2.
[0057] In this way, in the normal random number memory means 2912, the random number value for the normal pattern lottery for which a normal pattern lottery has been held is held in the normal hold memory area up to a maximum of one, and the random number value for the normal pattern lottery for which a normal pattern lottery has not been held is held in the normal hold memory area 1 to normal hold memory area 4 up to a maximum of four.
[0058] The normal symbol lottery means 220 performs normal winning determination processing as a normal symbol lottery.
[0059] The normal win determination process is a process for determining whether a "normal win" has been won. In the normal win determination process, the normal symbol lottery means 220 selects, according to the game state, which normal symbol lottery table to refer to for random number determination processing among a plurality of types of normal symbol lottery tables stored in the lottery table storage means 2910 of the main memory 290. Here, each normal symbol lottery table associates "normal win" or "lose" with each of 100 normal symbol lottery random number values from 0 to 99. Then, the normal symbol lottery means 220 determines whether a "normal win" has been won by referring to the selected normal symbol lottery table and determining whether one normal symbol lottery random number value read from the normal random number storage means 2912 is associated with a normal win.
[0060] The normal symbol lottery table selected when the gaming state is in the time-shortening state (excluding the slight time-shortening state, the same applies below) is set to have a higher probability of winning a "normal win" compared to the normal symbol lottery table selected when the gaming state is not in the time-shortening state. In other words, the normal symbol lottery held when the gaming state is in the time-shortening state has a higher probability of winning a "normal win" compared to the normal symbol lottery held when the gaming state is not in the time-shortening state.
[0061] The normal display control means 222 is a means for controlling the display of the status display unit 70 based on the result of the normal symbol lottery, and performs normal symbol display control processing and normal hold display control processing.
[0062] In the normal symbol display control process, the normal symbol display control means 222 displays the normal symbol in a variable manner by flashing the two lamps of the normal symbol display unit 72 until a predetermined variation time has elapsed, and displays the result of the normal symbol lottery on the normal symbol display unit 72 by turning on or off the two lamps of the normal symbol display unit 72 to stop the normal symbol display depending on whether a "normal symbol win" has been won in the normal symbol win determination process.
[0063] In this embodiment, the normal pattern variation time is determined according to the game state at the time the normal pattern lottery is performed. Specifically, when the game state is in a time-saving state, the normal pattern variation time is set shorter than when the game state is not in a time-saving state. For example, when the game state at the time the normal pattern lottery is performed is not in a time-saving state, the normal pattern variation time is set to a first time (e.g., 20 seconds), and when the game state at the time the normal pattern lottery is performed is in a time-saving state, the normal pattern variation time is set to a second time (e.g., 1 second) that is shorter than the first time. Therefore, when the game state is in a time-saving state, the opportunity to perform the normal pattern lottery occurs more frequently.
[0064] In the normal hold display control process, the normal display control means 222 displays 0 to 4 normal hold numbers by combining turning on, turning off, or flashing the two lamps of the normal hold display unit 74, depending on the number of random number values for normal pattern lottery stored in the normal random number memory means 2912.
[0065] The normal device control means 224 is a means for controlling the normal device 54 based on the result of the normal symbol lottery. When the gaming state is not in the time-saving state, the normal device control means 224 controls the normal device 54 to operate so that the normal device 54 becomes enlarged and then returns to the reduced state until time A (e.g., 0.1 seconds) has elapsed, triggered by the normal symbol being stopped and displayed in a manner indicating a win of a "normal win." Also, when the gaming state is in the time-saving state, the normal device control means 224 controls the normal device 54 to operate so that the normal device 54 becomes enlarged and then returns to the reduced state until time B (e.g., 6 seconds) longer than time A has elapsed, triggered by the normal symbol being stopped and displayed in a manner indicating a win of a "normal win."
[0066] Therefore, when a "normal win" is obtained in the normal symbol lottery, if the gaming state is not in the time-saving state, the normal device 54 operates so as to hardly increase the ease with which the gaming ball enters the second starting hole 49, but if the gaming state is in the time-saving state, the normal device 54 operates so as to increase the ease with which the gaming ball enters the second starting hole 49. In this embodiment, in the time-saving state, the operation of the normal device 54 is controlled so that the gaming ball enters the second starting hole 49 more easily than in the normal state and the slight time-saving state. Therefore, the time-saving state is a gaming state that is more advantageous to the player than the normal state and the slight time-saving state.
[0067] In this embodiment, the control of the operation of the normal role device 54 differs between the normal state and the short-time-saving state. In the short-time-saving state, the opening time of the normal role device 54 (the time in the expanded state) is set slightly longer than in the normal state. In the short-time-saving state, it is sufficient that one or more of the winning probability of the normal symbol lottery, the fluctuation time of the normal symbol, or the opening time of the normal role device 54 is different from that in the normal state. For example, the winning probability of the normal symbol lottery and the opening time of the normal role device 54 may be the same in the short-time-saving state and the normal state, but the fluctuation time of the normal symbol may be different. In this case, the fluctuation time of the normal symbol may be slightly shorter in the short-time-saving state than in the normal state.
[0068] The special symbol lottery means 230 (lottery means) acquires a random number value for special symbol lottery from the random number generation means 210 based on the input of a detection signal from the first start port switch 100 that detects each gaming ball entering the first start port 46, and stores the value as a first special random number value in the special random number storage means 2914 of the main memory 290. Also, the special symbol lottery means 230 acquires a random number value for special symbol lottery from the random number generation means 210 based on the input of a detection signal from the second start port switch 103 that detects each gaming ball entering the second start port 49, and stores the value as a second special random number value in the special random number storage means 2914. The special symbol lottery means 230 uses the first special random number value or the second special random number value read from the special random number storage means 2914 to perform a special symbol lottery that determines whether or not a jackpot will be won.
[0069] The special random number memory means 2914 has four first special reserve memory areas, first special reserve memory area 1 to first special reserve memory area 4, which are memory areas for storing the acquired first special random number values, and one first special reserve memory area is provided as a memory area for storing the first special random number value read from first special reserve memory area 1 and used in the special pattern lottery until the varying and stopping display of the first special pattern ends.
[0070] When the special symbol lottery means 230 acquires the random number value for the special symbol lottery based on the detection signal being input from the first start port switch 100, in a state where the first special random number value is not stored in any of the first special reserve memory areas 1 to 4, the special symbol lottery means 230 first stores the acquired random number value for the special symbol lottery as the first special random number value in the first special reserve memory area 1. Then, at the time when the first special random number value is stored in the first special reserve memory area 1, if the first special symbol is not being displayed variably or stopped, that is, if the first special random number value is not stored in the first special reserve memory area, the game state is not a special game state, and a small win game is not being executed, the special symbol lottery means 230 immediately reads out the first special random number value from the first special reserve memory area 1, performs a special symbol lottery, and stores the first special random number value used in the special symbol lottery in the first special reserve memory area. On the other hand, when the first special symbol is being displayed in a variable or stopped state, i.e., when the first special random number value is stored in the first special reserve memory area, or when the game state is a special game state, or when a small win game is being played, the first special random number value is reserved in the first special reserve memory area 1.
[0071] Then, when a first special random number value is reserved in the first special reserve memory area 1 and a detection signal is input from the first start port switch 100 to obtain a random number value for the special pattern lottery, the special pattern lottery means 230 stores the first special random number value in the first special reserve memory area 1 to the first special reserve memory area 4 that has the smallest ordinal number and in which the first special random number value is not reserved, on the condition that the number of first special random number values reserved in the first special reserve memory area 1 to the first special reserve memory area 4 is less than four, i.e., the first special reserve number is less than four.
[0072] The special random number memory means 2914 is provided with four second special reserve memory areas, second special reserve memory area 1 to second special reserve memory area 4, as memory areas for storing the acquired second special random number values, and one second special reserve memory area is provided as a memory area for storing the second special random number value read from second special reserve memory area 1 and used in the special pattern lottery until the changing and stopping display of the second special pattern ends.
[0073] When the special symbol lottery means 230 acquires the random number value for the special symbol lottery based on the input of a detection signal from the second start port switch 103, in a state where the second special random number value is not stored in any of the second special reserve memory areas 1 to 4, the special symbol lottery means 230 first stores the acquired random number value for the special symbol lottery as a second special random number value in the second special reserve memory area 1. Then, at the time when the second special random number value is stored in the second special reserve memory area 1, if the second special symbol is not being displayed variably or stopped, that is, if the second special random number value is not stored in the second special reserve memory area, the game state is not a special game state, and a small win game is not being executed, the special symbol lottery means 230 immediately reads out the second special random number value from the second special reserve memory area 1, performs a special symbol lottery, and stores the second special random number value used in the special symbol lottery in the second special reserve memory area. On the other hand, when the second special symbol is being displayed in a variable or stopped state, that is, when the second special random number value is stored in the second special reserve memory area, or when the game state is a special game state, or when a small win game is being executed, the second special random number value is reserved in the second special reserve memory area 1.
[0074] Then, when a second special random number value is reserved in the second special reserve memory area 1 and a detection signal is input from the second start port switch 103 to obtain a random number value for the special pattern lottery, the special pattern lottery means 230 stores the second special random number value in the second special reserve memory area with the smallest ordinal number among the second special reserve memory areas 1 to 4 in which the second special random number value is not reserved, on the condition that the number of second special random number values reserved in the second special reserve memory areas 1 to 4 is less than four, i.e., the second special reserve number is less than four.
[0075] When the variable display and stationary display of the first special symbol have ended, the special symbol lottery means 230 erases the first special random number value stored in the first special reserve memory area. Then, if the first special random number value is stored in the first special reserve memory area 1, the special symbol lottery means 230 reads the first special random number value from the first special reserve memory area 1, performs a special symbol lottery, and stores the first special random number value used in the special symbol lottery in the first special reserve memory area, provided that the game state is not a special game state and a small win game is not being executed. Furthermore, when the variable display and stationary display of the second special symbol have ended, the special symbol lottery means 230 erases the second special random number value stored in the second special reserve memory area. Then, when the second special random number value is stored in the second special reserve memory area 1, on the condition that the game state is not a special game state and a small win game is not being executed, the second special random number value is read from the second special reserve memory area 1, a special symbol lottery is performed, and the second special random number value used in the special symbol lottery is stored in the second special reserve memory area. In this embodiment, since the first special random number value and the second special random number value are consumed in parallel, the variable display of the second special symbol may start during the variable display of the first special symbol, or the variable display of the first special symbol may start during the variable display of the second special symbol.
[0076] In addition, when a first special random number value is stored in the first special reservation memory area 1, the first special random number value is read from the first special reservation memory area 1 and a special symbol lottery is performed, provided that a second special random number value is not stored in any of the second special reservation memory areas 1 to 4. When a second special random number value is stored in any of the second special reservation memory areas 1 to 4, the second special random number value may be read from the second special reservation memory area 1 and a special symbol lottery is performed, even if the first special random number value is stored in any of the first special reservation memory areas 1 to 4. In other words, the second special random number value may be consumed with priority over the first special random number value. Furthermore, regardless of whether it is the first special random number value or the second special random number value, the first special random number value or the second special random number value may be read in the order stored in the special random number storage means 2914 and a special symbol lottery may be performed. In other words, the first special random number value or the second special random number value may be consumed in the order in which the gaming ball enters the first start hole 46 or the second start hole 49.
[0077] When the first special random number value is read from the first special reserve memory area 1, if the first special random number value remains in the first special reserve memory area 2 or later, or when the second special random number value is read from the second special reserve memory area 1, if the second special random number value remains in the second special reserve memory area 2 or later, the remaining first special random number value or second special random number value is moved from the original special reserve memory area to a special reserve memory area with an ordinal number one smaller. For example, if a first special random number value remains in each of the first special reserve memory area 2 to the first special reserve memory area 4 when the first special random number value is read from the first special reserve memory area 1, the first special random number value stored in each of the first special reserve memory area 2 to the first special reserve memory area 4 is moved to each of the first special reserve memory area 1 to the first special reserve memory area 3, and if a second special random number value remains in each of the second special reserve memory area 2 to the second special reserve memory area 3 when the second special random number value is read from the second special reserve memory area 1, the second special random number value stored in each of the second special reserve memory area 2 to the second special reserve memory area 3 is moved to each of the second special reserve memory area 1 to the second special reserve memory area 2.
[0078] In the special random number storage means 2914, first special random number values for which a special symbol lottery has not been conducted are reserved up to an upper limit of four in the first special reservation storage area 1 to the first special reservation storage area 4. Also, second special random number values for which a special symbol lottery has not been conducted are reserved up to an upper limit of four in the second special reservation storage area 1 to the second special reservation storage area 4.
[0079] Next, the details of the special symbol lottery will be explained. The special symbol lottery means 230 acquires multiple types of random number values, such as a jackpot determination random number value and a pattern determination random number value, as random number values for special symbol lottery based on the detection signal input from the first start port switch 100 or the second start port switch 103, and stores these multiple types of random number values as first special random number values or second special random number values in the special random number storage means 2914. Then, the special symbol lottery means 230 performs a jackpot determination process, a pattern determination process, etc. as a special symbol lottery.
[0080] The jackpot determination process is a process for determining whether or not a jackpot has occurred by reading out one jackpot determination random number value included in the first special random number value or the second special random number value stored in the first special reserve memory area 1 or the second special reserve memory area 1 of the special random number memory means 2914. Here, one jackpot determination random number value is obtained from 65,536 jackpot determination random number values from 0 to 65,535 based on the input of a detection signal from the first start port switch 100 or the second start port switch 103, and is stored in the special random number memory means 2914 as the first special random number value or the second special random number value.
[0081] In the jackpot determination process, the special symbol lottery means 230 selects which of the multiple types of jackpot lottery tables stored in the lottery table storage means 2910 of the main memory 290 to refer to in performing the random number determination process, depending on whether the one jackpot determination random number value read out was stored as the first special random number value or the second special random number value.
[0082] In this embodiment, the lottery table storage means 2910 stores a jackpot lottery table A shown in Fig. 6(a) and a jackpot lottery table B shown in Fig. 6(b). In each jackpot lottery table, jackpots and the like are associated with each of 65,536 jackpot determination random number values from 0 to 65,535.
[0083] The jackpot lottery table A is selected when performing the jackpot determination process for the first special random number value. The correspondence between each determination result and the jackpot determination random number value is set so that the probability of winning a "jackpot" is 1 / 350 (187 / 65536) and the probability of winning a "C time reduction" is 349 / 350 (65349 / 65536). The special symbol lottery means 230 determines whether a "jackpot" or a "C time reduction" has been won by referring to the jackpot lottery table A and determining whether the jackpot determination random number value read from the first special reserve memory area 1 corresponds to a "jackpot" or a "C time reduction." In this embodiment, the first special symbol lottery always results in a win for either a "jackpot" or a "C time reduction." Note that, in this embodiment, the probability of winning a "jackpot" or a "C time reduction" in the first special symbol lottery does not change depending on the game state. In the first special symbol lottery, there are cases where a winner (jackpot) is won and cases where a winner is not won, and the latter case (which may be called a miss) includes cases where a winner is won in the C time reduction (C time reduction 1 or C time reduction 2 described later). Note that "not winning" may also include cases where a winner is not won in the time reduction (in other words, a complete miss).
[0084] The jackpot lottery table B is selected when performing the jackpot determination process for the second special random number value. The correspondence between each determination result and the jackpot determination random number value is set so that a "jackpot" is won with a probability of 1 / 350 (187 / 65536) and a "minor jackpot" is won with a probability of 1 / 139.8 (469 / 65536). The special symbol lottery means 230 determines whether a "jackpot" or a "minor jackpot" has been won by referring to the jackpot lottery table B and determining whether the jackpot determination random number value read from the second special reserve memory area 1 corresponds to a "jackpot" or a "minor jackpot." In this embodiment, the probability of winning a "jackpot" or a "minor jackpot" in the second special symbol lottery does not change depending on the game state. In the second special symbol lottery, there are cases where a win (jackpot or minor jackpot) is won or where a win is not won. In addition, the latter "if you do not win the prize" does not include the case where you win the C time reduction without winning the prize.
[0085] The symbol determination process is a process that is performed when a "big hit," "C time reduction," or "small hit" is won in the big hit determination process. The symbol determination process reads out one symbol determination random number value included in the first special random number value or the second special random number value stored in the first special reserve memory area 1 or the second special reserve memory area 1 of the special random number memory means 2914, and when a "big hit" is won, it determines which of multiple big hit symbols the big hit symbol (type of big hit) will be, when a "C time reduction" is won, it determines which of multiple time reduction symbols the time reduction symbol (type of C time reduction) will be, and when a "small hit" is won, it determines which of multiple small hit symbols the small hit symbol (type of small hit) will be. Here, one pattern determination random number value is obtained from 200 pattern determination random number values from 0 to 199 based on the detection signal input from the first start port switch 100 and the second start port switch 103, and is stored in the special random number memory means 2914 as a first special random number value or a second special random number value.
[0086] In the pattern determination process, the special pattern lottery means 230 selects which of the multiple types of pattern lottery tables stored in the lottery table storage means 2910 to refer to when performing the random number determination process, depending on whether the one read-out pattern determination random number value was stored as the first special random number value or the second special random number value.
[0087] In this embodiment, the lottery table storage means 2910 stores a symbol lottery table A shown in Fig. 7(a), a symbol lottery table B shown in Fig. 7(b), a symbol lottery table C shown in Fig. 7(c), and a symbol lottery table D shown in Fig. 7(d). In each symbol lottery table, a predetermined symbol is associated with each symbol determination random number value.
[0088] 7(a) is selected when a "jackpot" is won and one read-out symbol determination random number value is stored as the first special random number value, and the correspondence between each symbol and the symbol determination random number value is set so that "jackpot 1" (10R time reduction 10000) is won with a probability of 0.005 / 100, "jackpot 2" (7R time reduction 110) is won with a probability of 59.997 / 100, and "jackpot 3" (7R time reduction 0) is won with a probability of 39.998 / 100. The special symbol lottery means 230 refers to the symbol lottery table A and determines which of the multiple types of jackpot symbols the read-out symbol determination random number value corresponds to, thereby determining which of the multiple types of jackpot symbols has been won.
[0089] 7(b) is selected when "C time reduction" is won and one read-out pattern determination random number value is stored as the first special random number value, and the correspondence between each pattern and the pattern determination random number value is set so that "C time reduction 1" (slight time reduction 1329) is won with a probability of 80.5 / 100 (approximately 80%) and "C time reduction 2" (time reduction 1329) is won with a probability of 19.5 / 100 (approximately 20%). The special pattern lottery means 230 refers to the pattern lottery table B and determines which of the multiple types of time reduction patterns the read-out pattern determination random number value is associated with, thereby determining which of the multiple types of time reduction patterns has been won.
[0090] 7(c) is selected when a "jackpot" is won and one read-out symbol determination random number value is stored as the second special random number value, and the correspondence between each symbol and the symbol determination random number value is set so that "jackpot 4" (10R time reduction 10000) is won with a probability of 12.8 / 100, and "jackpot 5" (10R time reduction 110) is won with a probability of 87.2 / 100. The special symbol lottery means 230 refers to the symbol lottery table C and determines which of the multiple types of jackpot symbols the read-out symbol determination random number value corresponds to, thereby determining which of the multiple types of jackpot symbols has been won.
[0091] The symbol lottery table D shown in Fig. 7(d) is selected when a "small win" is won and one read-out symbol determination random number value is stored as the second special random number value, and the correspondence between each symbol and the symbol determination random number value is set so that "small win 1" (10R time reduction 10000) is won with a probability of 50 / 100, and "small win 2" is won with a probability of 50 / 100 (10R time reduction 110). The special symbol lottery means 230 refers to the symbol lottery table D and determines which of the multiple types of small win symbols the read-out symbol determination random number value is associated with, thereby determining which of the multiple types of small win symbols has been won.
[0092] The special game execution means 260 is a means for executing a special game based on the result of the special symbol lottery, and performs processing for executing the special game. The special game execution means 260 is a means for executing a small win game based on the winning of a "small win" in the special symbol lottery, and performs processing for executing the small win game. Note that the term "special game" may include a small win game.
[0093] The special game state begins when a "jackpot" is won in the special symbol lottery (first special symbol lottery or second special symbol lottery), and ends when a predetermined number of rounds (number of executions) of special games (jackpot games) are played according to the type (category) of the jackpot symbol. When the special game state begins when "jackpot 1," "jackpot 4," or "jackpot 5" is won in the special symbol lottery, the special game state ends when 10 rounds of special games (rounds 1 to 10) have been played. When the special game state begins when "jackpot 2" or "jackpot 3" is won in the special symbol lottery, the special game state ends when 7 rounds of special games (rounds 1 to 7) have been played. Details will be given later, but if a "jackpot" is won in the special pattern lottery, at the end of the special game state, a predetermined number of time-saving periods corresponding to the jackpot pattern is set and the time-saving state begins, or a predetermined number of small time-saving periods corresponding to the jackpot pattern is set and the small time-saving state begins.
[0094] The small win gaming state is initiated when a "small win" is won in the special symbol lottery (second special symbol lottery), and ends when a predetermined number of small win games have been played (one in this embodiment). In the small win game, the special device 56 is set to an open state that allows the game ball to enter the large prize opening 50, and the distribution means is shifted from a non-specific area passing state to a specific area passing state. Specifically, in the small win game, the distribution means is shifted from a non-specific area passing state to a specific area passing state so that the game ball that entered the large prize opening 50 during the execution of the small win game can easily (possibly) pass through the specific area. As a result, if either "small win 1" or "small win 2" is won in the second special symbol lottery, the game ball can easily (possibly) pass through the specific area in the small win gaming state. Then, when the passage of a game ball through a specific area is detected during the small win game state (when the passage of a game ball that has entered the large prize opening 50 through a specific area is detected during the execution of the small win game), a special game state is initiated based on the end of the small win game state.
[0095] If "small win 1" is won in the second special pattern lottery and the passage of the gaming ball through a specific area is detected during the small win gaming state, the number of special games (round games) is set to 9. As a result, 10 rounds will be played, with the small win game being the first round game. The special gaming state ends once 10 rounds of special games have been played. Also, if "small win 2" is won in the second special pattern lottery and the passage of the gaming ball through a specific area is detected during the small win gaming state, the number of special games (round games) is set to 9. As a result, 10 rounds will be played, with the small win game being the first round game. The special gaming state ends once 10 rounds of special games have been played. As will be described in detail later, at the end of the special gaming state, a predetermined number of time-saving games corresponding to the small win pattern is set, and the time-saving state begins. In addition, if the passage of the game ball through a specific area is not detected during the small win game state (if the passage of the game ball that entered the large prize opening 50 through a specific area is not detected during the execution of the small win game), the special game state is not initiated and the normal state is initiated.
[0096] In this embodiment, in the special game of each round (including the small win game), when the opening timer of the main memory 290 counts a predetermined time (29 seconds) after the special feature 56 is opened, or when the value of the large prize number counter (not shown) of the main memory 290, which adds a value equivalent to one game ball (for example, 1) when the count switch 104 detects the entry of one game ball, reaches an upper limit value (for example, 10), the condition for ending the special game is met, and the special feature drive device is controlled to close the special feature 56.
[0097] The special display control means 240 performs a first special pattern display control process, a second special pattern display control process, a first special hold display control process, and a second special hold display control process based on the results of the special pattern lottery.
[0098] The first special pattern display control process is a process that is performed when the first special random number value is read from the first special reserve memory area 1 and a special pattern lottery is conducted, and the special display control means 240 causes the first special pattern to be displayed in a variable manner by flashing the 7-segment display of the first special pattern display unit 76 until the variable time has elapsed, and then causes the first special pattern to be displayed in a stationary manner by lighting up the 7-segment display of the first special pattern display unit 76 in a predetermined manner. The special pattern lottery means 230 performs a variation pattern determination process for the special pattern lottery, and the special display control means 240 causes the first special pattern to be displayed in a variable manner by flashing the 7-segment display of the first special pattern display unit 76 until the variation time corresponding to the variation pattern determined in the variation pattern determination process has elapsed, and then causes the first special pattern to be displayed in a static manner by lighting up the 7-segment display of the first special pattern display unit 76 in a predetermined manner.
[0099] In this embodiment, the display mode of the 7-segment display is predetermined in correspondence with each of the big win symbols, the time-saving symbols, and the small win symbols. The special display control means 240 causes the first special pattern to be displayed in a stopped state by lighting up the 7-segment display of the first special pattern display unit 76 in a manner corresponding to whether or not a "jackpot" or "C time reduction" has been won in the jackpot determination process, and in a manner corresponding to the jackpot pattern determined in the pattern determination process if a "jackpot" has been won in the jackpot determination process, and in a manner corresponding to the time reduction pattern determined in the pattern determination process if a "C time reduction" has been won in the jackpot determination process, and causes the first special pattern display unit 76 to display the result of the special pattern lottery.
[0100] The second special pattern display control process is a process that is performed when a second special random number value is read from the second special reserve memory area 1 and a special pattern lottery is conducted, and the special display control means 240 causes the second special pattern to be displayed in a variable manner by flashing the 7-segment display of the second special pattern display unit 81 until the variable time has elapsed, and then causes the second special pattern to be displayed in a stationary manner by lighting up the 7-segment display of the second special pattern display unit 81 in a predetermined manner. The special pattern lottery means 230 performs a variation pattern determination process for the special pattern lottery, and the special display control means 240 causes the second special pattern to be displayed in a variable manner by flashing the 7-segment display of the second special pattern display unit 81 until the variation time corresponding to the variation pattern determined in the variation pattern determination process has elapsed, and then causes the second special pattern to be displayed in a static manner by lighting up the 7-segment display of the second special pattern display unit 81 in a predetermined manner.
[0101] The special display control means 240 causes the second special pattern to be displayed in a stopped state by lighting up the 7-segment display of the second special pattern display unit 81 in a manner corresponding to whether a ``big hit'' or a ``small hit'' has been won in the big hit determination process, and in a manner corresponding to the big hit pattern determined in the pattern determination process if a ``big hit'' has been won in the big hit determination process, and causes the second special pattern display unit 81 to display the result of the special pattern lottery.
[0102] In the first special hold display control process, the special display control means 240 displays 0 to 4 first special hold numbers by combining turning on, turning off, or flashing the two lamps of the first special hold display unit 78 depending on the number of first special random number values stored in the special random number memory means 2914.
[0103] In the second special hold display control process, the special display control means 240 displays 0 to 4 second special hold numbers by combining turning on, turning off, or flashing the two lamps of the second special hold display unit 82, depending on the number of second special random number values stored in the special random number memory means 2914.
[0104] In this embodiment, if a "big win" is won in the special pattern lottery (first special pattern lottery or second special pattern lottery), a special game state is initiated in which a game ball can (easily) enter the large prize opening 50. Also, if a "small win" is won in the second special pattern lottery, a small win game state is initiated in which a game ball can (easily) enter the large prize opening 50. When a game ball that has entered the large prize opening 50 is detected passing through a specific area in the small win game state, a special game state is initiated in which a game ball can (easily) enter the large prize opening 50. By entering the game ball into the large prize opening 50, the player can win many prize balls. In this embodiment, the probability of transitioning to the special game state based on the second special pattern lottery is higher than the probability of transitioning to the special game state based on the first special pattern lottery. Specifically, in the first special symbol lottery, a "small win" is not set as a lottery result, and the game transitions to the special game state only if a "big win" is won. On the other hand, in the second special symbol lottery, a "big win" and a "small win" are set as lottery results, and the game transitions to the special game state if a "big win" is won, and if a "small win" is won and the passage of the game ball through a specific area is detected in the small win game state, the game transitions to the special game state.
[0105] In this embodiment, the probability of transitioning to the special game state is higher when an opportunity for the second special symbol lottery is acquired than when an opportunity for the first special symbol lottery is acquired. As described above, in order to acquire an opportunity for the second special symbol lottery, it is necessary to win a "normal win" in the normal symbol lottery and to cause a game ball to enter (enter) the second start opening 49 when the normal role device 54 (normal electric role device) is in the open state (open state). In addition, the ease of entry of a game ball into the second start opening 49 (ease of making a ball enter) varies depending on the game state.
[0106] As shown in FIG. 8, the game state transition control means 250 performs a game state transition control process for transitioning the game state between each game state based on the establishment of a predetermined condition (transition condition).
[0107] (Normal state) The normal state (normal game state) is a game state that corresponds to the initial state among multiple game states. As described above, in the normal state, the probability of winning a "normal win" in the normal symbol lottery is lower than in the time-saving state. Furthermore, even if a "normal win" is won in the normal symbol lottery, the normal device 54 operates so that the likelihood of the game ball entering the second starting hole 49 is hardly increased. Therefore, in the normal state, it is difficult (impossible) to get the game ball into the second starting hole 49. In other words, it is difficult (impossible) to get an opportunity to draw the second special symbol. In the normal state, it is more advantageous for the player to hit the ball left-handed to get the game ball into the first starting hole 46 in order to get an opportunity to draw the first special symbol than to hit the ball right-handed. In other words, the normal state is a game state in which left-handed hitting is recommended.
[0108] As shown in Figure 8, a transition to the special game state occurs when a "jackpot" is won in the special pattern lottery (first special pattern lottery) in the normal game state. As shown in Figure 7(a), if "jackpot 1" is won in the special pattern lottery, the number of time-saving times is set to 10,000 at the end of the special game state, and a transition to the time-saving state occurs upon the end of the special game state. Also, if "jackpot 2" is won in the special pattern lottery, the number of time-saving times is set to 110 at the end of the special game state, and a transition to the time-saving state occurs upon the end of the special game state. Also, if "jackpot 3" is won in the special pattern lottery, the number of time-saving times (micro-time-saving times) is set to 1,329 at the end of the special game state, and a transition to the micro-time-saving state occurs upon the end of the special game state.
[0109] 7(b), in the normal state, if "C time-saving 1" is won in the special pattern lottery (first special pattern lottery) and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 1" (when the first special pattern is confirmed), the stopped display (confirmation) triggers the setting of the number of time-saving times corresponding to the time-saving pattern (1329 times of slight time-saving), and a transition to the slight time-saving state occurs. In addition, in the normal state, if "C time-saving 2" is won in the special pattern lottery (first special pattern lottery) and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 2" (when the first special pattern is confirmed), the stopping display (confirmation) triggers the setting of the number of time-saving times corresponding to the time-saving pattern (1329 times of time-saving), and a transition to the time-saving state occurs.
[0110] In this embodiment, the first special pattern lottery in the normal state always results in either a "jackpot" or a "C time reduction," and based on the execution of the first special pattern lottery in the normal state, the game will transition to either a slight time reduction state, a time reduction state, or a special game state.
[0111] The time-saving symbol "C Time-saving 2" does not trigger a transition to a game state (special game state or small win game state) that makes it easier for the game ball to enter the large prize slot 50, and is a time-saving symbol that allows a transition to the time-saving state without passing through the special game state or small win game state. Note that in a game state other than the normal state, if "C Time-saving 1" or "C Time-saving 2" is won in the first special symbol lottery and the first special symbol is displayed in a stopped state, the display will not trigger a transition to the time-saving state or the minute time-saving state. This "not transitioning" includes the fact that the specified number of time-saving times (minute time-saving number of times) will not be reset if the player is already in that game state.
[0112] (Slight time saving state) As described above, in the micro-time-saving state, the probability of winning a "normal win" in the normal symbol lottery is lower than in the time-saving state (although it may be the same as in the time-saving state). Furthermore, even if a "normal win" is won in the normal symbol lottery, the normal device 54 operates so as to barely increase the likelihood of the game ball entering the second starting hole 49. Therefore, in the micro-time-saving state, at least some of the functions constituting the time-saving state are activated, and while it is slightly easier for the game ball to enter the second starting hole 49 than in the normal state, it is difficult (impossible) for the game ball to enter the second starting hole 49 even when the player hits the ball with the right hand. In other words, it is difficult (impossible) for the game ball to win the second special symbol lottery. In the micro-time-saving state, it is more advantageous for the player to hit the ball with the left hand so that the game ball enters the first starting hole 46 in order to gain an opportunity to win the first special symbol lottery than to hit the ball with the right hand. In other words, the slight time-saving state is a gaming state in which left-handed shots should be made.
[0113] As shown in Figure 8, a transition to the special game state occurs when a "jackpot" is won in the special pattern lottery (first special pattern lottery) during the slight time-saving state. As shown in Figure 7(a), if "jackpot 1" is won in the special pattern lottery, the number of time-saving times is set to 10,000 at the end of the special game state, and a transition to the slight time-saving state occurs upon the end of the special game state. Also, if "jackpot 2" is won in the special pattern lottery, the number of time-saving times is set to 110 at the end of the special game state, and a transition to the slight time-saving state occurs upon the end of the special game state. Also, if "jackpot 3" is won in the special pattern lottery, the number of time-saving times (slight time-saving times) is set to 1,329 at the end of the special game state, and a transition to the slight time-saving state occurs upon the end of the special game state.
[0114] The gaming state transition control means 250 determines that the termination condition for the micro-time-saving state is met based on the fact that the number of times the first special symbol has been displayed in a variable manner in the micro-time-saving state has reached 1,329, and terminates the micro-time-saving state and transitions to the normal state. In this embodiment, when the special gaming state is terminated based on winning "Jackpot 3" in the special symbol lottery (first special symbol lottery), the number of micro-time-saving times is set to the stored value of the micro-time-saving counter 2916 in the main memory 290. Also, when "C time-saving 1" is won in the special symbol lottery (first special symbol lottery) in the normal state and the first special symbol is stopped and displayed in a manner corresponding to "C time-saving 1," the stopped display triggers the number of micro-time-saving times to be set to the stored value of the micro-time-saving counter 2916. In the micro-time-saving state, "1" is subtracted from the stored value of the micro-time-saving counter 2916 each time the first special symbol is displayed in a variable manner. Then, when the stored value of the minute time saving counter 2916 reaches "0", the minute time saving end condition is established, the minute time saving state ends, and the normal state starts. Note that in this embodiment, the minute time saving end condition is established when the stored value of the minute time saving counter 2916 is subtracted and reaches a predetermined value "0", but this is not limiting, and the minute time saving end condition may be established when the stored value of the minute time saving counter 2916 is added and reaches a predetermined value (for example, "1329").
[0115] In the slight time-saving state, if "C time-saving" ("C time-saving 1" or "C time-saving 2") is won in the special pattern lottery (first special pattern lottery) and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 1" or "C time-saving 2," the stopped display will not trigger the start (setting) of the slight time-saving state or the time-saving state (a new number of time-saving periods will not be set). In other words, the game state at the time of the winning will continue. Note that in the slight time-saving state, if "C time-saving 1" or "C time-saving 2" is won as a result of the first special pattern lottery and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 1" or "C time-saving 2," the stopped display may be configured to trigger the setting of a new number of time-saving periods.
[0116] (Time-saving mode) As described above, in the time-saving state (specific game state), the probability of winning a "normal win" in the normal symbol lottery is higher than in the normal state or the slight time-saving state. Furthermore, if a "normal win" is won in the normal symbol lottery, the normal device 54 operates to increase the likelihood of the game ball entering the second starting hole 49. Therefore, in the time-saving state, it is easier to get the game ball into the second starting hole 49 than in the normal state or the slight time-saving state. In other words, it is easier to get an opportunity to win the second special symbol lottery. In the time-saving state, it is more advantageous for the player to hit the ball to the right so that the game ball passes through the passing gate 48 in order to get an opportunity to win the second special symbol lottery than to hit the ball to the left. In other words, the time-saving state is a game state in which right-handed shots are recommended.
[0117] As shown in Figure 8, if a "big win" or "small win" is won in the special pattern lottery (second special pattern lottery) during the time-saving state, the game transitions to the special game state (including via the small win game state). As shown in Figure 7(c), if "big win 4" is won in the special pattern lottery, the number of time-saving times is set to 10,000 at the end of the special game state, and the game transitions to the time-saving state upon the end of the special game state. Furthermore, if "big win 5" is won in the special pattern lottery, the number of time-saving times is set to 110 at the end of the special game state, and the game transitions to the time-saving state upon the end of the special game state. Furthermore, if "small win 1" is won in the special pattern lottery and the game ball is detected passing through a specific area during the small win game state, the number of time-saving times is set to 10,000 at the end of the special game state, and the game transitions to the time-saving state upon the end of the special game state. In addition, if the "Small Win 2" is won in the special pattern lottery and the game ball is detected passing through a specific area during the small win game state, the number of time-saving times will be set to 110 at the end of the special game state, and the game will transition to the time-saving state upon the end of the special game state.
[0118] When the number of times the second special symbol is variably displayed in the time-saving state reaches 110 times (or 10,000 times), the game state transition control means 250 determines that the termination condition (predetermined condition) of the time-saving state is met, terminates the time-saving state, and transitions to the normal state. In this embodiment, when the special game state ends, the number of time-saving times corresponding to the type of winning symbol is set in the value stored in the time-saving counter 2915 of the main memory 290, and each time the second special symbol is variably displayed in the time-saving state, "1" is subtracted from the value stored in the time-saving counter 2915. Then, when the value of the time-saving counter 2915 reaches "0," the time-saving termination condition is met, the time-saving state ends, and the normal state begins. In this embodiment, the time-saving end condition is met when the stored value of the time-saving counter 2915 is subtracted and reaches a predetermined value "0", but this is not limited to this, and the time-saving end condition may be met when the stored value of the time-saving counter 2915 is added and reaches a predetermined value "110" (or "10000"). Furthermore, in this embodiment, the time-saving counter 2915 and the minute time-saving counter 2916 are provided, but this is not limiting, and they may be configured to be managed (controlled) by one of the counters.
[0119] In the time-saving state, if "C time-saving" ("C time-saving 1" or "C time-saving 2") is won in the special pattern lottery (first special pattern lottery) and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 1" or "C time-saving 2," the stop display will not trigger the start (setting) of the micro-time-saving state or the time-saving state (a new number of time-saving periods will not be set). In other words, the game state at the time of the win will continue. Note that in the time-saving state, if "C time-saving 1" or "C time-saving 2" is won as a result of the first special pattern lottery and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 1" or "C time-saving 2," the stop display may be configured to trigger the setting of a new number of time-saving periods.
[0120] Returning to Figure 5, the payout control means 270 performs control to (electronically) pay out a number of game balls equivalent to a predetermined number of prize balls for each detection signal based on the detection signal input from the first start port switch 100, the detection signal from the second start port switch 103, the detection signal from the general winning port switch 101, and the detection signal from the count switch 104.
[0121] The communication control means 280 controls the transmission of various commands generated in response to various calculation results in the main control board 200 to the sub-control board 202 and the frame control board 201. In this embodiment, the main control board 200 and the sub-control board 202 are connected in a communication manner such that only one-way communication from the main control board 200 to the sub-control board 202 is possible, and information cannot be transmitted from the sub-control board 202 to the main control board 200.
[0122] Next, we will explain the sub-control board 202. The sub-control board 202 is configured to include a performance control means 300 and a sub-memory 302.
[0123] The performance control means 300 controls the performance devices based on various commands sent from the main control board 200, input signals from the performance button switch 150, and performance data stored in the performance data storage means 303 (ROM) of the sub-memory 302, and controls the performance devices to perform effects to liven up or assist the game (controls various performance devices), such as turning on or blinking the front frame lamp 12 and the lighting device 38, displaying performance images on the LCD display 32, controlling the sound device to output performance sounds from the speaker 14, and driving the performance object drive device to operate the performance objects (gimmick objects).
[0124] The performance data storage means 303 stores a large number of performance image data for displaying images on the liquid crystal display 32, and the performance control means 300 draws an image in the frame buffer of the sub-memory 302 for each frame (1 / 30 seconds) based on this performance image data, and displays the drawn image on the liquid crystal display 32, thereby playing and displaying a moving image on the liquid crystal display 32.
[0125] The performance control means 300 includes a VDP 314 (drawing means) and a performance execution mode control means 305. The VDP 314 also includes a VRAM 320. The sub-memory 302 also includes multiple types of RAM and ROM, and various types of data stored in the sub-memory 302 are stored in the respective RAMs and ROMs.
[0126] The performance control means 300 determines the performance content to be executed based on various commands sent from the main control board 200, input signals from the performance button switch 150, etc. Furthermore, the performance control means 300 controls, for example, the display on the LCD display 32 based on the determined performance content. The performance control means 300 executes LCD drawing processing at a predetermined cycle (for example, at a frame rate of 60 times per second = 60 FPS). In the LCD drawing processing, drawing commands (information) are constructed that instruct the VDP 314 on the drawing content. Then, the VDP 314 performs drawing in accordance with the drawing commands, and the drawn content is displayed in the display area 32a of the LCD display 32.
[0127] In the display area 32a of the liquid crystal display 32, for example, 60 still images are displayed per second to display a moving image. Hereinafter, one frame will be referred to as a "frame." For example, in the case of a performance image (performance pattern) with a performance time of 60 seconds, the performance image is made up of 60 seconds x 60 frames, for a total of 3,600 frames.
[0128] The VDP 314 loads the drawing materials stored in the ROM of the sub-memory 302 into the frame buffer of the VRAM 320 for each frame. In the frame buffer, multiple drawing materials are overlaid according to set priorities. Specifically, in the frame buffer, drawing materials with lower priorities are placed at the bottom (back) of the stacking direction, and drawing materials with higher priorities are placed at the top (front) of the stacking direction. As a result, image data (composite image) representing a frame image of one frame is generated in the frame buffer. The VDP 314 then drives the liquid crystal display 32 based on the composite image generated in the frame buffer. As a result, the composite image generated in the frame buffer is displayed in the display area 32a of the liquid crystal display 32 for each frame.
[0129] When a drawing material with a lower priority is overlaid with a drawing material with a higher priority, it may be partially or completely invisible on the display (composite image) of the liquid crystal display 32. However, transparency (transmittance) can be set for each drawing material, and this does not apply if the transparency set for the drawing material overlaid on top is not 0 (completely opaque), and depending on the degree of transparency, the drawing material hidden below it may be visible on the display (composite image) of the liquid crystal display 32.
[0130] Drawing materials by overlaying them on images buffered in the frame buffer can be said to be drawing the materials on a higher layer. In other words, one frame has N virtual transparent layers, and each material is placed on each layer. Figure 9 is a diagram illustrating the concept of layers on which materials are placed, showing the layer structure that makes up one frame. Each overlaid material is assigned a priority, with materials with lower priorities placed on lower layers and materials with higher priorities placed on higher layers. While the composite image that makes up each frame can be constructed by placing materials on all N layers, the number of materials that make up each composite image varies depending on the content of the presentation, and the image is not necessarily constructed by placing materials on all N layers. Furthermore, when the materials that make up a composite image are placed, the layers are not necessarily used from the bottom up without any vacant numbers. Layers are used taking into account the efficiency of the frame image composition process, so unused layers may occur in the middle.
[0131] When drawing one frame, the drawing materials are drawn one by one in the corresponding layer, starting with the lowest priority. For example, if one frame is composed of five drawing materials, the drawing material with the lowest priority (fifth priority) is first placed in the lowest layer and drawn in a predetermined position. Next, the drawing material with the second lowest priority (fourth priority) is placed in a layer higher than the layer on which the drawing material with the fifth priority is drawn and drawn in a predetermined position. In this manner, the drawing materials are drawn one after another according to priority, and finally, the drawing material with the highest priority (first priority) is placed in a layer higher than the layer on which the drawing material with the second priority is drawn and drawn in a predetermined position. When all the drawing materials have been drawn in each layer, a composite image of the multiple layers viewed from the upper side (front side) is displayed in the display area 32a of the liquid crystal display 32 as a composite image corresponding to the frame. In other words, when the composite image is viewed in the display area 32a, the drawing materials placed in the lower layers are covered by the drawing materials placed in the higher layers. In other words, the higher the layer, the higher the display priority in the display area 32a. Examples of display objects (images) displayed in the display area 32a include people, animals, vehicles, buildings, natural objects (e.g., rocks, trees, etc.), characters, backgrounds, patterns, and designs.
[0132] In this embodiment, in the normal state, if a player wins "Jackpot 1" in the special symbol lottery (first special symbol lottery), if a player wins "Jackpot 2" in the special symbol lottery (first special symbol lottery), or if a player wins "C Time Reduction 2" in the special symbol lottery (first special symbol lottery), the game transitions to the time-shortened state. In contrast, in the slight time-shortened state, if a player wins "Jackpot 1" in the special symbol lottery (first special symbol lottery), or if a player wins "Jackpot 2" in the special symbol lottery (first special symbol lottery), the game transitions to the time-shortened state. Therefore, the normal state has a higher probability of transitioning to the time-shortened state (a game state advantageous to the player) than the slight time-shortened state, which is advantageous to the player. In other words, the normal state has a higher probability of transitioning to the time-shortened state than the slight time-shortened state because a player can transition to the time-shortened state if a player wins "C Time Reduction 2." This is advantageous to the player. In the gaming machine of this embodiment, when RAM clear (a process of initializing at least a part of the RAM area of the main memory 290) is executed, the gaming state is set to the normal state. The normal state is the so-called "morning state."
[0133] Furthermore, as described above, the normal state and the slight time-saving state (left-hit time-saving state) are game states in which left-handed hits are more advantageous than right-handed hits, and the time-saving state (right-hit time-saving state) is a game state in which right-handed hits are more advantageous than left-handed hits. In the time-saving state, it is easier to get the game ball to enter the second starting hole 49 than in the normal state and the slight time-saving state, and the second special symbol lottery based on the game ball entering the second starting hole 49 is more likely to determine a transition to the special game state than the first special symbol lottery. In other words, the time-saving state has a higher probability of determining a transition to the special game state than the normal state and the slight time-saving state.
[0134] (1st performance) The effect control means 300 can execute the first effect in the normal state. The first effect encourages the player to use a left-handed shot to aim the game ball at the first starting hole 46 (to obtain an opportunity to draw the first special symbol). In other words, the first effect is executed while waiting for the game ball to enter the first starting hole 46 (to execute the first special symbol lottery). FIG. 10(a) shows an example of the first effect, in which a display S relating to the first effect is displayed on the LCD display 32. The display S is a window image with a roughly rectangular frame, and includes an image (enlarged image) showing the first starting hole 46 and its surrounding area on the gaming board 6, an arrow pointing from the left side toward the first starting hole 46 in the image, and the words "Aim!" Note that the words may be, for example, "Aim for the start chucker!" Although not shown, the display S may also include a display encouraging the player to use a left-handed shot (a left-handed shot display).
[0135] (2nd performance) The effect control means 300 can execute the second effect in the normal state. The effect control means 300 executes the second effect (shutter effect) if "C Time Reduction 1" or "C Time Reduction 2" is selected in the first special symbol lottery. As shown in FIG. 10(b), the second effect begins with the appearance of a shutter (door). Specifically, a left shutter and a right shutter appear from the outside to the inside in the left-right direction, and the shutters stop in a half-open state. In the first half of the second effect (at least from the time the shutters appear until they stop in a half-open state), the same effect is executed whether "C Time Reduction 1" or "C Time Reduction 2" is selected in the first special symbol lottery. In the second half of the second effect, if "C Time Reduction 2" is selected in the first special symbol lottery, a success pattern effect is executed. In the second half of the second effect, if "C Time Reduction 1" is selected in the first special symbol lottery, a failure pattern effect (first failure pattern or second failure pattern) is executed. The success pattern is an effect in which it is finally announced that a transition to the time-shortened state has been decided; for example, the shutter closes, then an effect encouraging a transition to the time-shortened state is executed, then a push effect (an effect encouraging the pressing of the effect button 26) is executed, and it is announced that a transition to the time-shortened state has been decided based on the effect button 26 being pressed. The first failure pattern is an effect in which it is finally announced that a transition to the time-shortened state has not been decided; for example, the shutter closes, then an effect encouraging a transition to the time-shortened state is executed, then a push effect is executed, and it is announced that a transition to the time-shortened state has not been decided based on the effect button 26 being pressed. The second failure pattern is an effect in which it is announced that a transition to the time-shortened state has not been decided, and the effect ends without the shutter closing (without proceeding to the next effect). In the second failure pattern, the execution time of the effect is shorter than that of the first failure pattern.
[0136] It should be noted that, in the normal state, when a "jackpot" is won in the first special symbol lottery, the effect control means 300 executes the jackpot effect instead of the second effect described above. In the jackpot effect, for example, a variable display of the effect symbols (described later) is performed on the liquid crystal display 32, a reach effect is executed, and after the reach effect, the effect symbols are stopped and displayed in a manner corresponding to the jackpot. It should be noted that this jackpot effect is the same as the effect executed when a "jackpot" is won in the first special symbol lottery in the short time state.
[0137] (Performance design) The effect control means 300 is capable of executing an effect in which effect symbols (demo symbols, decorative symbols) are displayed on the liquid crystal display 32 in the very-short-time state and the time-saving state. Specifically, the effect control means 300 executes an effect (first symbol effect) in which effect symbols (main effect symbols) are displayed on the liquid crystal display 32 in accordance with (corresponding to) the varying and stationary display of the first special symbol in the first special symbol display section 76, or in accordance with (corresponding to) the varying and stationary display of the second special symbol in the second special symbol display section 81, and is capable of announcing the results of the first special symbol lottery or the second special symbol lottery. In the very-short-time state, the effect control means 300 displays effect symbols corresponding to the varying and stationary display of the first special symbol on the liquid crystal display 32, and in the time-saving state, the effect control means 300 displays effect symbols corresponding to the varying and stationary display of the second special symbol on the liquid crystal display 32.
[0138] Here, we will explain the display of the effect symbols in the micro-time-saving mode. Figure 11(a) shows the state before the first special symbol begins to change display in the micro-time-saving mode. The left effect symbol 350, the middle effect symbol 352, and the right effect symbol 354 are displayed in the display area 32a of the liquid crystal display 32 as effect symbols. The left effect symbol 350 is displayed on the left side of the display area 32a of the liquid crystal display 32, the middle effect symbol 352 is displayed in the center of the display area 32a of the liquid crystal display 32, and the right effect symbol 354 is displayed on the right side of the display area 32a of the liquid crystal display 32. The left effect symbol 350, the middle effect symbol 352, and the right effect symbol 354 each form a sequence of nine effect symbols representing the numbers "1" through "9." Each effect symbol representing the numbers "1" through "9" may be configured to include decorative elements such as characters in addition to the numbers.
[0139] As shown in Figure 11(b), the display of the first special symbol begins, and the display of the effect symbol (the effect of the effect symbol) begins. The downward arrow in the figure indicates that the effect symbol is being displayed vertically at high speed (scrolling).
[0140] As shown in Figure 11(c), the effect pattern is displayed in a stopped state based on the stopped display of the first special pattern. The effect pattern is displayed in a stopped state in accordance with the result of the first special pattern lottery. For example, if a "jackpot" is won in the first special pattern lottery, the effect pattern is displayed in a stopped state in accordance with the jackpot pattern determined in the pattern determination process. Although not shown, even in the time-saving state, the effect pattern is displayed in a changing or stopped state in accordance with the changing and stopped display of the second special pattern, just as in the slight time-saving state (as shown in Figures 11(a), 11(b), and 11(c)).
[0141] (Holding performance) The performance control means 300 executes a performance (hold performance) in which an image showing the first special hold number or the second special hold number is displayed on the liquid crystal display 32 based on the first special hold number (the first special random number value stored (held) in the special random number storage means 2914) or the second special hold number (the second special random number value stored (held) in the special random number storage means 2914) in the main control board 200. As shown in FIG. 11(a), etc., four hold display areas (display areas) of the first hold display area 411 to the fourth hold display area 414 are provided below the display area of the liquid crystal display 32, corresponding to the first special hold memory area 1 to the first special hold memory area 4 or the second special hold memory area 1 to the second special hold memory area 4 of the special random number storage means 2914.
[0142] Figure 11 (a) shows a hold effect executed in a slight time-saving state, in which a first special random number value is stored in the first special hold memory area 1 to the first special hold memory area 3, and a first hold image 420 (first hold ball display) (three first hold images 420) is displayed in the first hold display area 411 to the third hold display area 413. Figure 11 (d) shows a hold effect executed in a time-saving state, in which a second special random number value is stored in the second special hold memory area 1 to the second special hold memory area 2, and a second hold image 422 (second hold ball display) (two second hold images 422) is displayed in the first hold display area 411 to the second hold display area 412.
[0143] In addition, in the hold effect, one hold display area 430 is displayed in the area to the left of the first hold display area 411 at the bottom of the display area 32a of the liquid crystal display 32, corresponding to the special hold memory area of the special random number memory means 2914. In the hold display area 430, when a first special random number value is read out from the first special hold memory area 1 and stored in the special hold memory area, a first hold image 420 is displayed (FIG. 11(b)). In addition, when a second special random number value is read out from the second special hold memory area 1 and stored in the special hold memory area, a second hold image 422 is displayed.
[0144] (Display number of pending) As shown in Fig. 12, the effect control means 300 can display a hold number display N indicating the first special hold number and the second special hold number at a predetermined position (for example, the bottom right) in the display area 32a of the liquid crystal display 32. The hold number display N is a display of two numbers arranged in a predetermined direction (vertical or horizontal), one of which (the upper row) corresponds to the number of the first special random number value (any of 0 to 4) reserved in the first special hold memory area 1 to the first special hold memory area 4 of the special random number memory means 2914, and the other (the lower row) corresponds to the number of the second special random number value (any of 0 to 4) reserved in the second special hold memory area 1 to the second special hold memory area 4 of the special random number memory means 2914. The hold number display N is smaller in size than the first hold image 420 (second hold image 422). Even if the visibility of the above-mentioned reserved effects (reserved balls) decreases due to the execution of a specified effect (including a state in which the reserved effects are not visible), the player can still grasp the number of reserved balls because the reserved number display N is displayed.
[0145] (Mini design) Here, the left effect pattern 350, the center effect pattern 352, and the right effect pattern 354 shown in FIG. 11(a) and elsewhere are defined as main effect patterns. The main effect pattern changes (stops) in response to the change (stop) of the special pattern. As shown in FIG. 12, the effect control means 300 can execute an effect (second pattern effect) in which a sub-effect pattern (mini pattern M), which is an effect pattern corresponding to the change (stop) of the special pattern and is smaller in display size than the main effect pattern, is displayed in a predetermined position (e.g., bottom right) in the display area 32a of the liquid crystal display 32. The mini pattern M is configured to include a sub-left effect pattern 360, a sub-middle effect pattern 362, and a sub-right effect pattern 364. The sub-left effect pattern 360 can be said to correspond to the left effect pattern 350. The sub-middle effect pattern 362 can be said to correspond to the center effect pattern 352. It can be said that the sub-right performance symbol 364 corresponds to the right performance symbol 354. The mini symbol M is composed only of numbers and does not include any decorative parts. Even if the visibility of the main performance symbol decreases due to the execution of a specified performance (including a state in which the main performance symbol is not visible), the display of the mini symbol M allows the player to understand that, for example, a special symbol is being displayed in a changing manner.
[0146] The mini symbol M is displayed in conjunction with the main effect symbol, but may also be displayed independently of the main effect symbol. The mini symbol M may not change by scrolling, but may instead be a numerically increasing change (increasing by one). The mini symbol M may change its display position when a predetermined effect (for example, a reach effect) is executed during one game, but it is not displayed in a reduced size. The mini symbol M may also be configured to be displayed (appear) when the main effect symbol is not displayed due to the execution of a predetermined effect, etc.
[0147] As shown in Figure 8, if a "jackpot" is won in the first special symbol lottery during the slight time-saving state (or normal state), the system transitions to a special game state, where a predetermined number of special games are played. Also, if the type of the "jackpot" (jackpot symbol) won is a predetermined type ("jackpot 1" or "jackpot 2"), the system transitions to a time-saving state after the special game state ends. Also, if a "jackpot" or "small jackpot" is won in the second special symbol lottery during the time-saving state, the system transitions to a special game state (including via a small jackpot game state), where a predetermined number of special games (including small jackpot games) are played, and the system transitions back to the time-saving state after the special game state ends.
[0148] In this embodiment of the gaming machine, a period in which the special gaming state and the time-saving state alternate (a period in which the gaming state repeatedly transitions between the special gaming state and the time-saving state) may occur. Furthermore, if the termination condition for the time-saving state is met during the time-saving state, the game transitions to the normal state. However, if "C Time-saving 2" is won in the first special symbol lottery during the normal state, the game transitions back to the time-saving state. In other words, a return to the time-saving state may occur during the normal state. Hereinafter, a series of periods in which the special gaming state (including via a small win gaming state) and the time-saving state alternate is referred to as a "continuous period" (a consecutive win period). Furthermore, if a return to the time-saving state is determined during the normal state after the time-saving state has ended, the continuous period is considered to continue without interruption. The normal state after the time-saving state ends refers to the normal state that begins upon the termination condition for the time-saving state being met.
[0149] In this embodiment, winning a "jackpot" (any of "jackpot 1" to "jackpot 3") in the first special pattern lottery may be simply referred to as winning a "jackpot." Also, winning a "jackpot" or a "small jackpot" in the second special pattern lottery may be simply referred to as winning a "jackpot." Also, the special gaming state based on winning a "jackpot" in the first special pattern lottery may be referred to as the "first special gaming state." Also, the special gaming state (including via a small jackpot gaming state) based on winning a "jackpot" in the second special pattern lottery may be referred to as the "second special gaming state."
[0150] (First winning performance) In a first special game state based on winning a first special symbol lottery in the slight time-saving mode (or normal mode), the effect control means 300 can execute an effect (first win effect) corresponding to the first special game state. As shown in FIG. 13(a), the effect control means 300 can display, as the first win effect, on the liquid crystal display 32 (display area 32a), an indication (round number indication S1) indicating the number of times the special game (round game) has been played and an indication (right-hit indication S2) encouraging the player to hit the right. Furthermore, as the first win effect, the effect control means 300 executes, via the liquid crystal display 32 or the like, an effect suggesting a transition to the time-saving mode (an effect encouraging a transition to the time-saving mode). Note that, as the first win effect, an effect (PUSH effect) encouraging the player to press the effect button 26 at a predetermined opportunity may be executed, and based on the pressing of the effect button 26, the player may be notified of whether or not the transition to the time-saving mode is possible. In the PUSH effect, an image (an image imitating the effect button 26) that prompts the player to press the effect button 26 is displayed on the liquid crystal display 32.
[0151] (Second winning performance) In a second special game state based on a "win" in the second special symbol lottery during the time-saving mode, the effect control means 300 can execute an effect (second win effect) corresponding to the second special game state. The second win effect is an effect that differs from the first win effect, and at least the display displayed on the liquid crystal display 32 is different. FIG. 13(b) shows a state in which the second win effect is executed in the second special game state. The effect control means 300 can display, as the second win effect, on the liquid crystal display 32 (display area 32a) an indication of the number of special games (round games) played (round number indication S1), an indication encouraging the player to hit the ball to the right (right hit indication S2), an indication of the total number of prize balls won in special games (including small win games) over a consecutive period (cumulatively won prize ball number indication S4), and an indication of the type (type) of the win (win icon S6).
[0152] The presentation control means 300 receives information indicating the type of winning win from the main control board 200 and determines which winning icon S6 to display in the second winning presentation based on that information. If the winning win is a win that sets the number of time-saving times at the end of the special game state to 10,000 (first win: "big win 4" or "small win 1"), the presentation control means 300 displays the first winning icon. If the winning win is a win that sets the number of time-saving times at the end of the special game state to 110 (second win: "big win 5" or "small win 2"), the presentation control means 300 displays the second winning icon. The first winning icon includes, for example, the character string "ABC Bonus," and the second winning icon includes, for example, the character string "DEF Bonus." In FIG. 13(b), the second winning icon is displayed as the winning icon S6 because the winning win is a second winning. The type of the winning icon S6 is not limited to being different for each set number of time-shortening times, and may be different according to, for example, the number of rounds.
[0153] The sub-memory 302 is provided with a specific memory area capable of storing information regarding balls dispensed during a continuous period (information regarding game results during a continuous period), and a first counter is provided in the specific memory area. The sub-control board 202 receives information indicating the number of prize balls from the main control board 200, updates the value stored in the first counter based on the information, and manages the total number (total) of prize balls dispensed in special games during a continuous period. The value stored in the first counter indicates the total number of prize balls dispensed during special games during a continuous period, and the sub-control board 202 adds a value corresponding to the number of prize balls to the value stored in the first counter. The value stored in the first counter is "0" at the start of the continuous period. The presentation control means 300 displays a cumulative prize ball count display S4 based on the value stored in the first counter. In FIG. 13(b), the value stored in the first counter is "1470," so the character string "TOTAL 1470" is displayed as the cumulative prize ball count display S4.
[0154] (Time-saving effect) In the time-saving state, the effect control means 300 can execute an effect (time-saving effect) corresponding to the time-saving state. Figure 13(c) shows the state (starting state) in which the time-saving state begins after the first special game state ends based on winning "Big Hit 2" (7R time-saving 110) in the first special symbol lottery during the slight time-saving state. The effect control means 300 can display, as time-saving effects, on the liquid crystal display 32 (display area 32a) displays including a display urging the player to hit the right (right hit display S2), a display indicating the number of remaining variable displays of the second special symbol until the time-saving state ends (remaining time-saving count display S3), a display indicating the total number of prize balls won in special games during a consecutive period (cumulatively won prize ball count display S4), and a display indicating the number of times the game has transitioned to the time-saving state during a consecutive period (continuous count icon S5). Although not shown in the figure, the effect control means 300 can display a background (time-saving background) according to the time-saving state as a time-saving effect on the liquid crystal display 32. In Fig. 13(c), the stored value of the first counter is "1050", and therefore the character string "TOTAL 1050" is displayed as the cumulative number of winning balls display S4.
[0155] Furthermore, the performance control means 300 displays the remaining number of times of time reduction display S3 based on the stored value of the time-saving counter 2915 in the main memory 290. In Fig. 13(c), since the stored value of the time-saving counter 2915 is "110", the character string "110 remaining" is displayed as the remaining number of times of time reduction display S3. Depending on the type of winning, the stored value of the time-saving counter 2915 may be set to "10000". In a time-saving state in which "10000" is set as the stored value of the time-saving counter 2915 (when the stored value of the time-saving counter 2915 is greater than a predetermined value (for example, "1000")), the performance control means 300 may display a predetermined symbol (for example, a symbol representing infinity) as the remaining number of times of time reduction display S3.
[0156] In addition, a second counter is provided in a specific storage area of the sub-memory 302. The sub-control board 202 receives information indicating a transition of the game state from the main control board 200, updates the stored value of the second counter based on the information, and manages the number of transitions to the time-shortened state during a continuous period. The sub-control board 202 adds "1" to the stored value of the second counter each time the time-shortened state starts during a continuous period. The stored value of the second counter indicates the number of transitions to the time-shortened state during a continuous period. The stored value of the second counter is "0" at the start of the continuous period. The presentation control means 300 displays a consecutive count icon S5 based on the stored value of the second counter. In FIG. 13(c), since the stored value of the second counter is "1," an icon including the character string "XYZ time x 1" ("XYZ time" is the name of the time-shortened state) is displayed as the consecutive count icon S5. For example, if the stored value of the second counter is "15," then as shown in FIG. 13(d), a consecutive count icon S5 including the character string "XYZ time x 15" is displayed.
[0157] Furthermore, the presentation control means 300 can store information indicating the type of win and the number of wins during the consecutive period (information regarding the win icon S6 displayed during the consecutive period) in a specific storage area as information regarding the number of balls dispensed during the consecutive period. The presentation control means 300 can refer to the specific storage area when starting the time-saving presentation, and as a time-saving presentation, display the win icons S6 displayed during the consecutive period (at least the win icons displayed in the second special game state) side by side on the liquid crystal display 32, as shown in FIG. 13(d). As a time-saving presentation, a win icon S6 corresponding to the win won during the consecutive period is displayed, and the type of win and the number of wins won during the consecutive period are notified. For example, if the first win icon (ABC bonus) is displayed four times during the consecutive period, a win icon S6 reading "ABC bonus x 4" may be displayed. Furthermore, the "winning icon S6 displayed during the continuous period" is not limited to the winning icon corresponding to the second special game state, but may also include the winning icon corresponding to the first special game state (ie, the first winning).
[0158] (Performance customization screen) As shown in FIG. 1, the front frame 10 is provided with an effect button 26 and a cross key 27. The cross key 27 has at least an up button, a down button, a left button, and a right button that are formed to be pressable. The gaming machine of this embodiment allows the player to perform effect customization (setting (selection) of the effect execution mode). In effect customization, for example, it is possible to set (select) the frequency of appearance of a predetermined effect. As shown in FIG. 5, the effect control means 300 has effect execution mode control means 305 that controls effect customization (setting related to the effect execution mode).
[0159] The effect execution mode control means 305 can display an effect customization screen (a display related to effect customization settings) in the display area 32a of the liquid crystal display 32 based on a specific operation (effect customization transition operation). The effect execution mode control means 305 can display the effect customization screen when the effect button 26 is pressed as an effect customization transition operation while the special symbols are stopped from varying (during a customer waiting state). The effect execution mode control means 305 can display the effect customization screen when a predetermined button (for example, the up button) of the cross key 27 is pressed as an effect customization transition operation while the special symbols are varying.
[0160] FIG. 14 shows a case where an effect customization transition operation is performed while the special symbol is varying, and the effect customization screen C is displayed on the liquid crystal display 32. The effect customization screen C is configured to be displayed on the entire screen (or substantially the entire screen) of the display area 32a of the liquid crystal display 32. The background of the effect customization screen C is a relatively dark color such as black. At least one item (setting target) is provided as an item (setting target) that can be set (selected) from the effect customization screen C. In this embodiment, multiple types of items are provided, including "prediction customization," "air customization," "instant announcement customization," and "premium customization."
[0161] The effect execution mode control means 305 displays a customization item image CK on the left side of the display area 32a. The icons for each item are horizontally long, approximately rectangular, and are displayed in a vertical line. Each icon has the item name written in white letters on a blue background. The player can select the icon they wish to set (customize) by pressing the up or down button on the directional pad 27 (the selected icon can be switched). The effect execution mode control means 305 changes the background of the (currently) selected icon from blue to yellow. This allows the player to easily identify the currently selected icon (item).
[0162] The effect execution mode control means 305 displays a bordered customized window image CW on the right side (upper right) of the display area 32a. The window image can also be called a wipe image. The customized window image CW includes an explanatory information display corresponding to the selected item and an ON / OFF indicator for switching the setting for that item between ON and OFF. The explanatory information display is in white text. The ON / OFF indicator E has a frame around the white text "ON" and the white text "OFF." The player can select ON or OFF by pressing the left or right button of the directional pad 27. When ON is selected, the effect execution mode control means 305 colors the area around ON (within the frame) red, and when OFF is selected, the area around OFF (within the frame) red. In FIG. 14, OFF is surrounded by red. This allows the player to easily understand whether the current setting is ON or OFF.
[0163] The explanatory information displayed for "Prediction Customization" reads, "When this is turned on, the expectation of the prediction effect increases." When Prediction Customization is turned on, the expectation of a win when the prediction effect occurs is higher than when it is turned off. For example, prediction effects include changing the display mode (e.g., color) of the first reserved image 420 ( FIG. 11(a) ) corresponding to the first special random number value based on the results of the preliminary determination process (prediction change) to suggest the outcome of the first special symbol lottery (expectation of a win) in advance. The color of the first reserved image 420 represents the expectation that the result of the first special symbol lottery will be a positive one for the player. For example, the expectation increases in the order of white, blue, green, red, and gold. The same applies to effects that suggest the outcome of the second special symbol lottery in advance by changing the display mode (prediction change) of the second reserved image 422 ( FIG. 11(d) ).
[0164] The explanatory information display for "Air Custom" reads, "When turned on, the appearance rate of air effects increases." When Air Custom is turned on, the probability (frequency) of air effects being executed when a special symbol changes is higher than when it is turned off. The air effects are effects in which air is blown toward the player from the air outlets provided in the front frame 10.
[0165] The explanatory information display corresponding to "One-shot announcement customization" reads, "When turned on, the appearance rate of the one-shot announcement effect increases." When the one-shot announcement customization is turned on, the probability (frequency) of the one-shot announcement effect being executed when a special symbol changes into a winning pattern is higher than when it is turned off. The one-shot announcement effect may be, for example, an effect in which a lamp lights up in a predetermined manner, or an effect in which a predetermined sound is output.
[0166] The explanatory information display corresponding to "Premium Custom" reads, "When turned ON, the appearance rate of premium effects increases." When premium custom is turned ON, the probability (frequency) of premium effects (effects whose appearance rate is lower than other effects) being executed when a special symbol changes into a winning combination is higher than when it is turned OFF. As an example of premium effects, a special image is displayed on the liquid crystal display 32.
[0167] It should be noted that the examples of the customization item image CK and the customization window image CW in the effect customization screen C described above are merely examples, and other customization item images may be added, and the customization window image may be one that allows the degree of effect frequency to be adjusted to "none," "low," "medium," or "high," rather than being able to select "ON" or "OFF."
[0168] The effect control means 300 can execute effects related to the progress of the game on the liquid crystal display 32 in accordance with (according to) the situation in which the main control means 200 is progressing the game to indicate a predetermined game result (the result of the special symbol lottery). Effects related to the progress of the game can also be said to be effects related to the variation (variation display) of special symbols, and include effects related to the variation of effect symbols (decorative symbols), reach effects, advance notice effects such as cut-in effects and dialogue effects, and pseudo-game continuous effects. In addition, the above-mentioned pre-reading effects (hold change effects) suggest the game result in advance and can be said to be effects related to the progress of the game. In addition, effects that display the mini symbol M and the hold number display N can also be said to be effects related to the progress of the game.
[0169] When a transition operation to effect customization is performed during the period when an effect related to the progress of the game is being executed (while the special pattern is changing), the effect execution mode control means 305 can display the effect customization screen C shown in Figure 14 and perform effect customization (settings related to the execution mode of the effect).
[0170] On the effect customization screen C, the customization item images CK and the customization window image CW are set to have a higher display priority than the background, and are viewed from the foreground. Here, the display on the effect customization screen C that includes the customization item images CK and the customization window image CW is referred to as a display related to effect customization (first display). The first display can also be referred to as a effect customization menu. Any display on the effect customization screen C other than the second display, which will be described later, may also be referred to as the first display.
[0171] When displaying the effect customization screen C, the effect execution mode control means 305 displays an effect window image EW as a second display on the liquid crystal display 32 in addition to the first display. Specifically, a bordered effect window image EW (effect wipe image) is displayed on the right side (bottom right) of the display area 32a, below the customized window image CW. The size of the effect window image EW is the same as or approximately the same as the size of the customized window image CW. The effect window image EW is set to have a higher display priority than the background, and is viewed from the foreground.
[0172] The effect window image EW is a display including a reduced display of at least some of the effects related to the progress of the game. It can be said that at least some of the effects related to the progress of the game (effects related to the variation of special symbols) are reduced and displayed as the effect window image EW (effect wipe image). Note that when the variation of the special symbols stops, the effect window image EW includes a reduced display of the effect (stop display effect) in which the effect symbols have stopped in a manner corresponding to the game result (the result of the special symbol lottery).
[0173] Even while the special symbols are fluctuating, the player can display the effect customization screen C and customize the effects (settings related to the execution mode of the effects). In the effect customization screen C, the size of the display area for the first display (display related to effect customization) is larger than the size of the display area for the second display. It can be said that the first display is displayed in an area that is a margin of the area where the second display is displayed. Furthermore, the first display is visible without being obscured by the second display. The display area for the first display is relatively large and is easy for the player to see (good visibility), making it easy for the player to customize the effects. This improves convenience when setting the execution mode of the effects (effect customization) while the game is in progress. Furthermore, it reduces the burden on the player when setting the execution mode of the effects while the game is in progress.
[0174] Furthermore, if the effect customization screen C is displayed while the special symbols are varying, a second display (effect window image EW) is displayed. The second display (effect window image EW) can correctly notify (allow the player to understand) the progress of the game (the result of the game). The player can visually confirm (understand) the progress of the game (the result of the game) while making settings related to effect customization. In other words, it is possible to provide an effect customization screen (display method) that minimizes the impact on understanding the results of the variation of the special symbols (visibility of the effect symbols). Furthermore, for example, if the second display includes an effect (such as a cut-in effect) that suggests a high probability of winning, the player can enjoy the effect without missing it. In other words, because the second display is displayed, it is possible to prevent the player from missing a predetermined effect, and to prevent a decrease in interest in the game.
[0175] In this embodiment, the effect window image EW includes a reduced display of the hold display area 430 (Figure 11(a)), a reduced display of the first hold display area 411 to the fourth hold display area 414 (Figure 11(a)), and, if a hold occurs, a reduced display of the first hold image 420 (Figure 11(a)) or the second hold image 422 (Figure 11(d)).
[0176] Although the effect window image EW includes reduced displays of at least some of the effects related to game progress, effects not included (reduced) in the effect window image EW include the mini symbol M and the reserved number display N shown in FIG. 14 . Even when the effect window image EW is displayed, the effect execution mode control means 305 does not reduce the mini symbol M and the reserved number display N, maintaining their original size. Note that the display size may not be reduced, but the display position may be changed. The effect execution mode control means 305 does not include the mini symbol M and the reserved number display N in the second display (effect window image EW) but leaves them displayed in the display area of the effect customization menu (first display). Because the original display size of the mini symbol M and the reserved number display N is relatively small, it is difficult to ensure their visibility (distinction) when they are reduced. For this reason, the mini symbol M and the reserved number display N are controlled so as not to be included (reduced) in the second display (effect window image EW) to ensure their visibility (distinction).
[0177] In addition, in a game state where right-hitting is recommended, the right-hit display S2 (Figure 13) is displayed, but the performance execution mode control means 305 controls the right-hit display S2 in the same way as the mini pattern M and the hold number display N, and does not include it in the performance window image EW, maintaining the display at its original size.
[0178] Furthermore, in this embodiment, the effect window image EW includes a reduced display of the hold display area 430, a reduced display of the first hold display area 411 to the fourth hold display area 414, and a reduced display of the first hold image 420 or the second hold image 422, but the effect window image EW may not include these displays (hold UI), and these displays may be configured to be displayed in the display area of the effect customization menu (first display).
[0179] In addition, when the transition to effect customization is performed while the special pattern is stopped from changing (not changing) and the effect customization screen C is displayed on the liquid crystal display 32, the second display (effect window image EW) may not be displayed and only the first display may be displayed.
[0180] The effect execution mode control means 305 is capable of displaying the effect customization screen C and outputting effect customization sounds (BGM, SE) related to the effect customization from the speaker 14. When the effect customization screen C is displayed while the special symbols are not changing (not changing), the effect execution mode control means 305 outputs the effect customization sound. On the other hand, when the effect customization screen C is displayed while the special symbols are changing, the effect execution mode control means 305 does not output the effect customization sound, but outputs effect sounds related to the progress of the game. The effect sounds related to the progress of the game can also be said to be effect sounds corresponding to the second display (effect window image EW).
[0181] When the operation to transition to effect customization is performed while the special symbols are stopped (not changing) and the effect customization screen C is displayed on the liquid crystal display 32, a second display (effect window image EW) may be displayed, and in this case, the second display may be a demo play image. In other words, the effect execution mode control means 305 may display a demo play image as the second display while the special symbols are stopped (not changing). The demo play image is an image (effect explanation image) that introduces (explains) the effect related to the selected item (custom item). The player can understand what kind of effect the selected item is related to through the demo play image (video). This allows the player to visually understand the effect and more easily decide whether or not to customize it.
[0182] When a demo play image is displayed as the second display, a display indicating that it is a demo play (for example, the word "DEMO") may be displayed together with the demo play image to distinguish it from the effects corresponding to the progress of the actual game (to avoid the misconception that the game is progressing). Also, the demo play image may be configured not to include a display of the changing effect symbols (display of the stopped effect symbols).
[0183] When the effect execution mode control means 305 displays a demo play image as the second display while the special symbol is not changing, it does not output a sound (effect sound) related to the demo play, but outputs an effect customized sound. If a sound (effect sound) related to the demo play is output, there is a risk that the demo play will be mistaken for an effect corresponding to the progress of the actual game, but this can prevent such a mistake from occurring.
[0184] Whether the special pattern is changing or not changing, when the effect customization screen C is displayed, a layout (configuration) including the second display is used, and a common layout (effect material) is used in either case, thereby simplifying processing.
[0185] In a further variation, the effect customization screen C displayed when the special symbol is not changing (when gameplay is stopped) may allow customization of the effect content for both the game state in which left-hitting is recommended and the game state in which right-hitting is recommended, while the effect customization screen C displayed when the special symbol is changing may be configured to display only the customization item CK related to the effect content corresponding to the current game state (or may be configured to allow customization only for the effect content of the current game state). For example, the effect customization screen C displayed when the special symbol is not changing may have multiple pages, and by switching pages, it may be possible to switch between displaying the customization item CK (first display) for the game state in which left-hitting is recommended and the game state in which right-hitting is recommended, while the effect customization screen C displayed when the special symbol is changing may be configured to consist of (only) a page that displays the customization item CK (first display) corresponding to the current game state. This allows for smooth customization of the effect content for the current game state.
[0186] In the gaming machine of this embodiment, if a predetermined time (approximately 4 seconds) passes after the special symbol stops changing and the next change does not start, pressing the effect button 26 (the effect customization transition operation) becomes valid, the effect button 26 lights up (indicating that the press is valid), and when the effect button 26 is pressed, the effect customization screen C is displayed. Also, if the effect customization screen C is displayed while the special symbol is changing, and the change stops while the effect customization screen C is displayed, and there are no reserved symbols, after the change stops, a demo play image is displayed as the second display based on the passage of the predetermined time (approximately 4 seconds). In other words, if the state in which the next change does not start continues for the predetermined time after the change stops, a demo play image is displayed as the second display (the demo play image is played).
[0187] In this embodiment, when the effect customization screen C is displayed while the special symbols are fluctuating, the effect customization sound is not output, and the effect sound related to the progress of the game is output, but it may be configured so that both the effect customization sound and the effect sound related to the progress of the game (the during-variation effect sound) are output. In that case, the volume of the during-variation effect sound may be controlled to be quieter (reduced) than the volume of the during-variation effect sound when the effect customization screen C is not displayed. By reducing the volume of the during-variation effect sound, it is possible to prevent the player from confusing the effect customization sound with the during-variation effect sound.
[0188] As shown in Fig. 1, a volume adjustment button 28 and a light intensity adjustment button 29 are provided near the cross key 27. When the volume adjustment button 28 is pressed (when a volume adjustment operation is performed), the performance control means 300 can display a volume setting display V on the liquid crystal display 32 as shown in Fig. 15. Furthermore, when the light intensity adjustment button 29 is pressed (when a light intensity adjustment operation is performed), the performance control means 300 can display a light intensity setting display W on the liquid crystal display 32 as shown in Fig. 15. When the volume adjustment button 28 (or the light intensity adjustment button 29) is pressed while the special symbol is varying, the performance control means 300 can display the volume setting display V (or the light intensity setting display W) on the liquid crystal display 32.
[0189] The effect control means 300 arranges the volume setting display V (or light intensity setting display W) so that at least a portion thereof overlaps with the display of an effect related to the progress of a game (for example, a display of a changing effect symbol), and controls the volume setting display V (or light intensity setting display W) so that its display priority is higher than that of the display of an effect related to the progress of a game, and controls the volume setting display V (or light intensity setting display W) so that it has a transparency that allows the display placed (overlapping) behind it to be visible (sets a predetermined transparency). Even when the volume setting display V or light intensity setting display W is displayed, the player can see the display of an effect related to the progress of a game (a display of a changing effect symbol). Therefore, the player can see (understand) the progress of a game (the result of a game) while adjusting the volume or light intensity.
[0190] The volume adjustment display V (or light intensity adjustment display W) has a smaller display size (range) than the first display (display related to effect customization) described above. Volume or light intensity adjustment has fewer display items (items) than effect customization, and players can easily adjust it without using a large display (full-screen display). When effect customization is set, the second display (effect window image EW) is displayed as shown in FIG. 14 (the effect related to the special symbol variation is switched to a wipe display), making it possible to grasp the progress of the game, etc. In contrast, when adjusting the volume or light intensity, the second display is not displayed (not switched to a wipe display), and the display related to the adjustment is displayed superimposed on the effect related to the special symbol variation, as shown in FIG. 15, while the display related to the adjustment is made transparent, making it possible to grasp the progress of the game, etc.
[0191] If the volume setting display V (or light intensity setting display W) is not transparent, it is possible to conceivably set the volume setting display V (or light intensity setting display W) to a non-displayed state (hidden) when the special symbol stops fluctuating, in order to correctly notify the player of the game result (display of the stopped special symbol). In this case, the display related to the adjustment may be hidden when the special symbol stops fluctuating, even though the adjustment is not completed (in the middle of the adjustment). If the display is hidden, the player must press the button again to make the adjustment. In the present embodiment, if the volume setting display V (or light intensity setting display W) is transparent and the display of the stopped special symbol is visible, there is no need to hide the display related to the adjustment when the special symbol stops fluctuating. The player can adjust the volume or light intensity across the stop of the special symbol fluctuating, eliminating the need to press the button again, improving convenience. Furthermore, since there is no need to hide the display, processing can be simplified.
[0192] In this embodiment, a movable role effect is provided in which a movable role object (a movable game board role object) appears in front of (in front of) the display area 32a of the LCD display 32 as an effect related to the variation of a special symbol (an effect suggesting the likelihood of a win due to the variation). When not in operation, the movable role object is retracted to a position that cannot be seen from the front, and when in operation, it moves to the front of the display area 32a. This movable role effect is executed in conjunction with the image display effect in the display area 32a, and an effect image (such as fire or lightning) is displayed in a position corresponding to the movable role object that appears in front of the display area 32a. In this case, if the display of the effect customization screen C (FIG. 14) and the movable role effect are executed in an overlapping manner, and the image display effect (effect image) is reduced and included in the second display (effect window image EW), the display position of the effect image will be shifted (changed) and will not be displayed near the movable role object, resulting in a reduced effect of the movable role effect. Furthermore, the presence of the movable role object may interfere with the visibility of the effect customization screen C. Therefore, in this embodiment, when the effect customization screen C is displayed based on the effect customization transition operation being performed, the movable role effect (and the image display effect linked thereto) is controlled not to be executed. This makes it possible to suppress a decrease in the effect of the movable role effect. Also, it is possible to suppress a decrease in the visibility of the effect customization screen C due to the appearance of the movable role object.
[0193] If the effect customization screen C ( FIG. 14 ) is displayed during the special symbol variation and the player's attention is drawn to the effect customization, and the second display (effect window image EW) includes an effect suggesting a high probability of winning the variation, the player may miss the effect. An example of an effect suggesting a high probability of winning the variation is a cut-in effect in which a specific character is displayed. When the effect execution mode control means 305 executes the effect as the second display, it may also execute an emphasis effect in conjunction with the effect. The emphasis effect is, for example, an effect in which the color of the frame of the second display (effect window image EW) is changed for a predetermined period of time. The color of the frame may be determined depending on the probability of winning the variation. The emphasis effect may extend outside the frame of the effect window image EW (or may straddle both the inside and outside of the frame), or may be executed outside the frame, such as a message display (e.g., "XX has occurred!" (XX is the name of the effect, etc.)).
[0194] The effect control means 300 can execute a so-called pseudo-sequential effect, which repeats the display of the varying effect symbols and the temporary stop display between the start and end (stop display) of one display of the varying effect symbols. In the pseudo-sequential effect, a pseudo-sequential count display indicating the number of times the pseudo-sequential effect has been executed can be displayed on the liquid crystal display 32. For example, the pseudo-sequential count display "x2" is displayed in the second pseudo-sequential effect, and the pseudo-sequential count display "x3" is displayed in the third pseudo-sequential effect. In this embodiment, the more pseudo-sequential effects are executed, the higher the likelihood of ultimately winning. The pseudo-sequential effect can be said to be an effect that suggests a high likelihood of winning the corresponding variation. In this case, the pseudo-sequential count display (e.g., "x3") may be configured to be displayed outside the frame of the effect window image EW as an emphasis effect.
[0195] When an emphasis effect (such as "XX has occurred!" or "x3") is executed, the player's attention can be drawn to the second display (effect window image EW) more than when an emphasis effect is not executed. This prevents the player from missing the effect that suggests a high probability of winning the corresponding variation. This prevents a decline in the enjoyment of the game.
[0196] The effect (emphasis effect) that draws the player's attention to the second display is not limited to being executed together with the effect that suggests the probability of a win for the variation, but may also be executed alone as a warning display (notification of game-related information) regarding the progress of the game. For example, if four first special random number values are reserved in the first special reserve memory area 1 to the first special reserve memory area 4 (if four second special random number values are reserved in the second special reserve memory area 1 to the second special reserve memory area 4), a message display (e.g., "Reserved balls are full") may be displayed outside the frame of the effect window image EW as an emphasis effect. While firing gaming media when the reserved balls are full would be detrimental to the player, displaying this message to alert the player can prevent the player from suffering such a disadvantage. Furthermore, because the display regarding the reserved balls included in the effect window image EW is reduced in size and visibility is reduced, when this message display is displayed, the player can more easily understand that the reserved balls are full. In addition, in a game situation where hitting with the left is recommended, if a player makes a mistake in the position where the game ball is fired and hits with the right, a message display (for example, "Please return to hitting with the left") may be displayed outside the frame of the effect window image EW as an emphasis effect.
[0197] When the effect customization screen C (FIG. 14) is displayed while the special symbols are fluctuating, if a big win (small win) is won and the special symbols (effect symbols) are displayed in a manner corresponding to the determined big win symbol (small win symbol), the sub-control means 202 receives a command related to a win start demo from the main control means 200. Based on receiving this command, the effect control means 300 forcibly ends the display of the effect customization screen C including the effect window image EW and starts an effect corresponding to the win (win effect) on the full screen. By starting the win effect on the full screen, it is possible to reliably inform the player that they have won. Furthermore, the win effect includes the right-hit display S2, etc. (FIG. 13(a)), and by executing the win effect on the full screen, it is possible to reliably convey important notifications (information) such as the right-hit display S2 to the player.
[0198] In addition, in a situation where the effect customization screen C is displayed while the special symbols are fluctuating, if the result of the game is a loss (the special symbols are stopped and displayed in a manner corresponding to a loss) and the next game is started, the display of the effect customization screen C continues. In other words, in the case of a loss, the effect customization screen C is displayed across the stoppage of the special symbols fluctuating. On the other hand, in a situation where the effect customization screen C is displayed while the special symbols are fluctuating, if the result of the game is a win (the special symbols are stopped and displayed in a manner corresponding to a win) and the next game is started, the display of the effect customization screen C ends. In other words, in the case of a win, the effect customization screen C is not displayed across the stoppage of the special symbols fluctuating.
[0199] In addition, when the effect customization screen C is displayed in a game state where left-hand hitting is recommended, if a win occurs and the game transitions to a special game state, the display of the effect customization screen C is forcibly terminated and a full-screen winning effect begins. However, when the effect customization screen C is displayed in a game state where right-hand hitting is recommended, if a win occurs and the game transitions to a special game state, the display of the effect customization screen C may be maintained (continued) without terminating. In the latter case, there is no need to change the launch position of the game ball (right-hand hitting is sufficient), and the player can continue to hit right without displaying the winning effect (including the right-hand hitting display S2) on the full screen. Furthermore, the time-saving state has a higher probability of transitioning to a special game state than the normal state and the slight time-saving state. If the display of the effect customization screen C is forcibly terminated upon transition to the special game state (upon receiving a command related to the winning start demo), this could be annoying for the player, but this prevents such problems from occurring.
[0200] When a presentation customization transition operation is performed while the special symbol is fluctuating, the presentation customization screen C is displayed, and the presentation window image EW is displayed. Based on the presentation customization transition operation, a presentation (suggestive presentation) suggesting the likelihood of a win for that variation may be executed. In other words, a dedicated suggestive presentation associated with the display of the presentation customization screen C may be executed as a hidden button element. The suggestive presentation may include a presentation in which a predetermined display object (mini-character) is displayed in the presentation window image EW. The suggestive presentation may, for example, suggest that the likelihood of a win for that variation is 50% or higher (indicating that a reach presentation, which is executed when the likelihood of a win is 50% or higher, will be executed). Furthermore, the likelihood of a win may differ depending on the type of accompanying mini-character, and the presence of a special mini-character may indicate a confirmed win. When a presentation customization transition operation is performed while the special symbol is fluctuating, the presentation customization screen C is displayed, and a mini-character is displayed in the presentation window image EW, the player may feel a sense of anticipation that the likelihood of a win may be high. In this case, the player can end the display of the effect customization screen C and enjoy the effect (reach effect) on a larger screen.
[0201] The effect customization screen C can be displayed across the stoppage of the special symbol fluctuation, but if the effect customization screen C has been displayed continuously since the fluctuation immediately before the said fluctuation, the suggested effect related to the mini-character is controlled not to be executed. Also, even if the effect customization screen C is displayed during the said fluctuation, if the effect customization screen C is displayed at a timing before a specific timing during the said fluctuation, the suggested effect related to the mini-character is controlled not to be executed. This makes it possible to prevent the player from knowing in advance that the fluctuation has a high probability of winning (so-called "pre-spoiler").
[0202] The main control board 200 (or frame control board 201) can detect errors based on the signal status of sensors, etc., and if an error is detected, it sends an error occurrence command to the sub-control board 202. Based on receiving the error occurrence command, the sub-control board 202 (performance control means 300) issues an error notification in a manner according to the type of error via various performance devices. Furthermore, if the main control board 200 (or frame control board 201) determines that the error has been cleared based on the execution of a release operation, it sends an error clear command to the sub-control board 202. Based on receiving the error clear command, the sub-control board 202 (performance control means 300) ends the error notification.
[0203] When the performance control means 300 receives an error command related to a predetermined error (for example, a door open error), it displays an error display corresponding to the error in a common position (the same position) in the display area 32a of the liquid crystal display 32, whether or not the performance customization screen C is being displayed. The error display is not displayed in the entire display area 32a, but rather in a part of the display area 32a. One example of the predetermined error is a door open error, and the error display corresponding to the door open error includes the words "Door is open."
[0204] The error display has a higher display priority than the various display elements of the effect customization screen C (such as the customization item image CK, the customization window image CW, and the effect window image EW), and is viewed from the front. When the effect customization screen C is displayed, the error display may overlap at least one of the display elements of the effect customization screen C. In this embodiment, the error display is controlled so that it is displayed in a position that does not overlap with at least the effect window image EW. In other words, even when the error display is displayed, the effect window image EW is displayed in a position that is not covered (hidden) by the error display. This prevents a decrease in the visibility (distinguishing ability) of the effect pattern (variation result) related to the effect window image EW when the error display is displayed. In other words, it prevents a player from having difficulty understanding the game result when the error display is displayed while the effect customization screen C is displayed.
[0205] The effect control means 300 can execute a push effect (button effect) that prompts the player to press the effect button 26 as an effect related to the variation of a special symbol, and can notify the result of the game (whether or not a bonus will be awarded, etc.) based on the effect button 26 being pressed. The effect control means 300 causes the liquid crystal display 32 to display a display including an image that resembles the effect button 26 as a push effect. Meanwhile, the effect execution mode control means 305 can end the display of the effect customization screen C based on the effect button 26 being pressed as an effect customization end operation while the effect customization screen C is being displayed.
[0206] In this embodiment, when the effect customization screen C is displayed, and a PUSH effect is executed to display an effect window image EW including a display (reduced display) related to the PUSH effect, if the effect button 26 is pressed, the process related to the PUSH effect (notification of the game result) is executed with priority based on the press, and the process to end the display of the effect customization screen C is not executed. This prevents the player from becoming dissatisfied when the display of the effect customization screen C is unintentionally ended despite the effect button 26 being pressed in accordance with the PUSH effect.
[0207] In addition, when the effect button 26 is pressed in this situation, the process related to the PUSH effect (notification of the game result) is executed based on the press, and the process of terminating the display of the effect customization screen C may also be executed.
[0208] In this embodiment, when the effect button 26 is pressed in a scene where a PUSH effect is not displayed, a predetermined effect (referred to as a back button effect) can be executed, but when the effect button 26 is pressed in a situation where the effect customization screen C is displayed, the back button effect is not executed and the display of the effect customization screen C is terminated. This prevents the problem of the back button effect being executed when the effect button 26 is pressed, making it impossible to terminate the display of the effect customization screen C, and leaving the player dissatisfied.
[0209] If an effect customization transition operation is performed while a special symbol is varying, the effect customization screen C is displayed, and if an effect customization end operation is performed, the display of the effect customization screen C ends; however, if an effect customization end operation (pressing the effect button 26) is performed after a specific timing during the variation and when the time (remaining time) until the variation is stopped is short, the effect execution mode control means 305 may not end the display of the effect customization screen C (make it wait) until the variation is stopped, and may end the display of the effect customization screen C based on the stop display of the variation. In this case, the effect execution mode control means 305 may also display a message (for example, "The screen will change after the variation ends") on the liquid crystal display 32.
[0210] In the period when the time until the stop display of the variation is short, the speed of the variation display (scroll) of each variation symbol in the effect window image EW gradually decreases, and then the effect symbols stop in order, and the game result (combination of effect symbols) is announced. Therefore, by not ending the display of the effect customization screen C (effect window image EW) until the stop display of the variation, it is possible to prevent the visibility of the stopped display of the effect symbols from decreasing (making it difficult to grasp the game result) based on the end of the display of the effect customization screen C (effect window image EW) during that period.
[0211] The gaming machine of this embodiment is equipped with lamps (front frame lamps 12 and game board lamps) that can emit (light up) in a predetermined color (mode). The effect execution mode control means 305 can display the effect customization screen C and cause the lamps to emit light in a mode related to effect customization based on the effect customization transition operation being performed. Furthermore, when the effect customization transition operation is performed while the special symbols are varying, the effect execution mode control means 305 can prioritize the emission of light in a mode related to effect customization for at least some of the lamps over the emission of light related to the effect currently being executed. In addition, lamp effects that suggest that the probability of the change being a winning one is extremely high (for example, a predetermined flash effect) or that notify players that the change is a winning one (for example, a rainbow-colored light effect) are executed in priority over lamp effects related to effect customization, making it possible to create a sense of expectation and excitement in the player.
[0212] The performance control means 300 can cause the performance button 26 (the light-emitting portion thereof) to emit light in a predetermined manner. The performance control means 300 causes the performance button 26 to emit light in a first color (e.g., blue) to notify that pressing the performance button 26 as an operation to end performance customization is valid. Furthermore, the performance control means 300 can execute a PUSH performance as described above, and in the PUSH performance, an image (button image) imitating the performance button 26 is displayed and the performance button 26 is made to emit light in a second color (e.g., white or red) to notify that pressing the performance button 26 is valid. Note that the emission of light in the second color ends when the valid period for pressing the performance button 26 related to the PUSH performance has elapsed.
[0213] When the effect control means 300 executes a PUSH effect while the effect button 26 is illuminating in a first color, the effect control means 300 prioritizes the PUSH effect and causes the effect button 26 to illuminate in a manner related to the PUSH effect (second color). In other words, the notification that the press related to the PUSH effect is valid is executed first. This makes it possible to encourage the player to press the effect button 26, and to prevent a decrease in the effect of the PUSH effect. As described above, when the effect customization screen C is displayed, even if the effect button 26 is pressed, the back button effect is not executed (the display of the effect customization screen C ends). Therefore, when the effect customization screen C is displayed, the effect button 26 illuminates in the first color and does not illuminate in a manner related to the back button effect.
[0214] As shown in FIG. 14, the effect customization screen C is provided with a plurality of types of items that can be set (customization items). In this embodiment, the background of a selected icon (item) changes from blue to yellow, but this is not limiting. The selected icon may be configured to have a predetermined character (e.g., "Setting") attached to it indicating that the item is being selected (set). By looking at the character, the player can understand which item is currently being set among the plurality of items. Furthermore, when a predetermined item is changed from a default (initial) setting (e.g., OFF) to a different setting (e.g., ON), a predetermined character (e.g., "Changed") indicating that the setting has been changed may be attached to it. By looking at the character, the player can understand at a glance which item has had its setting changed among the plurality of items.
[0215] Conventionally, the effect customization screen during the variation of the special symbol displays one icon (item) in a part of the display area 32a, and the user operates the cross key 27 to switch the displayed icon (one icon) and perform settings. Therefore, it was difficult to grasp at a glance which of the multiple items has had its settings changed. The effect customization screen C according to this embodiment displays all items in a list, and when a predetermined character (for example, "changed") indicating that the setting has been changed is attached, it is possible to grasp at a glance which item has had its settings changed.
[0216] In this embodiment, the effect customization screen C is displayed while the special symbol is changing, and it is possible to change the settings for a specific item (for example, to turn it ON), but among the multiple items, there may be an item for which the setting change is reflected not in the current change but in the next change. For such items, whether or not the effect can be executed is determined by lottery (effect lottery), and the setting change (for example, a change in the table used in the lottery) is reflected in the effect lottery for the next change. Furthermore, for such items, an effect window image EW (effect wipe image) reflecting the setting change is displayed from the next change.
[0217] The gaming machine of this embodiment is A main control means (main control board 200) that controls the progress of the game; A sub-control means (sub-control board 202) that controls the execution of the performance; A display means (liquid crystal display 32) capable of executing effects related to image display; A performance operation means (performance button 26, cross key 27) that can be operated by a player; A performance execution mode control means (performance execution mode control means 305) for controlling settings related to the performance execution mode, the sub-control means is capable of executing a presentation relating to the progress of a game in accordance with a state in which the main control means is progressing a game to indicate a predetermined game result, the effect execution mode control means is capable of setting an effect execution mode when the effect operation means is operated during a period in which an effect related to the progress of the game is being executed on the display means, When setting the execution mode of the effect during the period, a first display and a second display are displayed on the display means, The first display is a display related to setting of the execution mode of the performance, and is a display including at least one item that can be set, The second display is a display including a reduced display of at least a part of the effects relating to the progress of the game, In the display means, the first display is displayed in a blank area of the area where the second display is displayed.
[0218] While the main control means is progressing a game to indicate a predetermined game result, it is possible to set the execution mode of the effect, and the first display is displayed in a marginal area of the area where the second display is displayed. The display area of the first display is relatively large, making the first display easy to see, thereby improving convenience when setting the execution mode of the effect while the game is in progress. Furthermore, when setting the execution mode of the effect while the game is in progress, the second display is displayed, and effects related to the progress of the game are displayed. Therefore, the player can visually confirm (understand) the progress of the game while setting the execution mode of the effect. According to this embodiment, when setting the execution mode of the effect while the game is in progress, the display related to the setting (the first display) does not obstruct the visibility of the display related to the progress of the game (the second display). In other words, a display method can be provided for setting the execution mode of the effect while the game is in progress, in which the visibility of the display related to the progress of the game is ensured.
[0219] In addition, the gaming machine of this embodiment has A gaming area (gaming area 4) in which the gaming medium moves; A lottery means for executing a lottery based on the entry of a game medium into a predetermined area provided in the game area (special symbol lottery means 230); A performance control means (performance control means 300) for controlling the execution of the performance, The special symbols will change based on the execution of the lottery. The effect control means is capable of executing, in the display means, a first pattern effect in which a main effect pattern is varied in response to the variation of the special pattern, and a second pattern effect in which a sub-effect pattern smaller than the main effect pattern is varied in response to the variation of the special pattern; The second display includes a reduced display of the first symbol effect, but does not include a reduced display of the second symbol effect.
[0220] (Second embodiment) Next, a second embodiment of the present invention will be described. The gaming machine of this embodiment has the same configuration as the gaming machine of the first embodiment. Therefore, the description of the same configuration as the first embodiment will be omitted or simplified.
[0221] In this embodiment, the effect execution mode control means 305 can display the effect customization screen X shown in Fig. 16 on the liquid crystal display 32 based on the effect customization transition operation being performed. The effect execution mode control means 305 can display the effect customization screen X and perform effect customization (settings related to the effect execution mode) even if the effect customization transition operation is performed during the period when an effect related to the progress of the game is being executed (while the special symbols are varying).
[0222] The effect customization screen X is roughly rectangular and divided into multiple rows, with each row displaying an item (customization item). The player can select an item by pressing the up or down button on the directional pad 27. An ON / OFF indicator is provided on the right side of each row, and the player can switch between ON and OFF by pressing the left or right button on the directional pad 27. On the effect customization screen X, the color of the selected row (item) changes to a predetermined color (e.g., blue). The ON / OFF indicator changes the surrounding (framed) color of the text indicating that an item is being selected (set) to a predetermined color (e.g., green). This allows the player to easily understand which item is being selected and whether the item is currently set to OFF or ON.
[0223] The effect control means 300 can display an image related to the effect customization screen X (hereinafter referred to as effect setting image X) in a state where at least a part of it overlaps with an image of an effect related to the progress of the game (hereinafter referred to as effect image P). The effect image P includes effect symbols (left effect symbol 350, center effect symbol 352, and right effect symbol 354). The effect symbols are symbols that can notify the result of the variation of the special symbol. Even when the effect setting image X is displayed, the effect control means 300 can continue to display the variation of the effect symbol without changing the size (display size) of the effect symbol. Furthermore, the effect control means 300 can continue to display the effect setting image X even if the variation of the effect symbol stops.
[0224] Here, if the layer on which the effect image P relating to the progress of the game is arranged is, for example, the third layer, the effect setting image X is arranged on a layer (first layer) having a higher display priority than the third layer so as to at least partially overlap with the effect image P. For this reason, the effect setting image X is visually recognized in front of (on the near side of) the effect image P.
[0225] The effect control means 300 (effect execution mode control means 305) controls the effect setting image X to be a transparent image (sets a predetermined transparency). The transparency is set to a degree that allows the image (background or effect image P) placed behind it to be visible. Even when the effect setting image X is displayed, the player can see the changing and stationary display of the effect patterns behind it because the effect setting image X is transparent. In this embodiment, the background of the effect setting image X is transparent black, and the text portion of the effect setting image X is transparent white. Note that the white portion is more transparent than the black portion, making it easier to see the image behind it.
[0226] Because the effect setting image X has transparency (is displayed transparently), a problem may arise in that the visibility of at least a part of the effect setting image X is reduced depending on the display mode (size, color, etc.) of the image (background or effect image P) displayed in the background (lower layer). The effect setting image X may become dark due to the image displayed in the background, or the color of the image displayed in the background may be similar to the color of the effect setting image X, making it difficult to see the effect setting image X. In addition, the changing display (high-speed change) of the effect pattern may be visible through the text portion (white portion) of the effect setting image X, which may cause the text portion of the effect setting image X to flicker, which may be annoying (putting strain on the eyes).
[0227] (Specific image) Therefore, in this embodiment, as shown in FIG. 17 , when a performance setting image X is placed on a layer (first layer) having a higher display priority than the third layer while a performance image P (performance symbol, etc.) related to the progress of a game is placed on a predetermined layer (third layer), the performance control means 300 (performance execution mode control means 305) places a specific image Y on a layer (second layer) between the first and third layers and having a lower display priority than the first layer. At this time, the performance control means 300 (performance execution mode control means 305) places the specific image Y so that it overlaps with the performance setting image X. The specific image Y (mask image) is placed (drawn) on the second layer with the same size as the performance setting image X or a size larger than the performance setting image X. In this embodiment, the specific image Y is white and does not have transparency. At least a portion of the specific image Y placed on the second layer overlaps with the performance image P placed on the third layer.
[0228] As shown in FIG. 18, by arranging (displaying) a specific image Y (white image) behind (behind) the performance setting image X, it becomes difficult (impossible) to see the performance image P through the transparent performance setting image X. By arranging (displaying) the specific image Y, the transparent performance setting image X is affected by the image behind it (performance image P, etc.), which prevents the visibility of the performance setting image X from decreasing. In other words, the arrangement of the specific image Y can improve the visibility of the performance setting image X. It can also be said that the arrangement of the specific image Y reduces the transparency of the performance setting image X. Furthermore, by arranging (displaying) the specific image Y, the text portion in the performance setting image X is visible in a non-transparent white color, improving the visibility of the white text (preventing the text portion from flickering).
[0229] In this embodiment, the specific image Y is white, but the specific image Y may be a color other than white. Also, although the specific image Y is not transparent, it may be transparent as long as it can suppress a decrease in visibility of the effect setting image X.
[0230] Furthermore, in this embodiment, the effect setting image X is an image related to effect customization, and a specific image Y is displayed together with the effect setting image X to suppress a decrease in visibility of the effect setting image X. However, the effect setting image X (a effect setting image related to setting the execution mode of the effect) may also be an image related to the volume setting display V or the light intensity setting display W shown in FIG. 15. As described above, the image related to the volume setting display V and the image related to the light intensity setting display W are transparent. Therefore, when these images are displayed, a specific image (for example, white and of the same or approximately the same size as the image) may be displayed behind them to suppress a decrease in visibility.
[0231] (Visibility of stop display of performance pattern) Next, we will explain how to ensure the visibility (distinguishing ability) of the effect symbols when the effect customization transition operation is performed and the effect setting image X (specific image Y) is displayed (Figure 18). In this embodiment, the left effect symbol 350, the center effect symbol 352, and the right effect symbol 354 are each composed of seven types of effect symbol strings representing the numbers "one" to "seven."
[0232] As shown in Figure 19(a), consider the case where the left performance pattern 350, the middle performance pattern 352, and the right performance pattern 354 stop at the same position (on the same line) in the vertical direction. The stopped left performance pattern 350 extends to the left and below the specific image Y (performance setting image X). The stopped right performance pattern 354 extends to the right and below the specific image Y (performance setting image X). The stopped middle performance pattern 352 extends only below the specific image Y (performance setting image X). It can be said that the area in which visibility is obstructed by the specific image Y (performance setting image X) is larger for the middle performance pattern 352 (final stopping pattern) than for the left performance pattern 350 and the right performance pattern 354. In other words, the visibility of the middle performance pattern 352 is most impaired (the middle performance pattern 352 is most difficult to identify). In this case, a problem may arise in that it becomes difficult for the player to grasp the stopped display of the effect symbols (the pattern combination of the stopped effect symbols).
[0233] In this embodiment, as shown in FIG. 19(b), the stop position of the center effect symbol 352 is controlled (offset downward) to be lower than the stop positions of the left effect symbol 350 and the right effect symbol 354 in the vertical direction. Therefore, even if the change in the effect symbol stops while the effect setting image X (specific image Y) is displayed, at least a portion of the stopped center effect symbol 352 protrudes from the specific image Y (effect setting image X), and the amount of protrusion is relatively large. The amount of protrusion from the specific image Y (effect setting image X) is sufficient to recognize (distinguish) a specific number. Comparing the amount of protrusion downward from the specific image Y (effect setting image X), the amount of protrusion of the center effect symbol 352 is the largest. This allows the player to identify the stopped display of the center effect symbol 352 (in other words, to recognize the number represented by the stopped center effect symbol 352 (without mistaking it for another number)). That is, even when the effect setting image X accompanied by the specific image Y is displayed, the player can grasp the stopped display of the effect symbols (the symbol combination of the stopped effect symbols).
[0234] In this embodiment, the case where the stopping position of the middle performance pattern 352 is lower than the stopping position of the left performance pattern 350 and the stopping position of the right performance pattern 354 has been shown, but this is not limited to this, and the stopping position of the middle performance pattern 352 may be configured to be higher than the stopping position of the left performance pattern 350 and the stopping position of the right performance pattern 354, so that the middle performance pattern 352 protrudes above the specific image Y (performance setting image X) and becomes recognizable. In short, the stopping position of the middle performance pattern 352 may be configured to be shifted (offset) in one direction in the vertical direction, so that the number represented by the stopped middle performance pattern 352 can be recognized.
[0235] Also, in this embodiment, the size (display size) of each effect symbol is the same, but the size (display size) of the middle effect symbol 352 (final stop symbol) may be controlled to be different from the size of the left effect symbol 350 and the size of the right effect symbol 354. For example, the middle effect symbol 352 may be displayed smaller than the left effect symbol 350 and the right effect symbol 354, or the middle effect symbol 352 may be displayed larger than the left effect symbol 350 and the right effect symbol 354. When the middle effect symbol 352 is made smaller, the amount of downward extension from the specific image Y (effect setting image X) is reduced, while the number represented by the middle effect symbol 352 can be recognized.
[0236] In this embodiment, when the effect symbols are stopped and displayed in a manner corresponding to a loss (a pattern combination corresponding to a loss) based on the result of the special symbol lottery, the color of at least one of the effect symbols is different from the color of the other effect symbols. In this embodiment, the effect symbols representing "one," "three," and "five" are red, the effect symbol representing "two" is blue-green, the effect symbol representing "four" is purple, the effect symbol representing "six" is yellow-green, and the effect symbol representing "seven" is gold. Even if the visibility of the effect symbols corresponding to a loss is impaired by displaying the effect setting image X accompanied by the specific image Y, the player can recognize that it is a loss by looking at (comparing) the colors of the effect symbols protruding from the effect setting image X and seeing that at least one color is different.
[0237] In addition, when the effect setting image X accompanied by the specific image Y is displayed, if the effect pattern stops and is displayed in a manner corresponding to a win, the color of the effect pattern in the part that protrudes from the effect setting image X will be the same color, but in this case, an effect that notifies the win is executed via another effect device, so the player can recognize that he or she has won.
[0238] In this embodiment, the specific image Y is always arranged (displayed) while the effect setting image X is displayed, ensuring the visibility of the effect setting image X, but this is not limiting, and for example, the specific image Y may be controlled to be arranged when a predetermined image as an effect image P related to the progress of a game is displayed behind the effect setting image X. For example, the specific image Y may be controlled to be arranged only when it is determined that displaying the predetermined image will reduce the visibility of the effect setting image X, ensuring the visibility of the effect setting image X.
[0239] Furthermore, it is not limited to the case where the specific image Y is always arranged together with the effect setting image X, but when a changing effect pattern stops while the effect setting image X is being displayed, priority is given to the visibility of the stopped display of the effect pattern, and the specific image Y may be controlled so as not to be displayed temporarily (not displayed) based on the stop. When the specific image Y is not displayed, as shown in Fig. 20, the stopped display of the effect pattern (the pattern combination of the stopped effect pattern) can be viewed through the transparent effect setting image X. Note that when the specific image Y is temporarily not displayed based on the stop of the effect pattern in this way, the effect pattern may be configured to stop at the same position (on the same line) in the vertical direction.
[0240] Furthermore, two presentation modes may be provided: a first presentation mode in which the presentation symbols scroll vertically, and a second presentation mode in which the presentation symbols scroll horizontally. The first presentation mode and the second presentation mode have different patterns of change (scrolling) of the presentation symbols. In the second presentation mode, the left presentation symbol 350 becomes the upper presentation symbol, the middle presentation symbol 352 becomes the middle presentation symbol, and the right presentation symbol 354 becomes the lower presentation symbol, and each presentation symbol scrolls horizontally. If a presentation setting image X accompanied by a specific image Y is displayed during execution of the second presentation mode, it becomes difficult to ensure the visibility (distinguishing ability) of the stopped middle presentation symbol by offsetting the stopping position of the middle presentation symbol to either the left or the right. Therefore, when a presentation setting image X accompanied by a specific image Y is displayed during execution of the second presentation mode, the specific image Y is controlled to be hidden at least at the timing when the change of the presentation symbols stops. This allows the stopped display of the effect symbols (the symbol combination of the stopped effect symbols) to be visible through the effect setting image X, which has transparency.
[0241] The gaming machine of this embodiment is equipped with a liquid crystal display 32, and as shown in Fig. 17, an effect setting image X is arranged on a first layer, a specific image Y is arranged on a second layer, and an effect image P is arranged on a third layer, and a composite image thereof is displayed. However, without being limited to this, for example, the gaming machine may be equipped with a second liquid crystal display and a first liquid crystal display (transparent liquid crystal) arranged in front of it, and the effect setting image X may be displayed in the display area of the front first liquid crystal display, and the specific image Y and effect image P may be displayed in the display area (back display area) of the rear second liquid crystal display, and when viewed from the front, these images may overlap and be visually recognized in the same way as in Fig. 18.
[0242] The gaming machine of this embodiment is A main control means (main control board 200) that controls the progress of the game; A sub-control means (sub-control board 202) that controls the execution of the performance; A display means (liquid crystal display 32) capable of executing effects related to image display; A performance operation means (performance button 26, cross key 27, volume adjustment button 28, light intensity adjustment button 29) that can be operated by a player; A performance execution mode control means (performance execution mode control means 305) for controlling settings related to the performance execution mode, the sub-control means is capable of executing a presentation relating to the progress of a game in accordance with a state in which the main control means is progressing a game to indicate a predetermined game result, the effect execution mode control means is capable of setting an effect execution mode when the effect operation means is operated during a period in which an effect related to the progress of the game is being executed on the display means, When setting the execution mode of the effect during the period, a performance setting image related to the setting is displayed on the display means, The effect setting image is controlled so that at least a part of the effect setting image overlaps with an effect image of an effect related to the progress of the game and is visually recognized in front of the effect image, The effect setting image is controlled to have transparency that allows the effect image to be visible, A specific image capable of suppressing a decrease in visibility of the performance setting image is controlled to be placed behind the performance setting image.
[0243] Settings related to the execution mode of the effects can be made even during the period when the effects related to the progress of the game are being executed. The effect setting image has transparency that allows the effect image of the effects related to the progress of the game to be visible. Although the effect image may reduce the visibility of the effect setting image, by placing the specific image behind the effect setting image, the reduction in visibility of the effect setting image is suppressed. Therefore, when setting the execution mode of the effects during the progress of the game, the display related to the setting (the effect setting image) can be displayed in a way that is easy for the player to see. This can suppress (reduce) discomfort to the player due to the display being difficult to see. Furthermore, the easy-to-see display allows the player to comfortably set the execution mode of the effects.
[0244] In addition, the gaming machine of this embodiment has A gaming area (gaming area 4) in which the gaming medium moves; and a lottery means (special symbol lottery means 300) for executing a lottery based on the entry of a game medium into a predetermined area provided in the game area. The special symbols will change based on the execution of the lottery. The effect relating to the progress of the game is an effect in which the effect pattern changes in accordance with the change in the special pattern.
[0245] As shown in the first embodiment, when the performance control means 300 receives an error command related to a predetermined error, it displays an error display corresponding to the error on the liquid crystal display 32. The error display may have a transparency that allows the image (background or performance image P) placed behind it to be visible. When the performance control means 300 displays the error display in response to a predetermined trigger, it places a specific error image behind the error display that can suppress a decrease in visibility of the error display (can improve visibility). The specific error image is a transparent white image, and is set to a higher transmittance than the above-mentioned specific image Y (for performance customization). By placing the specific error image, it is possible to suppress a decrease in visibility of the error display.
[0246] Furthermore, the specific error image is displayed in almost the entire display area 32a (full screen). This reduces the visibility of displays other than the error display, and can attract the attention of players to the error display. Even when a specific error image that covers the entire screen is displayed, the specific error image is transparent, so the image behind it (such as a performance symbol) can still be seen.
[0247] The present invention is not limited to the above-described embodiments and can be modified in various ways without departing from the spirit and scope of the invention. Furthermore, within the scope of the invention, the embodiments can be freely combined, or any component of each embodiment can be modified, or any component of each embodiment can be omitted. The present invention can also be applied to conventional pachinko gaming machines, i.e., pachinko gaming machines in which players can physically touch game balls and game balls are paid out to a tray when the game balls enter a predetermined winning slot. [Explanation of symbols]
[0248] 26. Production button (production operation means) 27 Cross key (actual operation means) 32 LCD display (display means) 200 Main control board 202 Sub-control board
Claims
1. A main control means for controlling the progress of a game; A sub-control means for controlling the execution of the performance; a display means capable of executing effects relating to the display of an image; a performance operation means operable by a player; and a performance execution mode control means for controlling performance customization that can set the performance mode of each performance, including setting the frequency of execution of a predetermined performance. the sub-control means is capable of executing a performance relating to the progress of a game in accordance with a situation in which the main control means is progressing a game to indicate a predetermined game result, and the performance is a variable performance including a variable display of a decorative pattern; The effect execution mode control means is capable of performing the effect customization when the effect operation means is operated during a period in which the variable effect is being executed on the display means, When the performance customization is performed during the period, a first display relating to the performance customization is displayed on the display means, and a second display relating to the variable performance is displayed on the display means, the first display is a display including at least one item for which a setting related to an execution mode can be made, The second display is a window-like display in which the variable performance is reduced and executed, In the display means, the first display is displayed in a marginal area of the area where the second display is displayed, and the display area for the first display is larger than the display area for the second display, A gaming machine in which, if a predetermined event related to the progress of a game and the launch of a gaming ball occurs while the first display and the second display are being displayed, a prompting display related to the predetermined event can be displayed in the display area related to the first display, the predetermined events include a first event and a second event different from the first event, and when the first event occurs, a first prompting display can be displayed, and when the second event occurs, a second prompting display can be displayed.
2. The sub-control means is capable of executing variable display of mini symbols, 2. The gaming machine according to claim 1, wherein when the performance customization is performed during the period, the variable display of the decorative pattern is reduced and displayed as the second display, but the variable display of the mini pattern continues to be displayed without being reduced.
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