Gaming machine

JP7898421B2Inactive Publication Date: 2026-07-31HEIWA CORP
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
HEIWA CORP
Filing Date
2023-08-31
Publication Date
2026-07-31
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Benefits of technology

【0009】 本発明によれば、遊技者に与える不快感を低減できる。

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine that reduces discomfort to a player.SOLUTION: When performance operation means is operated during a period in which a performance related to the progress of a game is being executed on display means, setting related to an execution mode of a performance can be performed. When setting related to the execution mode of the performance is performed during the period, a performance setting image related to the setting is displayed on the display means. The performance setting image is controlled so that at least a portion of the performance setting image overlaps with the performance image of the performance related to the progress of a game and is visible in front of the performance image. The performance setting image is controlled to have transparency that makes the performance image visible, and a specific image that can suppress a decrease in visibility of the performance setting image is controlled to be placed behind the performance setting image.SELECTED DRAWING: Figure 18
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Description

Technical Field

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

Background Art

[0002] As a gaming machine, a pachinko gaming machine equipped with a gaming area where gaming balls (gaming values) move, a launching device that launches gaming balls into the gaming area, etc. is known. The pachinko gaming machine has a starting port provided in the gaming area, and when the entry of a gaming ball into the starting port is detected, a special symbol lottery is performed. If the result of the special symbol lottery is a big win, the gaming state shifts to a special gaming state, and a plurality of special games are executed in the special gaming state. In each special game, a large winning port provided in the gaming area operates in an open state, and gaming balls are paid out based on the entry of gaming balls into the large winning port.

[0003] In addition, some gaming machines of this type have an effect customization function that allows players to set the appearance frequency of various effects (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] By the way, in gaming machines, it is required to reduce the discomfort given to players.

[0006] The present invention has been made in view of the above circumstances, and an object thereof is to provide a gaming machine in which the discomfort given to players is reduced.

Means for Solving the Problems

[0007] In order to achieve the above object, the gaming machine of the present invention A main control means (main control board 200) for controlling the progress of the game, Sub-control means (sub-control board 202) for controlling the execution of the performance, A display means (liquid crystal display 32) capable of performing effects related to the display of images, The player can operate the effects control means (effect button 26, directional pad 27, volume adjustment button 28, brightness adjustment button 29), It includes 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 can execute effects related to the progress of the game in accordance with the situation in which the main control means is progressing the game to show a predetermined game result. The aforementioned performance execution mode control means can set the performance execution mode when the performance operation means is operated during the period in which the performance related to the progress of the game is being executed on the display means. When settings related to the execution method of the performance are made during the aforementioned period, the performance setting image related to said settings is displayed on the display means. The aforementioned performance setting image is controlled so that at least a portion of it overlaps with the performance image related to the progress of the game, and is visible in front of the aforementioned performance image. The aforementioned performance setting image is controlled to have transparency that allows the performance image to be visible. The system is controlled to place a specific image behind the aforementioned performance setting image that can suppress a decrease in the visibility of the performance setting image.

[0008] Even during the period in which the effects related to the progress of the game are being executed, settings related to the execution mode of the effects can be made. The effects setting image has transparency that allows the effects images related to the progress of the game to be visible. However, the visibility of the effects setting image may be reduced by the effects images. However, by placing the specific image behind the effects setting image, the reduction in visibility of the effects 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 effects setting image) can be made easy for the player to see. This suppresses (reduces) the discomfort caused to the player due to the display being difficult to see. In addition, because the display is easy to see, the player can comfortably make settings related to the execution mode of the effects. [Effects of the Invention]

[0009] According to the present invention, the discomfort experienced by players can be reduced. [Brief explanation of the drawing]

[0010] [Figure 1] This is a perspective view showing an example of a gaming machine according to the first embodiment of the present invention, illustrating its external configuration. [Figure 2] This is a front view showing the external configuration of the gaming machine. [Figure 3] This is a front view showing the external configuration of the game board. [Figure 4] This is a front view showing the external configuration of the status display unit. [Figure 5] This is a block diagram showing the general configuration of a gaming machine. [Figure 6] The same diagram shows the jackpot lottery table. [Figure 7] This is a diagram showing the pattern selection table. [Figure 8] This is a state transition diagram of the game state. [Figure 9] This is a diagram illustrating the layer structure. [Figure 10]It is a diagram showing an effect executed in a normal state. (a) shows the first effect, and (b) shows the second effect. [Figure 11] It is a diagram for explaining the variable display, stop display, and hold effect of the effect symbol. [Figure 12] It is a diagram for explaining the hold count display and the mini symbol. [Figure 13] It is a diagram for explaining the first winning effect, the second winning effect, and the time shortening effect. [Figure 14] It is a diagram for explaining the effect customization screen displayed when an effect customization transition operation is performed during the variation of the special symbol. [Figure 15] It is a diagram for explaining the display shown when a light amount adjustment operation and a volume adjustment operation are performed during the variation of the special symbol. [Figure 16] It is a diagram for explaining the effect customization screen in the gaming machine according to the second embodiment of the present invention when a specific image is not displayed. [Figure 17] It is a diagram for explaining the arrangement of an image on a layer. [Figure 18] It is a diagram for explaining the effect customization screen when a specific image is displayed. [Figure 19] It is a diagram for explaining the visibility of the stopped effect symbol. (a) shows the case where the middle effect symbol is not offset, and (b) shows the case where the middle effect symbol is offset. [Figure 20] ] It is a diagram for explaining the case where a specific image becomes non-displayed based on the stop of the variation of the effect symbol. ]

Mode for Carrying Out the Invention

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

[0012] Unlike conventional pachinko machines, the gaming machine 1 of this embodiment allows players to play without touching the game balls. The gaming machine 1 is a sealed circulation type in which a certain number of game balls (game mediums) circulate within the machine. Furthermore, the gaming machine 1 uses game value as electronic information, and the game value is consumed or dispensed through gameplay. In the gaming machine 1, the dispensing of game value means electronically dispensing (granting) the game value. It should be noted that the invention according to this embodiment is not limited to the gaming machine 1 but can also be applied to conventional pachinko machines, that is, pachinko machines in which players can physically touch the game balls and the game balls are dispensed into a tray based on their entry into predetermined prize slots.

[0013] Figure 1 is a perspective view showing the external configuration of a gaming machine according to this embodiment. The gaming machine of this embodiment comprises an outer frame 2 that forms the outer surface of the gaming machine, a game board 6 provided inside the gaming machine that forms a game area 4 on which game balls move, an inner frame 7 that holds the game board 6, a glass unit 8 that makes the game board 6 visible to the player but inaccessible to the player, and a front frame 10 to which the glass unit 8 is attached. The inner frame 7 is attached to the outer frame 2 via a hinge mechanism so as to be openable and closable. The front frame 10 is also attached to the inner frame 7 via a hinge mechanism so as to be openable and closable. The inner frame 7 (and the front frame 10) can be opened and closed between a closed position (closed state) that blocks 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 light-transmitting translucent material, and multiple front frame lamps 12 that emit special effects lights to enhance the game are provided inside the translucent portion. In addition, speakers 14 (sound output means) that emit special effects 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. When a player rotates the grip unit 20 clockwise toward the game machine, a launching device (not shown) located inside the game machine is activated, and game balls are launched into the game area 4. The launching device in this embodiment can launch 99 game balls per minute (1.65 per second).

[0016] The front frame 10 is equipped with a performance button 26 (performance control means), and when the player operates the performance button 26, the performance displayed on the gaming machine changes.

[0017] As shown in Figure 2, a dedicated unit 400 (game value lending device, predetermined device) is provided on the side (left side) of the gaming machine 1 as a device for lending game value, and is connected to the gaming machine 1. The front of the dedicated unit 400 is provided with a banknote slot 406 into which banknotes can be inserted, a card insertion / discharge slot 402 into which cards (game value management media) can be inserted / discharged, a lending button (lending operation means) 403, a replay button (lending operation means) 404, and a card return button 405, etc. The card is used to manage the number of game value owned by the player. In other words, the number of game value owned by the player can be ascertained by the card. The card may also be capable of storing a prepaid balance. Furthermore, the management of the number of game values ​​using cards may be carried out by storing the number of game values ​​on the card itself, or by storing the number of game values ​​in a designated management device installed in the gaming hall, etc., and linking the number of game values ​​stored in the management device, etc. with the identification information stored on the card (such as the player's ID or the unique identification number for each card).

[0018] In the dedicated unit 400, an operation (press operation) on the lending button 403 is accepted as a lending operation (game value transfer operation) that transfers game value to the game machine 1. When the lending button 403 is pressed, the stored value, etc., that is stored as a prepaid balance in the banknotes or cards inserted into the banknote slot 406 is consumed, and a predetermined number (for example, 125 units) of game value is credited to the game machine 1. In addition, in the dedicated unit 400, an operation (press operation) on the replay button 404 is accepted as a lending operation (game value transfer operation) that transfers game value to the game machine 1. When the replay button 404 is pressed, the game value owned by the player, which is managed by the card (game value linked to the card), is consumed, and a predetermined number (for example, 125 units) of game value is credited to the game machine 1. In other words, in this embodiment, an operation on the loan button 403 or the replay button 404, which are loan operation means, is received as a loan operation (game value transfer operation), and based on the loan operation, a predetermined number of game values ​​are transferred (loaned) from the dedicated unit 400 to the game machine 1.

[0019] As shown in Figure 1, a game value display device (game ball count display device) 211 and a counting button (counting operation means) 212 are provided on the left side (dedicated unit 400 side) of the front frame 10. Based on the lending operation on the dedicated unit 400, the game machine 1 stores a value corresponding to a predetermined number of game values ​​in the game value storage area of ​​the frame control board 201, which will be described later. Hereinafter, the value shown in the game value storage area (stored value) will be called the "number of balls held" (number of balls held). The number of balls held can be said to be the number of game values ​​that can be used for playing. The number of balls held is displayed on the game value display device 211. The game value display device 211 has a 6-digit 7-segment display, and the number of balls held is displayed on the 7-segment display.

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

[0021] The counting button 212 is operated when sending (returning, transferring) all or part of the number of balls held (game value stored in the game value memory area) to the dedicated unit 400. The counting button 212 is equipped with a press part (operation part), and the press part is formed to be pressable. When a player finishes playing, they operate (press) 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 game machine 1 to the dedicated unit 400. After the game values ​​have been transferred to the dedicated unit 400, when the card return button 405 of the dedicated unit 400 is operated (pressed), a card that allows the player to know the number of game values ​​they possess is ejected from the dedicated unit 400 (card insertion / discharge port 402).

[0022] Figure 3 is a front view showing the external configuration of the game board 6. The game board 6 is provided with a circular outer rail 28, and the area enclosed by the outer rail 28 is the game area 4 on which the game balls move. In addition, an inner rail 30 is provided in an arc shape along the outer rail 28 at the left end of the game area 4, and the outer rail 28 and inner rail 30 guide the game balls launched from a launching device (not shown) located below the game board 6 into the game area 4.

[0023] In the center of the game board 6, there is a performance unit 36 ​​which includes a liquid crystal display 32 (performance display device, display means) that displays performance images and the like to enhance the game, and a display frame 34 formed to surround the liquid crystal display 32. Above the center of the liquid crystal display 32, there is a lighting device 38 (lighting means) which constitutes the performance unit 36 ​​and outputs performance lights and the like to enhance the game.

[0024] In this embodiment, the game balls are prevented from passing in front of the liquid crystal display 32, and the game balls launched from the launcher fall into either the game area 4a on the left side of the liquid crystal display 32 or the game area 4b on the right side. In addition, numerous game pins (not shown) are driven into the game area 4 so as to intersect with the surface of the game board 6, causing the direction of movement of the game balls as they move through the game area 4 to change randomly.

[0025] Furthermore, an opening 40 is formed on the left side of the display frame 34, through which game balls falling from the game area 4a to the left of the liquid crystal display 32 can pass. 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 located below the liquid crystal display 32. The upper surface of this stage 44 is a smooth curved surface, and a gap is formed between the stage 44 and the glass unit 8, allowing game balls to fall downwards from the stage 44. Game balls that fall onto the stage 44 from the passage 42 move back and forth on the stage 44 before falling downwards from near the center of the stage 44.

[0026] Below the center of the stage 44, there is a first start opening 46 (first area) into which game balls (including game balls that have fallen downward from near the center of the stage 44) can enter. Inside the first start opening 46, there is a first start opening switch 100 (see Figure 5) that detects game balls that have entered the first start opening 46. When the first start opening switch 100 detects a game ball (a game ball entering 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. The main control board 200 also executes a payout of prize balls (for example, 1 ball) based on the detection signal input from the first start opening switch 100. Game balls that have entered the first start opening 46 are collected inside the game machine.

[0027] To the left of the first start opening 46 in the game area 4, there are multiple (3) general prize openings 47 (upper left general prize opening 47a, left-center general prize opening 47b, and lower left general prize opening 47c). The game board 6 is also equipped with a general prize opening switch 101 (see Figure 5) that detects game balls that enter the upper left general prize opening 47a, left-center general prize opening 47b, or lower left general prize opening 47c. When the general prize opening switch 101 detects a game ball (entry of a game ball into the upper left general prize opening 47a, left-center general prize opening 47b, or lower left general prize opening 47c), it outputs a detection signal to the main control board 200. The main control board 200 then dispenses prize balls (for example, 3 balls) based on the detection signal input from the general prize opening switch 101. Furthermore, one general prize slot switch 101 may be provided for each of the upper left general prize slot 47a, the left middle general prize slot 47b, and the lower left general prize slot 47c, or one may be provided for multiple (for example, three) general prize slots 47. In addition, general prize slots 47 and general prize slot switches corresponding to these general prize slots may also be provided.

[0028] A passage gate 48 is provided in the game area 4b to the right of the liquid crystal display 32, through which game balls pass without being collected inside the game machine. A gate switch 102 (see Figure 5) is also installed inside the passage gate 48 to detect when a game ball has passed through. When the gate switch 102 detects a game ball (passing through the passage gate 48), it outputs a detection signal to the main control board 200. The main control board 200 then performs a regular symbol lottery to determine whether a regular win has occurred, based on the input of the detection signal from the gate switch 102.

[0029] In the game area 4b to the right of the liquid crystal display 32, a second start port 49 (second area) is provided below the passage gate 48. A second start port switch 103 (see Figure 5) is also installed inside the second start port 49 to detect game balls that have entered the second start port 49. When the second start port switch 103 detects a game ball (a game ball entering the second start port 49), it outputs a detection signal to the main control board 200. The main control board 200 then executes a second special symbol lottery (second lottery) as a special symbol lottery based on the input of the detection signal from the second start port switch 103. The main control board 200 also executes the payout of prize balls (for example, 1 ball) based on the input of the detection signal from the second start port switch 103. Game balls that have entered the second start port 49 are collected inside the game machine.

[0030] The second starting opening 49 is provided with a standard mechanism 54 (first movable part) that can operate between a reduced state (closed state) (a state in which it is difficult for game balls to enter the second starting opening 49) and an enlarged state (open state) (a state in which it is easy for game balls to enter the second starting opening 49). The standard mechanism 54 has a built-in drive device such as a solenoid and is controlled to enter the enlarged state under predetermined conditions when a regular win is achieved in the regular symbol lottery.

[0031] Furthermore, a large prize slot 50 (third area, predetermined area) is provided in the game area 4b to the right of the liquid crystal display 32. A count switch 104 (see Figure 5) for detecting game balls that have entered the large prize slot 50 is also installed inside the large prize slot 50. When the count switch 104 detects a game ball (a game ball entering the large prize slot 50), it outputs a detection signal to the main control board 200. The main control board 200 then dispenses prize balls (for example, 15 balls) based on the detection signal input from the count switch 104. The main control board 200 also counts the number of game balls that have entered the large prize slot 50 based on the detection signal input from the count switch 104. The game balls that have entered the large prize slot 50 are then collected inside the game machine.

[0032] The large prize opening 50 is equipped with a special mechanism 56 (second movable part, specific movable part) that can operate between a closed state (impossible entry state) in which game balls cannot enter the large prize opening 50 and an open state (impossible entry state) in which game balls can enter. The special mechanism 56 has a built-in drive device such as a solenoid and is controlled to be in the open state under predetermined conditions in the special game state which is started when a big win is achieved in the special symbol lottery (first special symbol lottery or second special symbol lottery). The special mechanism 56 is also controlled to be in the open state under predetermined conditions in the minor win game state which is started when a minor win is achieved in the special symbol lottery (second special symbol 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 game balls that enter the large prize opening 50 to either the specific area or the discharge area. A specific area switch 107 (see Figure 5) is provided in the specific area. The specific area switch 107 outputs a detection signal to the main control board 200 based on the detection of game balls passing through the specific area (passage of the specific area by game balls). The distribution means can be switched between a specific area passage state, in which game balls that enter the large prize opening 50 are distributed to the specific area, and a non-specific area passage state, in which game balls that enter the large prize opening 50 are distributed to the discharge area. That is, when the distribution means is switched to the specific area passage state, game balls that enter the large prize opening 50 are distributed to the specific area. As a result, it becomes impossible for game balls that enter the large prize opening 50 to pass through the discharge area. On the other hand, when the sorting means is displaced to a non-specific area passage state, game balls that enter the large prize opening 50 are sorted to the discharge area. This makes it impossible for game balls that enter the large prize opening 50 to pass through the specific area. The sorting means is displaced by the specific area solenoid. Game balls that enter the large prize opening 50 are first detected by the count switch 104, and then sorted by the sorting means to either the specific area or the discharge area, and after passing through that area, are discharged to the discharge path. At this time, game balls sorted to the specific area are detected by the specific area switch 107.

[0034] At the bottom of the game area 4, there is an outlet 62 for collecting game balls that fall out of the game area 4 without entering any of the prize winning holes 46, 47, 49, or 50 into the game machine. Inside the game machine, there is an outlet passage (not shown) through which the game balls collected (discharged) from the game area 4 pass. In this game machine, all game balls launched into the game area 4 (all game balls collected from the game area 4) pass through the outlet passage. That is, game balls launched into the game area 4 are collected from the game area 4 and flow into the outlet passage by entering any of the prize winning holes 46, 47, 49, or 50 or by passing through the outlet 62. Specifically, game balls that enter each prize winning hole 46, 47, 49, or 50 are detected by switches 100, 101, 103, or 104 located inside the prize winning hole, and then guided into the outlet passage. Furthermore, the game balls collected from the outlet 62 are guided to the discharge path. An out switch 106 (see Figure 5) is also installed in the discharge path. When the out switch 106 detects game balls passing through the discharge path (discharge of game balls from the game area 4), it outputs a detection signal to the main control board 200. The main control board 200 then counts the number of game balls discharged from the game area 4 based on the detection signal input from the out switch 106.

[0035] The game ball launching device is configured such that the launch output of the game balls changes 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 balls are launched so that they fall into the game area 4a (first game area 4a, left-handed area) on the left side of the liquid crystal display 32, and when the amount of rotation of the grip unit 20 is large, the game balls are launched so that they fall into the game area 4b (second game area 4b, right-handed area) on the right side of the liquid crystal display 32.

[0036] The player adjusts the amount of rotation of the grip unit 20 according to the game situation to launch the game ball so that it falls through the left game area 4a, or passes through the opening 40, passage 42, and stage 44 and enters the first starting opening 46 (left-handed shot), or launches the game ball so that it falls through the right game area 4b, passes through the passage gate 48, or enters the second starting opening 49, or enters the large prize opening 50 (right-handed shot). In this embodiment, left-handed shot may be called the first game method, and right-handed shot may be called the second game method.

[0037] In the gaming machine of this embodiment, when a game ball falls through the left-side game area 4a, the game ball does not pass through the passage gate 48, and therefore does not enter (win) the second starting opening 49 or the large prize opening 50. Also, when a game ball falls through the right-side game area 4b, the game ball does not enter the first starting opening 46 or the general prize opening 47.

[0038] As shown in Figure 3, a status indicator unit 70 is provided in the lower right part of the game board 6, outside the game area 4, which indicates the various states of the game machine by turning on and off lamps or the like.

[0039] Figure 4 is a front view showing the external configuration of the status display unit 70. The status display unit 70 is equipped 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 regular symbol display unit 72 is composed of two lamps. When a regular symbol lottery is held, the two lamps flash to display a changing regular symbol, and the two lamps light up or turn off to display a stopped regular symbol, thereby displaying the result of the regular symbol lottery.

[0041] The normal hold display unit 74 consists of two lamps and displays the normal hold number corresponding to the number of normal hold numbers that are held, when a normal symbol is already being displayed in a variable or stopped state when a game ball passes through the passage gate 48, or when a normal symbol lottery cannot be performed even if a random value for normal symbol lottery is acquired. The normal hold number is displayed by a combination of lighting, extinguishing, or flashing the two lamps.

[0042] The first special symbol display unit 76 is composed of a 7-segment display. When a game ball enters the first start opening 46 and a lottery for the first special symbol is held, the 7-segment display flashes to display the first special symbol in a variable manner, and the 7-segment display lights up in one of several different modes to display the first special symbol in a stationary state, thereby displaying the result of the lottery for the first special symbol.

[0043] The first special reserve display unit 78 consists of two lamps and displays the number of first special reserves corresponding to the number of first special random values ​​that are being held in reserve when, for example, the first special symbol or the second special symbol is already being displayed in a variable or stopped state when a game ball enters the first start opening 46, and even if a random value for special symbol lottery (lottery information) is acquired, a special symbol lottery cannot be performed. The first special reserve display unit 78 displays 0 to 4 first special reserves by combining the lighting, extinguishing, or flashing of the two lamps.

[0044] The second special symbol display unit 81 is composed of a 7-segment display. When a game ball enters the second start opening 49 and a second special symbol lottery is held, the 7-segment display flashes to display the second special symbol in a variable manner, and the 7-segment display lights up in one of several different modes to display the second special symbol in a stationary state, thereby displaying the result of the second special symbol lottery.

[0045] The second special reserve display unit 82 consists of two lamps and displays the number of second special reserves corresponding to the number of second special reserves that are being held in reserve when, for example, the first special symbol or the second special symbol is already being displayed in a variable or stopped state when a game ball enters the second start opening 49, and even if a random value for special symbol lottery is acquired, a special symbol lottery cannot be performed. The second special reserve display unit 82 displays 0 to 4 second special reserves by combining the lighting, extinguishing, or flashing of the two lamps.

[0046] The game state display unit 84 is composed of six lamps, and the type of game state currently set is displayed by the combination of lighting, extinguishing, or flashing the six lamps. As will be described in detail later, in this embodiment, as shown in Figure 8, multiple game states can be set, including the normal state, the slightly shortened time state, the shortened time state, and the special game state. The shortened time state is a game state in which the variation time of the first special symbol or the second special symbol is shortened compared to the normal state and the slightly shortened time state, and the trigger for executing the special symbol lottery occurs more frequently.

[0047] Figure 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 that includes 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, sub-control board 202, and frame control board 201 are realized by hardware such as various processors (CPU, DSP, etc.), ASICs (gate arrays, etc.), ROM (an example of an information storage medium), or RAM, and 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 gate switch 100, the second start gate switch 103, the general prize gate 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 regular prize 54 and the special prize 56 based on the calculation results.

[0049] The sub-control board 202 receives signals from the main control board 200 and input signals from the performance button switch 150, performs various calculations to execute performances in accordance with the progress of the game, and controls the operation of performance devices such as the front frame lamp 12, speaker 14, liquid crystal display 32, and lighting device 38 based on the calculation results.

[0050] The frame control board 201 receives signals from the main control board 200 and input signals from the counting buttons 212, and performs control related to the number of balls held (game balls), as well as control of the game value 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 composed of a random number generation means 210, a normal symbol lottery means 220, a normal display control means 222, a normal bonus item 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, among others.

[0052] The random number generation means 210 is a means for generating random numbers for the lottery, and is implemented 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 cycle within a predetermined count range). In this embodiment, "random numbers" include not only values ​​that are generated randomly in a mathematical sense, but also values ​​that, even if their generation is regular, can function as effectively random numbers because the timing of their acquisition is irregular.

[0053] The normal symbol lottery means 220, based on the input of a detection signal from the gate switch 102 which detects each game ball passing through the passage gate 48, obtains a random value for normal symbol lottery from the random number generation means 210 and stores it in the normal random number storage means 2912 of the main memory 290. The normal symbol lottery is then performed to determine whether a normal win occurs based on the random value for normal symbol lottery read from the normal random number storage means 2912.

[0054] In detail, the ordinary random number storage means 2912 is provided with four ordinary hold storage areas, ordinary hold storage area 1 to ordinary hold storage area 4, as storage areas for storing the acquired ordinary symbol lottery random values, and one ordinary hold storage area is provided as a storage area for storing the ordinary symbol lottery random values ​​read from ordinary hold storage area 1 and used for the ordinary symbol lottery until the display of the changing and stopping of the ordinary symbols is finished. Then, when the normal symbol lottery means 220 obtains a random value for normal symbol lottery from the random number generation means 210, if the random value for normal symbol lottery is not stored in any of the normal hold memory areas 1 to 4, it first stores the obtained random value for normal symbol lottery in normal hold memory area 1. Then, when the random value for normal symbol lottery is stored in normal hold memory area 1, if the normal symbol is not in a fluctuating display or stopped display, that is, if the random value for normal symbol lottery is not stored in the normal hold memory area and control to open the normal mechanism 54 is not being executed, it immediately reads the random value for normal symbol lottery from normal hold memory area 1 and performs a normal symbol lottery, and stores the random value for normal symbol lottery obtained from the normal symbol lottery in the normal hold memory area. On the other hand, if the regular symbols are in a variable display state or stopped display state, that is, if a random value for the regular symbol lottery is stored in the regular symbol hold memory area, or if control is being executed to open the regular mechanism 54, the random value for the regular symbol lottery is held in the regular symbol hold memory area 1.

[0055] Then, if a random value for normal symbol lottery is already held in the normal hold memory area 1, and a detection signal is input from the gate switch 102 to acquire a random value for normal symbol lottery, the normal symbol lottery means 220, on the condition that the number of random values ​​for normal symbol lottery held in normal hold memory areas 1 to 4 is less than 4, that is, on the condition that the number of normal hold values ​​is less than 4, stores the random value for normal symbol lottery in the normal hold memory area with the smallest ordinal number among normal hold memory areas 1 to 4 that does not currently hold a random value for normal symbol lottery.

[0056] Then, when the display of the variation and stop of the normal symbols is finished, the normal symbol lottery means 220 erases the random values ​​for normal symbol lottery stored in the normal reserve memory area. If there are random values ​​for normal symbol lottery stored in normal reserve memory area 1, and provided that control to open the normal mechanism 54 is not currently being executed, it reads the random values ​​for normal symbol lottery from normal reserve memory area 1 to perform a normal symbol lottery, and stores the random values ​​for normal symbol lottery that were used in the normal symbol lottery in the normal reserve memory area. If there are any remaining random values ​​for normal symbol lottery in normal reserve memory area 2 or later, the remaining random values ​​for normal symbol lottery are moved from the original normal reserve memory area to a normal reserve memory area with an ordinal number one smaller. For example, if there are any remaining random values ​​for normal symbol lottery in normal reserve memory area 2 to normal reserve memory area 3, they are moved to normal reserve memory area 1 to normal reserve memory area 2.

[0057] Thus, in the ordinary random number storage means 2912, random numbers for ordinary symbol lottery in which an ordinary symbol lottery has been conducted are stored in the ordinary reserve storage area up to a maximum of 1, and random numbers for ordinary symbol lottery in which an ordinary symbol lottery has not been conducted are stored in ordinary reserve storage areas 1 to 4 up to a maximum of 4.

[0058] The regular symbol lottery means 220 performs a regular win determination process as part of the regular symbol lottery.

[0059] The normal win determination process is the process of determining whether a "normal win" has occurred. In the normal win determination process, the normal symbol lottery means 220 selects, according to the game state, which of the multiple normal symbol lottery tables stored in the lottery table storage means 2910 of the main memory 290 to refer to for random number determination processing. Here, each normal symbol lottery table has either a "normal win" or a "miss" associated with each of the 100 normal symbol lottery random values ​​from 0 to 99. The normal symbol lottery means 220 then refers to the selected normal symbol lottery table and determines whether a normal win has been achieved by determining whether one of the normal symbol lottery random values ​​read from the normal random number storage means 2912 is associated with a normal win.

[0060] The regular symbol lottery table selected when the game state is a time-saving state (excluding a slight time-saving state, the same applies hereinafter) has a higher probability of winning a "regular win" compared to the regular symbol lottery table selected when the game state is not a time-saving state. In other words, the regular symbol lottery conducted when the game state is a time-saving state has a higher probability of winning a "regular win" compared to the regular symbol lottery conducted when the game state is not a time-saving state.

[0061] The normal display control means 222 is a means for controlling the display of the status display unit 70 based on the lottery 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 display control means 222 causes the normal symbols to change and display by flashing the two lamps of the normal symbol display unit 72 until a predetermined variation time has elapsed. In the normal win determination process, depending on whether or not a "normal win" has been won, the normal symbol display unit 72 displays the result of the normal symbol lottery by turning on or off the two lamps of the normal symbol display unit 72 to stop the normal symbols, thereby displaying the result of the normal symbol lottery on the normal symbol display unit 72.

[0063] In this embodiment, the time it takes for the regular symbols to change is determined according to the game state at the time the regular symbols are drawn. Specifically, if the game state is a time-saving state, the time it takes for the regular symbols to change is set to be shorter than if the game state is not a time-saving state. For example, if the game state is not a time-saving state at the time the regular symbols are drawn, the time it takes for the regular symbols to change is set to the first hour (e.g., 20 seconds), and if the game state is a time-saving state at the time the regular symbols are drawn, the time it takes for the regular symbols to change is set to the second hour (e.g., 1 second), which is shorter than the first hour. Therefore, the opportunity to draw regular symbols occurs more frequently when the game state is a time-saving state.

[0064] In the normal hold display control process, the normal display control means 222 displays 0 to 4 normal hold numbers by a combination of lighting, extinguishing, or flashing the two lamps of the normal hold display unit 74, according to the number of random values ​​for normal symbol lottery stored in the normal random number storage means 2912.

[0065] The ordinary prize control means 224 is a means for controlling the ordinary prize 54 based on the result of the ordinary symbol lottery. When the game state is not the time-saving state, the ordinary prize control means 224 controls the ordinary prize 54 to expand until a time A (for example, 0.1 seconds) has elapsed, and then return to the reduced state, triggered by the ordinary symbol stopping and displaying in a manner indicating a "regular win". Furthermore, when the game state is the time-saving state, the ordinary prize control means 224 controls the ordinary prize 54 to expand until a time B (for example, 6 seconds) that is longer than time A has elapsed, and then return to the reduced state, triggered by the ordinary symbol stopping and displaying in a manner indicating a "regular win".

[0066] Therefore, in the case of a regular symbol draw, if the game state is not a time-saving state, the regular mechanism 54 operates in such a way that the ease with which the game ball enters the second start opening 49 does not increase significantly. However, if the game state is a time-saving state, the regular mechanism 54 operates in such a way that the ease with which the game ball enters the second start opening 49 increases. In this embodiment, the regular mechanism 54 is controlled to operate in a time-saving state so that it is easier for the game ball to enter the second start opening 49 than in the normal state and the slightly time-saving state. Thus, the time-saving state is a game state that is more advantageous to the player than the normal state and the slightly time-saving state.

[0067] In this embodiment, the control of the operation of the regular feature 54 differs between the normal state and the slightly shortened state. In the slightly shortened state, the opening time (the time it is in the expanded state) of the regular feature 54 is set to be slightly longer than in the normal state. In the slightly shortened state, it is sufficient that one or more of the following differ from the normal state: the probability of winning the regular symbol lottery, the variation time of the regular symbols, or the opening time of the regular feature 54. For example, the probability of winning the regular symbol lottery and the opening time of the regular feature 54 may be the same in the slightly shortened state and the normal state, but the variation time of the regular symbols may differ. In that case, the variation time of the regular symbols may be slightly shorter in the slightly shortened state than in the normal state.

[0068] The special symbol lottery means 230 (lottery means) obtains a random number value for special symbol lottery from the random number generation means 210 based on a detection signal input from the first start-up switch 100, which detects each game ball entering the first start-up 46, and stores it as the first special random number value in the special random number storage means 2914 of the main memory 290. The special symbol lottery means 230 also obtains a random number value for special symbol lottery from the random number generation means 210 based on a detection signal input from the second start-up switch 103, which detects each game ball entering the second start-up 49, and stores it as the second special random number value in the special random number storage means 2914. The special symbol lottery means 230 uses the first or second special random number value read from the special random number storage means 2914 to perform a special symbol lottery to determine whether or not a jackpot has been won.

[0069] The special random number storage means 2914 is provided with four first special reserve storage areas, from the first special reserve storage area 1 to the first special reserve storage area 4, as storage areas for storing the acquired first special random number value. One first special reserve storage area is provided as a storage area for storing the first special random number value read from the first special reserve storage area 1 and used for the special symbol lottery, until the variation display and stop display of the first special symbol are completed.

[0070] When the special symbol lottery means 230 receives a detection signal from the first start switch 100 and acquires a random value for special symbol lottery, if the first special random value is not stored in any of the first special reserve memory areas 1 to 4, it first stores the acquired random value for special symbol lottery in the first special reserve memory area 1 as the first special random value. Then, when the first special random value is stored in the first special reserve memory area 1, if the first special symbol is not being displayed in a fluctuating or stopped state, that is, if the first special random value is not stored in the first special reserve memory area, the game state is not a special game state, and a minor win game is not being executed, it immediately reads the first special random value from the first special reserve memory area 1 to perform a special symbol lottery, and stores the first special random value obtained from the special symbol lottery in the first special reserve memory area. On the other hand, if the first special symbol is in a fluctuating or stopped state, that is, if the first special random value is stored in the first special reserve memory area, or if the game state is a special game state, or if a minor win game is being played, the first special random value is reserved in the first special reserve memory area 1.

[0071] Then, if a detection signal is input from the first start switch 100 while a first special random value is being held in the first special hold memory area 1, and a random value for special symbol lottery is obtained, the special symbol lottery means 230 stores the first special random value in the first special hold memory area with the smallest ordinal number among the first special hold memory areas 1 to 4, which is a hold memory area where no first special random value is being held and which has the smallest ordinal number, provided that the number of first special random values ​​being held in the first special hold memory areas 1 to 4 is less than 4, that is, provided that the number of first special holds is less than 4.

[0072] The special random number storage means 2914 is provided with four second special reserve storage areas, second special reserve storage area 1 to second special reserve storage area 4, as storage areas for storing the acquired second special random number values. One second special reserve storage area is provided as a storage area for storing the second special random number values ​​read from second special reserve storage area 1 and used for the special symbol lottery, until the variation display and stop display of the second special symbol are completed.

[0073] When the special symbol lottery means 230 receives a detection signal from the second start switch 103 and acquires a random value for special symbol lottery, if the second special random value is not stored in any of the second special reserve memory areas 1 to 4, it first stores the acquired random value for special symbol lottery in the second special reserve memory area 1 as the second special random value. Then, when the second special random value is stored in the second special reserve memory area 1, if the second special symbol is not being displayed in a fluctuating or stopped state, that is, if the second special random value is not stored in the second special reserve memory area, the game state is not a special game state, and a minor win game is not being executed, it immediately reads the second special random value from the second special reserve memory area 1 to perform a special symbol lottery, and stores the second special random value obtained from the special symbol lottery in the second special reserve memory area. On the other hand, if the second special symbol is in a fluctuating or stopped state, that is, if the second special random value is stored in the second special reserve memory area, or if the game state is a special game state, or if a minor win game is being played, the second special random value is reserved in the second special reserve memory area 1.

[0074] Then, if a detection signal is input from the second start switch 103 while a second special random value is being held in the second special hold memory area 1, and a random value for special symbol lottery is obtained, the special symbol lottery means 230, on the condition that the number of second special random values ​​being held in the second special hold memory areas 1 to 4 is less than 4, that is, on the condition that the number of second special holds is less than 4, stores the second special random value in the second special hold memory area with the smallest ordinal number among the second special hold memory areas 1 to 4 where no second special random values ​​are being held.

[0075] When the variation and stop display of the first special symbol is finished, the special symbol lottery means 230 erases the first special random value stored in the first special reserve memory area. If the first special random value is stored in the first special reserve memory area 1, and provided that the game state is not a special game state and a minor win game is not in progress, the special symbol lottery means 230 reads the first special random value from the first special reserve memory area 1, performs a special symbol lottery, and stores the first special random value obtained from the special symbol lottery in the first special reserve memory area. Furthermore, when the variation and stop display of the second special symbol is finished, the special symbol lottery means 230 erases the second special random value stored in the second special reserve memory area. Then, if a second special random value is stored in the second special reserve memory area 1, and provided that the game state is not a special game state and a minor win game is not in progress, the second special random value is read from the second special reserve memory area 1 to perform a special symbol lottery, and the second special random value obtained from the special symbol lottery is stored in the second special reserve memory area. In this embodiment, since the first special random value and the second special random value are processed in parallel, the display of the second special symbol may start while the first special symbol is being displayed, or the display of the first special symbol may start while the second special symbol is being displayed.

[0076] Furthermore, if the first special random value is stored in the first special reserve memory area 1, the first special random value may be read from the first special reserve memory area 1 and a special symbol lottery may be performed, provided that the second special random value is not stored in any of the second special reserve memory areas 1 to 4. If the second special random value is stored in any of the second special reserve memory areas 1 to 4, even if the first special random value is stored in any of the first special reserve memory areas 1 to 4, the second special random value may be read from the second special reserve memory area 1 and a special symbol lottery may be performed. In other words, the second special random value may be processed with priority over the first special random value. In addition, regardless of whether it is the first or second special random value, the first or second special random value may be read in the order in which it was stored in the special random number storage means 2914 and a special symbol lottery may be performed. In other words, the first special random value or the second special random value may be processed in the order in which the game balls enter the first starting opening 46 or the second starting opening 49.

[0077] When the first special random value is read from the first special reserved memory area 1, if the first special random value remains in the first special reserved memory area 2 or later, or when the second special random value is read from the second special reserved memory area 1, if the second special random value remains in the second special reserved memory area 2 or later, the remaining first or second special random value is moved from its original special reserved memory area to a special reserved memory area with an ordinal number one less. For example, when the first special random value is read from the first special reserved memory area 1, if there are still first special random values ​​remaining in each of the first special reserved memory areas 2 to 4, the first special random values ​​stored in each of the first special reserved memory areas 2 to 4 are moved to each of the first special reserved memory areas 1 to 3. Similarly, when the second special random value is read from the second special reserved memory area 1, if there are still second special random values ​​remaining in each of the second special reserved memory areas 2 to 3, the second special random values ​​stored in each of the second special reserved memory areas 2 to 3 are moved to each of the second special reserved memory areas 1 to 2.

[0078] In the special random number storage means 2914, up to four first special random numbers for which no special symbol draw has been performed are stored in the first special reserve storage area 1 to the first special reserve storage area 4. In addition, up to four second special random numbers for which no special symbol draw has been performed are stored in the second special reserve storage area 1 to the second special reserve storage area 4.

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

[0080] The jackpot determination process involves reading one jackpot determination random number from the first special random number or second special random number stored in the first special reserve storage area 1 or second special reserve storage area 1 of the special random number storage means 2914, and determining whether a jackpot has been won or not. Here, one jackpot determination random number is obtained from 65,536 jackpot determination random numbers ranging from 0 to 65,535 based on a detection signal input from the first start switch 100 or the second start switch 103, and is stored in the special random number storage means 2914 as the first special random number or second special random number.

[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 for random number determination processing, depending on whether the read jackpot determination random number was stored as the first special random number or the second special random number.

[0082] In this embodiment, the lottery table storage means 2910 stores the jackpot lottery table A shown in Figure 6(a) and the jackpot lottery table B shown in Figure 6(b). In each jackpot lottery table, a jackpot is associated with each of the 65,536 random jackpot determination values ​​ranging from 0 to 65,535.

[0083] The jackpot lottery table A is selected when performing the jackpot determination process for the first special random value, and the correspondence between each judgment result and the jackpot determination random value is set so that a "jackpot" is won with a probability of 1 / 350 (187 / 65536) and a "C time reduction" is won with a probability of 349 / 350 (65349 / 65536). The special symbol lottery means 230 refers to the jackpot lottery table A and determines whether a "jackpot" or "C time reduction" has been won by determining whether the jackpot determination random value read from the first special reserve memory area 1 is associated with "jackpot" or "C time reduction". In this embodiment, the first special symbol lottery is designed so that either a "jackpot" or a "C time reduction" is always won. 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 you win a prize (big win) and cases where you do not win a prize. In the latter case (which may also be called a loss), you may win a C-time bonus (C-time bonus 1 or C-time bonus 2, described later). Note that "not winning a prize" may also include cases where you do not win a time bonus either (in other words, a complete loss).

[0084] The jackpot lottery table B is selected when performing the jackpot determination process for the second special random value, and the correspondence between each judgment result and the jackpot determination random value is set so that a "jackpot" is won with a probability of 1 / 350 (187 / 65536) and a "minor win" is won with a probability of 1 / 139.8 (469 / 65536). The special symbol lottery means 230 refers to the jackpot lottery table B and determines whether a "jackpot" or "minor win" has been won by determining whether the jackpot determination random value read from the second special reserve memory area 1 is associated with a "jackpot" or a "minor win". In this embodiment, the probability of winning a "jackpot" or a "minor win" 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 win) is achieved and cases where no win is achieved. Note that the latter case, "when you do not win a prize," does not include cases where you win a C-time bonus without winning a prize.

[0085] The symbol determination process is performed in the jackpot determination process when a "jackpot," "C time reduction," or "minor win" is selected. The symbol determination process reads one symbol determination random number contained in the first special random number or the second special random number stored in the first special reserve storage area 1 or the second special reserve storage area 1 of the special random number storage means 2914, and determines which of the multiple jackpot symbols will be the jackpot symbol (type of jackpot) if a "jackpot" is selected, which of the multiple time reduction symbols will be the time reduction symbol (type of C time reduction) if a "C time reduction" is selected, and which of the multiple minor win symbols will be the minor win symbol (type of minor win) if a "minor win" is selected. Here, a single random number for determining a pattern is obtained from 200 random numbers for determining a pattern ranging from 0 to 199, based on the input of detection signals from the first start switch 100 and the second start switch 103, and is stored in the special random number storage means 2914 as either the first special random number or the second special random number.

[0086] In the pattern determination process, the special pattern lottery means 230 selects which of the multiple pattern lottery tables stored in the lottery table storage means 2910 to refer to for random number determination processing, depending on whether the random number value read out 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 the following patterns: pattern lottery table A shown in Figure 7(a), pattern lottery table B shown in Figure 7(b), pattern lottery table C shown in Figure 7(c), and pattern lottery table D shown in Figure 7(d). In each pattern lottery table, a predetermined pattern is associated with each random number value used to determine the pattern.

[0088] The symbol lottery table A shown in Figure 7(a) is selected when a "jackpot" is won and the read symbol determination random number is stored as the first special random number. The correspondence between each symbol and the symbol determination random number 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 is associated with the read symbol determination random number, thereby determining which of the multiple types of jackpot symbols has been won.

[0089] The symbol lottery table B shown in Figure 7(b) is selected when "C Short Time" is won and the read symbol determination random number is stored as the first special random number. The correspondence between each symbol and the symbol determination random number is set so that "C Short Time 1" (slight shorten time 1329) is won with a probability of 80.5 / 100 (approximately 80%) and "C Short Time 2" (shorter time 1329) is won with a probability of 19.5 / 100 (approximately 20%). The special symbol lottery means 230 refers to the symbol lottery table B and determines which of the multiple types of shorten time symbols is associated with the read symbol determination random number, thereby determining which of the multiple types of shorten time symbols has been won.

[0090] The symbol lottery table C shown in Figure 7(c) is selected when a "jackpot" is won and one of the read symbol determination random values ​​is stored as the second special random value. The correspondence between each symbol and the symbol determination random 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 is associated with one of the read symbol determination random values, thereby determining which of the multiple types of jackpot symbols has been won.

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

[0092] The special game execution means 260 is a means for executing a special game based on the results of the special symbol lottery, and performs the execution process of the special game. Furthermore, the special game execution means 260 is a means for executing a minor win game based on the winning of a "minor win" in the special symbol lottery, and performs the execution process of the minor win game. Note that the term "special game" may include minor win games.

[0093] The special game state is initiated based on winning a "jackpot" in the special symbol lottery (either the first special symbol lottery or the second special symbol lottery), and ends when a predetermined number of rounds (executions) of special game (jackpot game) are performed according to the type (category) of the jackpot symbol. If the special game state is initiated based on winning "jackpot 1," "jackpot 4," or "jackpot 5" in the special symbol lottery, the special game state ends after 10 rounds of special game (rounds 1 to 10) have been performed. If the special game state is initiated based on winning "jackpot 2" or "jackpot 3" in the special symbol lottery, the special game state ends after 7 rounds of special game (rounds 1 to 7) have been performed. As will be explained in more detail later, if you win a "jackpot" in the special symbol lottery, at the end of the special game state, a predetermined number of time-saving rounds corresponding to the jackpot symbol will be set and a time-saving state will begin, or a predetermined number of minor time-saving rounds corresponding to the jackpot symbol will be set and a minor time-saving state will begin.

[0094] The minor win game state is initiated based on winning a "minor win" in the special symbol lottery (second special symbol lottery), and ends when the minor win game is played a predetermined number of times (1 time in this embodiment). During the minor win game, the special mechanism 56 opens to allow game balls to enter the large prize opening 50, and the distribution means is changed from a non-specific area passing state to a specific area passing state. Specifically, during the minor win game, the distribution means is changed from a non-specific area passing state to a specific area passing state so that game balls that enter the large prize opening 50 during the execution of the minor win game can easily (make possible) pass through the specific area. As a result, if either "minor win 1" or "minor win 2" is won in the second special symbol lottery, it becomes easy (possible) for game balls to pass through the specific area during the minor win game state. Furthermore, if it is detected that a game ball has passed through a specific area during a minor win game (for example, if a game ball that has entered the big prize slot 50 during the execution of a minor win game has passed through a specific area), a special game state will be started based on the end of the minor win game state.

[0095] If you win "Minor Win 1" in the second special symbol lottery and the passing of a game ball through a specific area is detected during the minor win game state, the number of special games (round games) will be set to 9. This will result in 10 rounds being executed, with the minor win game being the first round game. The special game state will then end after 10 rounds of special games have been executed. Also, if you win "Minor Win 2" in the second special symbol lottery and the passing of a game ball through a specific area is detected during the minor win game state, the number of special games (round games) will be set to 9. This will result in 10 rounds being executed, with the minor win game being the first round game. The special game state will then end after 10 rounds of special games have been executed. As will be explained in more detail later, when the special game state ends, a predetermined number of time-saving rounds corresponding to the minor win symbol will be set, and the time-saving round state will begin. Furthermore, if the passage of a game ball through a specific area is not detected during a minor win game (i.e., if the passage of a game ball that entered the large prize slot 50 during the execution of a minor win game is not detected), the special game state will not start, and the normal state will begin.

[0096] In this embodiment, during the special game (including the minor win game) of each round, when the special mechanism 56 is in the open state, the open timer in the main memory 290 counts a predetermined time (29 seconds), or when the count switch 104 detects the entry of one game ball, the value of the big win counter (not shown) in the main memory 290, which adds a value equivalent to one game ball (e.g., 1), reaches its upper limit (e.g., 10), the condition for ending the special game is met, and the drive control of the special mechanism drive device is performed so that the special mechanism 56 is in the closed state.

[0097] The special display control means 240 performs a first special symbol display control process, a second special symbol 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 symbol lottery.

[0098] The first special symbol display control process is performed when a first special random value is read from the first special reserve memory area 1 and a special symbol lottery is held. The special display control means 240 displays the first special symbol in a variable state by blinking the 7-segment display of the first special symbol display unit 76 until the variable time has elapsed, and then displays the first special symbol in a fixed state by lighting the 7-segment display of the first special symbol display unit 76 in a predetermined manner. The special symbol lottery means 230 performs a variation pattern determination process for the special symbol lottery, and the special display control means 240 displays the first special symbol in a variation by flashing the 7-segment display of the first special symbol display unit 76 until a variation time corresponding to the variation pattern determined in the variation pattern determination process has elapsed, and then displays the first special symbol in a stopped state by lighting the 7-segment display of the first special symbol display unit 76 in a predetermined manner.

[0099] In this embodiment, the display mode of the 7-segment display is predetermined to correspond to each of the big win symbols, time-saving symbols, and small win symbols. The special display control means 240, in the jackpot determination process, lights up the 7-segment display of the first special symbol display unit 76 in a manner that corresponds to whether or not a "jackpot" or "C time reduction" has been won, and if a "jackpot" has been won in the jackpot determination process, in a manner that corresponds to the jackpot symbol determined in the symbol determination process, and if a "C time reduction" has been won in the jackpot determination process, in a manner that corresponds to the time reduction symbol determined in the symbol determination process, thereby stopping the display of the first special symbol and displaying the result of the special symbol lottery on the first special symbol display unit 76.

[0100] The second special symbol display control process is performed when a second special random value is read from the second special reserve memory area 1 and a special symbol lottery is conducted. The special display control means 240 displays the second special symbol in a variable state by blinking the 7-segment display of the second special symbol display unit 81 until the variable time has elapsed, and then displays the second special symbol in a fixed state by lighting the 7-segment display of the second special symbol display unit 81 in a predetermined manner. The special symbol lottery means 230 performs a variation pattern determination process for the special symbol lottery, and the special display control means 240 displays the second special symbol in a variation by flashing the 7-segment display of the second special symbol display unit 81 until a variation time corresponding to the variation pattern determined in the variation pattern determination process has elapsed, and then displays the second special symbol in a stopped state by lighting the 7-segment display of the second special symbol display unit 81 in a predetermined manner.

[0101] The special display control means 240, in the jackpot determination process, lights up the 7-segment display of the second special symbol display unit 81 in a manner that corresponds to whether or not a "jackpot" or "minor win" has been won, and if a "jackpot" has been won in the jackpot determination process, in a manner that corresponds to the jackpot symbol determined in the symbol determination process, and if a "minor win" has been won in the jackpot determination process, in a manner that corresponds to the minor win symbol determined in the symbol determination process, thereby stopping the display of the second special symbol and displaying the result of the special symbol lottery on the second special symbol display unit 81.

[0102] In the first special hold display control process, the special display control means 240 displays 0 to 4 first special hold numbers by a combination of lighting, extinguishing, or flashing the two lamps of the first special hold display unit 78, according to the number of first special random values ​​stored in the special random number storage 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 a combination of lighting, extinguishing, or flashing the two lamps of the second special hold display unit 82, according to the number of second special random values ​​stored in the special random number storage means 2914.

[0104] In this embodiment, if a "big win" is achieved in the special symbol lottery (first special symbol lottery or second special symbol lottery), a special game state is initiated in which it becomes possible (easy) to enter the game ball into the big prize slot 50. Also, if a "minor win" is achieved in the second special symbol lottery, a minor win game state is initiated in which it becomes possible (easy) to enter the game ball into the big prize slot 50. When it is detected that a game ball that has entered the big prize slot 50 has passed through a specific area in the minor win game state, a special game state is initiated in which it becomes possible (easy) to enter the game ball into the big prize slot 50. By getting game balls into the big prize slot 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 symbol lottery is higher than the probability of transitioning to the special game state based on the first special symbol lottery. Specifically, in the first special symbol lottery, there is no "minor win" option in the lottery results, and the game transitions to the special game state only if a "big win" is achieved. On the other hand, in the second special symbol lottery, both "big win" and "minor win" options are available in the lottery results. The game transitions to the special game state if a "big win" is achieved, and also if a "minor win" is achieved and the passage of a specific area by the game ball is detected during the minor win game state.

[0105] In this embodiment, obtaining the opportunity to draw the second special symbol results in a higher probability of transitioning to a special game state than obtaining the opportunity to draw the first special symbol. As mentioned above, in order to obtain the opportunity to draw the second special symbol, it is necessary to win a "regular win" in the regular symbol draw and to insert the game ball into the second start opening 49 when the regular mechanism 54 (regular electric mechanism) is in the open state. Furthermore, the ease with which the game ball enters the second start opening 49 (ease of inserting the ball) varies depending on the game state.

[0106] As shown in Figure 8, the game state transition control means 250 performs a game state transition control process that transitions the game state between each game state based on the fulfillment of predetermined conditions (transition conditions).

[0107] (Normal state) The normal state (normal game state) is the initial state among the various game states. As mentioned 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 mechanism 54 operates in such a way that the ease with which the game ball enters the second start opening 49 hardly increases. For this reason, in the normal state, it is difficult (impossible) to get the game ball into the second start opening 49. In other words, it is difficult (impossible) to obtain an opportunity for the second special symbol lottery. In the normal state, it is more advantageous for the player to shoot left to get the game ball into the first start opening 46 in order to obtain an opportunity for the first special symbol lottery, rather than shooting right. In other words, the normal state is a game state in which left-handed shooting is recommended.

[0108] As shown in Figure 8, the game transitions to a special game state based on winning a "jackpot" in the special symbol lottery (first special symbol lottery) in the normal state. As shown in Figure 7(a), if "jackpot 1" is won in the special symbol lottery, 10,000 rounds of time-saving spins are set at the end of the special game state, and the game transitions to a time-saving state based on the end of the special game state. If "jackpot 2" is won in the special symbol lottery, 110 rounds of time-saving spins are set at the end of the special game state, and the game transitions to a time-saving state based on the end of the special game state. If "jackpot 3" is won in the special symbol lottery, 1,329 rounds of time-saving spins (minor time-saving spins) are set at the end of the special game state, and the game transitions to a minor time-saving state based on the end of the special game state.

[0109] Furthermore, as shown in Figure 7(b), in the normal state, if "C Time Reduction 1" is won in the special symbol lottery (first special symbol lottery) and the first special symbol is displayed in a manner corresponding to "C Time Reduction 1" (when the first special symbol is confirmed), the number of time reduction rounds corresponding to the time reduction symbol (1329 rounds of minor time reduction) is set, triggering a transition to the minor time reduction state. Also, in the normal state, if "C Time Reduction 2" is won in the special symbol lottery (first special symbol lottery) and the first special symbol is displayed in a manner corresponding to "C Time Reduction 2" (when the first special symbol is confirmed), the number of time reduction rounds corresponding to the time reduction symbol (1329 rounds of minor time reduction) is set, triggering a transition to the time reduction state.

[0110] In this embodiment, the first special symbol lottery in the normal state is guaranteed to result in either a "jackpot" or "C time reduction," and based on the fact that the first special symbol lottery was performed in the normal state, the game transitions 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 grant a transition to a game state (special game state or minor win game state) that makes it easier for game balls to enter the large prize opening 50. Instead, it is a time-saving symbol that allows a transition to the time-saving state without going through the special game state or minor win game state. Furthermore, 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 as a stop, the game will not transition to the time-saving state or slight time-saving state as a result of that display. This "not transitioning" includes the fact that if the game is already in that game state, the predetermined number of time-saving rounds (slight time-saving rounds) will not be reset.

[0112] (Slightly reduced time) As described above, in the slightly shortened time state, the probability of winning a "regular win" in the regular symbol lottery is lower than in the shortened time state (however, it may be the same as the shortened time state). Also, even if a "regular win" is won in the regular symbol lottery, the regular mechanism 54 operates in such a way that the ease of the game ball entering the second start opening 49 hardly increases. For this reason, in the slightly shortened time state, at least some of the functions that make up the shortened time state are operating, and it is slightly easier for the ball to enter the second start opening 49 compared to the normal state, but it is difficult (impossible) to get the game ball into the second start opening 49 even if the player shoots to the right. In other words, it is difficult (impossible) to obtain an opportunity to win the second special symbol lottery. In the slightly shortened time state, it is more advantageous for the player to shoot to the left so that the game ball enters the first start opening 46 in order to obtain an opportunity to win the first special symbol lottery, than to shoot to the right. In other words, the slightly shortened time state is a game state where you should be hitting the ball to the left.

[0113] As shown in Figure 8, the game transitions to a special game state based on winning a "jackpot" in the special symbol lottery (first special symbol lottery) during the slightly shortened time state. As shown in Figure 7(a), if "jackpot 1" is won in the special symbol lottery, 10,000 time-saving spins are set at the end of the special game state, and the game transitions to a shortened time state based on the end of the special game state. If "jackpot 2" is won in the special symbol lottery, 110 time-saving spins are set at the end of the special game state, and the game transitions to a shortened time state based on the end of the special game state. If "jackpot 3" is won in the special symbol lottery, 1,329 time-saving spins (slight shortened time spins) are set at the end of the special game state, and the game transitions to a slight shortened time state based on the end of the special game state.

[0114] The game state transition control means 250 determines that the termination condition for the mini-time reduction state has been met when the number of times the first special symbol has been displayed in the mini-time reduction state reaches 1329, and terminates the mini-time reduction state, transitioning to the normal state. In this embodiment, when the special game state ends based on winning "Big Win 3" in the special symbol lottery (first special symbol lottery), the number of mini-time reductions is set in the memory value of the mini-time reduction counter 2916 in the main memory 290. Also, in the normal state, if "C-time reduction 1" is won in the special symbol lottery (first special symbol lottery) and the first special symbol is displayed in a manner corresponding to "C-time reduction 1", the number of mini-time reductions is set in the memory value of the mini-time reduction counter 2916 triggered by the display of the display. In the mini-time reduction state, "1" is deducted from the memory value of the mini-time reduction counter 2916 each time the first special symbol is displayed in a variation. Then, based on the memory value of the mini-time reduction counter 2916 reaching "0", the mini-time reduction termination condition is met, the mini-time reduction state ends, and the normal state begins. In this embodiment, the mini-time reduction termination condition is met when the memory value of the mini-time reduction counter 2916 is subtracted and reaches a predetermined value "0", but it is not limited to this, and the system may be configured so that the mini-time reduction termination condition is met when the memory value of the mini-time reduction counter 2916 is added and reaches a predetermined value (for example, "1329").

[0115] In the slightly shortened time state, if the special symbol lottery (first special symbol lottery) results in a "C shortened time" ("C shortened time 1" or "C shortened time 2"), and the first special symbol stops and displays in a manner corresponding to "C shortened time 1" or "C shortened time 2", the slightly shortened time state or the shortened time state will not be started (set) as a result of that display (no new shortened time rounds will be set). In other words, the game state at the time of the win will continue. However, in the slightly shortened time state, if the first special symbol lottery results in a "C shortened time 1" or "C shortened time 2", and the first special symbol stops and displays in a manner corresponding to "C shortened time 1" or "C shortened time 2", the system may be configured so that a new shortened time round can be set as a result of that display.

[0116] (Time-saving state) As mentioned above, in the time-saving state (specific game state), the probability of winning a "regular win" in the regular symbol lottery is higher than in the normal state or the slightly time-saving state. Also, when a "regular win" is won in the regular symbol lottery, the regular mechanism 54 operates in a way that increases the ease with which the game ball enters the second start opening 49. For this reason, in the time-saving state, it is easier to get the game ball into the second start opening 49 compared to the normal state or the slightly time-saving state. In other words, it is easier to obtain an opportunity to win the second special symbol lottery. In the time-saving state, it is more advantageous for the player to shoot to the right so that the game ball passes through the passage gate 48 in order to obtain an opportunity to win the second special symbol lottery, rather than shooting to the left. In other words, the time-saving state is a game state in which shooting to the right is recommended.

[0117] As shown in Figure 8, if a "Big Win" or "Small Win" is achieved in the special symbol lottery (second special symbol lottery) during the time-saving state, the game transitions to a special game state (including via the small win game state). As shown in Figure 7(c), if "Big Win 4" is achieved in the special symbol lottery, 10,000 time-saving spins are set 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. Also, if "Big Win 5" is achieved in the special symbol lottery, 110 time-saving spins are set 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 achieved in the special symbol lottery, and the passage of a game ball through a specific area is detected during the small win game state, 10,000 time-saving spins are set 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 the player wins "Minor Win 2" in the special symbol lottery and the game ball is detected passing through a specific area during the minor win game state, 110 rounds of time-saving features will be set at the end of the special game state, and the game will transition to the time-saving feature state based on the end of the special game state.

[0118] The game state transition control means 250 determines that the termination condition (a predetermined condition) for the time-saving state has been met when the number of times the second special symbol has been displayed in the time-saving state reaches 110 (or 10,000) times, terminates the time-saving state, and transitions to the normal state. In this embodiment, when the special game state ends, the time-saving counter 2915 in the main memory 290 is stored with a value corresponding to the type of winning symbol, and each time the second special symbol is displayed in the time-saving state, "1" is deducted 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 termination condition is met when the stored value of the time-saving counter 2915 is subtracted and reaches a predetermined value "0". However, the system is not limited to this, and the time-saving termination 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, a time-saving counter 2915 and a slight time-saving counter 2916 are provided, but the system is not limited to this configuration, and may be configured to be managed (controlled) by just one of the counters.

[0119] In the time-saving state, if you win "C Time Saving" ("C Time Saving 1" or "C Time Saving 2") in the special symbol lottery (first special symbol lottery), and the first special symbol stops and is 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 a slight time-saving state or a time-saving state (no new time-saving rounds will be set). In other words, the game state at the time of the win will continue. However, in the time-saving state, if you win "C Time Saving 1" or "C Time Saving 2" as a result of the first special symbol lottery, and the first special symbol stops and is displayed in a manner corresponding to "C Time Saving 1" or "C Time Saving 2", the system may be configured so that the stop display can trigger the setting of a new time-saving round.

[0120] Let's return to Figure 5 for explanation. The payout control means 270 controls the payout (electronically) of a number of game balls corresponding to a predetermined number of prize balls for each detection signal, based on the detection signals received from the first start switch 100, the second start switch 103, the general prize slot switch 101, and the count switch 104.

[0121] The communication control means 280 controls the transmission of various commands generated according to the various calculation results of the main control board 200 to the sub-control board 202 and the frame control board 201. In this embodiment, only unidirectional communication from the main control board 200 to the sub-control board 202 is possible between the main control board 200 and the sub-control board 202, and the communication connection is configured such that the sub-control board 202 cannot transmit information to the main control board 200.

[0122] Next, the sub-control board 202 will be described. The sub-control board 202 is composed of a performance control means 300 and a sub-memory 302.

[0123] The performance control means 300 controls the performance device based on various commands transmitted 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. By controlling the performance device, it makes the performance device execute performances to enhance or assist the game, such as turning on or flashing the front frame lamp 12 and lighting device 38, displaying performance images on the liquid crystal display 32, controlling the sound device to output performance sounds from the speaker 14, and driving the performance item drive device to operate the performance items (mechanical items).

[0124] The performance data storage means 303 stores a large number of performance image data for displaying images on the liquid crystal display 32. Based on this performance image data, the performance control means 300 draws an image to the frame buffer of the sub-memory 302 every frame (1 / 30 second), and displays the drawn image on the liquid crystal display 32, thereby playing and displaying a video 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 includes multiple types of RAM and ROM, and various data stored in the sub-memory 302 are stored in the respective RAM and ROM.

[0126] The performance control means 300 determines the performance content to be executed based on various commands transmitted from the main control board 200 and input signals from the performance button switch 150. The performance control means 300 also controls, for example, the display on the liquid crystal display 32 based on the determined performance content. The performance control means 300 executes liquid crystal drawing processing at a predetermined period (for example, 60 times per second = 60 FPS frame rate). In the liquid crystal drawing processing, drawing commands (information) are constructed to instruct the VDP 314 on the content to be drawn. The VDP 314 then draws according to the drawing commands, and the drawn content is displayed in the display area 32a of the liquid crystal display 32.

[0127] The display area 32a of the liquid crystal display 32 displays still images, for example, 60 frames per second, thereby displaying the animated sequence. Hereafter, one frame will be referred to as a "frame". For example, in the case of an animated sequence (animation pattern) with an animation duration of 60 seconds, the animation sequence is composed of a total of 3600 frames (60 seconds x 60 frames).

[0128] The VDP314 loads the drawing materials stored in the ROM of the sub-memory 302 into the frame buffer of the VRAM 320 for each frame. In the frame buffer, multiple drawing materials are superimposed according to the set priority. Specifically, in the frame buffer, drawing materials with lower priority are placed on the bottom (back) side in the stacking direction, and drawing materials with higher priority are placed on the top (front) side in the stacking direction. As a result, image data (composite image) representing the frame image of one frame is generated on the frame buffer. The VDP314 then drives the liquid crystal display 32 based on the composite image generated on 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 drawing materials with lower priority are overlaid with drawing materials with higher priority, some or all of them may become invisible on the display (composite image) of the liquid crystal display 32. However, since transparency (transparency) can be set for each drawing material, 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 underneath may become visible on the display (composite image) of the liquid crystal display 32.

[0130] Drawing drawing materials on top of an image buffered in the frame buffer can be described as drawing the drawing materials on a higher layer. In other words, there are N virtual transparent layers in one frame, and each drawing material is placed on a different layer. Figure 9 is a diagram illustrating the concept of layers on which drawing materials are placed, showing the layer structure that makes up one frame. Each drawing material to be overlaid has a priority assigned to it, with lower priority drawing materials placed on lower layers and higher priority drawing materials placed on higher layers. While it is possible to construct a composite image that makes up each frame by placing drawing materials on all N layers, the number of drawing materials that make up each composite image varies depending on the content of the animation, and it is not always the case that drawing materials are placed on all N layers. Furthermore, when drawing materials that make up a composite image are placed, the layers are not necessarily used in a sequential manner from the lowest to the highest number without any gaps. Layers are used considering the efficiency of the frame image compositing process, so unused layers may occur in the middle as appropriate.

[0131] When drawing a frame, the drawing materials are drawn one by one on their respective layers, starting with those with the lowest priority. For example, if a frame consists of five drawing materials, the drawing material with the lowest priority (priority 5) is first placed on the lowest layer and drawn in its designated position. Next, the drawing material with the second lowest priority (priority 4) is placed on a layer higher than the layer on which the priority 5 drawing material is drawn and drawn in its designated position. In this way, the drawing materials are drawn one after another according to their priority, and finally, the drawing material with the highest priority (priority 1) is placed on a layer higher than the layer on which the priority 2 drawing material is drawn and drawn in its designated position. Once all the drawing materials have been drawn on their respective layers, the composite image of the multiple layers viewed from the top (front) side is displayed in the display area 32a of the liquid crystal display 32 as the composite image corresponding to that frame. In other words, when the composite image is viewed in the display area 32a, the drawing materials placed on lower layers are covered by the drawing materials placed on higher layers. To put it another way, higher layers have a higher display priority in the display area 32a. Examples of display objects (images) that can be displayed in the display area 32a include people, animals, vehicles, buildings, natural objects (such as rocks and trees), text, backgrounds, patterns, and designs.

[0132] In this embodiment, in the normal state, the player transitions to the time-saving state when he wins "Big Win 1" in the special symbol lottery (first special symbol lottery), when he wins "Big Win 2" in the special symbol lottery (first special symbol lottery), or when he wins "C Time-Saving 2" in the special symbol lottery (first special symbol lottery). In contrast, in the slight time-saving state, the player transitions to the time-saving state when he wins "Big Win 1" in the special symbol lottery (first special symbol lottery) or when he wins "Big Win 2" in the special symbol lottery (first special symbol lottery). Therefore, the normal state has a higher probability of transitioning to the time-saving state (a game state advantageous to the player) than the slight time-saving state, making it more advantageous to the player. In other words, the normal state has a higher probability of transitioning to the time-saving state compared to the slight time-saving state because it is possible to transition to the time-saving state when "C Time-Saving 2" is won, making it more advantageous to the player. In this embodiment, when a RAM clear (a process that initializes at least a portion of the RAM in the main memory 290) is performed on the gaming machine, the game state is set to the normal state. The normal state is what is known as the "morning state".

[0133] Furthermore, as mentioned above, in the normal state and the slightly shortened time state (left-handed shortened time state), left-handed play is more advantageous than right-handed play, while in the shortened time state (right-handed shortened time state), right-handed play is more advantageous than left-handed play. In the shortened time state, it is easier to get the game balls into the second start port 49 than in the normal state and the slightly shortened time state, and the second special symbol lottery based on the entry of game balls into the second start port 49 has a higher probability of determining a transition to the special game state than the first special symbol lottery. In other words, in the shortened time state, the probability of determining a transition to the special game state is higher than in the normal state and the slightly shortened time state.

[0134] (1st performance) The performance control means 300 can execute the first performance in the normal state. The first performance is a performance that encourages the player to shoot the game ball to the left and aim for the first start opening 46 (to obtain an opportunity to draw the first special symbol). In other words, the first performance is a performance that is executed when waiting for the game ball to enter the first start opening 46 (execution of the first special symbol draw). Figure 10(a) shows an example of the first performance, in which the display S related to the first performance is displayed on the liquid crystal display 32. The display S is a window image with a roughly rectangular frame and consists of an image (enlarged image) showing the first start opening 46 and the surrounding area on the game board 6, an arrow pointing from the left side towards the first start opening 46 in the image, and the words "Aim!". The words may also be, for example, "Aim for the start chucker!". In addition, although not shown in the figure, the display S may also include a display encouraging the player to shoot to the left (left-shoot display).

[0135] (2nd performance) The performance control means 300 can execute the second performance under normal conditions. The performance control means 300 executes the second performance (shutter performance) if the first special symbol lottery results in either "C time reduction 1" or "C time reduction 2". As shown in Figure 10(b), the second performance is an performance that begins with the appearance of shutters (doors). Specifically, the left shutter and the right shutter appear from the outside in the left-right direction toward the inside, and the shutters stop in a half-open state. The first half of the second performance (at least from the time the shutters appear until they stop in a half-open state) is the same performance whether the first special symbol lottery results in either "C time reduction 1" or "C time reduction 2". In the second half of the second performance, if the first special symbol lottery results in "C time reduction 2", the success pattern performance is executed, and if the first special symbol lottery results in "C time reduction 1", the failure pattern performance (first failure pattern or second failure pattern) is executed. The successful pattern is an animation that ultimately announces that a transition to the time-saving state has been decided. For example, the shutter closes, then an animation that encourages the transition to the time-saving state is performed, then a PUSH animation (an animation prompting the pressing of animation button 26) is performed, and based on the pressing of animation button 26, it is announced that a transition to the time-saving state has been decided. The first failure pattern is an animation that ultimately announces that a transition to the time-saving state has not been decided. For example, the shutter closes, then an animation that encourages the transition to the time-saving state is performed, then a PUSH animation is performed, and based on the pressing of animation button 26, it is announced that a transition to the time-saving state has not been decided. The second failure pattern is an animation that announces that a transition to the time-saving state has not been decided, and the animation ends without the shutter closing (without proceeding to the next animation). The execution time of the second failure pattern is shorter than that of the first failure pattern.

[0136] Furthermore, if the performance control means 300 wins a "jackpot" in the first special symbol lottery during the normal state, it will execute the jackpot performance instead of the second performance described above. In the jackpot performance, for example, the performance symbols will be displayed on the liquid crystal display 32 (described later), a reach performance will be executed, and after the reach performance, the performance symbols will be displayed in a manner corresponding to the jackpot. This jackpot performance is the same as the performance executed when a "jackpot" is won in the first special symbol lottery during the short-time reduction state.

[0137] (Stage design) The performance control means 300 can perform performances that display performance symbols (demo symbols, decorative symbols) on the liquid crystal display 32 in the slightly shortened time state and the shortened time state. Specifically, the performance control means 300 can perform a performance (first symbol performance) that displays performance symbols (main performance symbols) on the liquid crystal display 32 in accordance with (corresponding to) the fluctuation display and stop display of the first special symbol in the first special symbol display unit 76, or in accordance with (corresponding to) the fluctuation display and stop display of the second special symbol in the second special symbol display unit 81, and can notify the result of the first special symbol lottery or the second special symbol lottery. In the slightly shortened time state, the performance control means 300 displays performance symbols on the liquid crystal display 32 that correspond to the fluctuation display and stop display of the first special symbol, and in the shortened time state, it displays performance symbols on the liquid crystal display 32 that correspond to the fluctuation display and stop display of the second special symbol.

[0138] Here, we will explain the display of the performance symbols in the slightly shortened time state. Figure 11(a) shows the state before the first special symbol starts to change display in the slightly shortened time state. The left performance symbol 350, the middle performance symbol 352, and the right performance symbol 354 are displayed as performance symbols in the display area 32a of the liquid crystal display 32. The left performance symbol 350 is displayed on the left side of the display area 32a of the liquid crystal display 32, the middle performance symbol 352 is displayed on the center of the display area 32a of the liquid crystal display 32, and the right performance symbol 354 is displayed on the right side of the display area 32a of the liquid crystal display 32. The left performance symbol 350, the middle performance symbol 352, and the right performance symbol 354 each constitute a row of nine performance symbols representing the numbers "1" to "9". Note that each performance symbol representing the numbers "1" to "9" may include decorative parts such as characters along with the numbers.

[0139] As shown in Figure 11(b), the display of the special symbols changes (display effect) when the first special symbol starts to change. The downward arrow in the figure indicates that the special symbols are rapidly changing (scrolling) in the vertical direction.

[0140] As shown in Figure 11(c), the performance symbols are displayed in a stopped state based on the stop display of the first special symbol. The performance symbols are displayed in a manner corresponding to the result of the first special symbol lottery. For example, if a "jackpot" is won in the first special symbol lottery, the performance symbols are displayed in a manner corresponding to the jackpot symbol determined in the symbol determination process. Although not shown in the illustration, even in the time-saving state, the performance symbols are displayed in a varied or stopped state in accordance with the variation and stop display of the second special symbol (as shown in Figures 11(a), 11(b), and 11(c)), similar to the slight time-saving state.

[0141] (Holding performance) The performance control means 300 executes a performance (reserve performance) that displays an image representing the first special reserve number or the second special reserve number on the liquid crystal display 32, based on the first special reserve number (the first special random number value stored (reserved) in the special random number storage means 2914) or the second special reserve number (the second special random number value stored (reserved) in the special random number storage means 2914) in the main control board 200. As shown in Figure 11(a) and the like, four reserve display areas (display areas), the first reserve display area 411 to the fourth reserve display area 414, are provided at the bottom of the display area of ​​the liquid crystal display 32, corresponding to the first special reserve storage area 1 to the first special reserve storage area 4 or the second special reserve storage area 1 to the second special reserve storage area 4 of the special random number storage means 2914.

[0142] Figure 11(a) shows a hold animation that is performed in a slightly shortened time state, where the first special random value is stored in the first special hold memory area 1 to the first special hold memory area 3, and the first hold image 420 (display of the first hold ball) (3 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 animation that is performed in a shortened time state, where the second special random value is stored in the second special hold memory area 1 to the second special hold memory area 2, and the second hold image 422 (display of the second hold ball) (2 second hold images 422) is displayed in the first hold display area 411 to the second hold display area 412.

[0143] In addition, during the hold animation, a 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 storage area of ​​the special random number storage means 2914. In the hold display area 430, the first hold image 420 is displayed when the first special random value is read from the first special hold storage area 1 and stored in the special hold storage area (Figure 11(b)). Also, when the second special random value is read from the second special hold storage area 1 and stored in the special hold storage area, the second hold image 422 is displayed.

[0144] (Display number of pending) As shown in Figure 12, the performance control means 300 can display a reserved number display N, which shows the first and second special reserved numbers, at a predetermined position (for example, the lower right) in the display area 32a of the liquid crystal display 32. The reserved number display N displays two numbers side by side in a predetermined direction (vertically or horizontally). One number (upper row) corresponds to the number of first special random values ​​(any of 0 to 4) reserved in the first special reserved storage area 1 to the first special reserved storage area 4 of the special random number storage means 2914, and the other number (lower row) corresponds to the number of second special random values ​​(any of 0 to 4) reserved in the second special reserved storage area 1 to the second special reserved storage area 4 of the special random number storage means 2914. The reserved number display N is smaller in size than the first reserved image 420 (second reserved image 422). Even if the visibility of the aforementioned reserved ball animation (reserved balls) decreases due to the execution of a predetermined animation (including a state where the reserved ball animation is not visible), the player can still keep track of the number of reserved balls because the reserved ball count display N is shown.

[0145] (Mini design) Here, the left performance symbol 350, the middle performance symbol 352, and the right performance symbol 354 shown in Figure 11(a), etc., are referred to as the main performance symbols. The main performance symbols change (stop) in response to the change (stop) of the special symbols. As shown in Figure 12, the performance control means 300 can execute a performance (second symbol performance) that displays a sub-performance symbol (mini symbol M), which is a performance symbol corresponding to the change (stop) of the special symbols and has a smaller display size than the main performance symbols, at a predetermined position (for example, the lower right) in the display area 32a of the liquid crystal display 32. The mini symbol M is composed of a sub-left performance symbol 360, a sub-middle performance symbol 362, and a sub-right performance symbol 364. The sub-left performance symbol 360 can be said to correspond to the left performance symbol 350. The sub-middle performance symbol 362 can be said to correspond to the middle performance symbol 352. The sub-right display symbol 364 corresponds to the right display symbol 354. The mini symbol M consists only of numbers and does not include any decorative elements. Even if the visibility of the main display symbol decreases due to the execution of a predetermined display (including a state where the main display symbol is not visible), the display of the mini symbol M allows the player to understand, for example, that a special symbol is being displayed in a variable state.

[0146] The mini symbol M is displayed in conjunction with the main display symbol, but it may also be displayed independently of the main display symbol. Furthermore, the variation of the mini symbol M does not have to be a scrolling variation; it may be a variation where the numbers increase sequentially (increasing by 1 at a time). In addition, the display position of the mini symbol M may change when a predetermined effect (e.g., a reach effect) is performed during a game, but it will not be displayed in a reduced size. The mini symbol M may also be configured to be displayed (appear) when the main display symbol is not displayed due to the execution of a predetermined effect or other reasons.

[0147] As shown in Figure 8, if a "jackpot" is won in the first special symbol lottery during the shortened time state (or normal state), the game transitions to a special game state, and 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 game transitions to the shortened time state after the special game state ends. Furthermore, if a "jackpot" or "minor win" is won in the second special symbol lottery during the shortened time state, the game transitions to a special game state (including via the minor win game state), and a predetermined number of special games (including minor win games) are played, after which the game transitions back to the shortened time state.

[0148] In the gaming machine of this embodiment, a period may occur in which the special game state and the time-saving state alternate (a period in which the transition between the special game state and the time-saving state is repeated). Furthermore, if the termination conditions for the time-saving state are met during the time-saving state, the machine will transition to the normal state. However, if "C Time-Saving 2" is won in the first special symbol lottery during the normal state, the machine will transition 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 game state (including via the minor win game state) and the time-saving state alternate will be referred to as the "consecutive period" (consecutive win period). Furthermore, if a return to the time-saving state is determined during the normal state after the end of the time-saving state, the consecutive period will continue without interruption. The normal state after the end of the time-saving state refers to the normal state that begins based on the fulfillment of the termination conditions for the time-saving state.

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

[0150] (First win animation) The performance control means 300 can execute performances (first win performances) corresponding to the first special game state when a "win" is achieved in the first special symbol lottery during the short-time-saving state (or normal state). As shown in Figure 13(a), the performance control means 300 can display a display on the liquid crystal display 32 (display area 32a) as a first win performance, which includes a display indicating which special game (round game) it is (round number display S1) and a display prompting the player to shoot to the right (right-shoot display S2). The performance control means 300 also executes a performance that suggests a transition to the time-saving state (a performance that encourages a transition to the time-saving state) via the liquid crystal display 32, etc., as a first win performance. In addition, as a first win performance, a performance prompting the player to press the performance button 26 (PUSH performance) may be executed at a predetermined trigger, and the system may be configured to notify whether a transition to the time-saving state is possible based on whether the performance button 26 is pressed. During the PUSH animation, an image prompting the user to press the animation button 26 (an image resembling the animation button 26) is displayed on the LCD display 32.

[0151] (Second winning animation) The performance control means 300 can execute a performance (second win performance) corresponding to the second special game state when a "win" is achieved in the second special symbol lottery during the time-saving state. The second win performance is a different type of performance from the first win performance, and at least the displayed items on the liquid crystal display 32 are different. Figure 13(b) shows the state when the second win performance is executed in the second special game state. The performance control means 300 can display a display on the liquid crystal display 32 (display area 32a) as the second win performance, which includes a display indicating which special game (round game) it is (round number display S1), a display prompting the player to shoot to the right (right-shoot display S2), a display showing the total number of prize balls obtained in special games (including minor win games) during a continuous period (cumulative prize balls obtained display S4), and a display showing the type (kind) of the win (win icon S6).

[0152] The performance control means 300 receives information from the main control board 200 indicating the type of win, and based on this information, decides which win icon S6 to display in the second win performance. The performance control means 300 displays the first win icon if the win is one in which 10,000 time-saving rounds are set at the end of the special game state (first win: "Big Win 4" or "Small Win 1"), and displays the second win icon if the win is one in which 110 time-saving rounds are set at the end of the special game state (second win: "Big Win 5" or "Small Win 2"). The first win icon includes the string "ABC Bonus", for example, and the second win icon includes the string "DEF Bonus", for example. In Figure 13(b), the second win icon is displayed as the win icon S6 based on the fact that the win is a second win. Furthermore, the winning icon S6 is not limited to having a different icon type for each set number of time-saving rounds; for example, the icon type may also vary depending on the number of rounds.

[0153] The sub-memory 302 is provided with a specific memory area that can store information regarding the number of balls dispensed during a continuous period (information regarding the performance of games 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 stored value of the first counter based on this information, and manages the total number of prize balls dispensed during special games during the continuous period. The stored value of the first counter is a value that indicates the total number of prize balls dispensed during special games during the continuous period, and the sub-control board 202 adds a value corresponding to the number of prize balls to the stored value of the first counter. The stored value of the first counter is "0" at the start of the continuous period. The performance control means 300 displays the cumulative number of prize balls acquired display S4 based on the stored value of the first counter. In Figure 13(b), the string "TOTAL1470" is displayed as the cumulative number of prize balls acquired display S4, based on the stored value of the first counter being "1470".

[0154] (Time-saving production) The performance control means 300 can execute performances (time-saving performances) corresponding to the time-saving state when the time-saving state is active. Figure 13(c) shows the state after the time-saving state has started (start state) following the end of the first special game state based on winning "Big Win 2" (7R time-saving 110) in the first special symbol lottery in the slight time-saving state. The performance control means 300 can display on the liquid crystal display 32 (display area 32a) a display that includes, as a time-saving performance, a display prompting the player to shoot to the right (right-shoot display S2), a display showing the number of remaining number of fluctuations of the second special symbol until the time-saving state ends (remaining time-saving display S3), a display showing the total number of prize balls obtained in the special game during the continuous period (cumulative prize balls obtained display S4), and a display showing the number of times the time-saving state has been entered during the continuous period (continuous count icon S5). Although not shown in the diagram, the performance control means 300 can also display a background (time-saving background) corresponding to the time-saving state on the liquid crystal display 32 as a time-saving performance. In Figure 13(c), based on the memory value of the first counter being "1050", the string "TOTAL1050" is displayed as the cumulative number of prize balls won display S4.

[0155] Furthermore, the performance control means 300 displays the remaining time reduction display S3 based on the stored value of the time reduction counter 2915 in the main memory 290. In Figure 13(c), the string "Remaining 110" is displayed as the remaining time reduction display S3, based on the stored value of the time reduction counter 2915 being "110". Depending on the type of win, the stored value of the time reduction counter 2915 may be set to "10000". In a time reduction state where the stored value of the time reduction counter 2915 is set to "10000" (when the stored value of the time reduction 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 meaning infinity) as the remaining time reduction display S3.

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

[0157] Furthermore, the performance control means 300 can store information indicating the type and number of wins during a continuous period (information regarding the win icons S6 displayed during the continuous period) in a specific memory area as information regarding the payout during the continuous period. When starting a time-saving performance, the performance control means 300 can refer to the specific memory area and, as a time-saving performance, display the win icons S6 displayed during the continuous period (at least the win icons displayed in the second special game state) in a row on the liquid crystal display 32, as shown in Figure 13(d). As a time-saving performance, the win icons S6 corresponding to the wins during the continuous period are displayed, and the type and number of wins during the continuous period are announced. For example, if the first win icon (ABC bonus) is displayed four times during the continuous period, the win icon S6 "ABC bonus × 4" may be displayed. Furthermore, the "winning icon S6 displayed during the continuous period" may include not only winning icons corresponding to the second special game state, but also winning icons corresponding to the first special game state (i.e., the initial win).

[0158] (Effect customization screen) As shown in Figure 1, the front frame 10 is provided with performance buttons 26 and a directional pad 27. The directional pad 27 includes at least an up button, a down button, a left button, and a right button that are formed to be pressable. In this embodiment of the gaming machine, the player can perform performance customization (setting (selection) of the performance execution mode). Performance customization allows, for example, the player to set (select) the frequency of appearance of a predetermined performance. As shown in Figure 5, the performance control means 300 includes a performance execution mode control means 305 that performs control related to performance customization (settings related to the performance execution mode).

[0159] The performance execution mode control means 305 can display a performance customization screen (a display related to the settings of performance customization) in the display area 32a of the liquid crystal display 32 based on the performance of a specific operation (performance customization transition operation). The performance execution mode control means 305 can display the performance customization screen when the performance button 26 is pressed as a performance customization transition operation while the special symbols are not changing (while waiting for a customer). The performance execution mode control means 305 can display the performance customization screen when a predetermined button (for example, the up button) on the directional pad 27 is pressed as a performance customization transition operation while the special symbols are changing.

[0160] Figure 14 shows the case where a performance customization transition operation is performed during the variation of special symbols, and the performance customization screen C is displayed on the liquid crystal display 32. The performance customization screen C is displayed across the entire screen (or nearly the entire screen) of the display area 32a of the liquid crystal display 32. The background of the performance customization screen C is a relatively dark color such as black. At least one item (setting target) is provided as a configurable (selectable) item (setting target) from the performance customization screen C. In this embodiment, multiple types of items are provided, including "Pre-read Custom," "Air Custom," "Instant Notification Custom," and "Premium Custom."

[0161] The performance 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 elongated and roughly rectangular in shape, and the icons are displayed arranged vertically. 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 player can switch the currently selected icon). The performance execution mode control means 305 changes the background of the (currently) selected icon from blue to yellow. This makes it easy for the player to understand which icon (item) is currently selected.

[0162] The performance execution mode control means 305 displays a bordered customizable 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 customizable window image CW includes a display of explanatory information corresponding to the selected item and an ON / OFF display for switching the setting related to that item ON / OFF. The explanatory information display is in white text. The ON / OFF display E has white text for "ON" and white text for "OFF" each surrounded by a frame. The player can select ON or OFF by pressing the left or right button on the directional pad 27. The performance execution mode control means 305 makes the area around ON (within the frame) red when ON is selected, and the area around OFF (within the frame) red when OFF is selected. In Figure 14, the area around OFF is red. This allows the player to easily understand whether the current setting is ON or OFF.

[0163] The explanatory information displayed for "Pre-read Custom" states, "Turning it ON increases the likelihood of a pre-read effect occurring." When Pre-read Custom is ON, the likelihood of winning when a pre-read effect occurs is higher than when it is OFF. One example of a pre-read effect is to change the display pattern (color, etc.) of the first reserve image 420 (Figure 11(a)) corresponding to the first special random value according to the result of the pre-determination process (reserve change), thereby hinting in advance at the result of the first special symbol lottery (likelihood of winning). The color of the first reserve image 420 represents the likelihood that the result of the first special symbol lottery will be favorable to the player, with the likelihood increasing in the order of white, blue, green, red, and gold. The same applies to effects that change the display pattern (reserve change) of the second reserve image 422 (Figure 11(d)) to hint in advance at the result of the second special symbol lottery.

[0164] The explanatory information displayed for "Air Custom" reads, "Turning it ON will increase the appearance rate of the air effect." When Air Custom is ON, the probability (frequency) of the air effect being executed during a winning spin of a special symbol is higher than when it is OFF. The air effect is a feature in which wind is blown towards the player from an air vent located on the front frame 10.

[0165] The explanatory information displayed for the "One-Shot Notification Custom" setting reads, "Turning this ON will increase the appearance rate of the one-shot notification effect." When the one-shot notification custom is ON, the probability (frequency) of the one-shot notification effect being executed during a winning spin of a special symbol is higher than when it is OFF. The one-shot notification 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 emitted.

[0166] The explanatory information displayed for "Premium Custom" states, "Turning this ON will increase the appearance rate of premium effects." When Premium Custom is ON, the probability (frequency) of premium effects (effects with a lower appearance rate than other effects) being executed during winning spins with special symbols is higher than when it is OFF. Examples of premium effects include the display of special images on the LCD display 32.

[0167] Note that the examples of customization item image CK and customization window image CW in the performance customization screen C described above are just examples, and other customization item images may be added. Furthermore, instead of selecting "ON" or "OFF" for the customization window image, it may be possible to adjust the degree of the performance frequency, such as "none," "low," "medium," or "high."

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

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

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

[0171] The performance execution mode control means 305 displays a performance window image EW as a second display on the liquid crystal display 32 in addition to the first display when displaying the performance customization screen C. Specifically, a performance window image EW (performance wipe image) with a border is displayed on the right side (lower right) of the display area 32a, below the customization window image CW. The size of the performance window image EW is the same as or approximately the same as the size of the customization window image CW. The performance window image EW is set to have a higher display priority than the background and is visible in the foreground.

[0172] The animation window image EW includes a reduced display of at least some of the animations related to the progress of the game. It can be said that at least some of the animations related to the progress of the game (animations related to the variation of special symbols) are reduced in size and displayed as the animation window image EW (animation wipe image). Furthermore, when the variation of special symbols stops, the animation window image EW includes a reduced display of the animation (stop display animation) in which the animation symbols have stopped in a manner corresponding to the game result (result of the special symbol lottery).

[0173] Even during the reel spinning of special symbols, players can access the performance customization screen C and customize the performance (settings related to the execution method of the performance). In the performance customization screen C, the display area of ​​the first display (display related to performance customization) is larger than the display area of ​​the second display. The first display can be said to be displayed in the area that is the margin of the area where the second display is displayed. In addition, the first display is visible without being covered by the second display. Because the display area of ​​the first display is relatively large and easy for players to see (good visibility), players can easily customize the performance. This improves the convenience of making settings related to the execution method of the performance (performance customization) while the game is in progress. It also reduces the burden on players when making settings related to the execution method of the performance while the game is in progress.

[0174] Furthermore, if the performance customization screen C is displayed during the special symbol variation, the second display (performance window image EW) is shown. Through the second display (performance window image EW), the progress of the game (the result of the game) can be correctly notified (allowed to be understood by the player). The player can see (understand) the progress of the game (the result of the game) while making settings related to performance customization. In other words, it is possible to provide a performance customization screen (display method) that has a reduced impact on understanding the result of the special symbol variation (visibility of the performance symbols). Furthermore, if the second display includes an effect that suggests a high probability of winning (for example, a cut-in effect), the player can enjoy that effect without missing it. In other words, because the second display is shown, it is possible to prevent the player from missing a predetermined effect, thus preventing a decrease in the enjoyment of the game.

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

[0176] The performance window image EW includes a reduced display of at least some of the performances related to the progress of the game. However, the performances that are not included in (not reduced in) the performance window image EW are the mini symbols M and the reserved number display N shown in Figure 14. Even when the performance execution mode control means 305 displays the performance window image EW, the mini symbols M and the reserved number display N are not reduced in size and are displayed at their original size. Note that although the display size is not reduced, the display position may be configured to be changeable. The performance execution mode control means 305 does not include the mini symbols M and the reserved number display N in the second display (performance window image EW) and keeps them displayed in the display area of ​​the performance customization menu (first display). Because the original display size of the mini symbols M and the reserved number display N is relatively small, it becomes difficult to ensure visibility (identifiability) if they are reduced in size. For this reason, the mini symbols M and the reserved number display N are controlled so that they are not included in (not reduced in) the second display (performance window image EW) to ensure visibility (identifiability).

[0177] In addition, when right-handed play is recommended, the right-handed play indicator S2 (Figure 13) is displayed. However, the performance execution mode control means 305 controls the right-handed play indicator S2 in the same way as the mini-symbol M and the number of reserved symbols N, and does not include it in the performance window image EW, maintaining its original size.

[0178] Furthermore, in this embodiment, the performance window image EW includes a reduced display of the hold display area 430, a reduced display of the first hold display area 411 to the fourth hold display area 414, and a reduced display of the first hold image 420 or the second hold image 422. However, the performance 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 performance customization menu (first display).

[0179] Furthermore, if a performance customization transition operation is performed while the special symbols are not changing (non-changing), and the performance customization screen C is displayed on the LCD display 32, the second display (performance window image EW) may not be displayed, and only the first display may be shown.

[0180] The performance execution mode control means 305 can display the performance customization screen C and output performance customization sounds (BGM, SE) related to the performance customization from the speaker 14. If the performance execution mode control means 305 displays the performance customization screen C while the special symbols are not changing (non-changing), it outputs the performance customization sounds. On the other hand, if the performance execution mode control means 305 displays the performance customization screen C while the special symbols are changing, it does not output the performance customization sounds, but instead outputs performance sounds related to the progress of the game. These performance sounds related to the progress of the game can also be said to be performance sounds corresponding to the second display (performance window image EW).

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

[0182] Furthermore, when displaying a demo play image as a second display, in order to distinguish it from the effects corresponding to the actual game progress (to avoid the misconception that the game is in progress), the system may be configured to display an indication that it is a demo play (for example, the word "DEMO") along with the demo play image. In addition, the demo play image may be configured not to include the display of the changing effects symbols (the display of the effects symbols stopping).

[0183] When the special symbols are not changing, the performance execution mode control means 305 displays a demo play image as a second display, and instead of outputting the sound (performance sound) related to the demo play, it outputs a customized performance sound. If the sound (performance sound) related to the demo play is output, there is a risk that the demo play may be mistaken for a performance corresponding to the actual progress of the game, and this means that such a misunderstanding can be suppressed.

[0184] Whether the special symbols are changing or not, if the performance customization screen C is to be displayed, the layout (configuration) should include the second display, and in either case, a common layout (performance material) should be used to simplify the processing.

[0185] As another variation, the performance customization screen C displayed when the special symbols are not changing (when the game is stopped) allows customization of the performance content for both game states where left-handed play is recommended and game states where right-handed play is recommended, while the performance customization screen C displayed when the special symbols are changing may only display the customization item CK related to the performance content corresponding to the current game state (it may also be possible to customize only the performance content for the current game state). For example, the performance customization screen C displayed when the special symbols are not changing may have multiple pages, allowing switching between displaying the customization item CK (first display) for either the game state where left-handed play is recommended or the game state where right-handed play is recommended, while the performance customization screen C displayed when the special symbols are changing may consist of only a page that displays the customization item CK (first display) corresponding to the current game state. In this way, customization of the performance content for the current game state can be performed smoothly.

[0186] In this embodiment of the gaming machine, if a predetermined time (approximately 4 seconds) elapses after the special symbols have stopped spinning and the next spin has not started, pressing the performance button 26 (performance customization transition operation) becomes effective, the performance button 26 lights up (indicating that pressing is effective), and when the performance button 26 is pressed, the performance customization screen C is displayed. Furthermore, if the performance customization screen C is displayed during the spinning of the special symbols, and the spin stops while the performance customization screen C is displayed, resulting in a situation where there are no reserved symbols, a demo play image is displayed as a second display after the spin stops, based on the elapsed time (approximately 4 seconds). In other words, if the state in which the next spin does not start continues for the predetermined time after the spin stops, a demo play image is displayed as a second display (the demo play image is played).

[0187] In this embodiment, when the special symbol customization screen C is displayed during the reel spin, the customization sound is not output, and the sound related to the game's progress is output. However, the system may be configured to output both the customization sound and the sound related to the game's progress (sound during reel spin). In that case, the volume of the sound during reel spin may be controlled to be lower than the volume of the sound during reel spin when the customization screen C is not displayed. Lowering the volume of the sound during reel spin helps to prevent players from confusing the customization sound with the sound during reel spin.

[0188] As shown in Figure 1, a volume adjustment button 28 and a light intensity adjustment button 29 are provided near the directional pad 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 Figure 15. Also, 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 Figure 15. When the volume adjustment button 28 (or light intensity adjustment button 29) is pressed during the variation of a special symbol, the performance control means 300 can display a volume setting display V (or light intensity setting display W) on the liquid crystal display 32.

[0189] The performance control means 300 positions at least a portion of the volume setting display V (or light intensity setting display W) so as to overlap with the display of performances related to the progress of the game (for example, the display of changing performance symbols), and controls the display of the volume setting display V (or light intensity setting display W) to have a higher priority than the display of performances related to the progress of the game, and to have a degree of transparency that allows the display positioned behind (overlapping with) it to be visible (a predetermined transparency rate is set). Even when the volume setting display V or light intensity setting display W is displayed, the player can still see the display of performances related to the progress of the game (the display of changing performance symbols) because these displays are transparent. Therefore, the player can see (understand) the progress of the game (the result of the game) while adjusting the volume or light intensity.

[0190] The volume adjustment display V (or brightness adjustment display W) has a smaller display size (range) than the first display (display related to performance customization) described above. Adjusting the volume or brightness requires fewer display items (items) than performance customization, and players can easily adjust it without a large display (full-screen display). When setting performance customization, the second display (performance window image EW) is displayed as shown in Figure 14 (the performance related to the variation of special symbols is switched to a wipe display), making it possible to grasp the progress of the game. In contrast, when adjusting the volume or brightness, the second display is not displayed (it is not switched to a wipe display), and as shown in Figure 15, the display related to the adjustment is displayed overlaid with the performance related to the variation of special symbols, and the display related to the adjustment is made transparent, making it possible to grasp the progress of the game.

[0191] If the volume setting indicator V (or light intensity setting indicator W) is not transparent, it is conceivable to hide the volume setting indicator V (or light intensity setting indicator W) when the special symbols stop moving in order to correctly inform the player of the game result (display of the stop of the performance symbols). In this case, even if the adjustment is not completed (during the adjustment), the display related to the adjustment may become invisible when the special symbols stop moving. If this happens, the player must press the button again to make the adjustment. In this embodiment, if the volume setting indicator V (or light intensity setting indicator W) is transparent and the display of the stop of the performance symbols is visible, there is no need to hide the display related to the adjustment when the special symbols stop moving. The player can adjust the volume or light intensity across the stop of the special symbols' movement, and there is no need to press the button again, thus improving convenience. Also, since there is no need to hide it, the process can be simplified.

[0192] In this embodiment, a movable mechanism effect is provided as a special effect related to the variation of special symbols (an effect that suggests the expected probability of winning in the variation), in which a movable mechanism (a movable mechanism for the game board) appears in front of the display area 32a of the liquid crystal display 32. When not in operation, the movable mechanism is retracted to a position where it cannot be seen from the front, and moves to the front of the display area 32a when in operation. This movable mechanism 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 at a position corresponding to the movable mechanism that has appeared in front of the display area 32a. At this time, if the display of the effect customization screen C (Figure 14) and the movable mechanism effect are executed at the same time, 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 mechanism, leading to a decrease in the effect of the movable mechanism effect. In addition, the presence of the movable mechanism may hinder the visibility of the effect customization screen C. Therefore, in this embodiment, when the performance customization screen C is displayed based on the performance customization transition operation, the movable prop performance (and the image display performance linked thereto) is controlled not to be executed. This suppresses a decrease in the performance effect of the movable prop performance. It also suppresses a decrease in the visibility of the performance customization screen C due to the appearance of the movable prop.

[0193] If the special symbol variation is interrupted by the display of the performance customization screen C (Figure 14), and the player's attention is drawn to the performance customization, and the second display (performance window image EW) includes an effect that suggests a high probability of winning in that variation, the player may miss that effect. An example of an effect that suggests a high probability of winning in that variation is a cut-in effect in which a predetermined character is displayed. When the performance execution mode control means 305 executes the effect as the second display, it may also execute an emphasis effect in conjunction with that effect. An emphasis effect is, for example, an effect that changes the color of the frame of the second display (performance window image EW) for a predetermined time. The color of the frame may be determined according to the probability of winning in that variation. Furthermore, the emphasis effect may extend beyond the frame of the performance window image EW (may span both inside and outside the frame), or it may be executed outside the frame, and may be, for example, a message display (e.g., "○○ occurred!" (where ○○ is the name of the effect)).

[0194] The performance control means 300 can perform a so-called pseudo-continuous performance, which involves repeating the display of the performance symbols' fluctuations and temporary stop displays between the start and end (stop display) of the fluctuation display of the performance symbols in one cycle. In the pseudo-continuous performance, a pseudo-continuous count display indicating the number of times the pseudo-continuous performance has been performed can be displayed on the liquid crystal display 32. For example, the pseudo-continuous count display "×2" is displayed for the second pseudo-continuous performance, and the pseudo-continuous count display "×3" is displayed for the third pseudo-continuous performance. In this embodiment, the more times the pseudo-continuous performance is performed, the higher the probability of winning in the end. The pseudo-continuous performance can be said to be a performance that suggests a high probability of winning in that fluctuation, and in that case, the pseudo-continuous count display (for example, "×3") as an emphasis performance may be configured to be displayed outside the frame of the performance window image EW.

[0195] When emphasis effects (such as "XX occurred!" or "x3") are executed, the player's attention is drawn to the second display (effect window image EW) more effectively than when the emphasis effects are not executed. This helps prevent the player from missing effects that suggest a high probability of winning in that particular spin. As a result, the enjoyment of the game can be mitigated.

[0196] Furthermore, the effects that draw the player's attention to the second display (emphasis effects) are not limited to being performed together with effects that suggest the likelihood of winning in that variation, but may also be performed independently as a warning display regarding the progress of the game (notification of game-related information). For example, if four first special random values ​​are held in the first special hold memory area 1 to the first special hold memory area 4 (or if four second special random values ​​are held in the second special hold memory area 1 to the second special hold memory area 4), a message display as an emphasis effect (for example, "The hold is full") may be displayed outside the frame of the effect window image EW. Launching the game medium when the hold is full is disadvantageous to the player, but by displaying the message to warn the player, the player can be prevented from suffering a disadvantage. In addition, since the display regarding the hold included in the effect window image EW is reduced in size and visibility is reduced, when such a message is displayed, the player can more easily grasp that the hold is full. Furthermore, in a game state where left-handed shooting is recommended, if the player makes a mistake in the launch position of the game ball and shoots with their right hand, a message (for example, "Please return to left-handed shooting") may be displayed outside the frame of the presentation window image EW as a highlighting effect.

[0197] When the special symbols are changing and the performance customization screen C (Figure 14) is displayed, if a big win (minor win) is achieved and the special symbols (performance symbols) stop and are displayed in a manner corresponding to the determined big win (minor win) symbols, the sub-control means 202 receives a command related to the win start demo from the main control means 200. Based on receiving this command, the performance control means 300 forcibly terminates the display of the performance customization screen C, including the performance window image EW, and starts a performance (win performance) corresponding to the win on the entire screen. By starting the win performance on the entire screen, it is possible to reliably inform the player that they have won. In addition, the win performance includes the right-hand shooting display S2, etc. (Figure 13(a)), and by executing the win performance on the entire screen, it is possible to reliably convey important notifications (information) such as the right-hand shooting display S2 to the player.

[0198] Furthermore, if the special symbol customization screen C is displayed while the special symbol is spinning, and the game result is a loss (the special symbol stops and displays in a manner corresponding to a loss), and the next game starts, the display of the special symbol customization screen C will continue. In other words, in the case of a loss, the special symbol customization screen C will be displayed across the stoppage of the special symbol's spin. On the other hand, if the special symbol customization screen C is displayed while the special symbol is spinning, and the game result is a win (the special symbol stops and displays in a manner corresponding to a win), and the next game starts, the display of the special symbol customization screen C will end. In other words, in the case of a win, the special symbol customization screen C will not be displayed across the stoppage of the special symbol's spin.

[0199] Furthermore, in a game state where left-handed play is recommended, if the performance customization screen C is displayed and a win is achieved, transitioning to a special game state, the display of performance customization screen C is forcibly terminated and a win animation is started in full screen. However, in a game state where right-handed play is recommended, if the performance customization screen C is displayed and a win is achieved, transitioning to a special game state, the display of performance customization screen C does not terminate, and the display of performance customization screen C is maintained (continued). In the latter case, there is no need to change the launch position of the game ball (right-handed play is sufficient), and the player can continue to play right-handed without displaying a win animation (including the right-handed play display S2) in full screen. In addition, the probability of transitioning to a special game state is higher in the time-saving state than in the normal state and the slight time-saving state, and if the display of performance customization screen C is forcibly terminated as a result of transitioning to a special game state (triggered by receiving a command related to the win start demo), this can be annoying for the player, but this configuration prevents such problems from occurring.

[0200] When a special symbol variation is performed and a performance customization transition operation is made, the performance customization screen C is displayed and the performance window image EW is displayed. Based on this performance customization transition operation, a performance (suggestive performance) that indicates the likelihood of a win in that variation may be executed. In other words, as a hidden button element, a special suggestive performance associated with the display of the performance customization screen C may be executed. Such a suggestive performance may be one in which a predetermined display object (mini character) is attached to the performance window image EW. Such a suggestive performance may, for example, indicate that the likelihood of a win in that variation is 50% or higher (indicating that a reach performance, 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 mini character attached, and if a special mini character is attached, it may indicate that a win is guaranteed. When a special symbol variation is performed, the performance customization screen C is displayed, and a mini character is attached to the performance window image EW, the player can have the expectation that there may be a high likelihood of a win. In this case, the player can end the display of the performance customization screen C and enjoy the performance (reach performance) on a larger screen.

[0201] Furthermore, while the performance customization screen C may be displayed across the stopping of the special symbol's rotation, if the performance customization screen C is displayed continuously from the rotation immediately preceding the rotation in question, the suggestive animation related to the mini-character described above will not be executed. Also, even if the performance customization screen C is displayed during the rotation in question, if it is displayed at a timing earlier than a specific timing during the rotation, the suggestive animation related to the mini-character described above will not be executed. This prevents players from knowing in advance that the probability of winning in that rotation is high (so-called "pre-emptive 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 transmits an error occurrence command to the sub-control board 202. The sub-control board 202 (performance control means 300) receives the error occurrence command and, in accordance with the type of error, transmits error notification 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 clearing operation, it transmits an error clearing command to the sub-control board 202. The sub-control board 202 (performance control means 300) terminates the error notification upon receiving the error clearing command.

[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, regardless of whether the performance customization screen C is displayed or not. The error display is not displayed across the entire display area 32a, but only in a portion 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 "The door is open."

[0204] The error display is given a higher display priority than the other display elements of the performance customization screen C (such as the customization item image CK, the customization window image CW, and the performance window image EW), and is visible in the foreground. When the performance customization screen C is displayed, the error display may overlap with at least one of the display elements of the performance customization screen C. In this embodiment, the error display is controlled to be displayed in a position that does not overlap with at least the performance window image EW. In other words, the performance window image EW is displayed in a position that is not covered (hidden) by the error display even when it is displayed. Therefore, it is possible to suppress the decrease in visibility (identifiability) of the performance symbols (variation results) related to the performance window image EW when the error display is displayed. In other words, it is possible to suppress the difficulty in understanding the game result when the error display is displayed while the performance customization screen C is displayed.

[0205] The performance control means 300 can execute a PUSH performance (button performance) that prompts the player to press the performance button 26 as a performance related to the variation of special symbols, and can notify the player of the game result (whether or not a bonus is awarded, etc.) based on the fact that the performance button 26 has been pressed. The performance control means 300 displays an image resembling the performance button 26 on the liquid crystal display 32 as a PUSH performance. On the other hand, the performance execution mode control means 305 can terminate the display of the performance customization screen C when the performance button 26 has been pressed as an operation to terminate the performance customization, while the performance customization screen C is being displayed.

[0206] In this embodiment, when the performance customization screen C is displayed and a PUSH performance is executed, and the performance window image EW, which includes a display related to the PUSH performance (a reduced display), is displayed, if the performance button 26 is pressed, the process related to the PUSH performance (notification of the game result) is executed preferentially based on the press, and the process to terminate the display of the performance customization screen C is not executed. Therefore, it is possible to avoid the player becoming dissatisfied because the display of the performance customization screen C ends unintentionally despite pressing the performance button 26 in accordance with the PUSH performance.

[0207] Furthermore, if the performance button 26 is pressed in the aforementioned situation, the system may be configured to execute a process related to the PUSH performance (notification of the game result) and to terminate the display of the performance customization screen C based on the press.

[0208] In this embodiment, if the performance button 26 is pressed when the PUSH performance is not displayed, a predetermined performance (referred to as the hidden button performance) may be executed. However, if the performance button 26 is pressed while the performance customization screen C is displayed, the hidden button performance is not executed and the display of the performance customization screen C is terminated. This prevents the problem from occurring where the hidden button performance is executed when the performance button 26 is pressed, preventing the display of the performance customization screen C from being terminated and causing dissatisfaction among players.

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

[0210] If the time until the stop of the variation is displayed is short, the speed of the variation display (scrolling) of each variation symbol in the performance window image EW gradually decreases, and then the variation symbols stop in order, and the result of the game (combination of variation symbols) is announced. Therefore, by not ending the display of the performance customization screen C (performance window image EW) until the stop of the variation is displayed, it is possible to suppress the decrease in visibility of the stopped variation display (making it difficult to grasp the result of the game) that would occur if the display of the performance customization screen C (performance window image EW) were to end during that period.

[0211] The gaming machine of this embodiment is equipped with lamps (front frame lamp 12 and game board lamp) that can emit light (illuminate) in a predetermined color (pattern). The performance execution pattern control means 305 displays the performance customization screen C and causes the lamps to emit light in the pattern related to the performance customization when a performance customization transition operation is performed. Furthermore, if a performance customization transition operation is performed while a special symbol is changing, the performance execution pattern control means 305 can prioritize the emission of light in the pattern related to the performance customization for at least some of the lamps over the emission related to the performance currently being executed. Furthermore, lamp effects that suggest a very high probability of winning during the spin (for example, a predetermined flash effect) or effects that notify that the spin is a winning spin (for example, an effect that lights up in rainbow colors) are executed in priority over lamp effects related to the effect customization, making it possible to create a sense of anticipation and excitement in the player.

[0212] The performance control means 300 can cause the performance button 26 (or its light-emitting part) to light up in a predetermined manner. The performance control means 300 lights up the performance button 26 in a first color (for example, blue) to indicate that pressing the performance button 26 as an operation to end the performance customization is valid. In addition, the performance control means 300 can execute a PUSH performance as described above. In the PUSH performance, an image resembling the performance button 26 (button image) is displayed, and the performance button 26 lights up in a second color (for example, white or red) to indicate that pressing the performance button 26 is valid. The illumination in the second color ends based on the expiration of the valid period for pressing the performance button 26 related to the PUSH performance.

[0213] When the performance control means 300 is illuminating the performance button 26 in the first color and a PUSH performance is to be executed, the PUSH performance is prioritized, and the performance button 26 is illuminated in the manner related to the PUSH performance (second color). In other words, notification that pressing the button related to the PUSH performance is valid is prioritized. This allows the player to be prompted to press the performance button 26, and suppresses a decrease in the effectiveness of the PUSH performance. As mentioned above, when the performance customization screen C is displayed, even if the performance button 26 is pressed, the hidden button performance is not executed (the display of the performance customization screen C ends). Therefore, when the performance customization screen C is displayed, the performance button 26 is illuminating in the first color and does not light up in the manner related to the hidden button performance.

[0214] As shown in Figure 14, the performance customization screen C is provided with multiple types of items as configurable items (customization items). In this embodiment, the background of the selected icon (item) changes from blue to yellow, but it is not limited to this, and the selected icon may be configured to have predetermined text (e.g., "Configuring") attached to it to indicate that it is the selected (configured) item. By looking at this text, the player can identify the item that is currently being configured from among the multiple items. Furthermore, when a predetermined item is changed from the default (initial) setting (e.g., OFF) to a different setting (e.g., ON), predetermined text (e.g., "Changed") may be attached to it to indicate that the setting has been changed. By looking at this text, the player can identify the item whose setting has been changed from among the multiple items at a glance.

[0215] Conventionally, the special symbol variation performance customization screen displayed one icon (item) in a portion of the display area 32a, and the user switched between the displayed icons (one icon) by operating the directional keys 27 to make settings. As a result, it was difficult to quickly identify which of the multiple items had been changed. In this embodiment, the performance customization screen C displays all items in a list, and if a predetermined character indicating that the setting has been changed (for example, "changed") is attached, the changed item can be identified at a glance.

[0216] In this embodiment, the performance customization screen C is displayed during the special symbol variation, and it is possible to change the settings of predetermined items (for example, to ON). However, among the multiple items, there may be items whose setting changes are reflected from the next variation rather than the current variation. For such items, the execution of the performance is determined by a lottery (performance lottery), and the setting change (for example, a change in the table used for the lottery) is reflected from the performance lottery related to the next variation. Furthermore, for such items, a performance window image EW (performance wipe image) reflecting the setting change is displayed from the next variation.

[0217] The gaming machine of this embodiment is A main control means (main control board 200) for controlling the progress of the game, Sub-control means (sub-control board 202) for controlling the execution of the performance, A display means (liquid crystal display 32) capable of performing effects related to the display of images, The player can operate the effects (effect buttons 26, directional pad 27), It includes 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 can execute effects related to the progress of the game in accordance with the situation in which the main control means is progressing the game to show a predetermined game result. The aforementioned performance execution mode control means can set the performance execution mode when the performance operation means is operated during the period in which the performance related to the progress of the game is being executed on the display means. When setting the manner of execution of the performance during the aforementioned period, the first display and the second display are displayed on the display means. The first representation described above is a representation relating to the setting of the performance method, and includes at least one item that makes it possible to make such a setting, The second display is a display that includes a reduced display of at least some of the effects related to the progress of the game, In the display means, the first display is displayed in the area that is the margin of the area where the second display is displayed.

[0218] While the main control means is running a game to show a predetermined game result, it is possible to set the execution mode of the effects, and the first display is displayed in the area that is the margin of the area where the second display is displayed. Since the display area of ​​the first display is relatively large and the first display is easy to see, the convenience of setting the execution mode of the effects while the game is in progress can be improved. Furthermore, when setting the execution mode of the effects while the game is in progress, the second display is displayed and the effects related to the progress of the game are displayed. As a result, the player can visually confirm (understand) the progress of the game while setting the execution mode of the effects. According to this embodiment, when setting the execution mode of the effects while the game is in progress, the display related to the setting (the first display) does not obstruct the visibility of the display of the effects related to the progress of the game (the second display). In other words, a display method is provided for setting the execution mode of the effects while the game is in progress, in which the visibility of the display related to the notification of the progress of the game is ensured.

[0219] Furthermore, the gaming machine of this embodiment is The game area (game area 4) where the game medium moves, A lottery means (special symbol lottery means 230) that performs a lottery based on the entry of a game medium into a predetermined area provided in the game area, It includes a performance control means (performance control means 300) for controlling the execution of the performance, Based on the execution of the aforementioned lottery, the special symbols will change. The aforementioned performance control means is capable of executing a first symbol performance in which the main performance symbol changes in response to the change in the special symbol, and a second symbol performance in which a sub-performance symbol smaller than the main performance symbol changes in response to the change in the special symbol. The second display includes a reduced display of the first symbol animation, but does not include a reduced display of the second symbol animation.

[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 configuration which is the same as that of the first embodiment will be omitted or simplified.

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

[0222] The performance customization screen X is roughly rectangular in shape and divided into multiple rows, with each row displaying an item (customization item). Players can select an item by pressing the up or down button on the directional pad 27. Additionally, an ON / OFF indicator is provided on the right side of each row, and players can toggle it ON / OFF by pressing the left or right button on the directional pad 27. On the performance customization screen X, the color of the selected row (item) changes to a predetermined color (for example, blue). Also, for the ON / OFF indicator, the color of the surrounding area (within the frame) changes to a predetermined color (for example, green) when the item is selected (being set). Therefore, players can easily understand which item is selected and whether that item is currently OFF or ON.

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

[0224] Here, if we consider the layer on which the game progression-related visual effects P are placed to be the third layer, then the visual effect setting image X is placed on a layer with a higher display priority than the third layer (the first layer), so that at least a portion of it overlaps with the visual effect image P. As a result, the visual effect setting image X is visible in front of (closer to) the visual effect image P.

[0225] The performance control means 300 (performance execution mode control means 305) controls the performance setting image X to be a transparent image (by setting a predetermined transparency). The transparency is such that the image placed behind it (background or performance image P) can be seen. Even when the performance setting image X is displayed, because the performance setting image X is transparent, the player can see the changing and stopping displays of the performance symbols in the background. In this embodiment, the background of the performance setting image X is transparent black, and the text portion of the performance setting image X is transparent white. The white portion has higher transparency than the black portion, making the image in the background easier to see.

[0226] Because the performance setting image X is transparent (displayed transparently), depending on the display method (size, color, etc.) of the image displayed in the background (lower layer) (background or performance image P), a problem may arise in which the visibility of at least a part of the performance setting image X is reduced. For example, the performance setting image X may become darker due to the image displayed in the background, or the performance setting image X may become difficult to see if the color of the image displayed in the background is the same color as the color of the performance setting image X. In addition, the fluctuating display (high-speed fluctuation) of the performance symbols may be visible through the text (white part) of the performance setting image X, which may cause the text of the performance setting image X to flicker and become annoying (strain the eyes).

[0227] (Specific image) Therefore, in this embodiment, as shown in Figure 17, when the performance control means 300 (performance execution mode control means 305) places performance images P (performance symbols, etc.) related to the progress of the game on a predetermined layer (third layer), and places the performance setting image X on a layer with a higher display priority than the third layer (first layer), it places a specific image Y on a layer between the first and third layers, which has a lower display priority than the first layer (second layer). At this time, the performance control means 300 (performance execution mode control means 305) places the specific image Y so as to overlap with the performance setting image X. The specific image Y (mask image) is placed (drawn) on the second layer with the same size as the performance setting image X or a larger size than the performance setting image X. In this embodiment, the specific image Y is white and has no transparency. At least a part 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 Figure 18, by placing (displaying) a specific image Y (a white image) behind the performance setting image X, it becomes difficult (impossible) to see the performance image P through the transparent performance setting image X. By placing (displaying) the specific image Y, it is possible to suppress the reduction in the visibility of the performance setting image X due to the influence of the image behind it (performance image P, etc.). In other words, the placement of the specific image Y can improve the visibility of the performance setting image X. It can also be said that the placement of the specific image Y reduces the transparency of the performance setting image X. Furthermore, by placing (displaying) the specific image Y, the text portion in the performance setting image X will be visible as non-transparent white, improving the visibility of the white text (preventing the text from flickering).

[0229] In this embodiment, the specific image Y is set to white, but the specific image Y may be a color other than white. Also, although the specific image Y is assumed to be non-transparent, it may be transparent as long as it can suppress the reduction in visibility of the performance setting image X.

[0230] Furthermore, in this embodiment, the performance setting image X is an image related to performance customization, and a specific image Y is displayed together with the performance setting image X to suppress a decrease in the visibility of the performance setting image X. However, the performance setting image X (the performance setting image related to the setting of the performance execution mode) may also be an image related to the volume setting display V or the light intensity setting display W shown in Figure 15. As previously described, the images related to the volume setting display V and 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 the stop indicator for the performance symbols) Next, we will explain how to ensure the visibility (identifiability) of the performance symbols when the performance setting image X (specific image Y) is displayed after performing the performance customization transition operation (Figure 18). In this embodiment, the left performance symbol 350, the middle performance symbol 352, and the right performance symbol 354 are each composed of seven types of performance symbol sequences representing the numbers "one" to "seven".

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

[0233] In this embodiment, as shown in Figure 19(b), the stopping position of the middle performance symbol 352 is controlled (offset downwards) to be lower than the stopping positions of the left performance symbol 350 and the right performance symbol 354 in the vertical direction. Therefore, even when the variation of the performance symbols stops while the performance setting image X (specific image Y) is displayed, at least a part of the stopped middle performance symbol 352 protrudes from the specific image Y (performance setting image X), and the amount of protrusion is relatively large. The amount of protrusion from the specific image Y (performance setting image X) is such that it is possible to recognize (identify) that it is a specific number. When comparing the amount of downward protrusion from the specific image Y (performance setting image X), the amount of protrusion of the middle performance symbol 352 is the largest. As a result, the player can identify the stopping display of the middle performance symbol 352 (in other words, they can recognize the number that the stopped middle performance symbol 352 represents (without mistaking it for another number)). In other words, even when a performance setting image X accompanied by a specific image Y is displayed, the player can still understand the stopping display of the performance symbols (the combination of symbols of the stopped performance symbols).

[0234] In this embodiment, the stopping position of the middle symbol 352 is shown to be lower than the stopping positions of the left symbol 350 and the right symbol 354. However, the invention is not limited to this, and the stopping position of the middle symbol 352 may be higher than the stopping positions of the left symbol 350 and the right symbol 354, so that the middle symbol 352 extends above the specific image Y (performance setting image X) and becomes recognizable. In short, the stopping position of the middle symbol 352 may be shifted (offset) to one side in the vertical direction, so that the number represented by the stopped middle symbol 352 can be recognized.

[0235] Furthermore, in this embodiment, the size (display size) of each performance symbol is the same, but the size (display size) of the middle performance symbol 352 (final stop symbol) may be controlled to be different from the size of the left performance symbol 350 and the right performance symbol 354. For example, the middle performance symbol 352 may be displayed smaller than the left performance symbol 350 and the right performance symbol 354, or the middle performance symbol 352 may be displayed larger than the left performance symbol 350 and the right performance symbol 354. When the middle performance symbol 352 is made smaller, it is possible to reduce the amount of overhang below the specific image Y (performance setting image X) while still making the number represented by the middle performance symbol 352 recognizable.

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

[0237] Furthermore, when a performance setting image X accompanied by a specific image Y is displayed, and the performance symbols stop and are displayed in a manner corresponding to a win, the color of the performance symbols in the part that extends beyond the performance setting image X will be the same color. In this case, a performance that notifies the player of a win will be executed via another performance device, so the player will be able to recognize that they have won.

[0238] In this embodiment, while the performance setting image X is displayed, a specific image Y is always positioned (displayed) to ensure the visibility of the performance setting image X. However, the system is not limited to this, and for example, the specific image Y may be controlled to be positioned when a predetermined image P related to the progress of the game is displayed behind the performance setting image X. For example, the system may be controlled to be positioned only when it is determined that displaying the predetermined image would reduce the visibility of the performance setting image X, thereby ensuring the visibility of the performance setting image X.

[0239] Furthermore, it is not limited to the case where a specific image Y is always placed together with the performance setting image X. If the performance symbols that are changing stop while the performance setting image X is displayed, priority may be given to the visibility of the stopped performance symbols, and the specific image Y may be temporarily hidden based on the stop. When the specific image Y is hidden, as shown in Figure 20, the stopped performance symbols (the combination of symbols of the stopped performance symbols) can be seen through the transparent performance setting image X. Note that when the specific image Y is temporarily hidden based on the stopping of the performance symbols in this way, the performance symbols may be configured to stop at the same position (on the same line) in the vertical direction.

[0240] Furthermore, two performance modes may be provided: a first performance mode in which the performance symbols scroll vertically, and a second performance mode in which the performance symbols scroll horizontally. The first and second performance modes differ in the manner of the performance symbols' movement (scrolling). In the second performance mode, the left performance symbol 350 becomes the upper performance symbol, the middle performance symbol 352 becomes the middle performance symbol, and the right performance symbol 354 becomes the lower performance symbol, with each performance symbol scrolling horizontally. If a performance setting image X accompanied by a specific image Y is displayed while the second performance mode is running, the stopping position of the middle performance symbol is offset to one side horizontally, making it difficult to ensure the visibility (identifiability) of the stopped middle performance symbol. Therefore, if a performance setting image X accompanied by a specific image Y is displayed while the second performance mode is running, the system is controlled so that the specific image Y is hidden at least at the time the movement of the performance symbols stops. This allows the stopped display of the performance symbols (the combination of symbols of the stopped performance symbols) to be seen through the transparent performance setting image X.

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

[0242] The gaming machine of this embodiment is A main control means (main control board 200) for controlling the progress of the game, Sub-control means (sub-control board 202) for controlling the execution of the performance, A display means (liquid crystal display 32) capable of performing effects related to the display of images, The player can operate the effects control means (effect button 26, directional pad 27, volume adjustment button 28, brightness adjustment button 29), It includes 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 can execute effects related to the progress of the game in accordance with the situation in which the main control means is progressing the game to show a predetermined game result. The aforementioned performance execution mode control means can set the performance execution mode when the performance operation means is operated during the period in which the performance related to the progress of the game is being executed on the display means. When settings related to the execution method of the performance are made during the aforementioned period, the performance setting image related to said settings is displayed on the display means. The aforementioned performance setting image is controlled so that at least a portion of it overlaps with the performance image related to the progress of the game, and is visible in front of the aforementioned performance image. The aforementioned performance setting image is controlled to have transparency that allows the performance image to be visible. The system is controlled to place a specific image behind the aforementioned performance setting image that can suppress a decrease in the visibility of the performance setting image.

[0243] Even during the period in which the effects related to the progress of the game are being executed, settings related to the execution mode of the effects can be made. The effects setting image has transparency that allows the effects images related to the progress of the game to be visible. However, the visibility of the effects setting image may be reduced by the effects images. However, by placing the specific image behind the effects setting image, the reduction in visibility of the effects 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 effects setting image) can be made easy for the player to see. This suppresses (reduces) the discomfort caused to the player due to the display being difficult to see. In addition, because the display is easy to see, the player can comfortably make settings related to the execution mode of the effects.

[0244] Furthermore, the gaming machine of this embodiment is The game area (game area 4) where the game medium moves, The system includes a lottery means (special symbol lottery means 300) that performs a lottery based on the entry of a game medium into a predetermined area provided in the game area, Based on the execution of the aforementioned lottery, the special symbols will change. The effects related to the progress of the game are effects in which the effect symbols change in accordance with the changes in the special symbols.

[0245] As shown in the first embodiment, when the performance control means 300 receives an error command relating to a predetermined error, it displays an error display corresponding to the error on the liquid crystal display 32. The error display may have a degree of transparency that allows the image (background or performance image P) placed behind it to be visible. When the performance control means 300 displays the error display at a predetermined trigger, it places a specific error image behind the error display that can suppress a decrease in the visibility of the error display (can improve its visibility). The specific error image is a transparent white image and has a higher transparency than the specific image Y (for performance customization) mentioned above. By placing the specific error image, a decrease in the visibility of the error display can be suppressed.

[0246] Furthermore, the error-specific image is displayed across almost the entire display area 32a (full screen). This reduces the visibility of other displays and draws the player's attention to the error display. Even when the error-specific image covers the entire screen, the error-specific image is transparent, so the background image (such as the animation symbols) can still be seen.

[0247] The present invention is not limited to the embodiments described above and can be implemented in various modified forms without departing from its essence. Furthermore, within the scope of the invention, it is possible to freely combine the embodiments, modify any component of each embodiment, or omit any component in each embodiment. The present invention can also be applied to conventional pachinko machines, that is, pachinko machines in which the player can physically touch the game balls and the game balls are dispensed into a tray based on their entry into predetermined prize slots. [Explanation of symbols]

[0248] 26. Effects Button (Means for Controlling Effects) 27. D-pad (for controlling effects) 28. Volume adjustment button (means for controlling effects) 29. Light intensity adjustment button (effect control means) 32 Liquid crystal display (display means) 200 Main control board 202 Sub-control board

Claims

[Claim 1] A main control means for controlling the progress of the game, Sub-control means for controlling the execution of the performance, A display means capable of performing effects related to the display of images, A means of controlling the effects that can be operated by the player, It includes a performance execution mode control means for controlling settings related to the performance execution mode, The sub-control means can execute specific effects related to the progress of the game in accordance with the situation in which the main control means is progressing the game to show a predetermined game result. The aforementioned performance execution mode control means can set the performance execution mode when the performance operation means is operated during the period in which the pattern variation performance as the specific performance is being performed on the display means. If settings related to the execution method of the performance are made during the aforementioned period, the performance setting image related to said settings will be displayed on the display means. The aforementioned performance setting image is controlled so that at least a portion of it overlaps with the performance image related to the variation of the symbols, and is visible in front of the aforementioned performance image. The aforementioned performance setting image is controlled to have transparency that allows the image placed on the back to be visible. When the aforementioned pattern variation effect is being executed and the effect setting image is displayed, it is possible to place a specific image that does not have transparency behind the effect setting image. A gaming machine in which multiple symbols can be displayed in a variable manner while the variable symbol effect is being performed, and when the multiple symbols are stopped, the position of one end of a predetermined symbol in the vertical direction is located further from the center of the display means in the vertical direction than the position of one end of other symbols in the vertical direction.