Game machine

JP2023091908A5Inactive Publication Date: 2025-01-06SANSEI R&D KK
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Patent Information

Application Number
JP2021206774
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2021-12-21
Publication Date
2025-01-06
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Conventional game machines lack engaging display content during symbol games, leading to a lack of interest and entertainment for players.

Method used

Incorporating a pending display mechanism that uses a reserved pattern with a small number of components to build anticipation, followed by a larger display when the game ball enters a predetermined area, enhancing player expectation and enjoyment through changes in the symbol game display.

Benefits of technology

This approach increases player engagement and entertainment by creating anticipation and enhancing the amusement value of the game through dynamic and interactive display elements.

✦ Generated by Eureka AI based on patent content.

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Abstract

To increase amusement.SOLUTION: When game balls effectively enter a start pocket, a cloud image C is displayed as a reservation pattern within reservation areas R1 to R4. The cloud image C simulates one cloud and comprises one component. The cloud image C reports occurrence of reservation, and the number of components of a reservation pattern is changed as a thunder image T is attached to the cloud image C when a degree of expectation that winning is reported in a performance pattern game is reported to a player. For this reason, new pleasure of expecting a change in the number of components of a reservation pattern is given to a player, thus increasing amusement of a game.SELECTED DRAWING: Figure 21
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Description

Technical Field

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

Background Art

[0002] Some of the above gaming machines are configured to display an image of a symbol game when a game ball effectively enters a predetermined ball entry area. The image of this symbol game displays an identification symbol in a variable state and a variable stop state in sequence, and the player is notified of the determination result of success or failure according to the mode of the identification symbol in the variable stop state.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the case of the above conventional gaming machine, a battle image in which the protagonist fights against an enemy is displayed during the symbol game, and the probability that the identification symbol becomes a winning mode is suggested according to presenting the strength of the damage inflicted on the enemy to the player as an image, and there is a problem that the display content is uniform and lacks ingenuity.

[0005] The present invention has been made in view of the above circumstances, and an object thereof is to provide a gaming machine capable of improving the ingenuity of the game.

Means for Solving the Problems

[0006] The gaming machine described in claim 1 includes a symbol game means for displaying an image of a symbol game to inform the player of the result of determining whether a game ball has been successfully entered into a predetermined ball entry area, and a reserve display means for displaying a reserve symbol to suggest to the player that there is a result of determining whether a game ball has been successfully entered into the ball entry area. The reserve display means is characterized in that when it is to inform the player of the expected probability of being notified that it is a win, the reserve symbol is displayed in a manner consisting of multiple components, and when a game ball has been successfully entered into the ball entry area, the reserve symbol is displayed in a manner with fewer components than when it is to inform the player of the expected probability of being notified that it is a win. According to the above method, when a game ball successfully enters a predetermined ball entry area, the reserved symbol is displayed in a form consisting of a small number of components. When the player is notified of the expected probability of winning in the symbol game, the reserved symbol is changed to a form consisting of a large number of components. As a result, a new form of enjoyment is given to the player, as they anticipate a change in the number of components of the reserved symbol, thereby enhancing the appeal of the game. [Effects of the Invention]

[0007] According to the present invention, it becomes possible to improve the enjoyment of games. [Brief explanation of the drawing]

[0008] [Figure 1] Figure illustrating Embodiment 1 of the present invention (perspective view showing the external appearance of a pachinko game machine) [Figure 2] Front view of the game board [Figure 3] Block diagram showing the electrical configuration [Figure 4] (A) and (B) are diagrams showing random numbers, (C) is a diagram showing the normal win determination table, (D) is a diagram showing the normal variation time table, (E) is a diagram showing the auxiliary game table, and (F) is a diagram showing the jackpot determination table. [Figure 5] (a) is a diagram showing the jackpot type determination table for Special Figure 1, (b) is a diagram showing the reach determination table for Special Figure 1 and Special Figure 2, (c) is a diagram showing the Special Figure 1 reserve area and Special Figure 1 pre-read area, (d) is a diagram showing the variation pattern table for Special Figure 1. [Figure 6](a) is a diagram showing the jackpot type determination table for FIG. 2 of the patent, (b) is a diagram showing the reserved area and the pre-reading area of FIG. 2 of the patent, (c) is a diagram showing the variable pattern table for FIG. 2 of the patent [Figure 7] (a) is a diagram showing the jackpot game pattern, (b) is a diagram showing the game state determination table [Figure 8] Diagram for explaining the jackpot game pattern [Figure 9] Flowchart showing the main process of the main control circuit [Figure 10] Flowchart showing the timer interrupt processing of the main control circuit [Figure 11] Flowchart showing the processing of FIG. 2 of the main control circuit [Figure 12] Flowchart showing the processing of FIG. 1 of the main control circuit [Figure 13] Diagram showing the production content of the production symbol game [Figure 14] Diagram showing the production content of the production symbol game [Figure 15] Diagram showing the image of the production symbol game (normal production) [Figure 16] Diagram showing the image of the production symbol game (normal reach production) [Figure 17] Diagram showing the image of the production symbol game (super reach production) [Figure 18] Diagram showing the image of the production symbol game (pseudo continuous production) [Figure 19] Diagram showing the image of the reserved pre-reading production 1 [Figure 20] Diagram showing the image of the reserved omen production 1 [Figure 21] Diagram showing the images of the reserved omen production 1 and the reserved pre-reading production 1 [Figure 22] Diagram for explaining the movement of the cloud image [Figure 23] Diagram showing the images of the reserved omen production 2 and the reserved pre-reading production 2 (step 1) [Figure 24] Diagram showing the images of the reserved omen production 2 and the reserved pre-reading production 2 (step 2) [Figure 25] Diagram showing the images of the reserved omen production 2 and the reserved pre-reading production 2 (step 3) [Figure 26] Flowchart showing the main process of the sub control circuit [Figure 27] Flowchart showing the received command analysis process of the sub control circuit [Figure 28] (a) is a flowchart showing the hold effect processing of the sub control circuit, (b) is a diagram showing the determination probability of the hold destination preview effect [Figure 29] Flowchart showing the hold destination preview effect processing 1 of the sub control circuit [Figure 30] (a) is a diagram showing the determination probability of the hold destination preview effect 1 (for super reach effect), (b) is a diagram showing the selection probability of the lightning image command and the hold omen effect command (for super reach), (c) is a diagram showing the determination probability of the hold destination preview effect 1, the lightning image command, and the hold omen effect command (for pseudo - continuous effect) [Figure 31] Diagram showing specific examples of the hold omen effect 1 and the hold destination preview effect 1 [Figure 32] (a) is a flowchart showing the hold destination preview effect processing 2 of the sub control circuit, (b) is a diagram showing the relationship between the hold area and the pointer [Figure 33] Diagram showing data for determining the number of attached lightning images [Figure 34] (a) - (e) are diagrams showing data for selecting a scenario [Figure 35] Diagram showing specific examples of the hold omen effect 2 and the hold destination preview effect 2 [Figure 36] Diagram showing specific examples of the hold omen effect 2 and the hold destination preview effect 2 [Figure 37] Diagram showing specific examples of the hold omen effect 2 and the hold destination preview effect 2 <​​​​​​​​​​​​​​​The outer frame 1 in Figure 1 is installed on the island of the pachinko parlor. This outer frame 1 is a rectangular tube with openings on the front and back, and the main frame 2 is attached to the outer frame 1. This main frame 2 is frame-like, and as shown in Figure 2, the game board 3 is supported by the main frame 2.

[0010] As shown in Figure 1, a front frame 4 is attached to the outer frame 1. This front frame 4 is rotatable between a closed state that covers the front of the outer frame 1 from the front and an open state that opens it, and a transparent window plate 5 is fixed to the front frame 4. When the front frame 4 is closed, this window plate 5 faces the game board 3 from the front with a gap in between, and the game board 3 is visible through the window plate 5 when the front frame 4 is closed. An upper tray 6 and a lower tray 7 are fixed to the front frame 4 in two stages, upper and lower. The upper tray 6 stores game balls, and the lower tray 7 stores game balls that cannot be stored in the upper tray 6.

[0011] A launching device (not shown) is mounted on the front frame 4. This launching device has a striking hammer that strikes the game balls and a launching motor that operates the striking hammer, and game balls are supplied to the striking hammer one at a time from the upper tray 6. This launching device supplies one new game ball to the striking hammer each time the striking hammer strikes a game ball, and a launching handle 8 is connected to the launching device. As shown in Figure 1, this launching handle 8 is mounted on the lower right corner of the front frame 4 so as to be rotatable around an axis that points in the front-rear direction, and the force with which the striking hammer strikes the game ball is adjusted according to the amount of clockwise operation (rotation angle) of the launching handle 8.

[0012] As shown in Figure 2, an outer rail 9 and an inner rail 10 are fixed to the front of the game board 3. An arc-shaped launching passage 11 is formed between these outer rail 9 and inner rail 10, and the game ball struck by the striking hammer rises from bottom to top within the launching passage 11. These outer rail 9 and inner rail 10 demarcate a game area 12 on the front of the game board 3. This game area 12 is a circular area connected to the exit at the upper end of the launching passage 11, and the game ball rising within the launching passage 11 is released into the game area 12 from the exit of the launching passage 11. Multiple game pins (not shown) are driven into this game area 12, and the game ball released into the game area 12 falls within the game area 12 while colliding with the multiple game pins.

[0013] Within the game area 12, as shown in Figure 2, there are left-handed shooting areas 13 and right-handed shooting areas 14. The left-handed shooting area 13 is the area to the left of the center line in the left-right direction of the game area 12. When the amount of clockwise rotation of the launch handle 8 is small, the game ball is released from the exit of the launch passage 11 into the left-handed shooting area 13. This method of shooting, in which the game ball is released into the left-handed shooting area 13, is called left-handed shooting. The right-handed shooting area 14 is the area to the right of the center line in the left-right direction of the game area 12. When the amount of clockwise rotation of the launch handle 8 is large, the game ball is released from the exit of the launch passage 11, passing through the left-handed shooting area 13 and into the right-handed shooting area 14. This method of shooting, in which the game ball is released into the right-handed shooting area 14, is called right-handed shooting.

[0014] Within the game area 12, a first starting opening 15 is fixed, as shown in Figure 2. This first starting opening 15 is pocket-shaped with an open top, allowing game balls to be inserted from above. This first starting opening 15 is positioned across the left-handed area 13 and the right-handed area 14, allowing game balls to easily enter the first starting opening 15 from its top opening when playing left-handed, but becoming difficult to enter when playing right-handed. This first starting opening 15 corresponds to a predetermined ball entry area.

[0015] Within the game area 12, as shown in Figure 2, a second start opening 16 is fixed below the first start opening 15. This second start opening 16 has an opening on its right side and is located within the left-handed shooting area 13. An opening / closing member 17 is provided for this second start opening 16. This opening / closing member 17 is movable between a closed state, which prevents game balls from entering the right side of the second start opening 16, and an open state, which allows game balls to enter. Even when the second start opening 16 is in the open state, it is difficult for game balls to enter the second start opening 16 in the left-handed shooting state, and in the right-handed shooting state, if the second start opening 16 is in the open state, game balls can enter from its right side. This second start opening 16 corresponds to a predetermined ball entry area.

[0016] Within the game area 12, a first large prize opening 18 is fixed, as shown in Figure 2. This large prize opening 18 is a horizontally elongated box shape with an open front and is equipped with a first opening / closing member 19. This first opening / closing member 19 is rotatable around a horizontal axis at its lower end between a vertically closed state and a horizontally open state. The front entrance of the first large prize opening 18 is closed in the closed state of the first opening / closing member 19, preventing game balls from entering, and is open in the open state, allowing game balls to enter. This first large prize opening 18 is located in the lower right of the right-handed shooting area 14, and game balls are permitted to enter the first large prize opening 18 when the game balls are shot to the right.

[0017] Within the right-handed shooting area 14, as shown in Figure 2, a general-purpose starting opening 20 is fixed above the first large prize winning opening 18. This general-purpose starting opening 20 has a U-shaped frame with openings on its top and bottom, allowing the game ball to pass from its top to its bottom when the game ball is being shot to the right. This general-purpose starting opening 20 corresponds to the ball entry area, and a second large prize winning opening 21 is located diagonally above and to the right of the general-purpose starting opening 20. This second large prize winning opening 21 has an opening on its left side and is equipped with a second opening / closing member 22. This second opening / closing member 22 is movable between an upright closed state and an open state that is tilted upward from right to left. When the second opening / closing member 22 is closed, the game ball cannot enter the second large prize winning opening 21, and only when the game ball is being shot to the right can it enter the second large prize winning opening 21 from its left side by riding on the second opening / closing member 22.

[0018] As shown in Figure 3, the upper end entrance of the ball distribution passage 23 is connected to the second large prize opening 21. This ball distribution passage 23 is provided between a transparent front panel and a transparent rear panel, and the inside of the ball distribution passage 23 is visible to the player through the window panel 5 of the front frame 4 and the front panel of the ball distribution passage 23. This ball distribution passage 23 has a width dimension that allows one game ball to roll through, and a game ball that enters the second large prize opening 21 enters the ball distribution passage 23 from its entrance and then rolls in a single line from top to bottom inside the ball distribution passage 23.

[0019] As shown in Figure 3, the lower exit of the ball distribution passage 23 is connected to the upper entrance of the loss zone 24 and the upper entrance of the V zone 25. Each of these loss zones 24 and V zone 25 is a vertically elongated passage located between the transparent front and rear panels of the ball distribution passage 23, and both the loss zone 24 and V zone 25 are visible to the player through the window panel 5 of the front frame 4 and the front panel of the ball distribution passage 23.

[0020] As shown in Figure 3, a colored, opaque, plate-shaped distribution member 26 is provided at the exit of the ball distribution passage 23. This distribution member 26 is interposed between the transparent front and rear plates of the ball distribution passage 23 and is visible to the player through the window plate 5 of the front frame 4 and the front plate of the ball distribution passage 23. This distribution member 26 is movable between a winning state, which closes the entrance to the losing zone 24, and a losing state, which closes the entrance to the V zone 25. In the winning state of the distribution member 26, game balls in the ball distribution passage 23 enter the V zone 25 from its entrance, and in the losing state of the distribution member 26, they enter the losing zone 24 from its entrance. This behavior of the game balls being distributed to the losing zone 24 or the V zone 25 is visible to the player. As shown in Figure 3, a miss sensor 27 and a V sensor 28 are provided within the miss zone 24 and V zone 25, respectively. The miss sensor 27 outputs a miss signal when a game ball enters the miss zone 24, and the V sensor 28 outputs a hit signal when a game ball enters the V zone 25.

[0021] As shown in Figure 1, the front frame 4 is provided with a hemispherical button 29 and a sword-shaped button 30. The hemispherical button 29 is located in front of the upper tray 6 and can be pressed downwards by the player with their fingers. The sword-shaped button 30 is located to the right of the upper tray 6 and can be pressed downwards by the player with their fingers.

[0022] As shown in Figure 2, the game board 3 is equipped with an LED display 31 located in the lower left corner. The LED display 31 displays the results of the regular symbol win / loss judgment and the special symbol win / loss judgment, as well as the results of the jackpot type judgment. The game board 3 is also equipped with a performance symbol display 32. This performance symbol display 32 consists of a color liquid crystal display, and the horizontally elongated rectangular liquid crystal screen of the performance symbol display 32 displays images of the performance symbol game and images of the jackpot game performance. This performance symbol display 32 is equivalent to a display.

[0023] As shown in Figure 2, the game board 3 is provided with a colored, opaque decorative frame 33. When viewed from the front, this decorative frame 33 forms a frame-like structure surrounding the performance symbol display unit 32, and the liquid crystal screen of the performance symbol display unit 32 is visible to the player through the window panel 5 of the front frame 4 and the opening 34 of the decorative frame 33.

[0024] 2. Electrical configuration of the gaming machine The main control board 50 in Figure 3 is equipped with a main control circuit 51. This main control circuit 51 is primarily a microcomputer and has ROM, RAM, and CPU. This main control circuit 51 controls game benefits such as special symbol lottery, variable display of special symbols, jackpot game, game state setting, regular symbol lottery, variable display of regular symbols, and auxiliary game. The ROM of the main control circuit 51 stores the main processing program, the timer interrupt processing program, the jackpot judgment table, the jackpot type judgment table, the reach judgment table, the special symbol variation pattern judgment table, the jackpot game control table, the win judgment table, and the auxiliary game control table. The RAM of the main control circuit 51 is set with the special symbol hold area and the pre-read hold area.

[0025] As shown in Figure 3, the main control circuit 51 is connected to a first start port sensor 52, a second start port sensor 53, a general-purpose sensor 54, a first major prize port sensor 55, a second major prize port sensor 56, a miss sensor 27, and a V sensor 28. The first start port sensor 52 detects game balls that enter the first start port 15, the second start port sensor 53 detects game balls that enter the second start port 16, and the general-purpose sensor 54 detects game balls that pass through the general-purpose start port 20. The first major prize port sensor 55 detects game balls that enter the first major prize port 18, the second major prize port sensor 56 detects game balls that enter the second major prize port 21, the miss sensor 27 detects game balls that enter the miss zone 24, and the V sensor 28 detects game balls that enter the V zone 25. When each of these sensors detects a game ball, it outputs a signal corresponding to the detected object to the main control circuit 51.

[0026] As shown in Figure 3, the main control circuit 51 is connected to a second start port solenoid 57, a first major prize port solenoid 58, a second major prize port solenoid 59, and a distribution solenoid 60. The second start port solenoid 61 operates the opening / closing member 17 of the second start port 16, the first major prize port solenoid 62 operates the first opening / closing member 19 of the first major prize port 18, the second major prize port solenoid 63 operates the second opening / closing member 22 of the second major prize port 21, and the distribution solenoid 60 operates the distribution member 26. An LED display 31 is connected to this main control circuit 51, and the main control circuit 51 performs variable display in accordance with the control of the display content of the LED display 31.

[0027] The payout control board 70 in Figure 3 is equipped with a payout control circuit 71 mainly consisting of a microcomputer. The main control circuit 51 sends a payout command to the payout control circuit 71 when it detects signals from the first start port sensor 52, the second start port sensor 53, the first large prize port sensor 55, and the second large prize port sensor 56. A prize ball payout device 72 is connected to this payout control circuit 71, and when the payout control circuit 71 detects a payout command from the main control circuit 51, it drives the prize ball payout device 72 and dispenses a unit number of game balls as prize balls into the upper tray 6.

[0028] The sub-control board 80 in FIG. 3 is equipped with a sub-control circuit 81 mainly composed of a microcomputer. The main control circuit 51 transmits commands according to the progress of the game to the sub-control circuit 81. This sub-control circuit 81 has a ROM, a RAM, a CPU, and a real-time clock (RTC). Programs for main processing, reception interrupt processing, 1 ms timer interrupt processing, and 10 ms timer interrupt processing are stored in the ROM. The RAM functions as a work memory, and the CPU executes multiple programs in the ROM according to commands from the main control circuit 51. Button switches 82 and 83 are connected to this sub-control circuit 81. The sub-control circuit 81 detects the operation state of the hemispherical button 29 according to the electrical state of the button switch 82, and detects the operation state of the sword-shaped button 30 according to the electrical state of the button switch 83. This sub-control circuit 81 corresponds to a determination means.

[0029] The image control board 90 in FIG. 3 is equipped with an image control circuit 91 mainly composed of a microcomputer. The sub-control circuit 81 sets the display content of the effect symbol display 32 based on commands from the main control circuit 51 and transmits the setting result of the display content to the image control circuit 91. This image control circuit 91 includes a ROM, a RAM, a CPU, a CGROM, a VRAM, and a VDP. The ROM stores an image control program for specifying image data. The RAM functions as a work memory, and the CPU executes the program in the ROM. The CGROM stores still image data and moving image data for displaying images on the effect symbol display 32. The VDP reads out image data from the CGROM according to commands from the CPU. This VDP expands the readout result of the image data in the VRAM, synthesizes the expansion result of the image data, and draws it in the frame buffer of the VRAM, and outputs the drawing result of the image to the effect symbol display 32 as an RGB signal. An image is displayed in color on the effect symbol display 32 according to the RGB signal from the VDP. This image control circuit 91 corresponds to a symbol game means, a pattern display means, a preview effect means, an omen effect means, and a hold display means.

[0030] The lamp control board 100 in Figure 3 is connected to multiple frame lamps 101 and multiple panel lamps 102. The multiple frame lamps 101 illuminate the front frame 4, and the multiple panel lamps 102 illuminate the decorative frame 33. The lamp control board 100 drives and controls the multiple frame lamps 101 and the multiple panel lamps 102 in response to commands from the sub-control circuit 81. The sound control board 110 drives and controls multiple speakers 111, and outputs voice, music, and sound effects from the multiple speakers 111.

[0031] 3. Gaming Functions 3-1. General game 3-1-1. General Drawing When a game ball passes through the regular symbol start opening 20, the value of the random number for determining whether a regular symbol wins or losses is obtained in Figure 4(B), and the result of determining whether a regular symbol wins or losses is obtained from the regular symbol win / loss determination table in Figure 4(C) according to the result of obtaining the value of the random number for determining whether a regular symbol wins or losses.

[0032] 3-1-2. Display of General Chart Fluctuations If a result of the calculation of whether the regular diagram is correct or incorrect is obtained, the regular diagram variation display is performed. This regular diagram variation display starts flashing a predetermined number of LEDs on the LED display unit 31 in a predetermined pattern, and then stops flashing in either the "regular diagram correct" or "regular diagram incorrect" manner. The predetermined number of LEDs stop flashing in the "regular diagram correct manner" if it is determined to be "regular diagram correct," and stop flashing in the "regular diagram incorrect manner" if it is determined to be "regular diagram incorrect." The time required for this regular diagram variation display is set based on the data in the regular diagram variation pattern table in Figure 4(D). This regular diagram variation pattern table assigns variation times to "time-saving state" and "non-time-saving state," with the regular diagram variation display time set to "1 second" in the "time-saving state" and the regular diagram variation display time set to "30 seconds" in the "non-time-saving state."

[0033] 3-1-3. General Supplementary Games If the regular symbol variation display stops in the "regular symbol hit" state, an auxiliary game pattern corresponding to the current game state is selected from the auxiliary game table in Figure 4(E), and the auxiliary game is started based on the selected auxiliary game pattern. This auxiliary game opens the second start port 21, and in the "time-saving state," the auxiliary game is performed by opening the second start port 21 for a long period (30 seconds) once, while in the "non-time-saving state," the auxiliary game is performed by opening the second start port 21 for a short period (1 second) once.

[0034] 3-2. Special Feature 1 Game 3-2-1. Acquisition of Special Feature 1 Game Data When a game ball successfully enters the first starting opening 15, the values ​​of the random numbers for determining whether a special symbol is correct, the random numbers for determining the type of jackpot, the random numbers for determining the variation pattern, and the random numbers for determining a reach are obtained as shown in Figure 4(A). The results of obtaining the random numbers for determining whether a special symbol is correct and the results of obtaining the random numbers for determining a reach are stored in the special symbol 1 reserve area as a set of special symbol 1 game data. As shown in Figure 5(c), special symbol 1 reserve areas 1 to 4 are set up in this special symbol 1 reserve area, and the special symbol 1 game data is stored in the order of "special symbol 1 reserve area 4", "special symbol 1 reserve area 3", "special symbol 1 reserve area 2", and "special symbol 1 reserve area 1" in the order in which it was obtained. That is, if special symbol 1 game data is stored in all of the special symbol 1 reserve areas 1 to 4, the special symbol 1 game data in "special symbol 1 reserve area 4" is the oldest, and the special symbol 1 game data in "special symbol 1 reserve area 1" is the newest. When Special Feature 1 game data is stored in all of these Special Feature 1 Reserve Areas 1-4, the Special Feature 1 Reserve Count is referred to as "4". When Special Feature 1 game data is stored in three of the Special Feature 1 Reserve Areas 2-4, the Special Feature 1 Reserve Count is referred to as "3". When Special Feature 1 game data is stored in two of the Special Feature 1 Reserve Areas 3-4, the Special Feature 1 Reserve Count is referred to as "2". When Special Feature 1 game data is stored in one of the Special Feature 1 Reserve Areas 4, the Special Feature 1 Reserve Count is referred to as "1". When Special Feature 1 game data is not stored in any of the Special Feature 1 Reserve Areas 1-4, the Special Feature 1 Reserve Count is referred to as "0".

[0035] 3-2-2. Special Feature 1 Lottery If Special Symbol 1 game data is stored in "Special Symbol 1 Reserve Area 4", a Special Symbol 1 lottery is performed on the condition that the game is currently stopped. This stopped game state refers to a state in which Special Symbol 1 gameplay, Special Symbol 2 gameplay, and jackpot gameplay are all stopped, and the Special Symbol 1 lottery is permitted during normal gameplay. In this stopped game state, if Special Symbol 1 game data is stored in "Special Symbol 1 Reserve Area 4", the stored value of the random number for determining the success or failure of the special symbol is detected from "Special Symbol 1 Reserve Area 4". In the "high probability state", the success or failure determination result is obtained from the Special Symbol success or failure determination table for the high probability state in Figure 4(F) according to the detected value of the random number for determining the success or failure of the special symbol. In the "normal probability state", the success or failure determination result is obtained from the Special Symbol success or failure determination table for the normal probability state in Figure 4(F) according to the detected value of the random number for determining the success or failure of the special symbol.

[0036] When a "miss" result is obtained from the special symbol win / loss judgment table for the high probability state, and when a "miss" result is obtained from the special symbol win / loss judgment table for the normal probability state, the stored value of the random number for reach judgment is detected from "Special Symbol 1 Reserve Area 4". In the "Shortened Time State", the determination of whether or not a reach has occurred according to the detection result of the random number for reach judgment is detected from the "Shortened Time State" column of the reach judgment table in Figure 5(b). In the "Non-Shortened Time State", the determination of whether or not a reach has occurred according to the detection result of the random number for reach judgment is detected from the "Non-Shortened Time State" column of the reach judgment table in Figure 5(b).

[0037] When a "jackpot" result is detected from the special symbol win / loss determination table for the high probability state, and when a "jackpot" result is detected from the special symbol win / loss determination table for the normal probability state, the value of the random number used to determine the jackpot type is stored in the "Special Symbol 1 Reserve Area 4," and the jackpot type corresponding to the detection result of the random number used to determine the jackpot type is detected from the jackpot type determination table for Special Symbol 1 in Figure 5(a).

[0038] When a "jackpot" result is detected and the type of jackpot is determined, the value of the random number for the variation pattern is stored in "Special Feature 1 Reserve Area 4". In "non-time-saving state", a special feature variation pattern and special feature variation display time are selected from the variation pattern table for the non-time-saving state in Figure 5(d) according to the detection result of the random number for the variation pattern. In "time-saving state", a specific special feature variation pattern and a specific special feature variation display time are selected from the variation pattern table for the time-saving state in Figure 5(d).

[0039] If a "miss" result is detected, the value of the variable pattern random number is stored in "Special Feature 1 Reserved Area 4". If this variable pattern random number storage result is detected in "Shortened Time State", a specific special feature variable pattern and a specific special feature variable display time are selected from the variable pattern table for Shortened Time State in Figure 5(d). If it is detected in "Not Shortened Time State", the special feature variable pattern and special feature variable display time are selected in a different manner depending on the determination result of whether or not a reach is achieved. If a "Reach Found" result is detected, the special feature variable pattern and special feature variable display time are selected from the variable pattern table for Not Shortened Time State in Figure 5(d) according to the detection result of the variable pattern random number. If a "No Reach" result is detected, the special feature variable pattern and special feature variable display time are selected from the variable pattern table for Not Shortened Time State in Figure 5(d) according to the detection result of the number of Special Feature 1 Reserved and the value of the variable pattern random number.

[0040] 3-2-3. Special Feature 1: Variable Display When a special symbol variation pattern and special symbol variation display time are selected, the special symbol 1 variation display is started. This special symbol 1 variation display starts flashing a predetermined number of LEDs on the LED display unit 31 in a predetermined pattern, and then stops flashing. If the predetermined number of LEDs is determined to be a miss, they stop flashing in the manner of "Special Symbol 1 Miss," and if it is determined to be a jackpot, they stop flashing in a manner corresponding to the jackpot type determination result. This flashing from start to stop takes the required time according to the selection result of the special symbol variation display time.

[0041] 3-2-4. Big Win Game When a predetermined number of LEDs on the LED display 31 stop flashing in a manner corresponding to the determination result of the jackpot type, a jackpot game pattern corresponding to the determination result of the jackpot type is selected from the jackpot game pattern table in Figure 7, and the jackpot game is started according to the selection result of the jackpot game pattern. This jackpot game allows game balls to enter the first jackpot opening 18 or the second jackpot opening 21 in accordance with the opening and closing of the first jackpot opening 18 or the second jackpot opening 21. For each of the jackpot game patterns 1 to 4, an opening time is set before the start of the first round, and an ending time is set after the end of the final round.

[0042] Each of the jackpot game patterns 1 to 4 consists of the same 15 rounds, as shown in Figure 7(a). Each of these rounds involves continuously opening the first jackpot 18 or the second jackpot 21 until the time limit has elapsed, and then closing it for a certain period of time (2 seconds). If the maximum number of game balls (10) enters before the time limit has elapsed, the game ends after being closed for a certain period of time (2 seconds) without waiting for the time limit to expire. There are two types of time limits: "30 seconds" and "0.1 seconds". A time limit of "30 seconds" is the time during which the maximum number of game balls can enter before the time limit has elapsed, while a time limit of "0.1 seconds" is the time during which no game balls can enter.

[0043] [1] Jackpot game pattern 1 involves opening the first large prize slot 18 in each of the 15 rounds, and each round has a time limit of "30 seconds" during which a maximum number of game balls can be entered into the first large prize slot 18. This jackpot game pattern 1 consists of 15 rounds in which prize balls can be paid out to the player (see Figure 8).

[0044] [2] In the jackpot game pattern 2, the first large prize slot 18 is opened in each of the 1st to 8th rounds, and a time limit of "30 seconds" is set for each of the 1st to 8th rounds during which a maximum number of game balls can be entered. In this jackpot game pattern 2, the first large prize slot 18 is opened again in each of the 9th to 15th rounds, and a time limit of "0.1 seconds" is set for each of the 9th to 15th rounds during which no game balls can be entered into the first large prize slot 18. This jackpot game pattern 2 consists of 8 rounds in which prize balls can be paid out to the player (see Figure 8).

[0045] [3] In the jackpot game pattern 3, the first large prize slot 18 is opened in the first round, and a time limit of "30 seconds" is set for the maximum number of game balls that can be entered in the first round. In the jackpot game pattern 3, the second large prize slot 21 is opened in the second round, and a time limit of "30 seconds" is set for the maximum number of game balls that can be entered in the second large prize slot 21 in the second round. In the jackpot game pattern 3, the first large prize slot 18 is opened again in each of the 3rd to 15th rounds, and a time limit of "30 seconds" is set for the maximum number of game balls that can be entered in the first large prize slot 18 in each of the 3rd to 15th rounds. This jackpot game pattern 3 consists of 15 rounds in which prize balls can be paid out to the player (see Figure 8).

[0046] [4] In the jackpot game pattern 4, the first large prize slot 18 is opened in the first round, and a time limit of "30 seconds" is set for the maximum number of game balls that can be entered in the first round. In the jackpot game pattern 4, the second large prize slot 21 is opened in the second round, and a time limit of "30 seconds" is set for the maximum number of game balls that can be entered in the second round. In the jackpot game pattern 4, the first large prize slot 18 is opened again in each of the third to eighth rounds, and a time limit of "30 seconds" is set for each of the third to eighth rounds for the maximum number of game balls that can be entered. In the jackpot game pattern 4, the first large prize slot 18 is opened again in each of the ninth to fifteenth rounds, and a time limit of "0.1 seconds" is set for each of the ninth to fifteenth rounds for which game balls cannot be entered. This jackpot game pattern 4 consists of eight rounds in which prize balls can be paid out to the player (see Figure 8).

[0047] 3-2-5. Updating the game status 3-2-5-1. Reduced time state and non-reduced time state If the result of the jackpot type determination is "jackpot symbol 1" or "jackpot symbol 2", the "non-time-saving state" is set when the jackpot game ends, as shown in Figure 7(b). If the result of the jackpot type determination is "jackpot symbol 3" or "jackpot symbol 4", the "time-saving state" is set. This "time-saving state" is set repeatedly, regardless of the number of times Special Symbol 1 games and Special Symbol 2 games are played, until the jackpot type "jackpot symbol 1" or "jackpot symbol 2" is determined.

[0048] 3-2-5-2. Normal probability state and high probability state In a jackpot game, if a game ball enters the V-zone 25 of the second large prize slot 21, a "high probability state" is set when the jackpot game ends. If the game ball does not enter the V-zone 25, a "normal probability state" is set when the jackpot game ends. The distribution member 26 of the V-zone 25 switches from a losing state to a winning state in synchronization with the switching of the second opening / closing member 22 of the second large prize slot 21 from a closed state to an open state, and switches from a winning state to a losing state in synchronization with the switching of the second opening / closing member 22 from an open state to a closed state. During the opening of the second large prize slot 21, which has a time limit of "30 seconds", all game balls that enter the second large prize slot 21 enter the V-zone 25. During the opening of the second large prize slot 21, which has a time limit of "0.1 seconds", no game balls enter the V-zone 25. In other words, when a jackpot game is played using "Jackpot Game Pattern 3" or "Jackpot Pattern 4," provided that the game balls are shot to the right, the game will always enter V-zone 25 in the second round, and a "high probability state" will be set when the jackpot game ends. This "high probability state" is set repeatedly, regardless of the number of times Special Feature 1 and Special Feature 2 games are played, until a jackpot type, "Jackpot Symbol 1" or "Jackpot Symbol 2," is determined.

[0049] 3-2-6. Special Feature 1 Pre-read When a game ball enters the first starting port 15, if the acquisition result of the special figure 1 game data is stored in one of the special figure 1 reserve areas 1 to 4, a pre-determination of win / loss, pre-determination of whether there is a reach, pre-determination of the variation pattern, and pre-determination of the variation display time are performed according to the acquisition result of the special figure 1 game data. If the pre-determination result of win / loss is a jackpot, a pre-determination of the jackpot type and a pre-determination of the game state are performed. These pre-determinations of win / loss and pre-determination of the jackpot type are performed according to the procedure described above, and the pre-determination of the game state is performed according to the pre-determination result of the jackpot type if the pre-determination result of win / loss is a jackpot. That is, if the pre-determination result of the jackpot type is either "jackpot symbol 1" or "jackpot symbol 2", "non-time-saving state" or "normal probability state" is pre-determined, and if the pre-determination result of the jackpot type is either "jackpot symbol 3" or "jackpot symbol 4", "time-saving state" or "high probability state" is pre-determined.

[0050] If a pre-determination of win / loss and a pre-determination of the game state are performed, the pre-determination result of win / loss and the pre-determination result of the game state are stored in the special figure 1 pre-read area as a set of special figure 1 pre-read data. In this special figure 1 pre-read area, as shown in Figure 5(c), special figure 1 pre-read areas 1 to 4 are set up, and special figure 1 pre-read data corresponding to the special figure 1 game data in "special figure 1 reserve area 4" is stored in "special figure 1 pre-read area 4", special figure 1 pre-read data corresponding to the special figure 1 game data in "special figure 1 reserve area 3" is stored in "special figure 1 pre-read area 3", special figure 1 pre-read data corresponding to the special figure 1 game data in "special figure 1 reserve area 2" is stored in "special figure 1 pre-read area 2", and special figure 1 pre-read data corresponding to the special figure 1 game data in "special figure 1 reserve area 1" is stored in "special figure 1 pre-read area 1".

[0051] 3-3. Special Feature 2 Game 3-3-1. Acquisition of Special Feature 2 Game Data When a game ball enters the second starting port 21, the values ​​of the random numbers for determining whether a special symbol is correct, the random numbers for determining the type of jackpot, the random numbers for determining the variation pattern, and the random numbers for determining a reach are obtained as shown in Figure 4(A). The results of obtaining the random numbers for determining whether a special symbol is correct and the results of obtaining the random numbers for determining a reach are stored in the special symbol 2 reserve area as a set of special symbol 2 game data. As shown in Figure 6(b), special symbol 2 reserve areas 1 to 4 are set in this special symbol 2 reserve area, and the special symbol 2 game data is stored in the order of "special symbol 2 reserve area 4", "special symbol 2 reserve area 3", "special symbol 2 reserve area 2", and "special symbol 2 reserve area 1" in the order in which it is obtained. When Special Feature 2 game data is stored in all of these Special Feature 2 Reserve Areas 1 to 4, the Special Feature 2 Reserve Count is referred to as "4". When Special Feature 2 game data is stored in three of the Special Feature 2 Reserve Areas 2 to 4, the Special Feature 2 Reserve Count is referred to as "3". When Special Feature 2 game data is stored in two of the Special Feature 2 Reserve Areas 3 to 4, the Special Feature 2 Reserve Count is referred to as "2". When Special Feature 2 game data is stored in one of the Special Feature 2 Reserve Areas 4, the Special Feature 2 Reserve Count is referred to as "1". When Special Feature 2 game data is not stored in any of the Special Feature 2 Reserve Areas 1 to 4, the Special Feature 2 Reserve Count is referred to as "0".

[0052] 3-3-2. Special Feature 2 Lottery If Special Feature 2 game data is stored in "Special Feature 2 Reserved Area 4", the Special Feature 2 lottery will start, provided that the game is currently stopped. This Special Feature 2 lottery detects Special Feature 2 game data from "Special Feature 2 Reserved Area 4" and is conducted according to the detection result of the Special Feature 2 game data. The same Special Feature win / fail judgment table shown in Figure 4(F) as in the Special Feature 1 lottery is used to determine whether it is a win or a loss, and the same Reach judgment table shown in Figure 5(b) as in the Special Feature 1 lottery is used to determine whether there is a reach or not.

[0053] The jackpot type determination table for Special Feature 2 shown in Figure 6(a) is used to determine the type of jackpot in Special Feature 2. This jackpot type determination table for Special Feature 2 has the same jackpot symbols 1 to 4 as Special Feature 1, but it differs from the jackpot type determination table for Special Feature 1 in that the probability of selecting "jackpot symbol 3," which sets the "time-saving state" and "high probability state," is higher than that of the jackpot type determination table for Special Feature 1.

[0054] The special figure variation pattern table for special figure 2 shown in Figure 6(c) is used to determine the special figure variation pattern and special figure variation display time for special figure 2. This variation pattern table for special figure 2 has the same types of variation patterns and the same variation display times as special figure 1, but it differs from the variation pattern table for special figure 1 in that specific variation patterns PO00 and PH00 are set for the "non-time-saving state".

[0055] 3-3-3. Special Feature 2 Fluctuation Display When a special feature variation pattern and special feature variation display time for special feature 2 are selected, the special feature 2 variation display is performed for the required time according to the selected special feature variation display time. This special feature 2 variation display starts flashing multiple LEDs for special feature 2 on the LED display unit 31 in a predetermined pattern and then stops flashing. If the special feature 2 LEDs are determined to be a miss, they stop flashing in the manner of "special feature 2 miss," and if the jackpot is determined to be a jackpot, they stop flashing in the manner according to the jackpot type determination result.

[0056] 3-3-4. Big Win Game If the LED for Figure 2 of the LED display unit 31 stops blinking in a manner corresponding to the determination result of the jackpot type, a jackpot game pattern corresponding to the determination result of the jackpot type is selected from the jackpot game pattern table in Figure 7, and the jackpot game is started according to the selected jackpot game pattern.

[0057] 3-3-5. Updating the game status If the result of the jackpot type determination is "jackpot symbol 1" or "jackpot symbol 2", the "non-time-saving state" is set when the jackpot game ends, as shown in Figure 7(b). If the result of the jackpot type determination is "jackpot symbol 3" or "jackpot symbol 4", the "time-saving state" is set. If the game ball enters the V-zone 25 in the second large prize entry point 21 during the jackpot game, the "high probability state" is set when the jackpot game ends. If the game ball does not enter the V-zone 25, the "normal probability state" is set when the jackpot game ends. In other words, the "time-saving state" and "high probability state" are applied from the special symbol 2 game immediately after the jackpot game ends if the result of the jackpot type determination is either "jackpot symbol 3" or "jackpot symbol 4", and continue until either "jackpot symbol 1" or "jackpot symbol 2" is determined.

[0058] 3-3-6. Special Feature 2 Pre-read When a game ball enters the second starting port 21, if the acquisition result of the special figure 2 game data is stored in one of the special figure 2 reserve areas 1 to 4, a pre-determination of win / loss, pre-determination of whether there is a reach, pre-determination of the variation pattern, and pre-determination of the variation display time are performed according to the acquisition result of the special figure 2 game data. If the pre-determination result of win / loss is a jackpot, a pre-determination of the jackpot type and a pre-determination of the game state are performed. These pre-determinations of win / loss and game state are performed according to the procedure described above, and the pre-determination results of win / loss and game state are stored in the special figure 2 pre-read area as a set of special figure 2 pre-read data. As shown in Figure 6(b), this special figure 2 pre-read area has special figure 2 pre-read areas 1 to 4 set up, and special figure 2 pre-read data corresponding to special figure 2 game data in "special figure 2 hold area 4" is stored in "special figure 2 pre-read area 4", special figure 2 pre-read data corresponding to special figure 2 game data in "special figure 2 hold area 3" is stored in "special figure 2 pre-read area 3", special figure 2 pre-read data corresponding to special figure 2 game data in "special figure 2 hold area 2" is stored in "special figure 2 pre-read area 2", and special figure 2 pre-read data corresponding to special figure 2 game data in "special figure 2 hold area 1" is stored in "special figure 2 pre-read area 1".

[0059] 4. Processing functions of the main control circuit 51 4-1. Main Processing The main control circuit 51 detects the main processing program shown in Figure 9 from the ROM when the power is turned on, and in the power-on processing S1, it grants permission to access RAM and sets the CPU, SIO, PIO, CTC, etc. Then, in S2, it sets interrupt disable, in S3 it sets interrupt enable, and in S4 it updates the values ​​of the random numbers in Figures 4(A) and (B). The value of each of these random numbers is increased by "1" from the current value, and if it exceeds the upper limit, it is reset to "0" and added again.

[0060] 4-2. Timer Interrupt Handling When the main control circuit 51 sets interrupt enable in S3, it allows the timer interrupt process in S5 to start. This timer interrupt process is executed with a period of 4 msec, and the random number update process in S4 is repeated during the waiting time between the end of the current timer interrupt process and the start of the next timer interrupt process.

[0061] Figure 10 is a flowchart showing the timer interrupt processing of the main control circuit 51. The main control circuit 51 sends the commands and other information set in the RAM output buffer during the previous timer interrupt processing to the sub-control circuit 81 and the payout control circuit 71 during the output processing of S11 of the current timer interrupt processing. Then, in the random number update processing of S12, the values ​​of each random number in Figure 4(A) and (B) are updated, and in the sensor detection processing of S13, signals from the miss sensor 27, V sensor 28, first start gate sensor 52, second start gate sensor 53, general sensor 54, first large prize gate sensor 55, and second large prize gate sensor 56 are detected.

[0062] After completing the sensor detection process in S13, the main control circuit 51 determines in S14 whether or not it has detected a signal from the regular symbol sensor 54 in the sensor detection process in S13. If it determines that it has detected a signal from the regular symbol sensor 54, it obtains a random number value for determining whether a regular symbol is correct in the regular symbol game data acquisition process in S15 and proceeds to S16. If it determines that it has not detected a signal from the regular symbol sensor 54, it also proceeds to S16.

[0063] When the main control circuit 51 moves to S16, it determines whether or not it has detected a signal from the second start port sensor 53 in the sensor detection process of S13. If it determines that it has not detected a signal from the second start port sensor 53, it moves to S18. If it determines that it has detected a signal from the second start port sensor 53, it compares the number of reserved special figures 2 with "4". If it determines that the number of reserved special figures 2 is "4", it moves to S18. If it determines that the number of reserved special figures 2 is less than "4", it acquires special figure 2 game data in S17. The acquired result of the special figure 2 game data is stored in one of the special figure 2 reserved areas 1 to 4 according to its storage order, a special figure 2 reserved command is set in the output buffer, and the process moves to S18. This special figure 2 reserved command notifies the sub-control circuit 81 of the number of reserved special figures 2 and is sent to the sub-control circuit 81 in the next timer interrupt process.

[0064] When the main control circuit 51 stores the acquisition results of the special figure 2 game data in S17, it performs pre-determination of win / loss, pre-determination of presence / absence of reach, pre-determination of variation pattern, pre-determination of variation display time, pre-determination of jackpot type, and pre-determination of game state on the acquisition results of the special figure 2 game data, and stores the pre-determination results of win / loss to game state as special figure 2 pre-read data in one of the special figure 2 pre-read areas 1 to 4 according to the storage order. Next, it sets the stored results of the special figure 2 pre-read data in the RAM output buffer so that they can be sent to the sub-control circuit 81 in the next timer interrupt processing, and proceeds to S18.

[0065] When the main control circuit 51 moves to S18, it determines whether or not it has detected a signal from the first start port sensor 52 in the sensor detection process of S13. If it determines that it has not detected a signal from the first start port sensor 52, it proceeds sequentially to the general drawing process of S20, the special drawing 2 process of S21, and the special drawing 1 process of S22. If it determines that it has detected a signal from the first start port sensor 52, it compares the number of special drawing 1 reserved balls with "4". If it determines that the number of special drawing 1 reserved balls is "4", it proceeds sequentially to S20 to S22. If it determines that the number of special drawing 1 reserved balls is less than "4", it acquires special drawing 1 game data in S19. The acquired result of the special drawing 1 game data is stored in one of the special drawing 1 reserved areas 1 to 4 according to its storage order, and a special drawing 1 reserved command is set in the output buffer. This special drawing 1 reserved command notifies the sub-control circuit 81 of the number of special drawing 1 reserved balls, and is sent to the sub-control circuit 81 in the next timer interrupt process.

[0066] When the main control circuit 51 stores the acquired data for Special Feature 1 gameplay in S19, it performs pre-determinations on the acquired data for Special Feature 1 gameplay, including whether it is a win or loss, whether there is a reach or not, the variation pattern, the variation display time, the type of win, and the game state. The pre-determination results for win / loss and game state are stored as Special Feature 1 pre-read data in one of the Special Feature 1 pre-read areas 1 to 4, according to the storage order. Next, the stored data for Special Feature 1 pre-read data is set in the RAM output buffer to be sent to the sub-control circuit 81 in the next timer interrupt processing, and the process proceeds sequentially to S20 to S22. 4-3. General diagram processing

[0067] The main control circuit 51 determines whether a regular symbol win or loss occurs based on the acquisition result of the random number for determining the win or loss of a regular symbol in the regular symbol processing in S20, and notifies the result of the regular symbol win or loss determination when executing the regular symbol variation display. If the determination result of "regular symbol win" is notified here, an auxiliary game pattern corresponding to the current game state is selected, and the game ball is allowed to enter the second start opening 21 when the auxiliary game is performed based on the selected auxiliary game pattern.

[0068] 4-4. Processing of Special Drawing 2 Figure 11 shows the S21 Special Feature 2 processing, in which the main control circuit 51 selectively executes the S31 Special Feature 2 lottery processing, the S32 Special Feature 2 variation stop processing, the S33 Special Feature 2 jackpot game start processing, the S34 Special Feature 2 jackpot game in progress processing, and the S35 Special Feature 2 jackpot game stop processing depending on the setting result of the value of the second pointer P2 in RAM. The value of this second pointer P2 is initially set to "1" when the power is turned on.

[0069] 4-4-1. Special Feature 2 Lottery Processing The main control circuit 51 proceeds to the S31 Special Feature 2 lottery process when the value of the second pointer P2 is set to "1". The value of this second pointer P2 is set to "1" when the game is stopped and all Special Feature 1 game, Special Feature 2 game, and jackpot game have stopped. In the S31 Special Feature 2 lottery process, the main control circuit 51 determines whether or not Special Feature 2 game data is stored in the "Special Feature 2 Reserved Area 4". If it is determined that Special Feature 2 game data is not stored in the "Special Feature 2 Reserved Area 4", the Special Feature 2 lottery process ends. If it is determined that Special Feature 2 game data is stored in the "Special Feature 2 Reserved Area 4", the main control circuit 51 makes a hit / miss determination, a determination of whether or not there is a reach, a determination of the variation pattern, and a determination of the variation display time based on the Special Feature 2 game data in the "Special Feature 2 Reserved Area 4". If the hit / miss determination result is a jackpot, the type of jackpot is determined. Then, the results of the hit / fail judgment, the results of the fluctuation pattern judgment, and the results of the jackpot type judgment are set in the RAM output buffer to be sent to the sub-control circuit 81 as special feature 2 game data, the fluctuation start command 2 is set in the RAM output buffer to be sent to the sub-control circuit 81, and the special feature fluctuation display is started.

[0070] When the main control circuit 51 starts displaying the special symbol variation, it organizes "Special Symbol 2 Reserved Area 1" to "Special Symbol 2 Reserved Area 4". This process deletes the special symbol 2 game data from "Special Symbol 2 Reserved Area 4". If special symbol 2 game data is stored in "Special Symbol 2 Reserved Area 3", that special symbol 2 game data is shifted to "Special Symbol 2 Reserved Area 4". If special symbol 2 game data is stored in "Special Symbol 2 Reserved Area 2", that special symbol 2 game data is shifted to "Special Symbol 2 Reserved Area 3". If special symbol 2 game data is stored in "Special Symbol 2 Reserved Area 1", that special symbol 2 game data is shifted to "Special Symbol 2 Reserved Area 2". After organizing "Special Symbol 2 Reserved Areas 1 to 4", the main control circuit 51 organizes "Special Symbol 2 Pre-read Area 1" to "Special Symbol 2 Pre-read Area 4" using the same procedure and sets the value of the first pointer P2 to "2".

[0071] 4-4-2. Special Figure 2: Variable Stop Processing The main control circuit 51 proceeds to the special figure 2 variation stop process in S32 if the value of the second pointer P2 is set to "2". Here, the timer value is added, and the result of adding the timer value is compared with the result of the special figure variation display time determination. If the result of adding the timer value has not reached the result of the special figure variation display time determination, the special figure 2 variation stop process is terminated. If the result of adding the timer value has reached the result of the special figure variation display time determination, the special figure variation display is stopped in a manner corresponding to the hit / fail determination result, and the variation stop command 2 is set in the output buffer to be sent to the sub-control circuit 81. If the hit / fail determination result is "miss", the value of the second pointer P2 is initialized to "1", and if the hit / fail determination result is "jackpot", the value of the second pointer P2 is set to "3".

[0072] 4-4-3. Special Feature 2 Big Win Game Start Processing If the value of the second pointer P2 is set to "3", the main control circuit 51 proceeds to the special feature 2 jackpot game start process in S33. Here, the jackpot game is started with a jackpot game pattern corresponding to the jackpot type determination result, and the jackpot game start command is set in the output buffer to be sent to the sub-control circuit 81, and the value of the second pointer P2 is set to "4".

[0073] 4-4-4. Special Feature 2 Jackpot Gameplay Processing If the value of the second pointer P2 is set to "4", the main control circuit 51 proceeds to the special feature 2 jackpot game processing in S34 and proceeds with the jackpot game according to the setting result of the jackpot game pattern. Each time a round starts in the jackpot game, the main control circuit 51 sets a round start command in the output buffer and sends it to the sub-control circuit 81.

[0074] When the main control circuit 51 is running a jackpot game in "jackpot game pattern 3" or "jackpot game pattern 4", it moves the distribution member 26 in synchronization with the opening and closing of the second opening / closing member 22, allowing the game ball to enter the V zone 25. If a signal from the V sensor 28 is detected during this jackpot game processing in Special Figure 2, the V flag is set to the ON state. When the main control circuit 51 has run the jackpot game to the end of the jackpot game pattern, it ends the jackpot game, sets it in the output buffer to send a jackpot game end command to the sub-control circuit 81, and sets the value of the second pointer P2 to "5".

[0075] 4-4-5. Special Feature 2 Big Win Game Stop Processing If the value of the second pointer P2 is set to "5", the main control circuit 51 proceeds to the special symbol 2 jackpot game stop process in S35 and detects the result of the jackpot type determination. If the result of the jackpot type determination is either "jackpot symbol 1" or "jackpot symbol 2", the game state is set to "non-time-saving state", and if the result of the jackpot type determination is either "jackpot symbol 3" or "jackpot symbol 4", the game state is set to "time-saving state". Then, if the V flag is set to the ON state, the game state is set to "probability change state" or "time-saving state", and if the V flag is set to the OFF state, the game state is set to "normal probability state" or "non-time-saving state", and the value of the second pointer P2 is initialized to "1".

[0076] 4-5. Processing of Special Drawing 1 Figure 12 shows the S22 Special Feature 1 processing, in which the main control circuit 51 selectively executes the S41 Special Feature 1 lottery processing, the S42 Special Feature 1 variation stop processing, the S43 Special Feature 1 jackpot game start processing, the S44 Special Feature 1 jackpot game processing, and the S45 Special Feature 1 jackpot game stop processing according to the setting result of the value of the first pointer P1 in RAM. The value of this first pointer P1 is initially set to "1" when the power is turned on.

[0077] 4-5-1. Special Feature 1 Lottery Processing The main control circuit 51 proceeds to the special figure 1 lottery process in S41 if the value of the first pointer P1 is set to "1". The value of this first pointer P1 is set to "1" when the game is stopped and all special figure 1 games, special figure 2 games, and jackpot games have stopped. In the special figure 1 lottery process in S41, the main control circuit 51 determines whether or not special figure 1 game data is stored in the "special figure 1 reserve area 4". If it is determined that special figure 1 game data is not stored in the "special figure 1 reserve area 4", the special figure 1 lottery process ends. If it is determined that special figure 1 game data is stored in the "special figure 1 reserve area 4", it determines whether or not special figure 2 game data is stored in the "special figure 2 reserve area 4".

[0078] The main control circuit 51 terminates the special symbol 1 lottery process if it determines that special symbol 2 game data is stored in the "special symbol 2 reserve area 4". If the main control circuit 51 determines that special symbol 2 game data is not stored in the "special symbol 2 reserve area 4", in S41 it determines whether the result is a win or loss, whether there is a reach or not, the variation pattern, and the variation display time based on the special symbol 1 game data in the "special symbol 1 reserve area 4". If the result of the win or loss determination is a jackpot, it determines the type of jackpot. Then, it sets the result of the win or loss determination, the result of the variation pattern determination, and the result of the jackpot type determination into the RAM output buffer to send to the sub-control circuit 81 as special symbol 1 game data, sets the variation start command 1 into the RAM output buffer to send to the sub-control circuit 81, and starts the special symbol variation display. In other words, the Special Feature 1 process is given a lower priority than the Special Feature 2 process. If the number of Special Feature 2 reserved balls is not "0", the Special Feature 2 process takes precedence over the Special Feature 1 process, and the Special Feature 1 process begins when the number of Special Feature 2 reserved balls becomes "0".

[0079] When the main control circuit 51 starts displaying the special symbol variation, it organizes "Special Symbol 1 Reserved Area 1" to "Special Symbol 1 Reserved Area 4". This process is carried out in the same way as "Special Symbol 2 Reserved Areas 1 to 4", and after organizing "Special Symbol 1 Pre-read Areas 1 to 4" in the same way, the main control circuit 51 sets the value of the first pointer P1 to "2".

[0080] 4-5-2. Special Figure 1: Fluctuation Stop Processing The main control circuit 51, when the value of the first pointer P1 is set to "2", proceeds to the special figure 1 variation stop processing in S42, and stops the special figure variation display in a manner corresponding to the hit or miss judgment result when the sum of the timer values ​​reaches the judgment result of the special figure variation display time, and sets the variation stop command 1 in the output buffer to send to the sub-control circuit 81. If the hit or miss judgment result is "miss", the value of the first pointer P1 is initialized to "1", and if the hit or miss judgment result is "jackpot", the value of the first pointer P1 is set to "3".

[0081] 4-5-3. Special Feature 1 Jackpot Game Start Processing If the value of the first pointer P1 is set to "3", the main control circuit 51 proceeds to the special feature 1 jackpot game start process in S43. Here, the jackpot game is started with a jackpot game pattern corresponding to the jackpot type determination result, and the jackpot game start command is set in the output buffer to be sent to the sub-control circuit 81, and the value of the first pointer P1 is set to "4".

[0082] 4-5-4. Special Feature 1: Gameplay during jackpot If the value of the first pointer P1 is set to "4", the main control circuit 51 proceeds to the special feature 1 jackpot game processing in S44 and proceeds with the jackpot game according to the setting result of the jackpot game pattern. Each time a round starts in the jackpot game, the main control circuit 51 sets a round start command in the output buffer and sends it to the sub-control circuit 81.

[0083] When the main control circuit 51 is running a jackpot game in "jackpot game pattern 3" or "jackpot game pattern 4", it moves the distribution member 26 in synchronization with the opening and closing of the second opening / closing member 22, and when it detects a signal from the V sensor 28, it sets the V flag to the ON state. When the main control circuit 51 has run the jackpot game to the end of the jackpot game pattern, it ends the jackpot game, sets a jackpot game end command in the output buffer to send to the sub-control circuit 81, and sets the value of the first pointer P1 to "5".

[0084] 4-5-5. Special Feature 1 Jackpot Game Stop Processing If the value of the first pointer P1 is set to "5", the main control circuit 51 proceeds to the special symbol 1 jackpot game stop process in S45. Here, if the jackpot type determination result is either "jackpot symbol 1" or "jackpot symbol 2", the game state is set to "non-time-saving state", and if the jackpot type determination result is either "jackpot symbol 3" or "jackpot symbol 4", the game state is set to "time-saving state". Then, if the V flag is set to the ON state, the game state is set to "probability change state" or "time-saving state", and if the V flag is set to the OFF state, the game state is set to "normal probability state" or "non-time-saving state", and the value of the first pointer P1 is initialized to "1".

[0085] 5. Gameplay and presentation Game effects are performed in a manner corresponding to the effect mode, and there are four effect modes: "waiting for customers effect mode," "low base effect mode," "high base effect mode," and "jackpot game effect mode." The "waiting for customers effect mode" is an effect mode that is set when the game is stopped, and during the waiting for customers effect mode, a demonstration image is displayed on the effect symbol display 32.

[0086] The "Big Win Game Performance Mode" is set during a big win game. In "Big Win Game Performance Mode," a background image for the big win game performance mode is displayed on the performance symbol display unit 32, and an image is displayed overlaid on top of the background image for the big win game performance. In this "Big Win Game Performance Mode," during the opening time of a big win game, an opening image that notifies the start of the big win game and a right-hand shooting image that prompts the player to "shoot to the right" are displayed on the performance symbol display unit 32. During the 1st to 15th rounds, a round image indicating the current round is displayed, and during the ending time, an ending image that notifies the game state after the big win game is displayed.

[0087] 5-1. Visual Effects Game The symbol-based gameplay begins in synchronous time with the start of the special symbol variation display and ends in synchronous time with the end of the special symbol variation display. The content and duration of this symbol-based gameplay are set according to the judgment result of the special symbol variation pattern, and it is performed in one of five types: "normal performance," "all symbols stop simultaneously performance," "normal reach performance," "super reach performance," and "pseudo-consecutive performance." This symbol-based gameplay is equivalent to the symbol gameplay.

[0088] As shown in Figures 13 and 14, both the "Normal Performance" and the "Pseudo-Consecutive Performance" begin with the "Start of 3-Column Scroll Display." This "3-Column Scroll Display" scrolls the performance symbols, consisting of the numbers "1" to "9," across three horizontal columns: the left, middle, and right columns. The scrolling display in each column proceeds in ascending order from "1" to "2"... "9," then returns to "1" from "9" and repeats. The scrolling display in each column stops at one of the numbers from "1" to "9," and there are three types of combinations for the stopped state of the 3-Column Scroll Display: "Winning Combination," "Losing Reach Combination," and "Scattered Combination." These 3-Column Performance Symbols correspond to identification symbols, the scrolling display state of the 3-Column Performance Symbols corresponds to the variable state of the identification symbols, and the stopped scrolling state of the 3-Column Performance Symbols corresponds to the variable stopped state of the identification symbols.

[0089] The "big win combination" is a combination where the three columns are identical to each other, and it is set when the main control circuit 51 transmits the "special pattern variation patterns PO00~PO05" and "PO11~PO13" for big wins. The "miss reach combination" is a combination where the left and right columns are identical to each other and the middle column is different, and it is set when the main control circuit 51 transmits the "special pattern variation patterns PH01~PH05" and "PH11~PH13" for misses in response to determining that there is a "reach". The "scattered combination" is a combination where the left and right columns are different, and it is set when the main control circuit 51 transmits the "special pattern variation patterns PH00, PH06, PH07" for misses in response to determining that there is "no reach". <00,00411> 5-1-1. Normal effect As shown in FIG. 13, the normal effect is one in which the "stop of scroll display" is set in the order of "left column", "right column", and "middle column". This "normal effect" is set when the "special pattern variation patterns PH00, PH06" for misses are transmitted. In the "normal effect", as shown in FIG. 15, the "scattered combination" is completed in accordance with the stop of the scroll display of the three columns in the order of "left column", "right column", and "middle column".

[0091] 5-1-2. All figures stop simultaneously effect As shown in FIG. 13, the all figures stop simultaneously effect is one in which the "stop of scroll display" is set for the three columns simultaneously. This "all figures stop simultaneously effect" is set when the "special pattern variation pattern PH07" for misses is transmitted. In the "all figures stop simultaneously effect", as shown in FIGS. 15(a)(d), the "scattered combination" is completed in accordance with the simultaneous stop of the scroll displays of the three columns. This all figures stop simultaneously effect ends in the shortest required time among all the effect symbol games, and in the time-saving state, the "special pattern variation pattern PH07" is selected with a higher probability compared to the non-time-saving state.

[0092] 5-1-3. Normal reach effect <00004,21>As shown in FIG. 13, the normal reach effect is set such that "scroll display stop" is in the order of "left column", "right column", and "middle column", and "scroll speed reduction" is set before "scroll display stop" for the "middle column". This "normal reach effect" is set when transmitting the off-specification "special figure variation pattern PH05" and the jackpot-specification "special figure variation patterns PO00 and PO05". As shown in FIGS. 16(a), (b), and (c), in the "normal reach effect", when "scroll display stop" is performed in the order of "left column" and "right column", the "left column" and "right column" generate the same reach state with each other, and the scroll display of the "middle column" is switched from the normal speed to the low speed in the reach state.

[0093] The scroll display of the "middle column" is stopped with a different effect symbol from the "left column" and "right column" in the off-specification "normal reach effect". In the off-specification "normal reach effect", as shown in FIG. 16(e), the off-reach combination is completed in response to the stop of the final scroll display of the "middle column". The scroll display of the "middle column" is stopped with the same effect symbol as the "left column" and "right column" in the jackpot-specification "normal reach effect". In the jackpot-specification "normal reach effect", as shown in FIG. 16(d), the jackpot combination is completed in response to the stop of the final scroll display of the "middle column".

[0094] 5-1-4. Super reach effect As shown in Fig. 13, the super reach effect is set such that "display of super reach effect" follows "decrease in scroll speed (middle column)". In this super reach effect, the three-column effect symbols are erased in a reach state, and the battle image starts to be displayed. This battle image is set to show the protagonist female fighting against an enemy dinosaur, and there are four types of battle images set. SUPER REACH EFFECT 1, as shown in Fig. 17(a), has the enemy dinosaur in the battle image set to "Spinosaurus", and is set for each of the "Special Symbol Variation Pattern PO01" for a big win and the "Special Symbol Variation Pattern PH01" for a missed reach. SUPER REACH EFFECT 2, as shown in Fig. 17(b), has the enemy dinosaur in the battle image set to "Plateosaurus", and is set for each of the "Special Symbol Variation Pattern PO02" for a big win and the "Special Symbol Variation Pattern PH02" for a missed reach. SUPER REACH EFFECT 3, as shown in Fig. 17(c), has the enemy dinosaur in the battle image set to "Pteranodon", and is set for each of the "Special Symbol Variation Pattern PO03" for a big win and the "Special Symbol Variation Pattern PH03" for a missed reach. SUPER REACH EFFECT 4, as shown in Fig. 17(d), has the enemy dinosaur in the battle image set to "Tyrannosaurus", and is set for each of the "Special Symbol Variation Pattern PO04" for a big win and the "Special Symbol Variation Pattern PH04" for a missed reach. The reliability of the big wins for these SUPER REACH EFFECTS 1 to 4 is set in descending order as "SUPER REACH EFFECT 4", "SUPER REACH EFFECT 3", "SUPER REACH EFFECT 2", "SUPER REACH EFFECT 1" (see Figs. 5 and 6).

[0095] Each of the Super Reach sequences 1-4 has two possible endings: a victory and a defeat. The victory ending, as shown in Figure 17(e), indicates that the protagonist has won and is set when the "Special Symbol Variation Pattern PO01-PO04" for big wins is transmitted. In other words, in each of the Super Reach sequences 1-4 for big wins, after the protagonist wins the fight in the battle image, the three rows of symbols are displayed in a winning combination after the victory ending. The defeat ending, as shown in Figure 17(f), indicates that the protagonist has lost and is set when the "Special Symbol Variation Pattern PH01-PH04" for losing reaches is transmitted. In other words, in each of the Super Reach sequences 1-4 for losing reaches, after the protagonist loses the fight in the battle image, the three rows of symbols are displayed in a losing combination after the defeat ending.

[0096] 5-1-5. Pseudo-Consecutive Performance The pseudo-consecutive win sequence involves a pseudo-variation of three rows of symbols to determine either a "winning combination" or a "losing combination." This pseudo-variation involves temporarily stopping the scrolling display of the three rows of symbols at a "scattered" combination, with the temporary stopping of the three rows of symbols occurring in the order of "left column," "right column," and "middle column." This pseudo-variation corresponds to a unit game where the identification symbols are changed from a variable state to a variable-stop state. Pseudo-consecutive win sequences 1-3 correspond to symbol games where the unit game of changing the identification symbols from a variable state to a variable-stop state is performed multiple times, and the player is notified of the win / loss result based on the state of the identification symbols in the final unit game.

[0097] Pseudo-consecutive-win sequence 1 is a sequence in which, after one pseudo-spin, the three rows of symbols are set to either a "winning combination" or a "losing reach combination." It is displayed when the "special symbol variation pattern PO11" for a winning combination and the "special symbol variation pattern PH11" for a losing reach combination are determined. In this pseudo-consecutive-win sequence 1, as shown in Figures 18(a), (b), and (g), the scrolling display of the three rows of symbols temporarily stops once and then resumes once, and a reach state is created depending on whether the symbols stop in the order of "left column" and "right column," as shown in Figures 18(h) and (i). In this reach state, the scrolling speed of the middle row of symbols changes from normal speed to slow speed, and the three rows of symbols become either a "winning combination (see j)" or a "losing reach combination (see k)" depending on whether the scrolling display of the middle row of symbols stops.

[0098] Pseudo-consecutive-win sequence 2 involves setting the three rows of symbols to either a "winning combination" or a "losing reach combination" after two pseudo-variations. It is displayed when the "special symbol variation pattern PO12" for winning or the "special symbol variation pattern PH12" for losing reaches are determined. In this pseudo-consecutive-win sequence 2, as shown in Figures 18(a)~(d)(g), the scrolling display of the three rows of symbols temporarily stops on the first "scattered combination" and then resumes, temporarily stops again on the second "scattered combination" and then resumes, and as shown in Figures 18(h)~(k), it goes through a reach state to become either a "winning combination" or a "losing reach combination".

[0099] Pseudo-consecutive-win sequence 3 involves three pseudo-variations followed by a sequence of three rows of symbols that will result in either a "winning combination" or a "losing combination." This sequence is displayed when the "special symbol variation pattern PO13" for a win or the "special symbol variation pattern PH13" for a losing combination is determined. In this pseudo-consecutive-win sequence 3, as shown in Figures 18(a) to (g), the scrolling display of the three rows of symbols temporarily stops on the second time with a "scattered combination" and then resumes, and then temporarily stops on the third time with another "scattered combination" and resumes, and as shown in Figures 18(h) to (k), it goes through a reach state to become either a "winning combination" or a "losing combination." Of the pseudo-consecutive-win sequences 1 to 3, pseudo-consecutive-win sequence 3 has the highest reliability for a win, pseudo-consecutive-win sequence 2 has the second highest reliability, and pseudo-consecutive-win sequence 1 has the lowest reliability.

[0100] 5-2. Jackpot Gameplay Animations During a jackpot game, a jackpot game animation is performed. This jackpot game animation enhances the player's sense of joy at winning a jackpot, and is performed by displaying an image for the jackpot game animation on the animation symbol display unit 32. This image changes as the rounds progress during the jackpot game.

[0101] 5-3. V-winning animation The V-entry animation notifies the player that the game ball has entered the V-zone 25 of the second major entry point 21. It also notifies the player before the end of the current jackpot game if a "time-saving state" or "high probability state" is set after the end of the current jackpot game. This V-entry animation is performed when the game ball first enters the V-zone 25 in the second round, in both the case of the current jackpot game being played using jackpot game pattern 3 and the case of the case of the current jackpot game being played using jackpot game pattern 4. It is performed by starting to display a V image on the V-zone 25 side of the animation symbol display 32 and moving the V image toward the center of the animation symbol display 32.

[0102] 5-4.Hold performance The hold animation displays the number of special symbol 1 hold animations on the animation symbol display 32 in "low base animation mode" and the number of special symbol 2 hold animations on the animation symbol display 32 in "high base animation mode". "Low base animation mode" is the state in which "non-time reduction state" and "normal probability state" are set, while "high base animation mode" is the state in which "time reduction state" and "high probability state" are set. The number of special symbol 1 hold animations is the number of unannounced special symbol 1 game data where the result of the win or loss judgment in the animation symbol game has not been notified to the player, and the number of special symbol 2 hold animations is the number of unannounced special symbol 2 game data where the result of the win or loss judgment in the animation symbol game has not been notified to the player, and the maximum number for both is "5".

[0103] As shown in Figure 15, the liquid crystal screen of the performance symbol display unit 32 has four reserve areas R1 to R4 set in a horizontal row at the lower end, and a reserve area R0 set above the gap between reserve areas R2 and R3. Reserve areas R1 to R4 are areas where one cloud image C is displayed when a game ball is successfully entered into the first start opening 15 in "low base performance mode" and when a game ball is successfully entered into the second start opening 16 in "high base performance mode". The cloud image C in reserve areas R1 to R4 corresponds to a reserve symbol that suggests to the player that the start of the symbol game is on hold. Reserve area R0 is an area where one cloud image C is displayed when a performance symbol game is in progress and the combination of the three rows of performance symbols has not been determined in the performance symbol game. The cloud image C in reserve area R0 corresponds to a reserve symbol that suggests to the player that a win or loss judgment result has not been announced in the symbol game.

[0104] The hold area R4 corresponds to the special figure 1 pre-read area 4 and special figure 2 pre-read area 4 of the main control circuit 51. In "low base performance mode," the cloud image C is displayed when special figure 1 pre-read information is stored in special figure 1 pre-read area 4. In "high base performance mode," the cloud image C is displayed when special figure 2 pre-read information is stored in special figure 2 pre-read area 4. The hold area R3 corresponds to the special figure 1 pre-read area 3 and special figure 2 pre-read area 3 of the main control circuit 51. In "low base performance mode," the cloud image C is displayed when special figure 1 pre-read information is stored in special figure 1 pre-read area 3. In "high base performance mode," the cloud image C is displayed when special figure 2 pre-read information is stored in special figure 2 pre-read area 3.

[0105] The hold area R2 corresponds to the special symbol 1 pre-read area 2 and special symbol 2 pre-read area 2 of the main control circuit 51. In "low base performance mode," the cloud image C is displayed when special symbol 1 pre-read information is stored in special symbol 1 pre-read area 2, and in "high base performance mode," the cloud image C is displayed when special symbol 2 pre-read information is stored in special symbol 2 pre-read area 2. The hold area R1 corresponds to the special symbol 1 pre-read area 1 and special symbol 2 pre-read area 1 of the main control circuit 51. In "low base performance mode," the cloud image C is displayed when special symbol 1 pre-read information is stored in special symbol 1 pre-read area 1, and in "high base performance mode," the cloud image C is displayed when special symbol 2 pre-read information is stored in special symbol 2 pre-read area 1. This cloud image C corresponds to a hold symbol consisting of a game symbol, a hold symbol, an initial hold symbol, and one component, and the hold areas R1 to R4 correspond to predetermined display areas.

[0106] In other words, priority is set for displaying cloud image C in the hold areas R1 to R4. This priority is highest in the order of "hold area R1", "hold area R2", "hold area R3", and "hold area R4". In "low base performance mode", when the number of hold items in Special Feature 1 is "1", cloud image C is displayed in "hold area R4", when the number of hold items in Special Feature 1 is "2", cloud image C is displayed in "hold area R4" and "hold area R3", when the number of hold items in Special Feature 1 is "3", cloud image C is displayed in "hold area R4" to "hold area R2", and when the number of hold items in Special Feature 1 is "4", cloud image C is displayed in "hold area R4" to "hold area R1". In "High Base Performance Mode," when the number of reserved symbols in Special Symbol 2 is "1," cloud image C is displayed in "Reserved Area R4," when the number of reserved symbols in Special Symbol 2 is "2," cloud image C is displayed in "Reserved Area R4" and "Reserved Area R3," when the number of reserved symbols in Special Symbol 2 is "3," cloud image C is displayed in "Reserved Area R4" to "Reserved Area R2," and when the number of reserved symbols in Special Symbol 2 is "4," cloud image C is displayed in "Reserved Area R4" to "Reserved Area R1."

[0107] The hold area R0 is the area where the cloud image C is displayed during the current symbol game. As shown in Figures 22(a) and 22(b), the cloud image C in the hold area R0 is erased at the end of the symbol game in which the combination of three rows of symbols is determined. In "Low Base Performance Mode," as shown in Figures 22(b) and 22(c), if special symbol 1 pre-read information is stored in special symbol 1 pre-read area 4 at the end of the performance symbol game, the cloud image C will move from within the hold area R4 to within R0 when the next performance symbol game starts. If special symbol 1 pre-read information is stored in special symbol 1 pre-read area 3, the cloud image C will move from within the hold area R3 to within the hold area R4. If special symbol 1 pre-read information is stored in special symbol 1 pre-read area 2, the cloud image C will move from within the hold area R2 to within the hold area R3. If special symbol 1 pre-read information is stored in special symbol 1 pre-read area 1, the cloud image C will move from within the hold area R1 to within the hold area R2.

[0108] In "High Base Performance Mode," as shown in Figures 22(b) and 22(c), if special symbol 2 pre-read information is stored in special symbol 2 pre-read area 4 at the end of the performance symbol game, the cloud image C will move from within the hold area R4 to within R0 when the next performance symbol game starts. If special symbol 2 pre-read information is stored in special symbol 2 pre-read area 3, the cloud image C will move from within the hold area R3 to within the hold area R4. If special symbol 2 pre-read information is stored in special symbol 2 pre-read area 2, the cloud image C will move from within the hold area R2 to within the hold area R3. If special symbol 2 pre-read information is stored in special symbol 2 pre-read area 1, the cloud image C will move from within the hold area R1 to within the hold area R2.

[0109] 5-5. Pre-announcement effect 1 The pre-announcement effect 1, as shown in Figure 19, involves attaching a lightning image T to a cloud image C, and is executed in "low base effect mode". This lightning image T is displayed alongside one cloud image C, and there are three types of attached lightning image T: "1 to 3". The number of attached lightning image T indicates to the player the likelihood of a big win, and the likelihood of a big win is set to increase as the number of attached lightning image T increases. Specifically, the number of lightning images T attached to the cloud image C in the holding area R4 suggests to the player the probability that the three rows of symbols will form a "winning combination" in the next symbol game; the number of lightning images T attached to the cloud image C in the holding area R3 suggests to the player the probability that the three rows of symbols will form a "winning combination" in the symbol game two rounds later; the number of lightning images T attached to the cloud image C in the holding area R2 suggests to the player the probability that the three rows of symbols will form a "winning combination" in the symbol game three rounds later; and the number of lightning images T attached to the cloud image C in the holding area R1 suggests to the player the probability that the three rows of symbols will form a "winning combination" in the symbol game four rounds later. These lightning images T correspond to the components of the holding symbols, and the cloud image C to which the lightning images T are attached corresponds to the holding symbols in which the number of components has been changed from the initial form. This holding symbol pre-announcement effect 1 corresponds to a notification effect.

[0110] 5-6. Pre-emptive animation 1 The hold-in prediction effect 1 makes the player anticipate that a lightning image T will be attached to the cloud image C, and is executed in "low base effect mode". This hold-in prediction effect 1 starts by displaying a large cloud image Cb in the upper right corner of the liquid crystal screen of the effect symbol display unit 32, as shown in Figure 20(b). This large cloud image Cb is displayed moving from right to left, and there are "successful endings" and "failed endings" set for the image of the large cloud image Cb moving from right to left. The successful ending is set to be an effect in which the large cloud image Cb reaches the sun image S and covers the sun image S, as shown in Figure 20(c). This sun image S is always displayed except during the super reach effect, and the failed ending is set to be an effect in which the large cloud image Cb shrinks as it moves and disappears before reaching the sun image S, as shown in Figure 20(d).

[0111] If the image in the pending premonition effect 1 ends with a successful outcome, a lightning emission image will be displayed as shown in Figures 21(a) to (c), in which a lightning image T is emitted downwards from a large cloud image Cb, and the large cloud image Cb will be erased after the emission of the lightning image T is complete. There are three types of emission times for this lightning image T: "1 time", "2 times", and "3 times". As shown in Figures 21(d) to (f), if the emission time for the lightning image T is "1 time", one lightning image T from cloud image Cb will be attached to one of the cloud images C in the pending area R1 to R4, if the emission time for the lightning image T is "2 times", two lightning image T from cloud image Cb will be attached, and if the emission time for the lightning image T is "3 times", three lightning image T from cloud image Cb will be attached. This hold-in premonition effect 1 corresponds to a premonition effect that suggests to the player that the number of components of the hold symbols will change, and an image premonition effect in which a new component (lightning image T) added to the hold symbols within the display area appears outside the display area (R1~R4). This hold-in premonition effect 1 corresponds to a premonition effect.

[0112] 5-7. Pre-announcement effect for pending events 2

[0113] The pre-announcement effect 2, like the pre-announcement effect 1, involves attaching a lightning image T to a cloud image C, and is performed on cloud images C that were not targeted by the pre-announcement effect 1 in the "low base effect mode". This pre-announcement effect 2 suggests to the player the probability that three rows of symbols in the effect symbol game will form a "jackpot combination" by the number of lightning image T attached, and is visually different from the pre-announcement effect 1 in terms of the orientation of the lightning image T. In the initial state, the cloud image C does not have a lightning image T attached, and a cloud image C without a lightning image T corresponds to a state in which the reliability of a jackpot is not suggested to the player, while a cloud image C with a lightning image T attached corresponds to a state in which the reliability of a jackpot is suggested to the player. This pre-announcement effect 2 is performed not only on cloud image C in the hold areas R1 to R4, but also on cloud image C in the hold area R0. When performed on cloud image C in the hold areas R1 to R4, it suggests to the player the likelihood of a big win in the next play using the featured symbols, and when performed on cloud image C in the hold area R0, it suggests to the player the likelihood of a big win in the current play using the featured symbols. This pre-announcement effect 2 is equivalent to a notification effect, and the attachment of lightning image T corresponds to a change in the appearance of the symbols during gameplay.

[0114] The pre-announcement animation 2 has three stages: Step 1 to Step 3. Step 1 involves attaching one lightning image T to the cloud image C of Step 0, which has "0" lightning image T attached (see Figure 23). The cloud image C of Step 1 with one lightning image T attached suggests to the player that it has a "low" reliability among the cloud image C of Steps 1 to 3. Step 2 involves attaching one lightning image T to the cloud image C of Step 1 (see Figure 24). The cloud image C of Step 2 with two lightning image T attached suggests to the player that it has a "medium" reliability among the cloud image C of Steps 1 to 3. Step 3 involves attaching one lightning image T to the cloud image C of Step 2 (see Figure 25). The cloud image C of Step 3 with three lightning image T attached suggests to the player that it has a "high" reliability among the cloud image C of Steps 1 to 3.

[0115] 5-8. Pre-emptive animation 2 The reserved omen effect 2 suggests to the player that a lightning image T is attached to any of the cloud images C in the reserved areas R0 to R4, and is executed in the "low base effect mode". As shown in FIGS. 23 to 25, this reserved omen effect 2 starts with an action image in which a silhouette image Si kicks the cloud image C. The cloud image C changes to a crushed state and then returns to its original contour shape. This reserved omen effect 2 is always executed when the cloud image C is stepped up in the reserved preview effect 2, and is also executed when the cloud image C is not stepped up.

[0116] When the reserved omen effect 2 occurs for the cloud image C at step 0, cases where the cloud image C remains at step 0 and cases where it becomes step 1 are set. When it occurs for the cloud image C at step 1, cases where the cloud image C remains at step 1 and cases where it becomes step 2 are set. When it occurs for the cloud image C at step 2, cases where the cloud image C remains at step 2 and cases where it becomes step 3 are set. This reserved omen effect 2 corresponds to an omen effect. The effect where a lightning image T is attached to the cloud image C corresponds to the first effect pattern, and the effect where no cloud image C is attached corresponds to the second effect pattern.

[0117] 6. Processing functions of the sub-control circuit 81 6-1. Main processing When the sub-control circuit 81 is powered on, it sets the CPU, SIO, PIO, CTC, etc. in the power-on process of S51 in FIG. 26. Then, it prohibits interrupts at S52 and updates the values of a plurality of random numbers in the random number update process at S53. Next, it transmits commands and the like stored in the output buffer of the RAM to the image control circuit 91 in the command transmission process at S54, allows interrupts at S55, and then loops through S53 to S55. During this interrupt permission, it executes the reception interrupt process at S56 and the 10 ms timer interrupt process at S57.

[0118] 6-2. Reception interrupt process The sub-control circuit 81 activates the receive interrupt process S56 each time the STB signal from the main control circuit 51 is input to the INT terminal, and stores the commands and other information sent by the main control circuit 51 in the output process S11 into the receive buffer in RAM. This receive interrupt process takes precedence over the 10ms timer interrupt process S57.

[0119] 6-3.10ms Timer Interrupt Processing The sub-control circuit 81 activates the 10ms timer interrupt process S57 every time an interrupt signal is input at a period of 10 msec. This 10ms timer interrupt process includes a timer update process and a received command analysis process. In the timer update process, the sub-control circuit 81 updates the timer for measuring time, and in the received command analysis process, it executes S71 to S85 in Figure 27.

[0120] 6-3-1. Received command parsing process 6-3-1-1. Data lookahead processing If the sub-control circuit 81 determines in S71 of Figure 27 that the Figure 1 look-ahead data from the main control circuit 51 is stored in the RAM's receive buffer, it shifts the Figure 1 look-ahead data from the receive buffer to one of the Figure 1 look-ahead areas 1 to 4 in the RAM using the same procedure as the main control circuit 51 in the look-ahead data processing 1 in S72. If the sub-control circuit 81 determines in S71 that the Figure 2 look-ahead data from the main control circuit 51 is stored in the receive buffer, it shifts the Figure 2 look-ahead data from the receive buffer to one of the Figure 2 look-ahead areas 1 to 4 in the RAM using the same procedure as the main control circuit 51. In other words, the RAM of the sub-control circuit 81 always stores the same Figure 1 look-ahead data and Figure 2 look-ahead data as the main control circuit 51.

[0121] 6-3-1-2. Display processing for pending additions When the sub-control circuit 81 completes the look-ahead data processing 1 in S72, it sets the data in the output buffer in the hold-add display processing in S73 to send a hold-display command to the image control circuit 91. This hold-display command instructs the display of the cloud image C and the display area, and the image control circuit 91 displays one cloud image C in the instructed area in response to receiving the hold-display command from the sub-control circuit 81.

[0122] Cloud image C is displayed in the reserve area R4 when special figure 1 pre-read data is stored in special figure 1 reserve area 4 in "low base performance mode" or when special figure 2 pre-read data is stored in special figure 2 reserve area 4 in "high base performance mode"; it is displayed in the reserve area R3 when special figure 1 pre-read data is stored in special figure 1 reserve area 3 in "low base performance mode" or when special figure 2 pre-read data is stored in special figure 2 reserve area 3 in "high base performance mode"; it is displayed in the reserve area R2 when special figure 1 pre-read data is stored in special figure 1 reserve area 2 in "low base performance mode" or when special figure 2 pre-read data is stored in special figure 2 reserve area 2 in "high base performance mode"; and it is displayed in the reserve area R1 when special figure 1 pre-read data is stored in special figure 1 reserve area 1 in "low base performance mode" or when special figure 2 pre-read data is stored in special figure 2 reserve area 1 in "high base performance mode". 6-3-1-3. Holding animation processing After the sub-control circuit 81 finishes the hold addition display processing in S73, it executes the hold effect processing in S74, which involves processing related to hold pre-read effect 1, hold indicator effect 1, hold pre-read effect 2, and hold indicator effect 2. 6-3-1-4. Data lookahead processing 2 If the sub-control circuit 81 determines in S75 that the variation stop command 1 from the main control circuit 51 is stored in the RAM's receive buffer, it organizes the special figure 1 lookup data in special figure 1 lookup areas 1 to 4 in the same procedure as the main control circuit 51 in the lookup data processing 2 in S76. If it determines that the variation stop command 2 from the main control circuit 51 is stored in the RAM's receive buffer, it organizes the special figure 2 lookup data in special figure 2 lookup areas 1 to 4 in the same procedure as the main control circuit 51 in the lookup data processing 2 in S76. 6-3-1-5. Display processing of held subtraction When the sub-control circuit 81 finishes the pre-read data processing 2 in S76, it erases the cloud image C from the hold area R0 in the hold subtraction display processing in S77 and changes the display position of the cloud image C as shown in Figure 22. This change in the display position of the cloud image C is performed without changing the appearance of the cloud image C, following the procedure described in "5-6. Hold Effects". If one lightning image T is attached to the cloud image C in the hold pre-read effect 1 or 2, the cloud image C is moved together with the one lightning image T. If two lightning images T are attached to the cloud image C, the cloud image C is moved together with the two lightning images T. If three lightning images T are attached to the cloud image C, the cloud image C is moved together with the three lightning images T.

[0123] 6-3-1-6. Symbol Game Performance Start Processing If the sub-control circuit 81 determines in S78 of Figure 27 that the variation start command 1 from the main control circuit 51 is stored in the RAM's receiving buffer, it detects the special symbol 1 game data (win / loss judgment result, reach / presence judgment result, and special symbol variation pattern judgment result) from the RAM's receiving buffer in the symbol game performance start process in S79. If it determines that the variation start command 2 from the main control circuit 51 is stored in the receiving buffer, it detects the special symbol 2 game data (win / loss judgment result, reach / presence judgment result, and special symbol variation pattern judgment result) from the RAM's receiving buffer in the symbol game performance start process in S79.

[0124] When the sub-control circuit 81 detects the result of determining the special symbol variation pattern, it sets a video data specification command for the performance symbol game according to the detection result of the special symbol variation pattern, and sets the setting result of the video data specification command in the output buffer to send to the image control circuit 91. In response to receiving the video data specification command from the sub-control circuit 81, the image control circuit 91 detects the video data corresponding to the video data specification command from the VROM, and in response to playing back the detected video data, it starts displaying the image of the performance symbol game on the performance symbol display 32.

[0125] When the sub-control circuit 81 sends a video data specification command to the image control circuit 91 in S79, it sets a combination of three rows of performance symbols. These three rows of performance symbols are set as the "jackpot combination" if the hit / fail detection result is "jackpot," as the "miss / reach combination" if the hit / fail detection result is "reach present," and as the "scattered combination" if the hit / fail detection result is "miss" and the reach presence / absence detection result is "no reach." After setting the combination of the three rows of performance symbols, the sub-control circuit 81 sets the combination setting result in the output buffer to send to the image control circuit 91. When the image control circuit 91 receives the combination setting result from the sub-control circuit 81, it definitively stops the scrolling display of the three rows of performance symbols based on the received combination result.

[0126] When the sub-control circuit 81 sets the combination of three rows of performance symbols in S79, it compares the detection result of the special symbol variation pattern with "PH11~PH13" and "PO11~PO13" for the pseudo-consecutive performance. If it determines that the detection result of the special symbol variation pattern is for the pseudo-consecutive performance, it sets a temporary combination of three rows of performance symbols and sets the result of the temporary combination setting in the output buffer to send to the image control circuit 91. This temporary combination is a "scattered combination" used when the scrolling display of the three rows of performance symbols is temporarily stopped during the pseudo-repeated performances 1 to 3. If the detection result of the special symbol variation pattern is "PH11" or "PO11" for pseudo-repeated performance 1, one type of "scattered combination" is set as a temporary combination. If the detection result of the special symbol variation pattern is "PH12" or "PO12" for pseudo-repeated performance 2, two types of "scattered combinations" are set as temporary combinations. If the detection result of the special symbol variation pattern is "PH13" or "PO13" for pseudo-repeated performance 3, three types of "scattered combinations" are set as temporary combinations. When this sub-control circuit 81 sets a temporary combination of the three rows of performance symbols, it sets the result of the temporary combination setting in the output buffer to send it to the image control circuit 91. When this image control circuit 91 receives the result of the temporary combination setting from the sub-control circuit 81, it displays the images of pseudo-repeated performances 1 to 3 in accordance with the result of temporarily stopping the scrolling display of the three rows of performance symbols.

[0127] 6-3-1-7. Jackpot Game Performance Start Processing When the sub-control circuit 81 detects a jackpot game start command from the main control circuit 51 in S80 of Figure 27, it sets a video data specification command for the jackpot game presentation in S81 and sets the result of the video data specification command setting in the output buffer to send to the image control circuit 91. When the image control circuit 91 receives the video data specification command from the sub-control circuit 81, it detects the video data corresponding to the reception result of the video data specification command from the VROM and starts displaying the image of the jackpot game presentation on the presentation symbol display 32 in accordance with the playback result of the detected video data.

[0128] 6-3-1-8. V-winning animation processing When the sub-control circuit 81 detects a V-winning command from the main control circuit 51 in S82 of Figure 27, it sets a V-winning animation command in the output buffer in S83 to send to the image control circuit 91. When the image control circuit 91 receives the V-winning animation command, it displays the image of the V-winning animation.

[0129] 6-3-1-9. Processing to stop the jackpot game animation.

[0130] When the sub-control circuit 81 detects a jackpot game stop command from the main control circuit 51 in S84 of Figure 27, it sends a jackpot game animation stop command to the image control circuit 91 in S85, setting it in the output buffer. The image control circuit 91 stops the jackpot game animation upon receiving the jackpot game stop command from the sub-control circuit 81.

[0131] Figure 28(a) shows the hold animation processing in S74, where the sub-control circuit 81 determines in S101 whether the current animation mode is the "low base animation mode". If it is determined to be the "high base animation mode", the hold animation processing is completed, and if it is determined to be the "low base animation mode", the process proceeds to S102.

[0132] When the sub-control circuit 81 moves to S102, it determines whether to perform hold-pre-read animation processing 1 or 2 based on the update result of the random number value. As shown in Figure 28(b), the probability of this determination is set higher for hold-pre-read animation processing 1 than for hold-pre-read animation processing 2, and when the sub-control circuit 81 finishes S102, it moves to S103. Here, the determination result of S102 is compared with hold-pre-read animation processing 1, and if the determination result of S102 is determined to be hold-pre-read animation processing 1, it moves to hold-pre-read animation processing 1 in S104, and if the determination result of S102 is determined to be hold-pre-read animation processing 2, it moves to hold-pre-read animation processing 2 in S105.

[0133] 6-3-1-3-1. Hold Pre-reading Performance Processing 1 Figure 29 shows the hold pre-reading effect processing 1 in S104. In S111, the sub-control circuit 81 detects the pre-determination result of the special symbol variation pattern from the reception result of the special symbol 1 pre-reading data, and compares the detected special symbol variation pattern with that of the super reach effect. If it is determined that the detected special symbol variation pattern is one of the "PO01~PO04" or "PH01~PH04" for the super reach effect, the process proceeds to S112 to determine whether or not to perform the hold pre-reading effect 1. This process is performed based on the update of random number values. As shown in Figure 30(a), for the special symbol variation patterns "PO01~PO04" for big wins, the presence of the pre-reading reserve animation 1 is determined with high probability in the order of "Super Reach Animation 4 (PO04)", "Super Reach Animation 3 (PO03)", "Super Reach Animation 2 (PO02)", and "Super Reach Animation 1 (PO01)". For the special symbol variation patterns "PH01~PH04" for losing reaches, the presence of the pre-reading reserve animation 1 is determined with equal probability between "Super Reach Animation 4 (PH04)" and "Super Reach Animation 1 (PH01)".

[0134] When the sub-control circuit 81 determines whether to perform the hold destination preview effect 1 in S112 of FIG. 29, it compares the determination result with "there is a hold destination preview effect 1" in S113. If it is determined that "there is a hold destination preview effect 1" here, a lightning image command is selected in S114, and the selection result of the lightning image command is set in the output buffer to be transmitted to the image control circuit 91 in S115. This lightning image command specifies the number of lightning images T attached to the cloud image C in the hold destination preview effect 1, and is selected according to the detection result of the special figure variation pattern and the update result of the random number value.

[0135] FIG. 30(b) shows data for selecting a lightning image command. For the super reach effect 1 with the highest reliability, the lightning image command 3 for 3 lightning images T is selected with a 100% probability. For the super reach effect 2 with high reliability, the lightning image command 3 for 3 lightning images T is selected with a higher probability compared to the lightning image command 2 for 2 lightning images T. For the super reach effect 3 with medium reliability, the lightning image command 2 for 2 lightning images T is selected with a higher probability compared to the lightning image command 1 for 1 lightning image T. For the super reach effect 4 with low reliability, the lightning image command 1 for 1 lightning image T is selected with a higher probability compared to the lightning image command 2 for 2 lightning images T. That is, in the hold destination preview effect 1, the higher the number of lightning images T attached to the cloud image C, the higher the reliability of a big win.

[0136] In S115 of Figure 29, the sub-control circuit 81 sets the selection result of the lightning image command into the output buffer, then in S116 selects a hold-specify command, and in S117 sets the selection result of the hold-specify command into the output buffer for transmission to the image control circuit 91. This hold-specify command specifies the hold area of ​​the cloud image C to which the lightning image T will be attached. If the storage location of the Feature Figure 1 look-up data is Feature Figure 1 look-up area 4, hold-specify command 4 is selected to specify hold area R4; if it is Feature Figure 1 look-up area 3, hold-specify command 3 is selected to specify hold area R3; if it is Feature Figure 1 look-up area 2, hold-specify command 2 is selected to specify hold area R2; and if it is Feature Figure 1 look-up area 1, hold-specify command 1 is selected to specify hold area R1.

[0137] In Figure 29, the sub-control circuit 81 sets the selection result of the hold specification command in the output buffer at S117, selects a hold premonition effect command at S118, and sets the selection result of the hold premonition effect command in the output buffer at S109 to be sent to the image control circuit 91. This hold premonition effect command specifies the type of image for the hold premonition effect of the successful outcome. As shown in Figure 30(b), for a single lightning image command 1, hold premonition effect command 1 with one lightning emission is selected; for two lightning image commands 2, hold premonition effect command 2 with two lightning emission is selected; and for three lightning image commands 3, hold premonition effect command 3 with three lightning emission is selected.

[0138] If the sub-control circuit 81 determines in S111 of Figure 29 that the pre-determination result of the special symbol variation pattern is not for a super reach effect, it compares it with the pseudo-consecutive effect pattern in S120. If it determines that the detection result of the special symbol variation pattern is one of the special symbol variation patterns "PO11~PO13" or "PH11~PH13" for pseudo-consecutive effect, it determines in S121 whether or not to perform the hold pre-read effect 1. This process is performed based on the update result of the random number value, and as shown in Figure 30(c), the hold pre-read effect 1 is determined with high probability in order for the "pseudo-consecutive effect 1 (PO11)", "pseudo-consecutive effect 2 (PO12)", and "pseudo-consecutive effect 3 (PO13)" for big wins, and the hold pre-read effect 1 is determined with equal probability for the "pseudo-consecutive effect 1 (PH11)", "pseudo-consecutive effect 2 (PH12)", and "pseudo-consecutive effect 3 (PH13)" for losing reaches.

[0139] In Figure 29, the sub-control circuit 81 determines in S121 whether or not to perform the hold pre-reading effect 1, and in S113 compares the determination result with "hold pre-reading effect 1 is performed". If it is determined that "hold pre-reading effect 1 is performed", a lightning image command is selected in S114, and the result of the lightning image command selection is set in the output buffer in S115. This process is performed according to the pre-determination result of the special symbol variation pattern. As shown in Figure 30(c), for the special symbol variation patterns "PO13 and PH13" for pseudo-consecutive effect 3, lightning image command 3 for 3 lightning images T is selected; for the special symbol variation patterns "PO12 and PH12" for pseudo-consecutive effect 2, lightning image command 2 for 2 lightning images T is selected; and for the special symbol variation patterns "PO11 and PH11" for pseudo-consecutive effect 1, lightning image command 1 for 1 lightning image T is selected. In other words, the number of lightning images T attached in the hold pre-reading effect 1 also indicates to the player the number of pseudo-variations.

[0140] In S115 of Figure 29, the sub-control circuit 81 sets the selection result of the lightning image command into the output buffer. In S116, it selects a hold-designation command according to the storage location of the special figure 1 pre-read data, and in S117, it sets the selection result of the hold-designation command into the output buffer. Then, in S118, it selects a hold-prediction performance command for a successful outcome, and in S119, it sets the selection result of the hold-prediction performance command into the output buffer for transmission to the image control circuit 91. This hold-prediction performance command is selected according to the selection result of the lightning image command. As shown in Figure 30(c), for lightning image command 1, hold-prediction performance command 1 with one lightning emission is selected; for lightning image command 2, hold-prediction performance command 2 with two lightning emission is selected; and for lightning image command 3, hold-prediction performance command 3 with three lightning emission is selected.

[0141] If the sub-control circuit 81 determines in S113 of Figure 29 that there is "no hold pre-reading effect 1", it determines in S122 whether or not to perform a hold premonition effect. This hold premonition effect is a failed outcome where a large cloud disappears before it can cover the sun, and the sub-control circuit 81 has a low probability (1%) of determining to perform the hold premonition effect with a failed outcome based on the update result of the random number value. If the sub-control circuit 81 determines to perform the hold premonition effect with a failed outcome, it selects hold premonition effect command 0 in S122 and sets hold premonition effect command 0 in the output buffer in S109 to send to the image control circuit 91.

[0142] Figure 31 shows specific examples of the hold pre-reading effect 1 and the premonition effect 1. In "low base effect mode 1," when the number of special symbol 1 holds is "1," cloud image C is displayed in the hold areas R0 and R4. In this state, if a game ball enters the first start opening 15 and a special symbol variation pattern for super reach effect 2 is determined, the main control circuit 51 transmits special symbol 1 pre-reading data to the sub-control circuit 81. The sub-control circuit 81 instructs the image control circuit 91 to display cloud image C in the hold area R3 (S73), and cloud image C is displayed in the hold area R3 (see a). If the sub-control circuit 81 determines to perform the hold pre-reading effect 1 and selects the lightning image command 2 (S114), the hold designation command 3 is selected (S116), the hold premonition effect command 2 is selected (S118), and the hold designation command 3, the lightning image command 2, and the hold premonition effect command 2 are transmitted to the image control circuit 91.

[0143] When the image control circuit 91 receives the hold designation command 3 to the hold premonition effect command 2, it displays the hold premonition effect 2 for a successful outcome in accordance with the hold premonition effect command 2 (see b), and displays a lightning emission image in which lightning is emitted twice from a large cloud image Cb (see c). Next, it erases the large cloud image Cb and attaches two lightning images T to the cloud image C in the hold area R3 in accordance with the hold designation command 3 (see d). When the next effect symbol game corresponding to the cloud image C in the hold area R4 is started, the image control circuit 91 shifts the cloud image C in the hold area R4 to the hold area R0, and shifts the cloud image C in the hold area R3 to the hold area R4 along with the two lightning images T (see e). When the next effect symbol game corresponding to the cloud image C in the hold area R4 is started, the image control circuit 91 shifts the cloud image C in the hold area R4 to the hold area R0 along with the two lightning images T (see f). In the next round of the special effect game, three rows of special effect symbols will be in a reach state (see g), and the battle image for Super Reach Effect 2 will be displayed (see h).

[0144] 6-3-1-3-2. Pre-read animation processing 2 Figure 32(a) shows the suspended pre-reading rendering process 2 of S105. The sub-control circuit 81 determines whether the suspended pre-reading rendering 2 is being executed at S131. If it is determined that the suspended pre-reading rendering 2 is being executed, the suspended pre-reading rendering process 2 is terminated. If it is determined that the suspended pre-reading rendering 2 is stopped, the process proceeds to 132. This suspended pre-reading rendering 2 is performed in accordance with the selection result of the scenario. When it is determined that all the selection results of the scenario have been executed, it is judged to be in a stopped state with the selection result of the scenario invalidated.

[0145] When the sub-control circuit 81 proceeds to S132 in Figure 32(a), it determines whether the preliminary determination result of the special drawing variation pattern of the special drawing pre-reading data is for the super reach rendering or the pseudo connection rendering. If it is determined that the preliminary determination result of the special drawing variation pattern is neither for the super reach rendering nor for the pseudo connection rendering, the suspended pre-reading rendering process 2 is terminated. If it is determined that it is either for the super reach rendering or for the pseudo connection rendering, the attachment count of the lightning image T is selected at S133 based on the update result of the random number value.

[0146] Figure 33 shows the data for selecting the attachment count. For the super reach renderings 1 to 4, as the special drawing variation display time becomes longer (see Figure 5) in the order of "super reach rendering 4 → 3 → 2 → 1", a larger number of attachment counts are selected in the order of "1 → 2 → 3". For the pseudo connection renderings 1 to 3, as the special drawing variation display time becomes longer (see Figure 5) in the order of "pseudo connection rendering 1 → 2 → 3", a larger number of attachment counts are selected in the order of "1 → 2 → 3", and moreover, the attachment count is selected to match the number of pseudo variations. That is, the attachment count of the lightning image T (the number of times of the suspended pre-reading rendering 2) in the current rendering symbol game is determined according to the required time of the rendering symbol game, and the mode of the cloud image C is changed in order to those with a high expectation of being notified as a win every time the suspended pre-reading rendering 2 occurs (1 lightning image T → 2 lightning images T → 3 lightning images T).

[0147] When the sub-control circuit 81 selects the number of lightning strikes in S133 of Figure 32(a), it sets the value of pointer P in S134. The value of this pointer P is set according to which hold area (storage location of the look-ahead data in Specifications 1) the initial display of the cloud image C is specified (see b). For example, if the display of the cloud image C is specified in hold area R3, it is set to "3". After setting the value of pointer P in S134, the sub-control circuit 81 selects the scenario table in S135.

[0148] Figure 34 shows a list of scenario tables. Scenario table R1 is for the reserved area R1, and the value of pointer P "1" is assigned to scenario table R1. Scenario table R2 is for the reserved area R2, and the value of pointer P "2" is assigned to scenario table R2. Scenario table R3 is for the reserved area R3, and the value of pointer P "3" is assigned to scenario table R3. Scenario table R4 is for the reserved area R4, and the value of pointer P "4" is assigned to scenario table R4. Each of these scenario tables R1 to R4 has three scenarios: "Action image displayed (○) → Lightning image attached (○)", "Action image displayed (○) → Lightning image not attached (○)", and "Action image not displayed (×) → Lightning image not attached (○)".

[0149] Scenario table R0 in Figure 34 is for the reserved area R0, and the value of pointer P "5" is assigned to scenario table R0. Three scenarios are set in this scenario table R0. Scenario R01 attaches one lightning image T to cloud image C and is set to the following effect: "Action image displayed (○) → Lightning image attached (○) → Action image displayed (○) → Lightning image not attached (×)". Scenario R02 attaches two lightning images T to cloud image C and is set to the following effect: "Action image displayed (○) → Lightning image attached (○) → Action image displayed (○) → Lightning image attached (○) → Action image displayed (○) → Lightning image not attached (×)". Scenario R03 involves attaching three lightning images T to a cloud image C, and the animation is set to display the action image (○) → attach the lightning images (○) → display the action image (○) → attach the lightning images (○) → display the action image (○) → attach the lightning images (○).

[0150] When the sub-control circuit 81 sets the value of pointer P in S134 of Figure 32(a), it selects one scenario table corresponding to the value of pointer P in S135, and selects one scenario from the selected scenario table in S136. This selection process is performed based on the update result of the random number value, and when the sub-control circuit 81 selects a scenario, it adds "0" or "1" to the value of counter N in S137. For example, if it is commanded to initially display the cloud image C in the hold area R2, the value of pointer P is set to "2" in S134, and scenario table R2 is selected in S135. From this scenario table R2, one of the scenarios "R2ss", "R2sf", or "R2ff" is selected according to the update result of the random number value. If scenario "R2ss" is selected, "1" is added to the value of counter N in S137, and if scenario "R2sf" or "R2ff" is selected, "0" is added to the value of counter N.

[0151] In S137 of Figure 32(a), the sub-control circuit 81 adds a value to counter N, and in S138, it compares the result of adding counter N with the result of selecting the number of times lightning images have been attached. If the two match, it proceeds to S139, where the scenario selection result is set in the output buffer to be sent to the image control circuit 91. For example, if the number of times cloud image C is attached is selected as "1" in S133, and the scenario "R2ss" is selected from the scenario table R2 for the hold area R2 in S136, then in S137, the value of counter N is added to "1". In this state, in S138, it is determined that the result of adding counter N and the result of selecting the number of times lightning images have been attached match, and in S139, one scenario "R2ss" is set in the output buffer and the scenario "R2ss" is sent to the image control circuit 91.

[0152] If the sub-control circuit 81 determines in S138 of Figure 32(a) that the increment result of counter N differs from the selected attachment count result, it adds "1" to the value of pointer P in S140, selects one scenario table corresponding to the increment result of pointer P in S135, and repeats S136 to S138. For example, if the attachment count of cloud image C is selected as "3" in S133, and scenario "R2ss" is selected from scenario table R2 (P=2) for the hold area R2 in S136, then the value of counter N is added to "1" in S137. In this state, it is determined in S138 that the increment result of counter N differs from the selected attachment count result of lightning images, so the value of pointer P is added from "2" to "3" in S140, scenario table R3 corresponding to the value of pointer P "3" is selected in S135, and if scenario "R3ss" is selected from scenario table R3, the value of counter N is added to "2" in S137.

[0153] The sub-control circuit 81 repeats steps S135-S138 and S140 until the value of counter N reaches the selected attachment count result in S138. In the example above, in S140 the value of pointer P is increased from "3" to "4", and in S135 the scenario table R4 corresponding to the value of pointer P "4" is selected. If the scenario "R4ss" is selected from scenario table R4 in S136, then in S137 the value of counter N is increased from "2" to "3". In this case, in S139 it is determined that the selected attachment count result and the value of counter N match, and the three scenarios "R2ss", "R3ss", and "R4ss" are sent to the image control circuit 91.

[0154] In contrast, if scenario "R4sf" is selected from scenario table R4 in S136, the value of counter N remains "2" in S137, the value of pointer P is added to "5" in S140, and scenario table R0 corresponding to the value of pointer P "5" is selected in S135. This scenario selection process from scenario table R0 is performed according to "the result of the attachment count selection - the value of counter N". If the difference between the two is "1", scenario R01 for attachment count "1" is selected; if the difference between the two is "2", scenario R02 for attachment count "2" is selected; and if the difference between the two is "3", scenario R03 for attachment count "3" is selected. In the above example, scenario R01 is selected according to "the result of the attachment count selection (3) - the value of the counter (2)", and the four scenarios "R2ss", "R3ss", "R4fs", and "R01" are sent to the image control circuit 91.

[0155] The image control circuit 91 displays images for the hold premonition effect 2 and hold pre-read effect 2 on the performance symbol display 32 in accordance with the result of receiving the scenario from the sub-control circuit 81. Figure 35 shows images when the image control circuit 91 receives three scenarios "R2ss", "R3ss", and "R4ss". In this case, as shown in Figures 35(a) to (c), one lightning image T is attached to the cloud image C in the hold area R2 via an action image in accordance with the scenario "R2ss", as shown in Figures 35(d) to (f), one lightning image T is attached to the cloud image C in the hold area R3 via an action image in accordance with the scenario "R3ss", as shown in Figures 35(g) to (i), one lightning image T is attached to the cloud image C in the hold area R4 via an action image in accordance with the scenario "R4ss", and as shown in Figures 35(j) and (k), after the cloud image C is moved into the hold area R0 together with the three lightning images T, an image for the super reach effect or pseudo-consecutive effect is displayed.

[0156] Figure 36 shows the images when the image control circuit 91 receives four scenarios: "R2ss", "R3ss", "R4fs", and "R01". In this case, as shown in Figures 36(a) to (c), according to scenario "R2ss", one lightning image T is attached to the cloud image C in the holding area R2 via an action image, as shown in Figures 36(d) to (f), according to scenario "R3ss", one lightning image T is attached to the cloud image C in the holding area R3 via an action image, as shown in Figures 36(g) to (i), as according to scenario "R4fs", no lightning image T is attached to the cloud image C in the holding area R4 despite an action image being displayed. Then, as shown in Figures 36(j) to (m), after the cloud image C is moved into the holding area R0 along with two lightning images T, according to scenario "R01", one lightning image T is attached to the cloud image C in the holding area R0 via an action image, and an image for a super reach or pseudo-consecutive reach is displayed.

[0157] Figure 37 shows the images when the image control circuit 91 receives one of the four scenarios "R2ff", "R3ff", "R4ff", or "R02". In this case, as shown in Figures 37(a) and (b), the cloud image C moves from the holding area R2 to R0 without displaying an action image or attaching a lightning image T. This movement is in accordance with the scenarios "R2ff", "R3ff", and "R4ff". As shown in Figures 37(c) to (k), the cloud image C is subjected to the display of an action image and the attachment of a lightning image T twice in accordance with the scenario "R02", the cloud image C in the holding area R0 is subjected to the display of an action image without the attachment of a lightning image T once, and an image of a super reach or pseudo-consecutive reach is displayed.

[0158] According to the above Example 1, the following effects are achieved. Since the lightning image T was attached to the cloud image C in the reserved area R0 after the reserved indicator animation 2 occurred, the player's sense of excitement was heightened by the occurrence of the reserved indicator animation 2. The reserved indicator animation 2 was also generated even when the lightning image T was not attached to the cloud image C in the reserved area R0. As a result, the player's sense of excitement was heightened many more times compared to the number of times the lightning image T was attached, making it possible to improve the enjoyment of the game. In response to a game ball successfully entering the first starting opening 15, a cloud image C is displayed in the holding areas R1 to R4. When the symbol game begins, the cloud image C in holding area R4 is displayed in holding area R0, and then a hold premonition effect 2 and a hold pre-read effect 2 for a failed outcome are performed for the cloud image C in holding area R0. This makes it easier for the player to visually understand the entire sequence of symbol gameplay, from when the game ball enters the first starting opening 15 until the result of the win or loss judgment corresponding to that entry is announced.

[0159] For the cloud image C in the holding areas R1 to R4, the same holding indicator effect 2 and holding prediction effect 2 as for the cloud image C in the holding area R0 were performed. As a result, after the lightning image T is attached to the cloud image C in the holding areas R1 to R4, the player can expect that the lightning image T will be attached again in the holding area R0, thus further enhancing the enjoyment of the game. The number of pseudo-variations is indicated to the player by the number of attached lightning images T, allowing the player to enjoy knowing the number of pseudo-variations. Since the number of times the lightning image T is attached is selected according to the time required for the performance symbol game, it is possible to attach a number of lightning image T corresponding to the reliability to the cloud image C before the three rows of performance symbols reach a winning state during the performance symbol game.

[0160] When a game ball successfully enters the first starting opening 15, a cloud image C is displayed as a reserved symbol. When the player is notified of the expected probability of winning a jackpot in the performance symbol game, a lightning image T is attached to the cloud image C, thereby increasing the number of components in the reserved symbol. As a result, a new element of enjoyment is given to the player as they anticipate an increase in the number of components in the reserved symbol, making it possible to enhance the appeal of the game. When a game ball successfully enters the first starting opening 15, the reserved symbol is displayed in a form consisting of a small number of components (one cloud image C). When the expectation of a big win is announced in the performance symbol game, the reserved symbol is changed to a form consisting of many components (one cloud image C and one or more lightning images T). As a result, a new kind of enjoyment is given to the player as they anticipate an increase in the number of components in the reserved symbol, making it possible to enhance the appeal of the game. By attaching the lightning image T to the cloud image C, the reserve premonition effect 2 was triggered before increasing the number of components in the reserve pattern. As a result, the player's anticipation for a change in the number of components in the reserve pattern is heightened by the occurrence of the reserve premonition effect 2, making it possible to further enhance the enjoyment of the game.

[0161] Before increasing the number of components in the reserved symbols, a reserved symbol premonition effect 2 is triggered, in which a new lightning image T appears outside the reserved symbol display area R0~R4. This new lightning image T is then added to the cloud image C within the reserved symbol display area R0~R4. As a result, the increase in the number of components in the reserved symbols is displayed as a narrative-style image, further enhancing the enjoyment of the game. A cloud image C is displayed in the hold display area R1-R4 to indicate to the player that the start of the performance symbol game is pending. A cloud image C is displayed in the hold display area R0 to indicate to the player that the performance symbol game is in progress but the result of the win / loss judgment for this performance symbol game has not yet been announced. The number of components of the hold symbol is changed before the start of the performance symbol game, or the number of components of the hold symbol is changed during the performance symbol game. As a result, the timing of the change in the number of components of the hold symbol is given variety, making it possible to further enhance the enjoyment of the game.

[0162] [Example 2] As shown in Figure 38, the image control circuit 91 displays the lightning image T superimposed in front of the cloud image C when the lightning image T is attached to the cloud image C in the hold pre-reading effect 2. In this configuration, the player is given the impression that the appearance of the cloud image C has changed significantly compared to the initial state, which makes it possible to further enhance the appeal of the game.

[0163] [Example 3] As shown in Figure 39, the image control circuit 91 displays multiple cloud images C as the initial form of the reserved symbols when a game ball successfully enters the first start port 15 in low base performance mode, and displays a cloud image C consisting of multiple clouds as the initial form of the reserved symbols when a game ball successfully enters the second start port 16 in high base performance mode, and attaches a lightning image T to the cloud image C consisting of multiple clouds as a reserved symbol pre-reading effect 2. With this configuration, the player is given the impression that something is going to happen from the moment the game ball enters, which further enhances the appeal of the game.

[0164] In the above embodiments 1 to 3, the hold pre-reading effect 1 and the hold prediction effect 1 may be executed on the cloud image C within the hold area R0. In this configuration, it is preferable that when the sub-control circuit 81 receives the special figure 1 pre-reading data from the main control circuit 51, it executes the hold pre-reading effect processing 1 shown in Figure 29 on the result of receiving the special figure 1 pre-reading data to determine the mode of the hold pre-reading effect processing 1. In the above embodiments 1 to 3, the color or outline shape of the cloud image C may be changed as the hold pre-read effect 2.

[0165] In the above embodiments 1 to 3, the configuration may be such that the hold-in-the-zone premonition effect 2 is performed multiple times without the attachment of the lightning image T to the cloud image C in the hold-in-the-zone R0. In this configuration, a scenario R00 with the effect content "Action image displayed (○) → Lightning image not attached (×)" is set in advance in the scenario table R0 targeting the cloud image C in the hold-in-the-zone R0, and in S139 of Figure 32(a), the number of times the hold-in-the-zone premonition effect 2 with a failure outcome is set according to the time required for the effect symbol game (special symbol variation pattern), and the number of times scenario R00 is additionally selected from the scenario table R0 according to the result of setting the number of occurrences.

[0166] In the above embodiments 1 to 3, when a game ball is successfully entered into the first starting opening 15, the cloud image C may be displayed in its initial form with three lightning images T attached. In this configuration, the reliability of a jackpot can be notified to the player by removing the lightning images T from the cloud image C. That is, when notifying the player of the reliability of a jackpot, the reserved symbols may be changed to a form with fewer components. In the above embodiments 1 to 3, if a lightning image T is attached to the cloud image C in the holding area R0, the remaining number of pseudo-variations in the current symbol game may be notified to the player in accordance with the deletion of the lightning image T after each pseudo-variation.

[0167] In the above-described examples 1 to 3, the present invention may be applied to one, two, or three types of pachinko gaming machines. The present invention is not limited to the above-described embodiments 1 to 3, and is not limited to the wording of each claim, as long as it does not deviate from the scope described in each claim, and extends to a scope that can be easily substituted by a person skilled in the art, and improvements based on the knowledge ordinarily possessed by a person skilled in the art can be added as appropriate.

[0168] Examples 1 to 3 described above include, in addition to the inventions described in the claims, the following reference inventions [1-1] to [1-5], [2-1], [3-1], [3-6], and [4-1]. Some gaming machines are configured to display an image of a symbol game when a game ball successfully enters a predetermined ball entry area. This image of the symbol game displays an identification symbol in a variable state and a variable stop state in sequence, and the player is informed of the hit or miss result according to the state of the identification symbol in the variable stop state (see Japanese Patent Publication No. 2016-158689). In the case of this conventional gaming machine, a battle image of the protagonist fighting an enemy is displayed during the symbol game, and the strength of the damage inflicted on the enemy is presented to the player as an image, suggesting the probability that the identification symbol will be in a winning state. However, the display content is uniform and lacks variety. Reference inventions [1-1] to [1-5], [2-1], [3-1], [3-6], and [4-1] were made in view of the above circumstances, and their purpose is to provide a gaming machine that can improve the variety of the game.

[0169] Reference invention [1-1] A gaming machine comprising: a symbol game means for displaying an image of a symbol game to inform the player of the result of determining whether a game ball has entered a predetermined ball entry area; a symbol display means for displaying a game symbol to suggest to the player that a symbol game is in progress; a notification effect means for performing a notification effect that changes the appearance of the game symbol to one that has a high probability of being notified as a win; and a notification effect means for performing a premonition effect that suggests to the player that the appearance of the game symbol will change, wherein the notification effect means is capable of performing multiple notification effects during a single symbol game, and the notification effect means has a first effect pattern that is performed before the appearance of the game symbol is changed and a second effect pattern that is performed when the appearance of the game symbol cannot be changed. According to the above method, the appearance of the symbols during gameplay is changed through a premonition effect, thereby increasing the player's sense of excitement. This premonition effect is also performed even when there is no change in the appearance of the symbols during gameplay. As a result, the player's sense of excitement is increased many more times than the number of times the appearance of the symbols during gameplay changes, making it possible to improve the enjoyment of the game.

[0170] Reference inventions [1-2] The aforementioned pattern display means displays a reserved pattern in a predetermined display area when a game ball is successfully entered into the ball entry area, and when a game corresponding to the ball entry is started, the reserved pattern in the reserved area is displayed outside the display area as a game-playing pattern, as described in Reference Invention [1-1]. According to the above method, when a game ball successfully enters a predetermined ball entry area, a reserved symbol is displayed in a predetermined display area, and when the current symbol game corresponding to the ball entry begins, the reserved symbol is displayed outside the predetermined display area as a game-playing symbol, after which a pre-announcement effect, a first-type premonition effect, and a second-type premonition effect are performed on the game-playing symbol. This makes it easier for the player to visually understand the entire flow of the symbol game, from when the game ball enters the predetermined ball entry area until the result of the win or loss determination corresponding to that entry is announced.

[0171] Reference inventions [1-3] The gaming machine according to Reference Invention [1-1] or [1-2], characterized in that the aforementioned notification performance means is capable of performing a notification performance on the reserved symbols in the display area, and the aforementioned premonition performance means is capable of performing a premonition performance on the reserved symbols in the display area using a first performance pattern and a second performance pattern. According to the above method, the player can be made to expect that the appearance of the held symbols will change outside the predetermined display area after changing within the predetermined display area, thereby further enhancing the enjoyment of the game.

[0172] Reference inventions [1-4] The aforementioned symbol game means is capable of performing unit games that change the identification symbol from a variable state to a variable stop state multiple times in a single symbol game, and is capable of informing the player of the result of determining whether it is a win or a loss according to the state of the identification symbol in the final unit game, and the aforementioned notification performance means is capable of indicating to the player the number of unit games in the current symbol game according to the state of the symbols during the game in the notification performance of the final unit game of the current symbol game, characterized in that the game machine is according to any one of the reference inventions [1-1] to [1-3]. According to the above method, the number of unit plays in this symbol game is suggested to the player by the final state of the symbols during the game, so the player can enjoy knowing the number of unit plays.

[0173] Reference inventions [1-5] A gaming machine according to any one of the reference inventions [1-1] to [1-4], characterized in that the aforementioned notification performance means includes a determination means for determining the number of notification performances to be performed in the current symbol game according to the duration required for the symbol game. According to the above method, it becomes possible to perform the appropriate number of pre-announcement effects according to the duration of the current symbol game.

[0174] Reference invention [2-1] A gaming machine comprising: a symbol game means for displaying an image of a symbol game to inform the player of the result of determining whether a game ball has entered a predetermined ball entry area; a symbol display means for displaying a game symbol to suggest to the player that a symbol game is in progress; a notification effect means for performing a notification effect that changes the appearance of the game symbol to one that has a high probability of being notified as a win; and a notification effect means for performing a premonition effect that suggests to the player that the appearance of the game symbol will change, wherein the notification effect means is capable of performing multiple notification effects during a single symbol game, and has a first effect pattern that changes the appearance of the game symbol after the premonition effect and a second effect pattern that keeps the appearance of the game symbol the same as before the premonition effect even after the premonition effect. According to the above method, the appearance of the symbols during gameplay changes after a premonition sequence, thus increasing the player's sense of excitement. This premonition sequence also occurs even when there is no change in the appearance of the symbols during gameplay. Therefore, the player's sense of excitement is increased many more times than the number of times the appearance of the symbols during gameplay changes, making it possible to improve the enjoyment of the game.

[0175] Reference invention [3-1] A gaming machine comprising: a symbol game means for displaying an image of a symbol game to inform the player of the result of determining whether a game ball has been successfully entered into a predetermined ball entry area; and a reserve display means for displaying a reserve symbol to suggest to the player that there is a result of determining whether a game ball has been successfully entered into the ball entry area, wherein the reserve display means displays the reserve symbol in its initial form when a game ball has been successfully entered into the ball entry area, and is capable of changing the reserve symbol to a form with a different number of components from the initial form when informing the player of the expected probability of being notified of a win in the symbol game. According to the above method, when a game ball successfully enters a predetermined ball entry area, the reserved symbol is displayed in its initial form. When the player is notified of the expected probability of winning in the symbol game, the reserved symbol is changed to a form with a different number of components from its initial form. As a result, a new element of enjoyment is provided to the player, as they anticipate a change in the number of components of the reserved symbol, thereby enhancing the appeal of the game.

[0176] Reference invention [3-2] The gaming machine according to Reference Invention [3-1], characterized in that it is equipped with a means for performing a premonition effect that suggests to the player when the number of components of the held symbols changes. According to the above method, a premonition effect occurs before the number of components in the held symbols changes. Therefore, the player's anticipation for the change in the number of components in the held symbols is heightened by the occurrence of the premonition effect, making it possible to further enhance the enjoyment of the game.

[0177] Reference invention [3-3] The gaming machine according to Reference Invention [3-2], wherein the reserved display means displays reserved symbols within a predetermined display area, and the premonition effect means displays an effect image in which a new component to be added to the reserved symbols within the display area appears outside the display area as a premonition effect. According to the above method, a premonition occurs in which a new component appears outside the display area for the reserved symbols before the number of components of the reserved symbols changes, and the new component outside the display area is added to the reserved symbols within the reserved area. As a result, the increase in the number of components of the reserved symbols is displayed as a narrative-style image, which further enhances the enjoyment of the game.

[0178] Reference inventions [3-4] The aforementioned reserved display means is characterized in that when informing the player of the expected probability of winning in the symbol game, it displays an image in which new components are superimposed on the initial reserved symbol, as described in any of the Reference Inventions [3-1] to [3-3]. According to the above method, when informing the player of the expected probability of a win, new components are superimposed on the initial form of the reserved symbols. As a result, the player is given the impression that the form of the reserved symbols has changed significantly compared to the initial form, which makes it possible to further enhance the enjoyment of the game.

[0179] Reference inventions [3-5] The gaming machine according to any one of the reference inventions [3-1] to [3-4], characterized in that the reserved display means displays a reserved pattern consisting of multiple components as an initial form of reserved pattern. According to the above method, when a game ball successfully enters a predetermined entry area, a symbol consisting of multiple components is displayed as the initial form of the reserved pattern. As a result, the player is given the impression that something is about to happen from the moment the game ball enters, which further enhances the enjoyment of the game.

[0180] Reference inventions [3-6] The reserved display means is characterized by displaying a reserved symbol that indicates to the player that the start of a symbol game is on hold, and a reserved symbol that indicates to the player that a symbol game is in progress and the result of the win / loss determination in that symbol game has not yet been announced, as described in any of the Reference Inventions [3-1] to [3-5]. According to the above means, the number of components of the held symbol changes before the start of the symbol game, or the components of the held symbol change during the symbol game. For this reason, diversity is given to the timing when the number of components of the held symbol changes, so that the entertainment value of the game can be further enhanced.

[0181] Reference Invention [4-1] A symbol game means for displaying an image of a symbol game for notifying a player of a determination result of success or failure when a game ball effectively enters a predetermined ball entry area, and a holding display means for displaying a held symbol for suggesting that there is an unannounced determination result of success or failure to the player. When the holding display means notifies the player of the degree of expectation of winning, the held symbol is displayed in a form consisting of a plurality of components. When the game ball effectively enters the ball entry area, the held symbol is displayed in a form with a smaller number of components compared to when notifying the player of the degree of expectation of winning. A gaming machine characterized by this. According to the above means, when the game ball effectively enters the predetermined ball entry area, the held symbol is displayed in a form consisting of a small number of components, and when the degree of expectation of winning in the symbol game is notified to the player, the held symbol is changed to a form consisting of a large number of components. For this reason, a new pleasure of expecting the number of components of the held symbol to change is given to the player, so that the entertainment value of the game can be enhanced.

Explanation of Signs

[0182] 15 is the first start port (predetermined ball entry area), 16 is the second start port (predetermined ball entry area), 32 is the effect symbol display (display), 81 is the sub-control circuit (determination means), 91 is the image control circuit (symbol game means, symbol display means, preview effect means, omen effect means), C is the cloud image (game symbol, held symbol, held symbol in the initial form, component), T is the lightning image (component), and R1 to R4 are holding areas (predetermined display areas).

Claims

[Claim 1] A symbol game means for displaying a symbol game image for notifying a player of a winning or losing judgment result when the game ball has validly landed in a predetermined ball-entry area; A reserve display means for displaying a reserve pattern to indicate to a player that there is an unannounced judgment result of a win or loss, The reserved display means displays the reserved pattern in an initial state when the game ball has effectively entered the ball entry area, and is capable of changing the reserved pattern from the initial state to a state in which the number of components is increased when informing the player of the expected probability of being notified of a win in the pattern game. A gaming machine characterized by: