Game machine

JP2024131326A5Pending Publication Date: 2026-03-18SANSEI R&D KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-03-16
Publication Date
2026-03-18

AI Technical Summary

Technical Problem

Existing gaming machines confuse players by intentionally setting game modes that are advantageous or disadvantageous, making it difficult for players to discern the game's outcome, leading to a lack of clarity and enjoyment.

Method used

The gaming machine implements a system that predicts the validity of game outcomes in advance, suspends determination processes when necessary, and uses visual and auditory cues to signal potential wins, while adjusting game modes to enhance player engagement and reduce disappointment.

Benefits of technology

This system enhances player engagement by providing clear signals of potential wins and adjusting game modes to maintain interest, thereby improving the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To increase fun of a game.SOLUTION: Since a super chance mode is set when a final performance pattern game is started in a low-probability electric support mode and a super chance background image corresponding to the super chance mode is displayed in a next performance pattern game demoted from the low-probability electric support mode to a normal game mode, a player's sense of hopelessness to demotion of a game mode is eased by the super chance background image. Besides, since a super chance background image is displayed in an image of a performance pattern game also in another chance, another opportunity for enjoying the super chance background image can be imparted to a player.SELECTED DRAWING: Figure 31
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Description

[Technical field]

[0001] The present invention relates to gaming machines such as pachinko machines. [Background technology]

[0002] The gaming machine has a structure in which a winning or losing decision is made when a gaming ball enters a starting area, and when a winning or losing decision is made, an image of a pattern game is displayed to inform the player of the winning or losing decision result. The image of this pattern game is displayed in a state where the identification pattern is changed and then in a state where the change is stopped, and the winning or losing decision result is informed to the player by the state of the identification pattern in the state where the change is stopped. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2010-234005 A Summary of the Invention [Problem to be solved by the invention]

[0004] The gaming machine has a configuration in which the image of the symbol game is displayed in a manner according to the setting result of the current display mode. In this configuration, a common display mode is set between the setting state of the game mode advantageous to the player and the setting state of the game mode disadvantageous to the player, so that it is difficult for the player to distinguish which of the two game modes is set from the display state of the image of the symbol game. This conventional gaming machine is intended to intentionally confuse the player, and there is still room for improvement in terms of its ingenuity.

[0005] The present invention has been made in consideration of the above circumstances, and an object of the present invention is to provide a gaming machine which can improve entertainment value. [Means for solving the problem]

[0006] The gaming machine of the present invention (embodiments 4 to 8) performs a win / loss determination process when a gaming ball enters a start area (first start port 18 / second start port 23) in a state where it is possible to determine whether or not a win has been made (a state where all of the special chart 1 game, special chart 2 game, big win game, and small win game have stopped), and when a gaming ball enters the start area in a state where it is impossible to determine whether or not a win has been made (a state where one of the special chart 1 game to small win game is being executed), it is possible to predict whether or not a win has been made and to determine whether or not a win has been made. A winning / losing determination means (main control circuit 40) that reserves the process of determining whether or not a winning has occurred until the winning / losing determination means is in a state where it is possible to perform the winning / losing determination process; a special game means (main control circuit 40) that performs a special game (jackpot game) by opening a special area (big prize opening 19) when the winning / losing determination means determines that a winning has occurred; a symbol game means (sub-control circuit 60) that displays an image of a symbol game (a performance symbol game) to notify the player of the winning / losing determination result of the winning / losing determination means; and a symbol game means (sub-control circuit 60) that indicates to the player that a winning has been notified by an image of the symbol game. The system includes a notice performance means (sub-control circuit 60) for performing a notice performance (displaying a super chance background image) that suggests a winning combination, and a period setting means (sub-control circuit 60) for setting an allowable period for allowing the notice performance means to perform the notice performance (setting the values ​​of counters N1 and N2), starting the allowable period in response to the win / loss determination means predicting a win and terminating the allowable period in response to a win being actually notified by a symbol game image, and the period setting means also starts the allowable period when the current game mode (low probability electric support mode) is downgraded to a game mode (normal game mode) that is less favorable to the player than the current game mode, and when the allowable period has been started in response to the downgrading of the game mode, ends the allowable period in response to the actual number of times the symbol game image is displayed in the less favorable game mode reaching an upper limit value (the initial setting result of the values ​​of counters N1 and N2). According to the above means, the permissible period is started in response to the prediction of a win. During this permissible period, the player is suggested a win in response to the execution of a preview performance, so that the player's expectation of a win can be increased. Moreover, the permissible period is also started when the current game mode is demoted to a game mode that is less favorable to the player than the current game mode. During this permissible period, the player is suggested a win in response to the execution of a preview performance, so that the player's disappointment at the game mode being demoted can be alleviated by the preview performance. [Brief description of the drawings]

[0007] [Figure 1] FIG. 1 is a diagram showing a first embodiment of the present invention (a perspective view showing the appearance of a pachinko game machine); [Diagram 2] A diagram showing a game board [Diagram 3] Diagram showing the front frame [Figure 4] Block diagram showing electrical configuration [Diagram 5] (a) is a diagram showing a list of random number counters, (b) is a diagram showing a normal winning judgment table, (c) is a diagram showing a normal winning display time table, (d) is a diagram showing a normal winning pattern table, (e) is a diagram showing a jackpot judgment table, (f) is a diagram showing a fall judgment table, (g) is a diagram showing a special winning type table for special winning 1, (h) is a diagram showing a special winning type table for special winning 2, (i) is a diagram showing a special winning 1 area, and (j) is a diagram showing a special winning 2 area. [Figure 6] (a) is a diagram showing the special chart 1 variation pattern table, (b) is a diagram showing the special chart 2 variation pattern table 1, and (c) is a diagram showing the special chart 2 variation pattern table 2. [Figure 7] FIG. 1A is a diagram showing a game pattern table, and FIG. 1B is a flowchart showing the main processing of a main control circuit. [Figure 8] Flowchart showing timer interrupt processing of the main control circuit [Figure 9] (a) is a flowchart showing the special diagram 2 processing of the main control circuit, (b) is a flowchart showing the special diagram 1 processing [Figure 10]Flowchart showing the fluctuation pattern table processing of the main control circuit [Figure 11] Flowchart showing the time-saving count update process of the main control circuit [Figure 12] Flowchart showing the fall determination process of the main control circuit [Figure 13] FIG. 1A is a diagram for explaining the transition of game modes, and FIG. 1B and FIG. 1C are diagrams for explaining the transition of presentation modes. [Figure 14] (a) to (d) are diagrams showing background images of the effect pattern game, and (e) is a diagram showing a list of the effect contents of the effect pattern game. [Figure 15] A diagram to explain normal effects and simultaneous stop effects for all figures [Figure 16] A diagram to explain the normal reach performance [Figure 17] A diagram to explain the special reach performance [Figure 18] (a) and (b) are diagrams for explaining the super time-saving effect, and (c) is a diagram for explaining the big win game effect. [Figure 19] A diagram to explain the behavior of the performance mode [Figure 20] A diagram to explain the background preview performance [Figure 21] (a) to (d) are diagrams for explaining the big win timing performance; (e) are diagrams for explaining the big win advance notice performance; [Figure 22] 1A is a flowchart showing the preview processing of the sub-control circuit, and FIG. 1B is a diagram showing the special chart 2 pre-reading reception area. [Figure 23] 1A is a flowchart showing a main process of a sub-control circuit, and FIG. 1B is a flowchart showing a timer interrupt process. [Figure 24] 1A is a flowchart showing a received command analysis process of a sub-control circuit, and FIG. 1B is a flowchart showing a symbol game performance start process. [Diagram 25] FIG. 2 shows the second embodiment (a diagram for explaining the mini-pattern preview performance) [Figure 26] A diagram to explain the mini pattern preview performance [Figure 27] A diagram showing a list of infographics [Figure 28] 1A is a flowchart showing the preview performance process of the sub-control circuit, FIG. 1B is a diagram showing a mini-pattern preview performance table 1, and FIG. 1C is a diagram showing a mini-pattern preview performance table 2. [Figure 29] FIG. 3 shows the third embodiment (a diagram for explaining the mini symbol pre-reading performance) [Diagram 30] 1A is a flowchart showing a mini-symbol pre-reading effect process of a sub-control circuit, FIG. 1B is a diagram showing a mini-symbol pre-reading effect table 1, and FIG. 1C is a diagram showing a mini-symbol pre-reading effect table 2. [Diagram 31] FIG. 4 shows the fourth embodiment (a is a diagram showing a super chance background image, b is a diagram showing a special chart 1 pre-reading reception area, and c is a diagram for explaining the behavior of the performance mode) [Diagram 32] Flowchart showing the super chance mode setting process of the sub-control circuit [Diagram 33] Flowchart showing the super chance mode release process of the sub-control circuit [Diagram 34] FIG. 32 shows the fifth embodiment. [Diagram 35] A diagram to explain the behavior of the performance mode [Diagram 36] FIG. 6 shows the sixth embodiment (a is a flowchart showing the RTC mode setting process of the sub-control circuit, b is a diagram showing a super chance background image, and c is a diagram showing a big win notice image). [Figure 37] Flowchart showing the big win notice performance process of the sub-control circuit [Figure 38] FIG. 7 shows an embodiment 7 (a shows a jackpot determination table 1, b shows a jackpot determination table 2, and c shows a game pattern table). [Figure 39] FIG. 32 shows the eighth embodiment. [Diagram 40] Figure 33 equivalent [Diagram 41] A diagram to explain the behavior of the performance mode [Diagram 42]FIG. 9 shows an embodiment 9 (a is a diagram showing the reliability of the symbol in Super Chance Mode 1, b is a diagram showing the reliability of the symbol in Super Chance Mode 2, c is a diagram showing the background image in Super Chance Mode 1, and d is a diagram showing the background image in Super Chance Mode 2). [Diagram 43] Flowchart showing the symbol setting process of the sub-control circuit [Diagram 44] 1A is a flowchart showing a reach symbol setting process 1 of a sub-control circuit, and FIG. 1B is a flowchart showing a reach symbol setting process 2 of the sub-control circuit. [Diagram 45] FIG. 42 showing Example 10 [Diagram 46] Figure 44 equivalent [Figure 47] A diagram showing an image of a performance pattern game when a special special pattern variation pattern is set. [Figure 48] FIG. 11 shows an embodiment DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] [Example 1] 1. Mechanical structure of the gaming machine The outer frame 1 in Fig. 1 is installed on the table island of a pachinko parlor. The outer frame 1 is a vertically long rectangular frame with openings on the front and back, and an inner frame 3 is attached to the left end of the outer frame 1 via a hinge metal fitting 2. The inner frame 3 is a rectangular container with an opening on the front, and can be rotated relative to the outer frame 1 around the vertical axis of the hinge metal fitting 2 between a storage position stored in the outer frame 1 and a pull-out position pulled out forward from within the outer frame 1. A vertical, flat game board 4 is attached to the inner frame 3, as shown in Fig. 2. The game board 4 is made of a colorless, transparent synthetic resin, and covers the front opening of the inner frame 3 from the front.

[0009] As shown in FIG. 1, a front frame 5 is attached to the hinge metal fitting 2. The front frame 5 is a rectangular frame having an opening 6, and a colorless and transparent window plate 7 that covers the opening 6 is fixed to the front frame 5. The front frame 5 can be rotated around the vertical axis of the hinge metal fitting 2 between a closed state in which the game board 4 is covered from the front and an open state in which the game board 4 is opened, and the window plate 7 faces the game board 4 from the front with a gap in between when the front frame 5 is closed. As shown in FIG. 3, an upper tray 8 and a lower tray 9 are fixed to the front frame 5 in two layers, one above the other. The upper tray 8 is for storing game balls, and the lower tray 9 is for storing game balls that cannot be stored in the upper tray 8, and the upper tray 8 is equipped with an operation button 10 that can be operated by a player.

[0010] A launching device (not shown) is attached to the front frame 5. 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 by one from within the upper tray 8. This launching device supplies a new game ball to the striking hammer every time the striking hammer strikes a game ball, and a launching handle 11 is connected to the launching device, as shown in Figure 3. This launching handle 11 is attached to the lower right corner of the front frame 5 so that it can be rotated around an axis oriented in the front-rear direction, and the force with which the striking hammer strikes the game ball is adjusted according to the amount of operation (rotation angle) of the launching handle 11 in the clockwise direction.

[0011] As shown in Fig. 2, an outer rail 12 and an inner rail 13 are fixed to the front of the game board 4. An arc-shaped launch passage 14 is formed between the outer rail 12 and the inner rail 13, and game balls hit by the batter mallet rise from bottom to top within the launch passage 14. The outer rail 12 and the inner rail 13 define a game area 15 on the front of the game board 4. The game area 15 is a circular area connected to the exit at the top end of the launch passage 14, and game balls rising within the launch passage 14 are released into the game area 15 from the exit of the launch passage 14. A number of game nails (not shown) are driven into the game area 15, and game balls released into the game area 15 fall within the game area 15 while colliding with the game nails.

[0012] As shown in FIG. 2, a left-hand hitting area 16 and a right-hand hitting area 17 are set in the game area 15. The left-hand hitting area 16 is an area on the left side of the center line of the game area 15, and when the amount of operation of the launch handle 11 in the clockwise direction is small, the game ball is released from the exit of the launch passage 14 into the left-hand hitting area 16. This hitting method in which the game ball is released into the left-hand hitting area 16 is called left hitting. The right-hand hitting area 17 is an area on the right side of the center line of the game area 15, and when the amount of operation of the launch handle 11 in the clockwise direction is large, the game ball is released from the exit of the launch passage 14 through the left-hand hitting area 16 into the right-hand hitting area 17. This hitting method in which the game ball is released into the right-hand hitting area 17 is called right hitting.

[0013] As shown in Fig. 2, a first starting hole 18, which corresponds to the starting area, is fixed in the game area 15. This first starting hole 18 is pocket-shaped with an open top, and the game ball can enter from the top. This first starting hole 18 is disposed across the left hitting area 16 and the right hitting area 17, and the game ball can easily enter the first starting hole 18 from the entrance at the top in the left hitting state, but it becomes difficult to enter the ball in the right hitting state.

[0014] As shown in FIG. 2, the large prize opening 19, which corresponds to the ball entry area, is fixed in the right-hand hitting area 17. The large prize opening 19 is a horizontally long box-shaped opening with an opening at the front, and is provided with a door panel 20. The door panel 20 is rotatable about a horizontal axis (not shown) at the lower end between a vertically closed state and a horizontally open state, and closes the front entrance of the large prize opening 19 in the closed state so that the game ball cannot enter. When the game ball is hit from the right side with the door panel 20 open, the game ball falls onto the door panel 20, and enters the entrance of the large prize opening 19 as it rolls from front to back along the door panel 20. That is, the large prize opening 19 is configured so that the game ball can enter when the game ball is hit from the right side. A V-shaped entry port (not shown) is provided in the large prize opening 19. The V-shaped entry port is an opening through which the game ball that entered the large prize opening 19 can fall, and has a V-shaped door panel (not shown). This V door panel is movable between a closed position where it closes the V prize opening so that game balls cannot fall, and an open position where it opens it so that game balls can fall, and a game ball that enters the large prize opening 19 can fall into the V prize opening when the V door panel is in the open position, and cannot fall into the V prize opening when the V door panel is in the closed position.

[0015] As shown in Fig. 2, in the right-hand hitting area 17, a guide plate 21 is fixed below the big prize opening 19. This guide plate 21 is inclined downward from right to left, and when the game ball is hit from the right, the game ball falls onto the guide plate 21 and then rolls from right to left along the guide plate 21. In the right-hand hitting area 17, a normal starting hole 22 is fixed above the big prize opening 19. This normal starting hole 22 is in the shape of a U-shaped frame with openings on the top and bottom, and when the game ball is hit from the right, the game ball can pass through from the top to the bottom.

[0016] As shown in Fig. 2, in the game area 15, a second starting hole 23 is fixed below the first starting hole 18 and corresponds to the starting area. The second starting hole 23 has an open top and is equipped with an opening / closing member 24. The opening / closing member 24 is movable between a projected state in which it projects forward from the front of the game board 4 and a recessed state in which it recesses backward, and the entrance on the top of the second starting hole 23 is closed when the opening / closing member 24 is in the projected state so that the game ball cannot enter. The entrance of the second starting hole 23 is opened when the opening / closing member 24 is in the recessed state, and when the game ball is hit from the right while the second starting hole 23 is open, it enters the entrance of the second starting hole 23 as it rolls from right to left along the guide plate 21.

[0017] As shown in FIG. 2, an LED display 25 is fixed to the game board 4. This LED display 25 is disposed outside the game area 15, and the LED display 25 displays the result of the judgment of winning or losing. A decorative frame 26 is fixed to the game board 4. This decorative frame 26 is colored and opaque, and has an opening 27. This decorative frame 26 is frame-shaped surrounding the display area E of the performance pattern display 28 when viewed from the front. This performance pattern display 28 is composed of a color liquid crystal display fixed within the inner frame 3, as shown in FIG. 1, and the display area E is set to a horizontally long rectangle. This performance pattern display 28 corresponds to a display, and the display area E of the performance pattern display 28 is made visible to the player through the window panel 7, the opening 27 of the decorative frame 26, and the game board 4.

[0018] As shown in FIG. 3, an electric light 29 is fixed to the front frame 5. The electric light 29 is disposed at the upper end of the front frame 5 and has a plurality of semi-spherical LED covers 30. Each of the LED covers 30 is set to a white color having translucency, and an LED 31 is housed in each of the LED covers 30. Each of the LEDs 31 is a full-color LED whose color and brightness can be controlled, and each of the LED covers 30 is illuminated in a manner according to the color and brightness of the LED 31 as the LED 31 inside emits light. Two speakers 32 are fixed to the front frame 5. The two speakers 32 face each other in the left-right direction with the electric light 29 between them, and each speaker 32 outputs sound forward.

[0019] As shown in FIG. 2, the notice performance device 33 is housed in the inner frame 3. The notice performance device 33 has a colored transparent hemispherical decorative member 34, and is movable in the vertical direction between an upper limit position (see two-dot chain line) and a lower limit position (see solid line). The upper limit position of the notice performance device 33 is set above the display area E of the performance pattern display device 28, and the notice performance device 33 is not visible to the player at the upper limit position. The lower limit position of the notice performance device 33 is set to a position overlapping the display area E of the performance pattern display device 28 from the front, and the notice performance device 33 is visible to the player at the lower limit position. The decorative member 34 of the notice performance device 33 houses a full-color LED 35 (see FIG. 4) whose color and brightness can be controlled. The LED 35 corresponds to a light source, and the decorative member 34 emits light in a color corresponding to the lighting color of the LED 35 when the LED 35 is turned on. This decorative member 34 is connected to a pulse motor 36 (see Figure 4) via a lifting mechanism (not shown), and is moved between an upper limit position and a lower limit position as the pulse motor 36 is driven and controlled in the forward and reverse directions.

[0020] 2. Electrical configuration of the gaming machine The main control circuit 40 in Fig. 4 is mainly a microcomputer, and has a ROM, a RAM, a CPU, and an I / O. This main control circuit 40 controls the game contents such as the special drawing 1 lottery, the special drawing 2 lottery, the special drawing variable display, the big win game, the small win game, the game state setting, the normal drawing lottery, the normal drawing variable display, and the normal game, and corresponds to a game control means. The ROM of this main control circuit 40 stores a program for main processing, a program for timer interrupt processing, a normal drawing hit judgment table, a normal drawing variable display time table, a normal drawing game pattern table, a big win judgment table, a fall judgment table, a special drawing 1 big win type table, a special drawing 2 big win type table, a special drawing 1 variable pattern table, a special drawing 2 variable pattern table 1, a special drawing 2 variable pattern table 2, and a game pattern table, and the RAM of the main control circuit 40 has a special drawing 1 area and a special drawing 2 area.

[0021] As shown in Fig. 4, the first start hole sensor 41, the second start hole sensor 42, the normal map sensor 43, the large prize hole sensor 44, and the V prize hole sensor 48 are connected to the main control circuit 40. The first start hole sensor 41 detects a game ball that has entered the first start hole 18, the second start hole sensor 42 detects a game ball that has entered the second start hole 23, the normal map sensor 43 detects a game ball that has passed through the normal start hole 22, the large prize hole sensor 44 detects a game ball that has entered the large prize hole 19, and the V prize hole sensor 48 detects a game ball that has fallen into the V prize hole. The start hole solenoid 45, the large prize hole solenoid 46, and the V prize hole solenoid 47 are connected to the main control circuit 40. The start port solenoid 45 opens and closes the opening / closing member 24 of the second start port 23, the large prize port solenoid 46 opens and closes the door plate 20 of the large prize port 19, and the V prize port solenoid 47 opens and closes the V door plate of the V prize port. The LED display 25 is connected to this main control circuit 40, and the main control circuit 40 performs a variable special display in response to controlling the display content of the LED display 25.

[0022] The payout control circuit 50 in Fig. 4 is mainly a microcomputer. This payout control circuit 50 has ROM, RAM, and a CPU, and when the main control circuit 40 detects signals from the first start hole sensor 41, the second start hole sensor 42, and the large prize hole sensor 44, it sends a payout command to the payout control circuit 50. A prize ball payout device 51 is connected to this payout control circuit 50, and when the payout control circuit 40 detects a payout command from the main control circuit 40, it drives and controls the prize ball payout device 51 to pay out a unit number of game balls as prize balls into the upper tray 8.

[0023] The sub-control circuit 60 in FIG. 4 is mainly a microcomputer, and the main control circuit 40 transmits commands to the sub-control circuit 60 according to the progress of the game, and the sub-control circuit 60 sets the display contents of the performance pattern display 28, the illumination contents of the illumination device 29, the sound contents of the speaker 32, and the operation contents of the notice performance device 33 according to the commands from the main control circuit 40. This sub-control circuit 60 has a ROM, a RAM, a CPU, an I / O, an RTC, a drive circuit, a PWM circuit, a speaker circuit, and a motor circuit, and the ROM stores programs for main processing, reception interrupt processing, and timer interrupt processing. The RAM functions as a work memory, and the CPU executes the programs for main processing to timer interrupt processing in the ROM according to commands from the main control circuit 40. The operation button 10 is connected to this sub-control circuit 60, and the sub-control circuit 60 detects the operation contents of the operation button 10 according to the electric signal from the operation button 10.

[0024] The drive circuit in FIG. 4 is mainly composed of a microcomputer. This drive circuit controls the performance pattern display 28 according to the setting result of the display contents of the sub-control circuit 60, and has a ROM, a RAM, a CPU, a CGROM, a CGRAM, 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 image data for displaying an image on the performance pattern display 28, and the VDP reads out the image data from the CGROM in response to an instruction from the CPU. This VDP expands the result of reading out the image data into the CGRAM, synthesizes the expansion result of the image data, draws it in the frame buffer of the CGRAM, and outputs the drawing result of the image to the performance pattern display 28 as an RGB signal, and the performance pattern display 28 displays the image in color according to the RGB signal from the VDP.

[0025] The PWM circuit in Fig. 4 is mainly based on a microcomputer, and PWM-controls the color and brightness of the LEDs 31 of the illumination device 29 to make the LED covers 30 of the illumination device 29 light up according to the setting of the illumination content, and PWM-controls the color and brightness of the LEDs 35 of the notice display device 33 to make the decorative member 34 of the notice display device 33 light up according to the setting of the illumination content. The speaker circuit in Fig. 4 is mainly based on a microcomputer, and controls both speakers 32 to output sounds with a scale, volume, and tone according to the setting of the sound content from both speakers 32. The motor circuit in Fig. 4 is mainly based on a microcomputer, and drives and controls the pulse motor 36 in the forward and reverse directions to move the notice display device 33 between the upper limit position and the lower limit position.

[0026] 3. Gaming Function 3-1. Regular Play 3-1-1. General lottery When the game ball passes through the normal starting hole 22, the value of the normal random number in Fig. 5(a) is obtained, and the result of the determination of whether the normal random number is a hit is obtained from the normal hit determination table in Fig. 5(b). This normal hit determination table is set to a non-electric support state and an electric support state, and in the electric support state, the result of the normal hit is obtained with a higher probability than in the non-electric support state.

[0027] 3-1-2. Display of normal map changes When the result of the judgment of whether the normal map is a hit or a miss is obtained, the normal map variation display is started. This normal map variation display is performed by starting to flash a predetermined number of LEDs of the LED display 25 in a predetermined pattern and then stopping the flashing in either the "normal map hit" or "normal map miss" mode. If the predetermined number of LEDs are judged to be a "normal map hit", they stop flashing in the "normal map hit mode", and if they are judged to be a "normal map miss", they stop flashing in the "normal map miss mode". The required time for this normal map variation display is obtained from the normal map variation display time table in FIG. 5(c). This normal map variation display time table assigns normal map variation times to each of the "electric support state" and the "non-electric support state", and a shorter normal map variation display time is obtained in the "electric support state" compared to the "non-electric support state".

[0028] 3-1-3. Regular Play When the normal map variation display is stopped in the "normal map hit" mode, a normal map play pattern corresponding to the current game state is selected from the normal map play pattern table in Fig. 5 (d), and a normal map play is started with the selection result of the normal map play pattern. This normal map play is performed with the second start port 23 in an open state, and in the "electric support state", the second start port 23 is opened once for a long time (6 seconds) as a normal map play, and in the "non-electric support state", the second start port 23 is opened once for a short time (1 second) as a normal map play.

[0029] 3-2. Special Chart 1 Game 3-2-1. Acquisition of special chart 1 game data When the game ball enters the first starting hole 18 effectively, the value of the special random number, the value of the big win type random number, the value of the fall random number, and the value of the variation pattern random number in FIG. 5(a) are acquired, and the acquisition result of the special random number value to the acquisition result of the variation pattern random number value are stored in the RAM as a set of special game data 1. In this RAM, as shown in FIG. 5(i), special game data 1 reserve areas 1 to 4 are set, and the special game data 1 is stored in the order of acquisition in the order of "special game data 1 reserve area 4", "special game data 1 reserve area 3", "special game data 1 reserve area 2", and "special game data 1 reserve area 1". In other words, when the special game data 1 is stored in all of the special game data 1 reserve areas 1 to 4, the special game data 1 in the "special game data 1 reserve area 4" is the oldest, and the special game data in the "special game data 1 reserve area 1" is the newest. A state in which special chart 1 game data is stored in all of special chart 1 holding areas 1 to 4 is referred to as the special chart 1 holding number being "4", a state in which special chart 1 game data is stored in three of special chart 1 holding areas 2 to 4 is referred to as the special chart 1 holding number being "3", a state in which special chart 1 game data is stored in two of special chart 1 holding areas 3 to 4 is referred to as the special chart 1 holding number being "2", a state in which special chart 1 game data is stored in one of special chart 1 holding areas 4 is referred to as the special chart 1 holding number being "1", and a state in which special chart 1 game data is not stored in any of special chart 1 holding areas 1 to 4 is referred to as the special chart 1 holding number being "0".

[0030] 3-2―2. Special Chart 1 Lottery When special chart 1 game data is stored in the "special chart 1 reserve area 4", the special chart 1 lottery is performed on the condition that the current game is in a stopped state. This game stop state refers to a state in which special chart 1 game, special chart 2 game, big win game, and small win game are all stopped, and the special chart 1 lottery is allowed during normal game. This game stop state corresponds to a playable state, and a state in which any one of special chart 1 game, special chart 2 game, big win game, and small win game is being played corresponds to a non-playable state.

[0031] When the game data of the special chart 1 is stored in the "special chart 1 reserve area 4" in the game stop state, the storage result of the value of the special chart random number is detected from the "special chart 1 reserve area 4", and in the "high probability state", a judgment result of "jackpot", "small hit", or "miss" is obtained from the jackpot judgment table for the high probability state in FIG. 5(e) according to the detection result of the value of the special chart random number, and in the "normal probability state", a judgment result of "jackpot", "small hit", or "miss" is obtained from the jackpot judgment table for the normal probability state according to the detection result of the value of the special chart random number. The judgment probability of a jackpot in this "normal probability state" is set lower than the judgment probability of a jackpot in the "high probability state", and the judgment probability of a small hit is set to the same between the normal probability state and the high probability state. The jackpot probability in this high probability state is "40 / 1201", and the jackpot probability in the normal probability state is "3 / 1201".

[0032] When a "jackpot" determination result is obtained from the jackpot determination table, the storage result of the jackpot type random number value is detected from the "Special chart 1 reserved area 4", and the jackpot type according to the detection result of the jackpot type random number value is obtained from the Special chart 1 jackpot type table in Figure 5 (g). Three types of jackpot types, "jackpot pattern 1", "jackpot pattern 2", and "jackpot pattern 3", are set in this Special chart 1 jackpot type table, and when "jackpot pattern 1" is obtained and when "jackpot pattern 3" is selected, "electric support state 1" and "high probability state" are set, respectively, and when "jackpot pattern 2" is obtained, "electric support state 2" and "normal probability state" are set.

[0033] When the type of jackpot is determined in response to the determination result of "jackpot", the storage result of the value of the fluctuation pattern random number is detected from the "Special chart 1 reserved area 4", and the special chart fluctuation pattern and the special chart fluctuation display time according to the detection result of the value of the fluctuation pattern random number are selected from the special chart 1 fluctuation pattern table of Fig. 6(a). When the determination result of "miss" is obtained, the storage result of the value of the fluctuation pattern random number is detected from the "Special chart 1 reserved area 4", and the special chart fluctuation pattern and the special chart fluctuation display time according to the detection result of the value of the fluctuation pattern random number are selected from the special chart 1 fluctuation pattern table of Fig. 6(a).

[0034] 3-2―3. Fall Lottery When the special chart variation pattern and the special chart variation display time are selected, the storage result of the value of the fall random number is detected from the "special chart 1 reserve area 4", and the judgment result of either "falling" or "not falling" is selected from the fall judgment table in Fig. 5(f) according to the detection result of the value of the fall random number. If "falling" is selected as the judgment result, if the current game state is a "high probability state", the "high probability state" is released, and the "normal probability state" is set in place of the "high probability state".

[0035] 3-2-4. Special chart 1 change display When the special chart variation pattern and special chart variation display time are selected, the special chart 1 variation display is started. This special chart 1 variation display is performed by making the predetermined number of LEDs of the LED display 25 start flashing in a predetermined pattern and then stopping the flashing. If the predetermined number of LEDs are judged to be a miss, they stop flashing in the form of "special chart 1 miss", if they are judged to be a big hit, they stop flashing in the form of "big hit" according to the judgment result of the big hit type, and if they are judged to be a small hit, they stop flashing in the form of "small hit". This flashing from start to stop takes a time required according to the selection result of the special chart variation display time.

[0036] 3-2―5. Small Win Game When a predetermined number of LEDs of the LED display 25 stop flashing in a small win mode, a small win game pattern is selected from the game pattern table of FIG. 7(a), and a small win game is started with the selection result of the small win game pattern. This small win game pattern is composed of an opening period, one round, and an ending period. The round is a period in which the large prize opening 19 is opened, and the open limit time of the round is set to a short value of "0.8 seconds" that makes it difficult for a game ball to enter the large prize opening 19. This round is performed with the V prize opening closed, and in the small win game, the game ball is prohibited from falling into the V prize opening. The opening period is a period in which the large prize opening 19 is closed, and is a waiting period for the round to start. The ending period is a period in which the large prize opening 19 is closed, and the period from the start of the opening period to the end of the ending period is called a small win game.

[0037] 3-2―6. Jackpot Games When the predetermined LEDs of the LED display 25 stop flashing in a manner corresponding to the judgment result of the jackpot type, "jackpot pattern 1" or "jackpot pattern 2", jackpot game pattern 1 is selected from the game pattern table of FIG. 7(a), and the jackpot game starts with jackpot game pattern 1. This jackpot game allows the game ball to enter the jackpot prize opening 19 by opening and closing the jackpot prize opening 19, and in the jackpot game pattern 1, an opening period is set before the start of the first round, and an ending period is set after the end of the final round. The opening period is a period in which the jackpot prize opening 19 is in a closed state, and is a waiting period for the jackpot prize opening 19 to change from a state in which the game ball cannot enter to a state in which the game ball can enter. The ending period is a period in which the jackpot prize opening 19 is in a closed state, and is a period in which the player is made aware of the end of the jackpot game. The period from the start of this opening period to the end of the ending period is called the jackpot game.

[0038] The jackpot game pattern 1 has 16 rounds. In each round, the jackpot winning hole 19 is opened continuously until the time limit has elapsed, and then closed for a certain period of time. If the maximum number of game balls enter the hole before the time limit has elapsed, the hole is closed for a certain period of time without waiting for the time limit to elapse, and then the game ends. In other words, the jackpot game pattern 1 is made up of 16 unit games, and the first round starts when the opening period ends, and the ending period starts after the closing time has elapsed after the final round ends. This jackpot game pattern 1 is capable of paying out a large number of prize balls to the player, and in jackpot game pattern 1 when jackpot pattern 1 is selected as the jackpot type, the V prize opening is kept open for a certain number of rounds (for example, the 13th to 15th rounds), allowing the game balls to fall into the V prize opening, and in jackpot game pattern 1 when jackpot pattern 2 is selected as the jackpot type, the V prize opening is always kept closed, prohibiting the game balls from falling into the V prize opening.

[0039] When the predetermined LEDs of the LED display 25 stop flashing in a manner corresponding to the jackpot type determination result "jackpot pattern 3", jackpot game pattern 2 is selected from the game pattern table of FIG. 7(a), and the jackpot game starts with jackpot game pattern 2. This jackpot game pattern 2 is the same as jackpot game pattern 1 except that four rounds are set, and the game ball is allowed to fall into the V prize opening in response to the V prize opening being opened in a specific number of rounds (for example, the second to fourth rounds). This jackpot game pattern 2 pays out fewer prize balls to the player than jackpot game pattern 1.

[0040] 3-2―7. Updating game status 3-2-7-1. High probability state and normal probability state When "jackpot symbol 2" is selected, the "normal probability state" is set when the jackpot game ends, as shown in FIG. 5(g), and when "jackpot symbol 1" or "jackpot symbol 3" is selected, the "high probability state" is set when the jackpot game ends. This "high probability state" is set on the condition that the game ball falls into the V winning hole during the jackpot game, and if the game ball does not fall into the V winning hole during the jackpot game, the "normal probability state" is set. This "high probability state" continues until "falling" is selected by lottery.

[0041] 3-2-7-2. Electric support state and non-electric support state When "jackpot pattern 1" or "jackpot pattern 3" is selected, "electric support state 1" is set when the jackpot game ends. The minimum number of times "100 times" is set for this "electric support state 1", and "electric support state 1" continues until the total of special chart 1 game and special chart 2 game reaches the minimum number of times "100 times" when the "high probability state" falls to the "normal probability state" in response to "falling" being drawn before the total of special chart 1 game and special chart 2 game reaches the minimum number of times "100 times", and when the total of special chart 1 game and special chart 2 game reaches the minimum number of times "100 times", the "high probability state" falls to the "normal probability state" in response to "falling", and is switched to the "non-electric support state". When "jackpot pattern 2" is selected, "electric support state 2" is set when the jackpot game ends. This "electric support state 2" has a limit of "100 times," and "electric support state 2" switches to a "non-electric support state" when the total number of times that special chart 1 play and special chart 2 play reaches the limit.

[0042] 3-2-7-3. Special chart 1 look ahead When the acquisition result of the special chart 1 game data is stored in one of the special chart 1 reserve areas 1-4 in response to the game ball entering the first starting hole 18, a pre-determination of the win / loss, the pre-determination of the fluctuation pattern, the pre-determination of the fluctuation display time, and the pre-determination of the presence or absence of a fall are performed according to the acquisition result of the special chart 1 game data, and if the pre-determination result of the 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 the win / loss and the pre-determination of the jackpot type are performed in the above-mentioned procedure, and the pre-determination of the game state is performed according to the pre-determination result of the jackpot type when the pre-determination result of the win / loss is a jackpot. In other words, if the pre-determination result of the jackpot type is "jackpot pattern 1" or "jackpot pattern 3", "electric support state 1" or "high probability state" is pre-determined, and if it is "jackpot pattern 2", "electric support state 2" or "normal probability state" is pre-determined.

[0043] When a pre-determination of whether or not a win / loss has been performed and a pre-determination of the game state has been performed, the pre-determination result of whether or not a win / loss has been performed and the pre-determination result of the game state are stored in the RAM as a set of special chart 1 look-ahead data. As shown in FIG. 5(i), special chart 1 look-ahead areas 1 to 4 are set in this RAM, and special chart 1 look-ahead data corresponding to the special chart 1 game data in the "special chart 1 reserved area 4" is stored in the "special chart 1 look-ahead area 4", special chart 1 look-ahead data corresponding to the special chart 1 game data in the "special chart 1 reserved area 3" is stored in the "special chart 1 look-ahead area 3", special chart 1 look-ahead data corresponding to the special chart 1 game data in the "special chart 1 reserved area 2" is stored in the "special chart 1 look-ahead area 2", and special chart 1 look-ahead data corresponding to the special chart 1 game data in the "special chart 1 reserved area 1" is stored in the "special chart 1 look-ahead area 1".

[0044] 3-3. Special Chart 2 Game 3-3-1. Acquisition of special chart 2 game data When the game ball enters the second starting hole 23 effectively, the value of the special random number, the value of the big win type random number, the value of the fall random number, and the value of the variation pattern random number in Fig. 5(a) are acquired, and the acquisition result of the special random number value to the acquisition result of the variation pattern random number value are stored in the RAM as a set of special game data 2. In this RAM, as shown in Fig. 5(j), special game data 2 reserve areas 1 to 4 are set, and the special game data 2 is stored in the order of acquisition in the order of "special game data 2 reserve area 4", "special game data 2 reserve area 3", "special game data 2 reserve area 2", and "special game data 2 reserve area 1". A state in which special chart 2 game data is stored in all of these special chart 2 holding areas 1 to 4 is referred to as the special chart 2 holding number being "4", a state in which special chart 2 game data is stored in three of the special chart 2 holding areas 2 to 4 is referred to as the special chart 2 holding number being "3", a state in which special chart 2 game data is stored in two of the special chart 2 holding areas 3 to 4 is referred to as the special chart 2 holding number being "2", a state in which special chart 2 game data is stored in one of the special chart 2 holding areas 4 is referred to as the special chart 2 holding number being "1", and a state in which special chart 2 game data is not stored in any of the special chart 2 holding areas 1 to 4 is referred to as the special chart 2 holding number being "0".

[0045] 3-3―2. Special Chart 2 Lottery When the special chart 2 game data is stored in the "special chart 2 reserve area 4" in the game stop state, the storage result of the special chart random number is detected from the "special chart 2 reserve area 4", and in the "high probability state", a judgment result of "big hit", "small hit", or "miss" is obtained from the big hit judgment table for the high probability state in FIG. 5(e) according to the detection result of the special chart random number, and in the "normal probability state", a judgment result of "big hit", "small hit", or "miss" is obtained from the big hit judgment table for the normal probability state according to the detection result of the special chart random number. This special chart 2 lottery is performed with priority over the special chart 1 lottery, and when the special chart 2 game data is stored in the "special chart 2 reserve area 4", the special chart 2 lottery is performed on the condition that the current state is the game stop state. In other words, when both the special chart 1 game data and the special chart 2 game data exist, the special chart 2 lottery is started according to the special chart 2 game data, and the special chart 1 lottery is started after all the special chart 2 game data has been drawn.

[0046] The special chart 2 jackpot type table in Figure 5(h) is used to determine the jackpot type of special chart 2. This special chart 2 jackpot type table has "jackpot pattern 1", "jackpot pattern 2", and "jackpot pattern 3" set, and when "jackpot pattern 1" is obtained from the special chart 2 jackpot type table and when "jackpot pattern 3" is obtained, "electric support state 1" and "high probability state" are set, respectively, and when "jackpot pattern 2" is obtained from the special chart 2 jackpot type table, "electric support state 2" and "normal probability state" are set. The allocation probability of "jackpot pattern 1" in this special chart 2 jackpot type table is set higher than the allocation probability of "jackpot pattern 1" in the special chart 1 jackpot type table, and when a jackpot is determined to have occurred when the game ball enters the second starting hole 23, the "electric support state 1" and "high probability state" are set with a higher probability than when a jackpot is determined to have occurred when the ball enters the first starting hole 18.

[0047] The special chart 2 variation pattern table 1 in FIG. 6(b) or the special chart 2 variation pattern table 2 in FIG. 6(c) is used to determine the special chart variation pattern and the special chart variation display time for the special chart 2. The special chart 2 variation pattern table 1 is used when the current game state is "electric support state 2" or "electric support state 1" with 200 or fewer continuations, and differs from the special chart 1 variation pattern table in that the special chart variation pattern "PH07" for time-saving and the special chart variation display time "1000 msec" for time-saving are given when a miss is determined. The special chart 2 variation pattern table 2 is used when the current game state is "electric support state 1" with 201 or more continuations, and differs from the special chart 1 variation pattern table and the special chart 2 variation pattern table 1 in that the special chart variation pattern "PH08" for super time-saving and the special chart variation display time "500 msec" for super time-saving are given when a miss is determined. The state in which the special chart fluctuation pattern is obtained from this special chart 2 fluctuation pattern table 2 is called the "super electric support state."

[0048] 3-3―3. Fall Lottery When the special chart variation pattern and the special chart variation display time are selected, the storage result of the value of the fall random number is detected from the "special chart 2 reserve area 4", and the judgment result of either "falling" or "not falling" is selected from the fall judgment table in Fig. 5(f) according to the detection result of the value of the fall random number. If "falling" is selected as the judgment result, if the current game state is a "high probability state", the "high probability state" is released, and the "normal probability state" is set instead of the "high probability state".

[0049] 3-3-4. Special Chart 2 Change Display When the special chart 2 variation pattern and special chart variation display time are selected, the special chart 2 variation display is performed for the required time according to the selection result of the special chart variation display time. This special chart 2 variation display is performed by making the multiple LEDs for the special chart 2 of the LED display 25 start flashing in a predetermined pattern and then stopping the flashing, and the LEDs for the special chart 2 stop flashing in the manner of "special chart 2 miss" when it is determined to be a miss, stop flashing in the manner of "small hit" when it is determined to be a "small hit", and stop flashing in the manner according to the judgment result of the big hit type when it is determined to be a big hit. 3-3―5. Small Win Game When a predetermined number of LEDs of the LED display 25 stop flashing in the form of a small win, a small win game pattern is selected from the game pattern table of Figure 7 (a), and the small win game is started according to the selection result of the small win game pattern.

[0050] 3-3―6. Jackpot Games When the LED for special chart 2 of the LED display 25 stops flashing in a manner corresponding to the result of the determination of the type of jackpot, a jackpot game pattern corresponding to the result of the determination of the type of jackpot is selected from the game pattern table of Figure 7 (a), and jackpot game is started with the selected result of the jackpot game pattern. 3-3-7. Updating game status If "jackpot pattern 2" is selected, "electric support state 2" and "normal probability state" are set when the jackpot game ends, and if "jackpot pattern 1" or "jackpot pattern 3" is selected, "electric support state 1" and "high probability state" are set when the jackpot game ends. This "high probability state" is set on the condition that the game ball falls into the V winning hole during the jackpot game, and if the game ball does not fall into the V winning hole during the jackpot game, the "normal probability state" is set.

[0051] 3-3-8. Special Chart 2 Pre-reading When the acquisition result of the special chart 2 game data is stored in one of the special chart 2 reserve areas 1-4 in response to the game ball entering the second starting hole 23, a pre-determination of the win / loss, the pre-determination of the fluctuation pattern, the pre-determination of the fluctuation display time, and the pre-determination of the presence or absence of a fall are performed according to the acquisition result of the special chart 2 game data, and if the pre-determination result of the 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 the win / loss and the pre-determination of the game state are performed in the above-mentioned procedure, and the pre-determination results of the win / loss and the pre-determination results of the game state are stored in the RAM as a set of special chart 2 pre-read data. As shown in Figure 5 (j), special chart 2 read-ahead areas 1 to 4 are set in this RAM, and special chart 2 read-ahead data corresponding to the special chart 2 game data in "special chart 2 reserve area 4" is stored in "special chart 2 read-ahead area 4", special chart 2 read-ahead data corresponding to the special chart 2 game data in "special chart 2 reserve area 3" is stored in "special chart 2 read-ahead area 3", special chart 2 read-ahead data corresponding to the special chart 2 game data in "special chart 2 reserve area 2" is stored in "special chart 2 read-ahead area 2", and special chart 2 read-ahead data corresponding to the special chart 2 game data in "special chart 2 reserve area 1" is stored in "special chart 2 read-ahead area 1".

[0052] 4. Processing Function of the Main Control Circuit 40 4-1.Main processing When the power is turned on, the main control circuit 40 detects the main processing program in Fig. 7(b) from the ROM, and disables interrupts in S1. It then updates the values ​​of the random numbers in Fig. 5(a) in S2, and enables interrupts in S3. The value of each of these random numbers is increased by "1" to the current value, and when it is added to the upper limit, it is reset to "0" and added again.

[0053] 4-2. Timer interrupt processing When the main control circuit 40 sets interrupt permission in S3, it allows the timer interrupt process in S4 to start. This timer interrupt process is executed at a fixed cycle, and the random number update process in S3 is repeated during the waiting time from the end of the current timer interrupt process to the start of the next timer interrupt process.

[0054] 8 shows the timer interrupt process of the main control circuit 40, in which the main control circuit 40 transmits the commands and the like set in the output buffer of the RAM in the previous timer interrupt process to the sub-control circuit 60 in the output process of S11 of the current timer interrupt process. Then, in the random number update process of S12, the values ​​of the random numbers in FIG. 5(a) are updated, and in the sensor detection process of S13, the presence or absence of signals from the first start hole sensor 41, the second start hole sensor 42, the normal sensor 43, the large prize hole sensor 44, and the V prize hole sensor 48 is detected.

[0055] When the main control circuit 40 finishes the sensor detection process in S13, it judges in S14 whether or not it has detected a signal from the map sensor 44. If it judges that it has not detected a signal from the map sensor 44, it moves to S16, and if it judges that it has detected a signal from the map sensor 44, it acquires the value of the map random number in the map game data acquisition process in S15 and moves to S16.

[0056] When the main control circuit 40 moves to S16, it judges whether or not it has detected a signal from the second start hole sensor 42. If it judges that it has not detected a signal from the second start hole sensor 42, it moves to S19, and if it judges that it has detected a signal from the second start hole sensor 42, it compares the number of reserved special figures 2 with "4". If it judges that the number of reserved special figures 2 is "4", it moves to S19, and if it judges that the number of reserved special figures 2 is less than "4", it acquires the special figure 2 game data in S17. Here, it stores the acquisition result of the special figure 2 game data in one of the special figure 2 reservation areas 1 to 4 according to the storage order, sets a special figure 2 reservation command in the output buffer, and moves to S18. This special figure 2 reservation command notifies the sub control circuit 60 of the number of reserved special figures 2, and is sent to the sub control circuit 60 in the next timer interrupt processing.

[0057] When the main control circuit 40 moves to S18, it performs a pre-determination of whether or not it is a win, a pre-determination of the fluctuation pattern, a pre-determination of the fluctuation display time, a pre-determination of the type of the big win, a pre-determination of whether or not it falls, and a pre-determination of the game state on the acquisition result of the special chart 2 game data, and stores the pre-determination results of whether or not it is a win and the game state as special chart 2 pre-read data in one of the special chart 2 pre-read areas 1 to 4 according to the storage order. Next, the storage result of the special chart 2 pre-read data is set in the output buffer of the RAM to be sent to the sub-control circuit 81 in the next timer interrupt processing, and moves to S19.

[0058] When the main control circuit 40 moves to S19, it judges whether or not it has detected a signal from the first start hole sensor 41. If it judges that it has not detected a signal from the first start hole sensor 41, it moves to the normal drawing process of S22, the special drawing 2 process of S23, and the special drawing 1 process of S24 in order, and if it judges that it has detected a signal from the first start hole sensor 41, it compares the special drawing 1 reserved number with "4". If it judges that the special drawing 1 reserved number is "4", it moves to S22 to S24 in order, and if it judges that the special drawing 1 reserved number is less than "4", it acquires the special drawing 1 game data in S20. Here, the acquisition result of the special drawing 1 game data is stored in one of the special drawing 1 reserved areas 1 to 4 according to the 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 60 of the special drawing 1 reserved number, and is sent to the sub control circuit 60 in the next timer interrupt processing.

[0059] When the main control circuit 40 stores the acquisition result of the special chart 1 game data in S20, it performs a pre-determination of whether or not it is a win, a pre-determination of the fluctuation pattern, a pre-determination of the fluctuation display time, a pre-determination of the type of the big win, a pre-determination of whether or not it falls, and a pre-determination of the game state on the acquisition result of the special chart 1 game data in S21, and stores the pre-determination result of whether or not it is a win, and the game state as special chart 1 pre-read data in one of the special chart 1 pre-read areas 1 to 4 according to the storage order. Next, the storage result of the special chart 1 pre-read data is set in the output buffer of the RAM to be sent to the sub-control circuit 60 in the next timer interrupt processing, and proceeds in order to S22 to S24. 4-3. General map processing

[0060] The main control circuit 40 judges whether the game is a hit or not according to the result of acquiring the value of the normal random number in the normal game process of S22, and selects the normal game display time corresponding to the current game state from the normal game display time table of Fig. 5 (c). Then, the result of the judgment of whether the game is a hit or not is announced according to the selection result of the normal game display time and the normal game display. Here, when the judgment result of "normal hit" is announced, the normal game pattern corresponding to the current game state is selected from the normal game pattern table of Fig. 5 (d), and the game ball is allowed to enter the second starting hole 23 according to the selection result of the normal game pattern and the normal game is played.

[0061] 4-4. Special Drawing 2 Processing 9(a) shows the special chart 2 processing of S23, in which the main control circuit 40 selectively executes the special chart 2 lottery processing of S31, the time-saving count update processing of S32, the fall judgment processing of S33, the special chart 2 fluctuation stop processing of S34, the small win game processing of S35, and the big win game processing of S36 in the special chart 2 processing according to the setting result of the value of the second pointer P2 of the RAM. The value of this second pointer P2 is initially set to "1" when the power is turned on.

[0062] 4-4-1. Special drawing 2 lottery process When the value of the second pointer P2 is set to "1", the main control circuit 40 transitions to the special drawing 2 lottery process of S31. The value of this second pointer P2 is set to "1" in the game stop state, and the main control circuit 40 judges whether or not the special drawing 2 game data is stored in the "special drawing 2 reserve area 4" in the special drawing 2 lottery process of S31. If it is determined that the special drawing 2 game data is not stored in the "special drawing 2 reserve area 4", the special drawing 2 lottery process is terminated, and if it is determined that the special drawing 2 game data is stored in the "special drawing 2 reserve area 4", a hit / miss judgment, a fluctuation pattern judgment, and a fluctuation display time judgment are performed based on the special drawing 2 game data in the "special drawing 2 reserve area 4", and if the hit / miss judgment result is a jackpot, a jackpot type judgment is performed. Then, the results of the hit / miss determination, the results of the fluctuation pattern determination, and the results of the jackpot type determination are set in the output buffer of the RAM to be sent to the sub-control circuit 60 as special chart 2 game data, and a fluctuation start command 2 is set in the output buffer of the RAM to be sent to the sub-control circuit 60.

[0063] FIG. 10 shows the variation pattern table processing executed by the main control circuit 40 in S31. The main control circuit 40 selects the special chart 2 variation pattern table 1 or the special chart 2 variation pattern table 2 in the variation pattern table processing, selects the special chart variation pattern and the special chart variation display time according to the value of the variation pattern random number in the special chart 2 reserve area 4 from the selection result of the special chart variation pattern table, and sets the selection result of the special chart variation pattern and the selection judgment result of the special chart variation display time in the output buffer of the RAM. This main control circuit 40 judges whether the current game state is the "super electric support state" in S91. If it is judged that the current game state is the "super electric support state", it selects the special chart 2 variation pattern table 2 of FIG. 6(c) in S92, and selects the special chart variation pattern and the special chart variation display time from the special chart 2 variation pattern table 2. If the main control circuit 40 judges that the current game state is not the "super electric support state" in S91, it judges whether the current game state is the "electric support state" in S93. Here, when it is determined that the current game state is "electric support state 1" and when it is determined that the current game state is "electric support state 2", S98 selects special chart 2 variation pattern table 1 in Figure 6 (b), and selects the special chart variation pattern and special chart variation display time from special chart 2 variation pattern table 1.

[0064] When the main control circuit 40 sets the special chart 2 game data in the output buffer in S31 of Fig. 9(a), it starts the special chart variable display and organizes the "special chart 2 reserve area 1" to "special chart 2 reserve area 4". This process erases the special chart 2 game data from the "special chart 2 reserve area 4", and when the special chart 2 game data is stored in the "special chart 2 reserve area 3", the special chart 2 game data is shifted to the "special chart 2 reserve area 4", when the special chart 2 game data is stored in the "special chart 2 reserve area 2", the special chart 2 game data is shifted to the "special chart 2 reserve area 3", when the special chart 2 game data is stored in the "special chart 2 reserve area 1", the special chart 2 game data is shifted to the "special chart 2 reserve area 2". When the main control circuit 40 organizes the "special chart 2 reserve areas 1 to 4", it organizes the "special chart 2 look-ahead area 1" to "special chart 2 look-ahead area 4" in the same procedure and sets the value of the second pointer P2 to "2".

[0065] 4-4-2. Time-saving count update process When the value of the second pointer P2 is set to "2", the main control circuit 40 proceeds to the time-saving count update process of S32. FIG. 11 shows the time-saving count update process, and the main control circuit 40 judges whether the current game state is "electric support state 1", "electric support state 2", "super electric support state", or "non-electric support state" in S41 of FIG. 11. If it is determined that the current game state is "non-electric support state", the value of the second pointer P2 is set to "3" in S48, and if it is determined that the current game state is "electric support state 1", "electric support state 2", or "super electric support state", "1" is added to the value of the time-saving count counter in S42. The value of this time-saving count counter measures the number of times the electric support state continues, and when the main control circuit 40 adds the time-saving count counter, it sets a time-saving count command. This time-saving count command notifies the sub-control circuit 60 of the addition result of the value of the time-saving count counter as the number of times the electric support state will continue, and when the main control circuit 40 sets the time-saving count command, in S43, it sets the setting result of the time-saving count command in the output buffer of the RAM to send it to the sub-control circuit 60, and then proceeds to S44.

[0066] When the main control circuit 40 moves to S44 in FIG. 11, it judges whether the current game state is "electric support state 1". If it judges that the current game state is "electric support state 1", it moves to S45 and compares the addition result of the time-saving counter value with "201". If it judges that the time-saving counter value is "201", it changes the current game state from "electric support state 1" to "super electric support state" in S46, and sets a super electric support command in the output buffer of RAM in S47. This super electric support command notifies the sub control circuit 60 of the setting of the "super electric support state", and if the main control circuit 40 sets the super electric support command in S47, it sets the value of the second ponter P2 to "3" in S48.

[0067] When the main control circuit 40 determines in S44 of Fig. 11 that the current game state is not "electric support state 1", it determines in S49 whether the current game state is "electric support state 2". If it determines that the current game state is not "electric support state 2", it sets the value of the second ponter P2 to "3" in S48, and if it determines that the current game state is "electric support state 2", it compares the value of the time-saving counter with the upper limit value "100" in S50. If it determines that the value of the time-saving counter is not the upper limit value "100", it sets the value of the second ponter P2 to "3" in S48.

[0068] 11, when the main control circuit 40 determines that the value of the time-saving counter is the upper limit "100", it changes the current game state from "electric support state 2" to "non-electric support state" in S51, and sets an electric support cancel command in the output buffer of the RAM in S52. This electric support cancel command notifies the sub-control circuit 60 that it has switched from "electric support state 2" to "non-electric support state", and when the main control circuit 40 sets the electric support cancel command in S52, it sets the value of the second ponter P2 to "3" in S48.

[0069] 4-4-3.Fall detection process When the value of the second pointer P2 is set to "3", the main control circuit 40 proceeds to the fall judgment process of S33 in FIG. 9(a). FIG. 12 shows the fall judgment process of S33, and the main control circuit 40 judges whether the current game state is a "high probability state" in S61. If it is judged that the current game state is a "normal probability state", the value of the second pointer P2 is set to "4" in S72, and if it is judged that the current game state is a "high probability state", the process proceeds to S62. Here, the value of the fall random number is detected from the "special chart 2 reserved area 4", and a judgment result according to the detection result of the value of the fall random number is detected from the fall judgment table in FIG. 5(f).

[0070] When the main control circuit 40 detects the result of the judgment of the presence or absence of a fall in S62, it judges whether the detection result is "fall has occurred" in S63. If it judges that the detection result is "no fall", it sets the value of the second pointer P2 to "4" in S72, and if it judges that the detection result is "fall has occurred", it sets the "normal probability state" in place of the "high probability state" in S64, and sets it in the output buffer of the RAM to send a fall command to the sub-control circuit 60 in S65. This fall command notifies the sub-control circuit 60 that the "high probability state" has fallen to the "normal probability state", and is sent to the sub-control circuit 60 in the next timer interrupt process.

[0071] When the main control circuit 40 sets a fall command in the output buffer in S65, it judges whether the current game state is "electric support state 1" in S66. If it judges that the current game state is "electric support state 1", it compares the value of the time-saving counter with "100" in S67. If it judges that the value of the time-saving counter is less than "100", it changes "electric support state 1" to "electric support state 2" in S68, sets the electric support change command in the output buffer of the RAM to send it to the sub-control circuit 60 in S69, and sets the value of the second pointer P2 to "4" in S72. This electric support change command notifies the sub-control circuit 60 that "electric support state 1" has been switched to "electric support state 2", and is sent to the sub-control circuit 60 in the next timer interrupt process.

[0072] When the main control circuit 40 determines in S67 that the value of the time-saving counter is equal to or greater than "101," it changes the current game state from "electric support state 1" to "non-electric support state" in S70. Then, in S71, it sets an electric support change command in the output buffer of the RAM to be sent to the sub-control circuit 60, and in S72 it sets the value of the second pointer P2 to "4." This electric support release command notifies the sub-control circuit 60 that "electric support state 1" has been switched to "non-electric support state," and is sent to the sub-control circuit 60 in the next timer interrupt process.

[0073] If the current game state is the "super electric support state", the main control circuit 40 determines in S66 that the current game state is not the "electric support state 1", and changes the current game state from the "electric support state 1" to the "non-electric support state" in S70. Then, in S71, an electric support change command is set in the output buffer of the RAM, and in S72, the value of the second pointer P2 is set to "4". That is, if it is determined that a fall has occurred in the "high probability state" or "electric support state 1" where the value of the time-saving count counter is "100" or less, the low probability state is set, but the electric support state continues, and if it is determined that a fall has occurred in the "high probability state" or "electric support state 1" where the value of the time-saving count counter is "101" or more, the "low probability state" or "non-electric support state" is set.

[0074] 4-4-4. Special Chart 2 Change Stop Processing When the value of the second pointer P2 is set to "4", the main control circuit 40 proceeds to the special chart 2 variation stop process of S34 in FIG. 9(a). Here, the timer value is added, and the addition result of the timer value is compared with the judgment result of the special chart variation display time. Here, if the addition result of the timer value has not reached the judgment result of the special chart variation display time, the special chart 2 variation stop process is terminated, and if the addition result of the timer value has reached the judgment result of the special chart variation display time, the special chart variation display is stopped in a manner according to the judgment result of the hit or miss, and the variation stop command 2 is set to the output buffer to send to the sub-control circuit 60. Then, if the judgment result of the hit or miss is "miss", the value of the second pointer P2 is initially set to "1", if the judgment result of the hit or miss is "small hit", the value of the second pointer P2 is set to "5", and if the judgment result of the hit or miss is "big hit", the value of the second pointer P2 is set to "6".

[0075] 4-4-5. Small hit game processing When the value of the second pointer P2 is set to "5", the main control circuit 40 moves to the small win game processing of S35 in FIG. 9(a), and after starting the small win game with the small win game pattern, sets the output buffer to send a small win game start command to the sub-control circuit 60. When the main control circuit 40 advances the small win game to the end of the small win game pattern, it ends the small win game, sets the output buffer to send a small win game end command to the sub-control circuit 60, and sets the value of the second pointer P2 to "1". This small win game is a game in which the V winning hole is closed and the large winning hole 19 is opened, and in the small win game, the game ball is prohibited from falling into the V winning hole. In other words, when a small win is determined to be in a high probability state, the high probability state is maintained.

[0076] 4-4-6. Jackpot game processing When the value of the second pointer P2 is set to "6", the main control circuit 40 proceeds to the jackpot game process of S36 in FIG. 9(a). Here, the jackpot game is started, and a jackpot game start command is set in the output buffer to be sent to the sub-control circuit 60. The main control circuit 40 sets a round start command in the output buffer every time a round is started in the jackpot game, and sends it to the sub-control circuit 60. This round start command notifies which round the current round is, and the main control circuit 40 sets a round stop command in the output buffer every time a round is stopped in the jackpot game, and sends it to the sub-control circuit 60. When the main control circuit 40 has advanced the jackpot game to the end of the jackpot game pattern, the jackpot game is ended, and a jackpot game end command is set in the output buffer to be sent to the sub-control circuit 60.

[0077] When the result of the judgment of the jackpot type is "jackpot symbol 2", the main control circuit 40 prohibits the game ball from falling into the V winning hole in response to closing the V winning hole in each of the 1st to 16th rounds, when the result of the judgment of the jackpot type is "jackpot symbol 1", the game ball is permitted to fall into the V winning hole in response to opening the V winning hole in each of the 13th to 15th rounds, and when the result of the judgment of the jackpot type is "jackpot symbol 3", the game ball is permitted to fall into the V winning hole in response to opening the V winning hole in each of the 2nd to 4th rounds. This main control circuit 40 monitors whether the game ball has fallen into the V winning hole in response to the output signal from the V winning hole sensor 48 during the jackpot game, and records that a V prize has been won when it is determined that the game ball has fallen into the V winning hole.

[0078] When the main control circuit 40 allows the jackpot game to proceed to the end of the jackpot game pattern, it detects the result of the judgment of the jackpot type when the jackpot game ends. If the result of the judgment of the jackpot type is "jackpot pattern 1" or "jackpot pattern 3", it judges whether or not a V prize has been won. If it is judged that a V prize has been won, it sets the game state to "high probability state" and "electric support state 1", resets the value of the time-saving count counter to "0", and initializes the value of the second pointer P2 to "1". Then, it sets the "high probability command", "electric support command 1", and time-saving count command 0 to the output buffer of the RAM to send them to the sub-control circuit 60. This time-saving count command 0 notifies the sub-control circuit 60 that the number of times the electric support state continues is "0 times", the "high probability command" notifies the sub-control circuit 60 of the setting of the "high probability state", and the "electric support command 1" notifies the setting of the electric support state 1 that may continue beyond "100 times".

[0079] When the result of the judgment of the jackpot type is "jackpot pattern 2", the main control circuit 40 sets the game state to "normal probability state" and "electric support state 2", resets the value of the time-saving count counter to "0", and initializes the value of the second pointer P2 to "1". Then, it sets the "normal probability command", "electric support command 2", and time-saving count command 0 in the output buffer of the RAM to be sent to the sub-control circuit 60. This "normal probability command" notifies the sub-control circuit 60 of the setting of the "normal probability state", and the "electric support command 2" notifies the setting of the electric support state 2 with a limit of "100 times".

[0080] 4-5. Special Drawing 1 Processing 9(b) shows the special chart 1 processing of S24, in which the main control circuit 40 selectively executes the special chart 1 lottery processing of S81, the time-saving count update processing of S82, the fall judgment processing of S83, the special chart 1 fluctuation stop processing of S84, the small win game processing of S85, and the big win game processing of S86 in the special chart 1 processing according to the setting result of the value of the first pointer P1 of the RAM. The value of this first pointer P1 is initially set to "1" when the power is turned on.

[0081] 4-5-1. Special drawing 1 lottery process When the value of the first pointer P1 is set to "1", the main control circuit 40 proceeds to the special drawing 1 lottery process of S81. The value of this first pointer P1 is set to "1" in the game stop state, and the main control circuit 40 judges whether or not the special drawing 1 game data is stored in the "special drawing 1 reserve area 4" in the special drawing 1 lottery process of S81. If it is determined that the special drawing 1 game data is not stored in the "special drawing 1 reserve area 4", the special drawing 1 lottery process is terminated, and if it is determined that the special drawing 1 game data is stored in the "special drawing 1 reserve area 4", it is determined whether or not the special drawing 2 game data is stored in the "special drawing 2 reserve area 4".

[0082] When the main control circuit 40 determines that the special chart 2 game data is stored in the "special chart 2 reserve area 4", it ends the special chart 1 lottery process, and when it determines that the special chart 2 game data is not stored in the "special chart 2 reserve area 4", it performs a win / loss judgment, a fluctuation pattern judgment, and a fluctuation display time judgment based on the special chart 1 game data in the "special chart 1 reserve area 4" in S81, and if the win / loss judgment result is a jackpot, it performs a jackpot type judgment. These fluctuation pattern judgments and fluctuation display time judgments are performed according to the special chart 1 fluctuation pattern table in FIG. 6(a), and the main control circuit 40 sets the win / loss judgment result, the fluctuation pattern judgment result, and the jackpot type judgment result to the output buffer of the RAM to send them to the sub-control circuit 60 as special chart 1 game data, sets the fluctuation start command 1 to the output buffer of the RAM to send it to the sub-control circuit 60, and sets the special chart 1 reserve command to the output buffer of the RAM to send it to the sub-control circuit 60. This special chart 1 reserve command notifies the sub-control circuit 60 of the special chart 1 reserve number.

[0083] When the main control circuit 40 sets the fluctuation start command 1, etc., it starts the special chart fluctuation display and then organizes the "special chart 1 reserved area 1" to "special chart 1 reserved area 4". This process is performed in the same procedure as the "special chart 2 reserved area 1 to 4", and the main control circuit 40 also organizes the "special chart 1 pre-reading area 1 to 4" in the same procedure, and then sets the value of the first pointer P1 to "2". In other words, the special chart 1 lottery process is set to a later priority than the special chart lottery 2 process, and if the special chart 2 reserved number is not "0", the special chart 2 lottery process is performed with priority over the special chart 1 lottery process, and when the special chart 2 reserved number becomes "0", the special chart 1 lottery process is started.

[0084] 4-5-2. Time-saving count update process If the value of the first pointer P1 is set to "2", the main control circuit 40 executes the time-saving count update process of FIG. 11 in S82 and sets the value of the first pointer P1 to "3". 4-5-3.Fall detection process If the value of the first pointer P1 is set to "3", the main control circuit 40 executes the fall determination process of FIG. 12 in S83 and sets the value of the first pointer P1 to "4". 4-5-4. Special Chart 1 Change Stop Processing When the value of the first pointer P1 is set to "4", the main control circuit 40 proceeds to the special chart 1 variation stop process of S84 in Fig. 9(b), and when the sum of the timer value reaches the judgment result of the special chart variation display time, the special chart 1 variation display is stopped in a manner according to the judgment result of hit or miss, and the output buffer is set to send the variation stop command 1 to the sub-control circuit 60. Then, when the judgment result of hit or miss is "miss", the value of the first pointer P1 is initially set to "1", when the judgment result of hit or miss is "small hit", the value of the first pointer P1 is set to "5", and when the judgment result of hit or miss is "big hit", the value of the first pointer P1 is set to "6".

[0085] 4-5-5. Small hit game processing When the value of the first pointer P1 is set to "5", the main control circuit 40 moves to the small win game processing of S85 in FIG. 9(b), and after starting the small win game with the small win game pattern, sets the output buffer to send a small win game start command to the sub-control circuit 60. When the main control circuit 40 advances the small win game to the end of the small win game pattern, it ends the small win game, sets the output buffer to send a small win game end command to the sub-control circuit 60, and sets the value of the first pointer P1 to "1". This small win game is a game in which the V winning hole is closed and the large winning hole 19 is opened, and in the small win game, the game ball is prohibited from falling into the V winning hole.

[0086] 4-5-6. Jackpot game processing When the value of the first pointer P1 is set to "6", the main control circuit 40 proceeds to the jackpot game process of S86 in Fig. 9(b) and sets the jackpot game start command in the output buffer to send it to the sub-control circuit 60 after starting the jackpot game. This main control circuit 40 executes the jackpot game in jackpot game pattern 1 when the judgment result of the jackpot type is "jackpot pattern 1" or "jackpot pattern 2", and executes the jackpot game in jackpot game pattern 2 when the judgment result of the jackpot type is "jackpot pattern 3", and sets the round start command in the output buffer and sends it to the sub-control circuit 60 every time a round is started. This main control circuit 40 sets the round stop command in the output buffer and sends it to the sub-control circuit 60 every time a round is stopped in the jackpot game. When the main control circuit 40 has allowed the jackpot game to proceed to the end of the jackpot game pattern, it ends the jackpot game and sets a jackpot game end command in the output buffer to be sent to the sub-control circuit 60.

[0087] When the result of the judgment of the jackpot type is "jackpot pattern 2", the main control circuit 40 closes the V entry port in each of the 1st to 16th rounds, and when the result of the judgment of the jackpot type is "jackpot pattern 1" or "jackpot pattern 3", the main control circuit 40 opens the V entry port in each of a specific number of rounds. This main control circuit 40 monitors whether or not the game ball has fallen into the V entry port according to the output signal from the V entry port sensor 48 during the jackpot game, and when the jackpot game is advanced to the end of the jackpot game pattern, it detects the judgment result of the jackpot type when the jackpot game is ended. Here, when the judgment result of the jackpot type is "jackpot pattern 1" or "jackpot pattern 3", it judges whether or not a V entry has occurred. Here, when it is judged that a V entry has occurred, the game state is set to "high probability state" or "electric support state 1", the value of the time-saving count counter is reset to "0", and the value of the second pointer P2 is initially set to "1". Then, the "high probability command", "electric support command 1", and the time-saving count command 0 are set in the output buffer of the RAM to be sent to the sub-control circuit 60. When the result of the judgment of the jackpot type is "jackpot pattern 2", the main control circuit 40 sets the game state to "normal probability state" and "electric support state 2", resets the value of the time-saving count counter to "0", and initially sets the value of the second pointer P2 to "1". Then, the "normal probability command", "electric support command 2", and the time-saving count command 0 are set in the output buffer of the RAM to be sent to the sub-control circuit 60.

[0088] 5. Game mode explanation The game flow in FIG. 13(a) shows the transition of the game state, and FIG. 13(b)(c) shows the relationship between the game mode and the presentation mode. When the power is turned on, the normal game mode is set. This normal game mode is the "normal probability state" and the "non-electric support state", and in the normal game mode, a left-hitting image that encourages the player to hit the game ball to the left is displayed on the presentation pattern display 28. When the player hits the game ball to the left in accordance with this left-hitting image, the game ball enters the first start hole 18, and when it is determined that a jackpot has been hit in response to the game ball entering the first start hole 18, a low-probability time-saving mode or a high-probability time-saving mode is set.

[0089] The low probability time-saving mode is a state in which "normal probability state" and "electric support state 2" are set, and is set when "jackpot pattern 2" is selected in response to a judgment of a jackpot in the normal game mode. The high probability time-saving mode is a state in which "high probability state" and "electric support state 1" are set, and is set when "jackpot pattern 1" or "jackpot pattern 3" is selected in response to a judgment of a jackpot in the normal game mode. In each of these low probability time-saving mode and high probability time-saving mode, a right-hit image that encourages the player to hit the game ball to the right is displayed on the performance pattern display 28. When the player hits the game ball to the right according to this right-hit image, the game ball passes through the normal game start port 22, and the second start port 23 is frequently opened for a long time in response to a judgment of a hit with a high probability, so the special game change display time "1000 msec" for time-saving is frequently obtained from the special game change pattern table 2 in FIG. 6(b). Therefore, in the low-probability time-saving mode and the high-probability time-saving mode, the process of determining whether a jackpot or a miss occurs is repeated at shorter time intervals than in the normal game mode, increasing the probability of winning the next jackpot with fewer game balls consumed. In other words, the low-probability time-saving mode and the high-probability time-saving mode are more advantageous to the player than the normal game mode.

[0090] In the low-probability time-saving mode, the game ball is hit from the right, and if the total number of times that the special chart 1 lottery and the special chart 2 lottery (actually only the special chart 2 lottery) reaches the limit number of times "100 times" without being judged as a jackpot in the low-probability time-saving mode, the "non-electric support state" is set in place of the "electric support state 2", and the game mode transitions to the normal game mode. If the "jackpot pattern 2" is selected in response to the fact that the total number of times that the special chart 1 lottery and the special chart 2 lottery are judged as a jackpot before reaching the limit number of times "100 times" in this low-probability time-saving mode, the low-probability time-saving mode is repeated, and if "jackpot pattern 1" or "jackpot pattern 3" is selected, the game transitions to the high-probability time-saving mode. In this high-probability time-saving mode, the game ball is hit from the right, and if "jackpot pattern 2" is selected in response to a judgement of a jackpot, the low-probability time-saving mode is set, and if "jackpot pattern 1" or "jackpot pattern 3" is selected, the high-probability time-saving mode is set again. This high-probability time-saving mode is a state in which a jackpot is judged with a higher probability than the low-probability time-saving mode, and is a state that is more advantageous to the player than the low-probability time-saving mode, and the degree of advantage to the player is higher in the "high probability state" than in the "electric support state."

[0091] In the high probability time-saving mode, the presence or absence of a fall is judged each time the special chart 1 and special chart 2 are drawn, and if it is judged that a fall has occurred when the total number of times that the special chart 1 and special chart 2 are drawn does not exceed the limit of 100 times, the "normal probability state" and "electric support state 2" are set, and the high probability time-saving mode is switched to the low probability time-saving mode. In this high probability time-saving mode, if the total number of times that the special chart 1 and special chart 2 are drawn exceeds the limit of 100 times and it is judged that a fall has occurred, the "normal probability state" and "non-electric support state" are set, and the high probability time-saving mode is switched to the normal play mode all at once.

[0092] If the total number of times that the special chart 1 and the special chart 2 are drawn reaches the limit number of times "201 times" without being judged as "falling" in the high probability time-saving mode, the "high probability state" and the "super electric support state" are set. In this high probability time-saving mode, the shortest special chart variation display time for super time-saving "500 msec" is frequently obtained from the special chart 2 variation pattern table 2 in FIG. 6 (c). Therefore, in the high probability time-saving mode, the judgment process of the big hit and miss is repeated at shorter time intervals than in the high probability time-saving mode, so the probability of winning the next big hit with fewer game balls consumed is increased. In other words, the high probability time-saving mode is a more advantageous state for the player than the high probability time-saving mode, and if it is judged as "falling" in the high probability time-saving mode, the player falls from the high probability time-saving mode to the normal game mode in one go.

[0093] 6. Description of the Production Mode The presentation mode is a mode in which a background image is specified as the presentation content when the image of the presentation pattern game is displayed, and the presentation modes include a normal mode, a chance mode, a speed mode, and a super speed mode. The normal mode is a presentation mode when the normal game mode is set, and in the normal mode, as shown in FIG. 14(a), a normal background image imitating a streetscape is displayed in the display area E of the presentation pattern display 28. The chance mode is a common presentation mode when the low probability time-saving mode and the high probability time-saving mode are set, and in the chance mode, as shown in FIG. 14(b), a chance background image imitating four women is displayed in the display area E of the presentation pattern display 28. The speed mode is a mode that is shifted from the chance mode when the total number of times of drawing the special pattern 1 and the special pattern 2 exceeds the limit number of times "100 times" in the high probability time-saving mode setting state, and in the speed mode, as shown in FIG. 14(c), a speed background image imitating an ancient land is displayed in the display area E of the presentation pattern display 28. The super speed mode is entered from the speed mode when the high probability time-saving mode is set and the total number of times that the special chart 1 and special chart 2 are drawn exceeds the limit of 200 times. In the super speed mode, as shown in Figure 14(d), an image in which a "Rush" caption image is superimposed on a speed background image is displayed in the display area E of the performance pattern display 28 as a super speed background image.

[0094] 6-1. Behavior of the performance mode Figure 13(b) shows the behavior of the presentation mode when the jackpot pattern 2 is selected in response to a jackpot determination. In this case, the chance mode is set in response to the low probability time-saving mode being set at the end of the jackpot game, and the chance background image is displayed from the first presentation pattern game. In this state, if a total of 100 special pattern 1 and special pattern 2 lotteries are performed without a jackpot being determined, the normal game mode is set, and the normal mode is set in response to the setting of the normal game mode, and the normal background image is displayed from the 101st presentation pattern game.

[0095] FIG. 13(c) shows the behavior of the presentation mode when the jackpot pattern 1 or jackpot pattern 3 is selected in response to the judgment of a jackpot. In this case, the chance mode is set in response to the high probability time-saving mode being set at the end of the jackpot game, and the chance background image is displayed from the first presentation pattern game. In this state, if it is judged that there is a fall before a total of 100 special pattern 1 and special pattern 2 drawings are performed, the low probability time-saving mode is set as the game mode, but as shown in the upper part of FIG. 13(c), the chance background image continues to be displayed in response to the continuation of the chance mode as the presentation mode. Then, the normal mode is set from the 101st presentation pattern game, and the normal background image is displayed.

[0096] The lower part of FIG. 13(c) shows the behavior of the presentation mode when the chance mode is set according to the high probability time-saving mode and a total of 100 or more special drawing 1 and special drawing 2 are performed without a fall being determined. In this case, the speed mode is set from the 101st performance pattern play, and a speed background image is displayed, so the player has the impression that the mode has been upgraded to the high probability time-saving mode. If this no-fall determination continues for more than 200 times, the super speed mode is set according to the setting of the high probability super time-saving mode, and the super speed background image is displayed from the next 201st play. If a fall is determined to have occurred in these super speed mode and speed mode settings, the normal mode is set according to the setting of the normal play mode, and the normal background image is displayed from the next play.

[0097] 6-2. Performance pattern play The image of the effect pattern game is started by the sub-control circuit 60 in synchronization with the start of the special pattern 1 variable display or the special pattern 2 variable display, and is ended in synchronization with the end of the special pattern 1 variable display or the special pattern 2 variable display. The image of this effect pattern game is displayed superimposed on the background image corresponding to the effect mode, and is displayed superimposed on the normal background image in the normal mode. The image of this effect pattern game is displayed superimposed on the chance background image in the chance mode, superimposed on the speed background image in the speed mode, and superimposed on the super speed background image in the super speed mode.

[0098] The image of the effect pattern game is a display of effect patterns consisting of the numbers "1" to "9" in three horizontal rows, the left, middle, and right, in a scrolling state and a stopped scrolling state, and the scrolling display of each row is performed in ascending order from "1" to "2" to "9", and then it repeats by returning from "9" to "1". The scrolling display of each row stops at one of "1" to "9", and the odd numbers "1, 3, 5, 7, 9" of each row are set to the color red, and the even numbers "2, 4, 6, 8" of each row are set to the color blue. Each of the effect patterns of the left column, the middle column, and the right column corresponds to a pattern element, the effect patterns of the three columns correspond to identification patterns, the scrolling state corresponds to a changing state, the stopped scrolling state corresponds to a changing stopped state, and the effect pattern game corresponds to a pattern game.

[0099] There are three types of combinations when the three-column scroll display is stopped: "jackpot combination," "miss reach combination," and "complete miss combination." A jackpot combination is a combination in which the three columns are identical to each other, and is set by the sub-control circuit 60 when the main control circuit 40 transmits a special chart variation pattern for a jackpot (PO00-PO05). A miss reach combination is a combination in which the left and right columns are identical to each other and the middle column is different, and is set by the sub-control circuit 60 when the main control circuit 40 transmits a special chart variation pattern for a miss (PH01-PH05). A complete miss combination is a combination in which the left and right columns are different, and is set by the sub-control circuit 60 when the main control circuit 40 transmits a special chart variation pattern for a miss (PH06-PH08). This jackpot combination corresponds to a winning mode, and the miss reach combination and the complete miss combination each correspond to a miss mode.

[0100] FIG. 14(e) is a list of the effects of the effect symbol game, and five types of effects are set for the effect symbol game: "normal effect", "all symbols stop at the same time effect", "normal reach effect", "special reach effect", and "ultra-time-saving effect". The normal effect is started by "start of three-column scrolling display", and "stop of scrolling display" is set in the order of "left column", "right column", and "middle column". This normal effect is set by the sub-control circuit 60 when the main control circuit 40 transmits the special symbol variation pattern PH06 for a miss, and as shown in FIG. 15(a)(b)(c)(d), in the normal effect, the three-column scrolling display stops in the order of "left column", "right column", and "middle column", completing a "complete miss combination".

[0101] As shown in Fig. 14(e), the all-chart simultaneous stop effect is started by "start of three-column scroll display", and "stop of scroll display" is set for three columns simultaneously. This "all-chart simultaneous stop effect" is set by the sub-control circuit 60 when the main control circuit 40 transmits the special chart variation pattern PH07 for misses, and in the "all-chart simultaneous stop effect", as shown in Fig. 15(a)(d), the three-column scroll display stops at the same time, completing a "complete miss combination". This all-chart simultaneous stop effect ends in the shortest time (1000 msec) of the special chart variation display times for the low-probability time-saving mode and the high-probability time-saving mode, and the variation display time is shortened in response to the high probability of selecting the "special chart variation pattern PH07" in the low-probability time-saving mode and the high-probability time-saving mode.

[0102] As shown in Fig. 14(e), the normal reach performance is started by "start of three-column scroll display", and "decrease in scroll speed" is set for the "middle column" before "stop of scroll display". This normal reach performance is set by the sub-control circuit 60 when the main control circuit 40 transmits the special chart change pattern PH05 for miss and the special chart change pattern PO05 for big win, and as shown in Fig. 16(a)(b)(c), in the "normal reach performance", when "stop of scroll display" is performed in the order of "left column" and "right column", the "left column" and "right column" are in the same reach state, and the scroll display of the "middle column" is switched from normal speed to low speed in the reach state.

[0103] In the "normal reach presentation" for a miss, the scrolling display of the "middle row" stops with a different presentation pattern from the "left row" and "right row", and in the "normal reach presentation" for a miss, the miss reach combination is completed when the scrolling display of the final "middle row" stops, as shown in Figure 16(e). In the "normal reach presentation" for a jackpot, the scrolling display of this "middle row" stops with the same presentation pattern as the "left row" and "right row", and in the "normal reach presentation" for a jackpot, the jackpot combination is completed when the scrolling display of the final "middle row" stops, as shown in Figure 16(d).

[0104] As shown in Fig. 14(e), the special reach performance is started by "start of three-column scroll display", and "decrease in scroll speed" is set for the "middle column" before "stop of scroll display". This special reach performance is set by the sub-control circuit 60 when the main control circuit 40 transmits the special chart change patterns PH01-PH04 for misses and the special chart change patterns PO01-PO04 for big wins, and in the "special reach performance", a reach state occurs when "stop of scroll display" is performed in the order of the "left column" and "right column", and the scroll display of the "middle column" is switched from normal speed to low speed in the reach state.

[0105] As shown in FIG. 14(e), the special reach effect is set with "reduced scroll speed" for the "middle row" followed by "removal of three rows," and in the special reach effect, the three rows of effect symbols are removed in the reach state. This special reach effect is set with "removal of three rows" and "battle effect" after the normal reach effect. FIG. 17 shows battle images BL1 to BL4 that are displayed as battle effects. Each of these battle images BL1 to BL4 starts to be displayed with the three rows of effect symbols removed, and is set to show the silhouette of a woman wearing a karate uniform fighting an enemy dinosaur with her bare hands.

[0106] As shown in FIG. 17(a), the battle image BL1 is set to an enemy "dinosaur D1". This battle image BL1 is set to a dinosaur D1 fighting with a female silhouette W, and is displayed when the main control circuit 40 transmits a "special chart change pattern PO01" for a big win and a "special chart change pattern PH01" for a miss. As shown in FIG. 17(b), the battle image BL2 is set to an enemy "dinosaur D2", and is displayed when the main control circuit 40 transmits a "special chart change pattern PO02" for a big win and a "special chart change pattern PH02" for a miss. As shown in FIG. 17(c), the battle image BL3 is set to an enemy "dinosaur D3", and is displayed when the main control circuit 40 transmits a "special chart change pattern PO03" for a big win and a "special chart change pattern PH03" for a miss. As shown in Fig. 17(d), the enemy in the battle image BL4 is set to "dinosaur D4", and is displayed when the main control circuit 40 transmits "special chart variation pattern PO04" for a big win and when it transmits "special chart variation pattern PH04" for a miss. The reliability of big wins for these battle images BL1 to BL4 is set in the order of "battle image BL4", "battle image BL3", "battle image BL2", and "battle image BL1" (see Fig. 6).

[0107] Each of the battle images BL1 to BL4 has two types of endings set: a winning ending and a losing ending. As shown in FIG. 17(e), a winning ending suggests that the female protagonist's silhouette W has won, and is displayed when the "special chart variation patterns PO01 to PO04" for a big win are transmitted. As shown in FIG. 17(f), a losing ending suggests that the female protagonist's silhouette W has lost, and is displayed when the "special chart variation patterns PH01 to PH04" for a losing reach are transmitted. This losing ending corresponds to a losing ending, and a winning ending corresponds to a winning ending.

[0108] As shown in Figure 14(e), the special reach performance is a "battle performance" followed by a "three-row still display." As shown in Figure 17(e), in the special reach performance for a jackpot, after the protagonist wins a fight in each of the battle images BL1 to BL4, a victory ending image is displayed, followed by three rows of performance symbols in a jackpot combination. In the special reach performance for a miss, as shown in Figure 17(f), after the protagonist loses a fight in each of the battle images BL1 to BL4, a defeat ending image is displayed, followed by three rows of performance symbols in a miss reach combination.

[0109] The super time-saving effect is a special effect that is only displayed in the high probability super time-saving mode, and is set by the sub-control circuit 60 when the main control circuit 40 transmits the special chart fluctuation pattern PH08 for misses in the high probability super time-saving mode. This super time-saving effect ends in the shortest time (500 msec) even shorter than the all chart simultaneous stop effect, and in the high probability super time-saving mode, the fluctuation display time is further shortened in response to the high probability of the selection of the "special chart fluctuation pattern PH08". As shown in Figure 14(e), this super time-saving effect begins with the "start of the three-column scroll display," and the stop order of the scroll display is set to "left column," "middle column," and "right column," which are different from all other effects.

[0110] 18(a)(b) are images of the super time-saving effect. As shown in FIG. 18(a), the super time-saving effect starts with an image in which the left column effect pattern, the middle column effect pattern, and the right column effect pattern simultaneously move downward from the initial position at the top end of the liquid crystal screen of the effect pattern display 28 at the same speed. These three columns of effect patterns are displayed in the order of left column → middle column → right column, and in the stopped state, they form a completely wrong combination of an upward inclination from right to left. This super time-saving effect displays the three columns of effect patterns in a diagonal arrangement different from all the remaining effects in a scroll-stopped state. The image of this super time-saving effect is displayed in front of the super speed background image, and has an announcement image A1 of "right hit" and an announcement image A2 of time-saving information. The announcement image A1 encourages the player to hit the right, and the announcement image A2 notifies the player of the number of times that the electric support state 1 continues in numerical value.

[0111] 6-3.Holding effect The reserved performance is a performance that displays the reserved number of special chart 1 or the reserved number of special chart 2. The reserved number of special chart 1 is displayed in normal mode, and the reserved number of special chart 2 is displayed in chance mode, speed mode, and super speed mode, and the reserved number of special chart 1 and the reserved number of special chart 2 are notified to the player as the number of cloud images C as shown in FIG.

[0112] 6-4. Big Win Game Performance The big win game performance displays a background image for the big win game performance within the display area E of the performance symbol display 28, and begins when the big win game starts and ends when the big win game ends. Fig. 18(c) shows a background image for the big win game performance. This background image consists of an image of two dancing female silhouettes, and a "hit right" announcement image A1 is displayed superimposed in front of the background image for the big win game performance, encouraging the player to hit right.

[0113] 6-5. Prize ball winning performance During the big win game performance, a prize ball acquisition performance is performed. This prize ball acquisition performance is displayed in front of the background image for the big win game performance, and the prize ball acquisition information is displayed as a count-up display of the number of prize balls that the player can acquire in the currently ongoing big win game from an initial value to an end value. The initial value of this prize ball acquisition information is set to "0", and the end value of the prize ball acquisition information is set to "1280". This count-up display of the prize ball acquisition information is performed according to the progress of the round. The update unit of this prize ball acquisition information is set to "80 / 1 round", and the prize ball acquisition information is displayed as a count-up display of "80" per round from the initial value "0" to the end value "1280". During this big win game, a display area E1 is set in the performance pattern display 28, and the prize ball acquisition information is displayed as a count-up display in the display area E1, as shown in FIG. 18(c).

[0114] 7. Mini symbol game During the performance symbol game, as shown in Fig. 15, a mini display area Es is set in the upper right corner of the display area E of the performance symbol display device 28. This mini display area Es is smaller in size than the display area E, and mini symbols are displayed in three horizontal rows, the left row, the middle row, and the right row, in the mini display area Es. The mini symbols in each row are smaller in size than the performance symbols, and the mini symbols in the left row are variably displayed in synchronization with the start of the scroll display of the performance symbols in the left row in the performance symbol game, the mini symbols in the middle row are variably displayed in synchronization with the start of the scroll display of the performance symbols in the middle row in the performance symbol game, and the mini symbols in the right row are variably displayed in synchronization with the start of the scroll display of the performance symbols in the right row in the performance symbol game. The variable display of the mini symbols in each row changes the mini symbols on the spot without scrolling them in the same order as the performance symbols, "1" → "2" → "3" → "8" → "9" → "1", and the variable display of the mini symbols in the left row is stopped with the same number symbol as the performance symbol in the left row in synchronization with the stopping of the scrolling display of the performance symbols in the left row, the variable display of the mini symbols in the right row is stopped with the same number symbol as the performance symbol in the right row in synchronization with the stopping of the scrolling display of the performance symbols in the right row, and the variable display of the mini symbols in the middle row is stopped with the same number symbol as the performance symbol in the middle row in synchronization with the stopping of the scrolling display of the performance symbols in the middle row. That is, in the mini display area Es, an image with the same content as the currently ongoing performance symbol game is displayed as an image of a smaller size than the performance symbol game.

[0115] 8. Background preview The background preview performance is a foreseeing preview performance that suggests the background image of the next and subsequent performance pattern games to the player during the current performance pattern game. This background preview performance is also a big win foreseeing preview performance that predicts the big win in the next and subsequent performance pattern games, and is performed when the current performance mode is chance mode. This chance mode is set until the number of performance pattern games reaches "100 times" based on the game mode being set to high probability electric support mode or the game mode being set to low probability electric support mode, and the background preview performance is performed when the number of times the special pattern 2 is reserved is either "1 time" to "4 times" in the "90th" performance pattern game in the low probability electric support mode and the "90th" performance pattern game in the high probability electric support mode, and is not performed when the number of times the special pattern 2 is reserved is "0 times". This background preview effect indicates to the player with a probability of less than 100% that a jackpot will occur with jackpot pattern 1 or jackpot pattern 3, which will set the high probability electric support mode when playing any of the effect patterns from the 1st ``91st time'' to the 4th ``94th time,'' with the ``90th time'' effect pattern play being the reference ``0 times.''

[0116] FIG. 19 shows the behavior of the presentation mode when the background preview during the "90th" presentation pattern game suggests a jackpot with jackpot pattern 1 or jackpot pattern 3, and then the three rows of presentation patterns form an odd-numbered jackpot combination as suggested during any of the "91st" to "94th" presentation pattern games. If the three rows of presentation patterns form an odd-numbered jackpot combination during the "91st" presentation pattern game immediately after the background preview, the jackpot game starts after the end of the "91st" presentation pattern game, and the high probability electric support mode is set at the end of the jackpot game. In this case, the speed mode is set from the "92nd" presentation pattern game, and a speed background image is displayed instead of the chance background image. If the three rows of performance symbols form an odd-numbered jackpot combination in the "92nd" performance symbol game after the background preview performance, the high probability electric support mode is set at the end of the jackpot game, and a speed background image is displayed in response to the speed mode being set from the "93rd" performance symbol game. If the three rows of performance symbols form an odd-numbered jackpot combination in the "93rd" performance symbol game after the background preview performance, the high probability electric support mode is set at the end of the jackpot game, and a speed background image is displayed in response to the speed mode being set from the "94th" performance symbol game. If the three rows of performance symbols form an odd-numbered jackpot combination in the "94th" performance symbol game after the background preview performance, the high probability electric support mode is set at the end of the jackpot game, and a speed background image is displayed in response to the speed mode being set from the "95th" performance symbol game.

[0117] Figure 20 explains the image of the background preview effect. This background preview effect erases the chance background image while three rows of performance symbols are scrolling, and a background preview image BY, which is the same as the speed background image but smaller in size than the speed background image, is superimposed in front of the performance symbols in the middle row (see b). This speed background image definitely indicates to the player that the current game mode is the high probability electric support mode, and the background preview image BY is erased before the scrolling display of the performance symbols in the left row is stopped (see c), and the scrolling display of the three rows of performance symbols is stopped in the order of left row → right row → middle row after the background preview image BY is erased (see d to f).

[0118] 21(a) to (d) are diagrams for explaining the big win timing effect. This big win timing effect notifies the player of the effect pattern game targeted by the background notice effect, and is performed by displaying one of the big win timing images T2 to T5 on the background notice image BY. The "Looking forward to the second time!" jackpot timing image T2 (see a) suggests to the player that the background image will change from the second "92nd" performance pattern play, with the current "90th" performance pattern play being the reference "0th time", the "Looking forward to the third time!" jackpot timing image T3 (see b) suggests to the player that the background image will change from the "93rd" performance pattern play, the "Looking forward to the fourth time!" jackpot timing image T4 (see c) suggests to the player that the background image will change from the "94th" performance pattern play, and the "Looking forward to the fifth time!" jackpot timing image T5 (see d) suggests to the player that the background image will change from the "95th" performance pattern play.

[0119] FIG. 21(e) explains the big win notice performance. This big win notice performance displays a big win notice image OY of "Big win approaching?" in a scrolling state of three rows of performance patterns. This big win notice image OY is erased before the scrolling display of the left row of performance patterns is stopped, and the scrolling display of the three rows of performance patterns is stopped in the order of left row → right row → middle row after the big win notice image OY is erased. This big win notice performance is a big win pre-reading notice performance, and like the background notice performance, it is performed when the number of times the special chart 2 is reserved is one of "1 time" to "4 times" in each of the "90th" performance pattern play in the high probability electric support mode and the "90th" performance pattern play in the low probability electric support mode, and is not performed when the number of times the special chart 2 is reserved is "0 times". This big win notice effect suggests to the player with a high probability of 100% that an even-numbered big win will occur with "Big Win Pattern 2," which will set the low probability electric support mode in any of the "91st" to "94th" pattern plays. When this big win notice effect occurs, the big win game is executed after the end of any of the "91st" to "94th" pattern plays, and the normal game mode is set when the big win game ends. Therefore, although a normal background image suggesting the normal game mode is displayed in place of the chance background image from any of the "92nd" to "95th" pattern plays, the display of the normal background image is not suggested to the player.

[0120] As shown in FIG. 22(b), the RAM of the sub-control circuit 60 has special drawing 2 read-ahead receiving areas 1-4 set, and the sub-control circuit 60 stores the reception result of the special drawing 2 read-ahead data in one of the special drawing 2 read-ahead receiving areas 1-4 every time it receives the special drawing 2 read-ahead data from the main control circuit 40. The special drawing 2 read-ahead receiving areas 1-4 are set with a higher storage priority in the order of "special drawing 2 read-ahead receiving area 1", "special drawing 2 read-ahead receiving area 2", "special drawing 2 read-ahead receiving area 3", and "special drawing 2 read-ahead receiving area 4", and the storage process of the special drawing 2 read-ahead data is performed in the blank special drawing 2 read-ahead receiving area 1-4 with the highest number. That is, the special drawing 2 read-ahead receiving areas 1-4 store the same special drawing 2 read-ahead data as the special drawing 2 read-ahead areas 1-4 of the main control circuit 40 in the same order.

[0121] When the sub-control circuit 60 starts displaying the image of the performance pattern game, it organizes the "special chart 2 pre-reading receiving area 1-4". This process erases the special chart 2 pre-reading data from the "special chart 2 pre-reading receiving area 4". If the special chart 2 pre-reading data is stored in the "special chart 2 pre-reading receiving area 3", the special chart 2 pre-reading data is shifted to the "special chart 2 pre-reading receiving area 4", if the special chart 2 pre-reading data is stored in the "special chart 2 pre-reading receiving area 2", the special chart 2 pre-reading data is shifted to the "special chart 2 pre-reading receiving area 3", if the special chart 2 pre-reading data is stored in the "special chart 2 pre-reading receiving area 1", the special chart 2 pre-reading data is shifted to the "special chart 2 pre-reading receiving area 2". That is, the special chart 2 pre-reading receiving areas 1-4 of the sub-control circuit 60 always store the same special chart 2 pre-reading data as the special chart 2 pre-reading areas 1-4 of the main control circuit 40.

[0122] The preview performance processing in Figure 22(a) is started each time the sub-control circuit 60 starts displaying the image of the current performance pattern play, and the sub-control circuit 60 determines in the preview performance processing whether or not to execute each of the background preview performance, jackpot preview performance, and jackpot timing performance during the "90th" performance pattern play, and the performance content, and executes each of the background preview performance, jackpot preview performance, and jackpot timing performance during the "90th" performance pattern play with content according to the judgment result in the preview performance processing.

[0123] When the sub-control circuit 60 starts the current performance symbol game, it judges whether the current performance mode is the chance mode in S201 of FIG. 22(a). If it judges the current performance symbol game to be the chance mode, it moves to S202 and judges whether the current performance symbol game is the "90th" game in the chance mode. If it judges the current performance symbol game to be the "90th" game in the chance mode, it judges whether the execution condition of the background notice performance is established for the current "90th" performance symbol game. If a big win or a small win is notified in the current performance symbol game, it judges that the background notice performance is not executable, and if the all-symbol simultaneous stop performance is performed in the current performance symbol game, it judges that the background notice performance is not executable, and in either case, it ends the notice performance processing.

[0124] In the case where a miss is notified with a performance content different from the simultaneous stop performance of all symbols in the current performance pattern game, the sub-control circuit 60 judges in S203 that the background notice performance can be executed, and judges in S204 whether or not the special symbol 2 pre-reading data is stored in any of the special symbol 2 pre-reading receiving areas 1 to 4. If it is judged that the special symbol 2 pre-reading data is stored in at least one of the special symbol 2 pre-reading receiving areas 1 to 4, the process proceeds to S205, and it is judged whether or not the pre-reading result of "falling" is stored in any of the special symbol 2 pre-reading receiving areas 1 to 4. If it is judged that the pre-reading result of "falling" is stored here, the notice performance process is terminated, and if it is judged that the pre-reading result of "falling" is not stored, the process proceeds to S206.

[0125] When the sub-control circuit 60 moves to S206, it judges whether the result of reading ahead of the "jackpot pattern 1" or the "jackpot pattern 3" is stored in any of the special chart 2 read-ahead receiving areas 1 to 4. If it is judged that the result of reading ahead of the "jackpot pattern 1" or the "jackpot pattern 3" is stored here, it judges with a 100% probability in S207 that the background notice performance will be executed during the "90th" performance pattern play, and if it is judged that the results of reading ahead of the "jackpot pattern 1" and the "jackpot pattern 3" are not stored, it judges in S208 whether the result of reading ahead of the "jackpot pattern 2" is stored in any of the special chart 2 read-ahead receiving areas 1 to 4. If it is determined that the result of the look-ahead of the "jackpot pattern 2" is stored, S209 determines with a 100% probability that the jackpot preview effect will be executed during the current "90th" performance pattern play, and if it is determined that the result of the look-ahead of the "jackpot pattern 2" is not stored, S212 determines with a "1%" probability that the background preview effect will be executed during the current "90th" performance pattern play. In other words, the jackpot preview effect definitely predicts an even-numbered jackpot with "jackpot pattern 2", and the background preview effect non-definitely predicts an odd-numbered jackpot with "jackpot pattern 1" or "jackpot pattern 3".

[0126] After completing S207, S209, or S212, the sub-control circuit 60 judges in S210 whether or not a background notice performance is set for the current "90th" performance pattern game. If it is determined that a background notice performance is set, the process proceeds to S211, where the performance content of the jackpot timing performance for the current background notice performance is set. This process is performed in the following procedure [1] when the pre-reading result of "jackpot pattern 1" or "jackpot pattern 3" is stored in any of the special chart 2 pre-reading receiving areas 1 to 4, and in the following procedure [2] when neither the pre-reading result of "jackpot pattern 1" nor the "jackpot pattern 3" is stored in the special chart 2 pre-reading receiving areas 1 to 4.

[0127] [1] When the pre-reading result of "jackpot pattern 1" or "jackpot pattern 3" is stored in the special chart 2 pre-reading receiving area 4, the display of the jackpot timing image T2 is set, when it is stored in the special chart 2 pre-reading receiving area 3, the display of the jackpot timing image T3 is set, when it is stored in the special chart 2 pre-reading receiving area 2, the display of the jackpot timing image T4 is set, and when it is stored in the special chart 2 pre-reading receiving area 1, the display of the jackpot timing image T5 is set. [2] When the special chart 2 pre-reading data is stored in all of the special chart 2 pre-reading receiving areas 1 to 4, the display of the jackpot timing image T5 is set, when it is stored in three of the special chart 2 pre-reading receiving areas 2 to 4, the display of the jackpot timing image T4 is set, when it is stored in two of the special chart 2 pre-reading receiving areas 3 to 4, the display of the jackpot timing image T3 is set, and when it is stored in one of the special chart 2 pre-reading receiving areas 4, the display of the jackpot timing image T2 is set.

[0128] 8-1.Main processing 23(a) from the ROM in response to power-on, and sets access permission to the RAM in S101 and sets interrupt prohibition in S102. Then, in a random number update process in S103, the values ​​of multiple random numbers in the RAM are updated, and after interrupts are permitted in S104, S102 to S104 are repeated. During this interrupt permission, start of the reception interrupt process in S105 and the timer interrupt process in S106 are permitted. 8-2. Reception interrupt processing The sub-control circuit 60 starts a reception interrupt process in S105 every time the STB signal from the main control circuit 40 is input to the INT terminal. This reception interrupt process is executed in priority to the timer interrupt process in S106, and the sub-control circuit 60 stores the command, etc., transmitted by the main control circuit 40 in the output process of S11 in Fig. 8 in the reception buffer of the RAM by the reception interrupt process.

[0129] 8-3. Timer interrupt processing The sub-control circuit 60 starts the timer interrupt process of S106 every time the timer interrupt signal is input at a fixed cycle. Fig. 23(b) shows the timer interrupt process of S106, in which the sub-control circuit 60 performs the received command analysis process of S111 and the prize ball acquisition presentation process of S112 in the timer interrupt process. This sub-control circuit 60 displays an image of the prize ball acquisition presentation on the presentation pattern display 28 in response to the prize ball acquisition presentation process of S112.

[0130] 8-3-1. Received command analysis process 24(a) shows the reception command analysis process of S111, and the sub-control circuit 60 judges whether the special drawing 1 pre-read data or the special drawing 2 pre-read data from the main control circuit 40 is stored in the reception buffer in S121. If it is judged that the special drawing 1 pre-read data or the special drawing 2 pre-read data is stored here, the process proceeds to S122, and the special drawing 1 pre-read data or the special drawing 2 pre-read data in the reception buffer is shifted to the special drawing pre-read area of ​​the RAM. The special drawing 2 pre-read receiving areas 1 to 4 are set in this special drawing pre-read area, and the sub-control circuit 60 shifts the special drawing 1 pre-read data to the special drawing pre-read area in the same procedure as the main control circuit 40, and shifts the special drawing 2 pre-read data to one of the special drawing 2 pre-read receiving areas 1 to 4 in the same procedure as the main control circuit 40 described above. That is, the same special drawing 1 pre-read data and special drawing 2 pre-read data as the main control circuit 40 are stored in the RAM of the sub-control circuit 60.

[0131] The sub-control circuit 60 judges whether the special game data 1 or the special game data 2 from the main control circuit 40 is stored in the reception buffer in S123 of Fig. 24(a). If it is judged that the special game data 1 or the special game data 2 is stored, the sub-control circuit 60 executes the pattern game performance start process of S124. Fig. 24(b) is the pattern game performance start process of S124, and the sub-control circuit 60 detects the reception result of the special game data 1 (the judgment result of whether or not it is a hit, the judgment result of the type of the big hit, the judgment result of the special game fluctuation pattern, and the judgment result of whether or not it falls) or the reception result of the special game data 2 (the judgment result of whether or not it is a hit, the judgment result of the type of the big hit, the judgment result of the special game fluctuation pattern, and the judgment result of whether or not it falls) from the reception buffer in S141.

[0132] When the sub-control circuit 60 finishes S141 in FIG. 24(b), it sets a combination of three columns of performance symbols in S142. These three columns of performance symbols are set to odd-numbered "jackpot combinations" when the result of the hit / miss detection is "jackpot" and the result of the hit type detection is "jackpot symbol 1" or "jackpot symbol 3", and are set to even-numbered "jackpot combinations" when the result of the hit / miss detection is "jackpot" and the result of the hit type detection is "jackpot symbol 2". These performance symbols are set to "miss reach combinations" when the result of the hit / miss detection is "miss" and the result of the fluctuation pattern detection is "PH01 to PH05" for misses, and are set to "complete miss combinations" when the result of the fluctuation pattern detection is "PH06 to PH08" for complete misses. When the sub-control circuit 60 has finished S142, it detects video data corresponding to the detection result of the variation pattern from the CGROM in S143, and starts displaying the image of the performance symbol game on the performance symbol display 28 in response to starting playback of the detection result of the video data. The notice performance process in Fig. 22(a) is executed in S124 when the sub-control circuit 60 starts the "90th" performance symbol game in the chance mode.

[0133] The sub-control circuit 60 determines in S125 of Figure 24(a) whether or not the fluctuation stop command 1 or the fluctuation stop command 2 from the main control circuit 40 is stored in the receiving buffer, and if it determines that the fluctuation stop command 1 or the fluctuation stop command 2 is stored, it displays the three columns of performance patterns in accordance with the combination setting result of S124 in the pattern game performance stop processing of S125.

[0134] The sub-control circuit 60 judges whether or not a jackpot game start command from the main control circuit 40 is stored in the receiving buffer in S127 of Fig. 24(a), and if it judges that a jackpot game start command is stored, it starts displaying a background image for the jackpot game presentation on the presentation pattern display 28 in response to starting playback of video data for the jackpot game presentation in a jackpot game presentation start process in S128. This sub-control circuit 60 judges whether or not a jackpot game stop command from the main control circuit 40 is stored in the receiving buffer in S129, and if it judges that a jackpot game stop command is stored, it erases the background image for the jackpot game presentation in response to stopping playback of video data for the jackpot game presentation in a jackpot game presentation stop process in S130.

[0135] According to the above-mentioned embodiment 1, the following effects are obtained. In response to displaying the background preview image BY in the "90th" performance symbol game, the player is informed that a speed background image will be displayed from the "92nd" to "95th" performance symbol games onwards. In other words, a novel presentation is performed in which the form of the background image of the performance symbol game is suggested to the player in advance as a preview presentation, improving the appeal of the preview presentation. When a speedy background image suggesting a high probability electric support mode which is more advantageous to a player than the current low probability electric support mode is displayed from the next "92nd" to "95th" performance pattern games onwards, an odd numbered jackpot in the "91st" to "94th" performance pattern games is suggested to the player in response to displaying a background preview image BY in the "90th" performance pattern game, and further, the setting of the high probability electric support mode in the "92nd" to "95th" performance pattern games is suggested to the player, thereby further improving the entertainment value of the preview performance.

[0136] When a normal background image suggesting a normal game mode which is disadvantageous to the player compared with the current game mode is displayed from the "92nd" to "95th" performance symbol games onward, the big win notice image OY is displayed without displaying the background notice image BY in the "90th" performance symbol game, thereby preventing the player from feeling disappointed early. When a speed background image is displayed from the next or subsequent performance pattern play, regardless of whether the current game state is a "normal probability state (low probability electric support mode)" or a "high probability state (high probability electric support mode)," the background notice performance is performed in the "90th" performance pattern play, so that the player can enjoy waiting for the start of the next or subsequent performance pattern play. By displaying any one of the big win timing images T2 to T5 together with the background notice image BY, the player is informed of the number of performance pattern games from which the speed background image will be displayed based on the current performance pattern game, so that the entertainment value of the notice performance is further improved.

[0137] A smaller image than the chance background image is displayed as the background preview image BY. Therefore, the background preview image BY is less noticeable than the chance background image, and it is possible to prevent the player from mistaking the background preview image BY for the background image of the performance pattern game. Moreover, since the background preview image BY is displayed in a state where the chance background image is temporarily erased, it is also possible to prevent the player from mistaking the background preview image BY for the background image of the performance pattern game. In the above embodiment 1, an image such as "Speed ​​background image approaching!?" may be displayed in place of the background preview image BY to suggest to the player that the chance background image will be switched to the speed background image.

[0138] [Example 2] 9. Mini design preview performance FIG. 25 explains the mini symbol preview performance. This mini symbol preview performance non-deterministically suggests to the player that a speed background image will be displayed in the next or subsequent performance symbol play, and is performed during the current performance symbol play. This mini symbol preview performance is started by starting the variable display of three rows of mini symbols in synchronization with the start of the scrolling display of three rows of performance symbols (see a), and the variable display of the three rows of mini symbols is stopped simultaneously with each other before the scrolling display of the left row of performance symbols is stopped in the current performance symbol play. There are three types of combinations in the variable stop state of the three rows of mini symbols in this mini symbol preview performance: "777 (see c)", "747 (see d)", and "744 (see e)".

[0139] As shown in Fig. 26, the three columns of mini symbols are changed to a variable state again after all the symbols are changed to a variable stop state at the same time in the mini symbol preview performance (see b), and the mini symbol game for this performance pattern game starts after the mini symbol preview performance ends. In this mini symbol game, the variable display of the mini symbols in each column is synchronized with the stop of the scrolling display of the performance pattern in the same column, and stops with the same number pattern as the performance pattern in the same column (see c to e), and the three columns of mini symbols have the same combination with the same numbers as the three columns of performance patterns.

[0140] The mini symbol preview performance is performed in place of the background preview performance during the "90th" performance symbol play in both the low probability electric support mode and the high probability electric support mode, and indicates to the player that a speed background image will be displayed instead of the chance background image from the "92nd" to "95th" performance symbol play in response to the three rows of performance symbols forming an odd-numbered jackpot combination in the "91st" to "94th" performance symbol play. The odd-numbered combination "777" of the three rows of mini symbols in this mini symbol preview performance indicates with a high probability of less than 100% that a speed background image will be displayed from the "92nd" to "95th" performance symbol play, the miss reach combination "747" indicates with a medium probability that a speed background image will be displayed, which is lower than the high probability, and the complete miss combination "744" indicates with a low probability of more than 0%, which is lower than the medium probability, that a speed background image will be displayed.

[0141] When a mini symbol preview performance starts, one of the symbol forecast images Ta to Td in FIG. 27 is displayed on the left side of the mini display area Es. These symbol forecast images Ta to Td inform the player which of the "92nd" to "95th" performance symbol games the mini symbol preview performance currently in progress suggests a background image change from, and the "immediate symbol forecast" symbol forecast image Ta (see a) informs the player that the mini symbol preview performance currently in progress is for the "92nd" performance symbol game, and the "later symbol forecast" symbol forecast image Tb (see b) informs the player that the mini symbol preview performance currently in progress is for the "92nd" performance symbol game. The mini symbol preview performance in the row informs the player that it is for the "93rd" performance symbol game, the "future symbol forecast" symbol forecast image Tc (see c) informs the player that the mini symbol preview performance currently in progress is for the "94th" performance symbol game, and the "future symbol forecast" symbol forecast image Td (see d) informs the player that the mini symbol preview performance currently in progress is for the "95th" performance symbol game. These symbol forecast images Ta to Td are erased when all three rows of mini symbols are variably stopped at the same time in the mini symbol preview performance, as shown in Figures 26(a) and 26(b), and the mini symbol game is played with the symbol forecast images Ta to Td erased.

[0142] The preview performance processing of Figure 28(a) is executed by the sub-control circuit 60 in place of the preview performance processing of Figure 22(a), and the sub-control circuit 60 determines whether or not a mini-pattern preview performance will be performed during the "90th" performance symbol play and the performance content in the preview performance processing of Figure 28(a), and executes a mini-pattern preview performance during the "90th" performance symbol play with content according to the determination result in the preview performance processing.

[0143] The sub-control circuit 60 judges whether the current presentation mode is the chance mode in S221 of FIG. 28(a). If it is judged to be the chance mode, the process proceeds to S222, where it judges whether the current presentation pattern game is the "90th" game in the chance mode. If it is judged to be the "90th" game in the chance mode, it judges whether the presentation content of the current presentation pattern game is for a miss other than the simultaneous stop of all the figures in S223. If it is judged that the presentation content of the current presentation pattern game is for a miss other than the simultaneous stop of all the figures, it proceeds to S224, where it judges whether the special chart 2 pre-reading data is stored in any of the special chart 2 pre-reading receiving areas 1 to 4. If it is judged that the special chart 2 pre-reading data is stored in at least one of the special chart 2 pre-reading receiving areas 1 to 4, it proceeds to S225, where it judges whether the pre-reading result of "falling" is stored in the special chart 2 pre-reading receiving areas 1 to 4.

[0144] When the sub-control circuit 60 judges in S225 that the result of the pre-reading of "falling" is not stored, it judges in S226 whether the result of the pre-reading of "jackpot pattern 1" or "jackpot pattern 3" is stored in the special pattern 2 pre-reading receiving area 1-4. If it judges that the result of the pre-reading of "jackpot pattern 1" or "jackpot pattern 3" is stored, it detects the mini pattern preview performance table 1 of FIG. 28(b) from the ROM in S227, and sets the combination of the three rows of mini patterns in the mini pattern preview performance from the mini pattern preview performance table 1. The combination of the three rows of mini patterns is selected in the order of "744" → "747" → "777" with a high probability, and when the setting of the high probability electric support mode and the display of the speed background image are pre-read, the combination of the three rows of mini patterns in the mini pattern preview performance is "777" with a high probability, the combination of "747" with a medium probability, and the combination of "744" with a low probability.

[0145] When the sub-control circuit 60 determines in S226 that the results of the pre-reading of "jackpot pattern 1" and "jackpot pattern 3" are not stored in the special pattern 2 pre-reading receiving areas 1-4, it detects the mini pattern preview performance table 2 of FIG. 28(c) from the ROM in S230 and sets the combination of the three rows of mini patterns in the mini pattern preview performance from the mini pattern preview performance table 2. The combination of the three rows of mini patterns is selected in the order of "777" → "747" → "744" with a high probability, and if the high probability electric support mode is set and the display of the speed background image is not pre-read, the combination of the three rows of mini patterns in the mini pattern preview performance will be "777" with a low probability, "747" with a medium probability, and "744" with a high probability.

[0146] When the sub-control circuit 60 finishes S227 or S230, it judges in S228 whether or not a mini-symbol notice performance is set for the current "90th" performance symbol game. If the sub-control circuit 60 sets a combination of three rows of mini symbols in S227 or S230, it judges that a mini-symbol notice performance is set, and judges in S229 which of the symbol forecast images Ta to Td will be displayed in the current mini-symbol notice performance. This process is performed in the following procedure [1] when the pre-reading result of "jackpot symbol 1" or "jackpot symbol 3" is stored in any of the special symbol 2 pre-reading receiving areas 1 to 4, and in the following procedure [2] when neither the pre-reading result of "jackpot symbol 1" nor the "jackpot symbol 3" is stored in the special symbol 2 pre-reading receiving areas 1 to 4.

[0147] [1] When the pre-reading result of "jackpot pattern 1" or "jackpot pattern 3" is stored in the special chart 2 pre-reading receiving area 4, the display of the pattern forecast image Ta is set; when it is stored in the special chart 2 pre-reading receiving area 3, the display of the pattern forecast image Tb is set; when it is stored in the special chart 2 pre-reading receiving area 2, the display of the pattern forecast image Tc is set; and when it is stored in the special chart 2 pre-reading receiving area 1, the display of the pattern forecast image Td is set. [2] When the special chart 2 pre-reading data is stored in all of the special chart 2 pre-reading receiving areas 1 to 4, the pattern forecast image Td is set to be displayed, when it is stored in three of the special chart 2 pre-reading receiving areas 2 to 4, the pattern forecast image Tc is set to be displayed, when it is stored in two of the special chart 2 pre-reading receiving areas 3 to 4, the pattern forecast image Tb is set to be displayed, and when it is stored in one of the special chart 2 pre-reading receiving areas 4, the pattern forecast image Ta is set to be displayed.

[0148] According to the above-mentioned second embodiment, the following effects are obtained. In response to the display of mini symbols in the form of "777", "747", and "744" in the "90th" performance symbol game, the player is informed that a speed background image will be displayed from the "92nd" to "95th" performance symbols from the next time onwards. In other words, a novel performance that suggests the background image of the performance symbol game to the player in advance as a notice performance is performed, so that the interest of the notice performance is improved. In the "90th" performance symbol game, the mini symbol is displayed in one of a plurality of different patterns "777", "747", or "744", and accordingly the player is informed of the high probability that the speed background image will be displayed from the performance symbols from the "92nd" to "95th" onwards, thereby further improving the entertainment value of the preview performance.

[0149] [Example 3] FIG. 29 explains the mini symbol pre-reading performance. This mini symbol pre-reading performance is performed during the "90th" performance symbol play in the chance mode instead of the "90th" mini symbol play, and is a pre-reading notice that suggests to the player that a speed background image will be displayed from any of the "92nd" to "95th" performance symbol plays thereafter. This mini symbol pre-reading performance is started by displaying three rows of mini symbols in a variable state in the mini display area Es (see a). The variable display of these three rows of mini symbols is started in synchronization with the start of the scrolling display of the three rows of performance symbols, and the variable display of each row of mini symbols is stopped in time synchronization with the stopping of the scrolling display of the performance symbols of the same row (see b to d).

[0150] In the mini symbol pre-reading performance, the combination of the three mini symbols is set to one of "777", "747", or "744", and the mini symbols of each column are in a variable stop state so that the three mini symbols become the set result of the combination when the three mini symbols are in a variable stop state. For example, if the set result of the three mini symbol combination is "777", in the mini symbol pre-reading performance, the variable display of the left column mini symbol is stopped at "7" in synchronization with the stop of the left column performance symbol scrolling display, the variable display of the right column mini symbol is stopped at "7" in synchronization with the stop of the right column performance symbol scrolling display, and the variable display of the center column mini symbol is stopped at "7" in synchronization with the stop of the center column performance symbol scrolling display. The combination of three rows of mini symbols "777" indicates to the player with a high probability (less than 100%) that a speed background image will be displayed from any of the subsequent "92nd" to "95th" performance symbol plays, "747" indicates this with a medium probability, and "744" indicates this with a low probability (more than 0%).

[0151] In the mini symbol pre-reading performance, one of the symbol forecast images Ta to Td is displayed on the left side of the mini display area Es. Each of these symbol forecast images Ta to Td starts to be displayed in synchronization with the start of the display of the three rows of mini symbols in a variable state in the mini symbol pre-reading performance (see a), and is erased in synchronization with the display of the three rows of mini symbols in a variable stop state (see d), and is displayed continuously from the start to the end of the mini symbol pre-reading performance. These symbol forecast images Ta to Td suggest to the player the performance symbol game that the mini symbol pre-reading performance targets for changing the background image, and suggest to the player that the combination of the three rows of mini symbols in the variable stop state in the mini symbol pre-reading performance does not notify the judgment result of the current win or loss.

[0152] The mini symbol pre-reading performance processing of FIG. 30(a) is executed by the sub-control circuit 60 in place of the mini symbol advance performance processing of FIG. 28(a), and when the sub-control circuit 60 starts the "90th" performance symbol play in the chance mode, it determines in S221 of FIG. 30(a) that the current performance mode is chance mode, determines in S222 that the current performance symbol play is the "90th", determines in S223 that the performance content of the current performance symbol play is for a miss that is different from the all-symbol simultaneous stop performance, determines in S224 that special symbol 2 pre-reading data is stored in at least one of the special symbol 2 pre-reading receiving areas 1 to 4, and if it determines in S225 that the pre-reading result of "fall has occurred" is not stored in any of the special symbol 2 pre-reading receiving areas 1 to 4, it determines in S226 whether or not the pre-reading result of "jackpot symbol 1" or "jackpot symbol 3" is stored in the special symbol 2 pre-reading receiving areas 1 to 4.

[0153] If the sub-control circuit 60 determines in S226 that the results of the pre-reading of "jackpot pattern 1" or "jackpot pattern 3" are stored in any of the special pattern 2 pre-reading receiving areas 1-4, it transitions to S231. Here, it detects the mini pattern pre-reading performance table 1 in FIG. 30(b) from the ROM, and selects the combination of three columns of mini patterns in the mini pattern pre-reading performance from the mini pattern pre-reading performance table 1 in the order of "744" → "747" → "777" with a high probability. If the sub-control circuit 60 determines in S226 that the results of the pre-reading of "jackpot pattern 1" and "jackpot pattern 3" are not stored in the special pattern 2 pre-reading receiving areas 1-4, it transitions to S232. Here, the mini-pattern pre-reading performance table 2 of Figure 30 (c) is detected from the ROM, and the combination of three columns of mini patterns in the mini-pattern pre-reading performance is selected with a high probability from the mini-pattern pre-reading performance table 2 in the order of "777" → "747" → "744".

[0154] When the sub-control circuit 60 finishes S231 or S232, it judges in S233 whether or not a mini symbol pre-reading performance is set for the current "90th" performance symbol game. If it is judged that a mini symbol pre-reading performance is set, it judges in S234 which of the symbol forecast images Ta to Td is to be displayed in the current mini symbol advance performance. This process is performed in the procedure [1] of the second embodiment when the pre-reading result of "jackpot symbol 1" or "jackpot symbol 3" is stored in any of the special symbol 2 pre-reading receiving areas 1 to 4, and is performed in the procedure [2] of the second embodiment when neither the pre-reading result of "jackpot symbol 1" nor the "jackpot symbol 3" is stored in the special symbol 2 pre-reading receiving areas 1 to 4.

[0155] According to the above-mentioned third embodiment, the following effects are obtained. According to the above means, during the "90th" performance symbol game, an image of the mini symbol pre-reading performance is displayed, and the player is informed in advance that a speed background image will be displayed during the next and subsequent performance symbol games according to the combination of the three rows of mini symbols in the variable stop state in the mini symbol pre-reading performance. In other words, a novel performance that suggests the background image of the performance symbol game to the player in advance as a notice performance is performed using the image of the mini symbol game, so that the ingenuity of the notice performance is improved. Since a player is informed in advance that a speed background image will be displayed during the next and subsequent performance pattern games according to a combination of three rows of mini symbols that are smaller than the three rows of performance patterns, the player can be prevented from misunderstanding that the three rows of mini symbols in the mini symbol pre-reading performance are the judgment result of whether or not the player has won.

[0156] In the above-mentioned first to third embodiments, the background preview performance, the mini symbol preview performance, and the mini symbol pre-reading performance may be performed in each of the normal mode and the chance mode. In the above-mentioned first to third embodiments, the background preview effect, the mini symbol preview effect, and the mini symbol pre-reading effect may be performed in a performance symbol game every unit number of times (for example, 10 times) in the chance mode. In the above-mentioned embodiments 1 to 3, a background preview effect, a mini-pattern preview effect, and a mini-pattern pre-reading effect may be performed as preview effects that definitely indicate the setting of the high probability electric support mode.

[0157] In the above-mentioned Examples 1 to 3, in addition to the inventions described in the claims, the following [Reference Invention 1-1] to [Reference Invention 1-8] are described. The gaming machine has a configuration in which a winning or losing decision is made when a gaming ball enters a starting area, and when a winning or losing decision is made, an image of a pattern game is displayed to inform the player of the winning or losing decision result. The image of this pattern game is displayed in a state where the identification pattern is changed and then in a state where the change is stopped, and the player is informed of the winning or losing decision result by the state of the identification pattern in the state where the change is stopped (see JP2010-17425A). The gaming machine has a configuration in which a current game state such as a normal probability state is suggested to the player in response to displaying a current image such as a background image during the current pattern game. In the case of this configuration, a notice performance is performed. This notice performance is only a suggestion to the player that the identification pattern will be in a winning state before the state of the identification pattern is determined in the current pattern game, and there is still room for improvement in terms of improving the entertainment value.

[0158] [Reference Invention 1-1] A special game means for determining whether or not a win has been made when a start condition is established, and for playing a special game by opening a special area when the win has been determined; a state setting means for setting one of a plurality of game states having different degrees of advantage to a player when it is determined that a winning has occurred; A symbol game means for displaying an image of a symbol game to inform a player of a winning or losing judgment result; A current state indicating means for indicating a current game state to a player by displaying a current state image in a manner corresponding to the current game state during the current symbol game; The game machine is characterized by being provided with a future suggesting means for suggesting the state of the current image to the player in advance in response to displaying a future image during the current pattern play in a manner suggesting the current image to be displayed during the next and subsequent pattern plays. In the embodiment, when the game ball enters the first start hole 18 or the second start hole 23, this corresponds to the start condition being met, the large prize hole 19 corresponds to the special area, the main control circuit 40 corresponds to the special game means and the state setting means, the normal game mode, the low probability electric support mode and the high probability electric support mode each correspond to a game state, the image of the performance pattern game corresponds to the image of the pattern game, the sub-control circuit 60 corresponds to the pattern game means, the current state suggestion means and the future suggestion means, the normal background image, the chance background image, the speed background image and the super speed background image each correspond to a current state image, the background preview image BY corresponds to a future image in a manner suggesting a speed background image, and the three rows of mini patterns of the combinations of "777", "747" and "744" in the mini pattern preview performance correspond to a future image in a manner suggesting a speed background image. According to the above-mentioned means, the state of the current image to be displayed during the next and subsequent symbol games is suggested to the player in response to the display of the future image in the current symbol game. In other words, a novel presentation is performed that suggests the state of the current image to the player in advance as a preview presentation, improving the ingenuity of the preview presentation.

[0159] [Reference Invention 1-2] The gaming machine described in [Reference Invention 1-1] is characterized in that the future suggestion means displays an image that is smaller than the current image as the future image. According to the above means, the future image becomes less noticeable than the current image, so that it is possible to prevent the player from mistaking the future image for a developed image.

[0160] [Reference Invention 1-3] The gaming machine described in [Reference Invention 1-1] is characterized in that the future suggestion means displays a future image in a manner suggesting the advantageous current image during the current pattern play when a game state more advantageous to the player than the current game state is set from the next or subsequent pattern play in response to a winning announcement in the next or subsequent pattern play and a current state image in a manner suggesting the advantageous game state is displayed from the next or subsequent pattern play. The low-probability electric power support mode in the embodiment corresponds to the current gaming state, and the high-probability electric power support mode corresponds to a gaming state that is more advantageous to the player than the low-probability electric power support mode. According to the above means, a win occurs in the next and subsequent symbol games in response to the display of a future image in the current symbol game, and moreover, the player is suggested that a game state more advantageous to the player will be set compared with the current game state, so that the entertainment value of the advance notice performance is further improved.

[0161] [Reference Inventions 1-4] The gaming machine described in [Reference Invention 1-3] is characterized in that the future suggestion means displays a future image in a manner suggesting the advantageous current status image, regardless of whether the current game state is a high probability state in which a win is determined with a high probability, or a normal probability state in which a win is determined with a normal probability. According to the above means, when the current image is displayed in a manner suggesting a high probability state in the next or subsequent symbol game, the manner of the current image is suggested to the player in advance in accordance with the display of the future image in the current symbol game, so that the player can enjoy waiting for the start of the next or subsequent symbol game.

[0162] [Reference Inventions 1-5] The gaming machine described in [Reference Invention 1-1] is characterized in that the future suggestion means displays, together with the future image, an image suggesting to the player which of the pattern games suggested by the future image will be in the next or subsequent games. The big win timing images T2 to T5 in the embodiment correspond to images that suggest to the player which of the symbol games suggested by the future images will be next or later. According to the above-mentioned means, the player is informed of which symbol game from the next onwards will cause the state of the current image to change, so that the interest of the advance notice presentation is further improved.

[0163] [Reference Inventions 1-6] The gaming machine described in [Reference Invention 1-1] is characterized in that, when a game state that is unfavorable to the player compared to the current game state is set in response to a judgment of a win, and a current state image in a manner suggesting the unfavorable game state to the player is displayed during the next or subsequent pattern play, the future image in a manner suggesting the current state image is not displayed during the current pattern play. The normal gaming mode in this embodiment corresponds to a gaming state that is disadvantageous to the player compared to the current gaming state. According to the above means, when a game state that is less favorable to the player than the current game state is set and the current state image is displayed in a manner suggesting the less favorable game state during the next and subsequent symbol plays, the display of the current state image in the less favorable state is not suggested to the player in advance by the future image, so that the player is not given an early sense of disappointment.

[0164] [Reference Invention 1-7] A special game means for determining whether or not a win has been made when a start condition is established, and for playing a special game by opening a special area when the win has been determined; a state setting means for setting one of a plurality of game states having different degrees of advantage to a player when it is determined that a winning has occurred; A symbol game means for displaying an image of a symbol game in which the identification symbol is changed and then stopped from changing, and notifying a player of a result of a win or loss judgment according to the state of the identification symbol in the stopped state; background display means for displaying a background image of a symbol game, the background image being displayed during the current symbol game in a manner corresponding to the current game state, thereby suggesting the current game state to the player; a different symbol game means for displaying an image of a different symbol game in which a different symbol other than the identification symbol is changed and then stopped changing during the display of an image of the symbol game; The separate symbol game means is a gaming machine characterized in that it suggests to the player in advance the appearance of the background image in response to stopping the variation of the separate symbol during the current symbol game in a manner that suggests the background image to be displayed during the next and subsequent symbol games. In the embodiment, when the game ball enters the first start hole 18 or the second start hole 23, it corresponds to the case where the start condition is satisfied, the big prize hole 19 corresponds to the special area, the main control circuit 40 corresponds to the special game means and the state setting means, the normal game mode, the low probability electric support mode, and the high probability electric support mode each correspond to a game state, the image of the performance pattern game corresponds to the image of the pattern game, the sub-control circuit 60 corresponds to the pattern game means, the background display means, and the separate pattern game means, the three rows of performance patterns correspond to the identification patterns, the scroll display corresponds to a variable state, and the scroll The loop stop display corresponds to a variable stop state, the normal background image, the chance background image, the speed background image and the super speed background image each correspond to a background image, the mini pattern pre-reading performance corresponds to a different pattern game, the three rows of mini patterns in the mini pattern pre-reading performance correspond to a different pattern, the variable state of the three rows of mini patterns corresponds to a variable state, the variable stop state of the three rows of mini patterns corresponds to a variable stop state, and the combinations of three rows of mini patterns "777", "747", and "744" in the mini pattern pre-reading performance correspond to different patterns in a manner that suggests the display of a speed background image. According to the above means, an image of a different symbol game is displayed during the current symbol game, and the appearance of the background image to be displayed during the next and subsequent symbol games is suggested to the player in advance according to the appearance of the different symbol in the current different symbol game in the stopped state of variation. In other words, a novel presentation that suggests the appearance of the background image of the symbol game to the player in advance is performed using the image of the different symbol game as a preview presentation, improving the ingenuity of the preview presentation.

[0165] [Reference Invention 1-8] The gaming machine described in [Reference Invention 1-7] is characterized in that the separate pattern playing means displays a pattern smaller than the identification pattern as the separate pattern in a display area smaller than the identification pattern. The mini display area Es in the embodiment corresponds to a small display area. According to the above-mentioned means, the appearance of the background image during the next and subsequent pattern games is suggested to the player in advance according to the appearance of the different pattern which is smaller than the identification pattern, thereby preventing the player from misunderstanding that the different pattern is the result of the judgment of whether or not he has won.

[0166] [Example 4] The presentation modes include a normal mode, chance mode, speed mode, super speed mode, and a super chance mode. The super chance background image in FIG. 31(a) is displayed as the background image for the presentation symbol game only when the super chance mode is set. This super chance background image is set to an image of a woman clasping her hands towards the moon, and a balloon image saying "Please..." is attached to the image of the woman. This super chance background image notifies the player that the current presentation mode is the super chance mode, and in the super chance mode, the presentation symbol game image and the mini symbol game image are each displayed superimposed in front of the super chance background image.

[0167] As shown in FIG. 31(b), the RAM of the sub-control circuit 60 has special drawing 1 read-ahead receiving areas 1-4 set, and the sub-control circuit 60 stores the reception result of the special drawing 1 read-ahead data in one of the special drawing 1 read-ahead receiving areas 1-4 every time it receives the special drawing 1 read-ahead data from the main control circuit 40. The special drawing 1 read-ahead receiving areas 1-4 are set with a higher storage priority in the order of "special drawing 1 read-ahead receiving area 1", "special drawing 1 read-ahead receiving area 2", "special drawing 1 read-ahead receiving area 3", and "special drawing 1 read-ahead receiving area 4", and the storage process of the special drawing 1 read-ahead data is performed on the one with the highest priority among the blank special drawing 1 read-ahead receiving areas 1-4. That is, the special drawing 1 read-ahead receiving areas 1-4 store the same special drawing 1 read-ahead data as the special drawing 1 read-ahead areas 1-4 of the main control circuit 40 in the same order.

[0168] The super chance mode setting process in Figure 32 is started each time the sub-control circuit 60 receives each of the special chart 1 game data and the special chart 2 game data from the main control circuit 40 at S123 in Figure 24, and the sub-control circuit 60 sets the current presentation mode to the super chance mode in the super chance mode setting process, and when the current presentation mode is set to the super chance mode, displays a super chance background image on the presentation pattern display 28 as the background image for the presentation pattern game and the mini pattern game.

[0169] When the sub-control circuit 60 receives the special figure 1 game data or the special figure 2 game data, it judges in S241 whether the received data is the special figure 1 game data. If it is judged that the received data is the special figure 1 game data, it judges in S242 whether the current presentation mode is the normal mode. For example, if the current play mode is the normal play mode, it judges in S242 that it is the normal mode, and judges in S243 whether there is special figure 1 pre-read data in any of the special figure 1 pre-read receiving areas 1 to 4. If it is judged that there is special figure 1 pre-read data, it proceeds to S244 and judges whether there is a big win pre-read result as the special figure 1 pre-read data.

[0170] When the sub-control circuit 60 judges in S244 that there is a jackpot pre-read result, it judges in S245 that the super chance mode is set with a certain low probability (10%), and sets the value of the counter N1 in S246. The value of this counter N1 is reset to "0" by the sub-control circuit 60 when the main power is turned on, and the sub-control circuit 60 sets the value of the counter N1 to "4" when the jackpot pre-read result is in the special chart 1 pre-read receiving area 1, sets the value of the counter N1 to "3" when the jackpot pre-read result is in the special chart 1 pre-read receiving area 2, sets the value of the counter N1 to "2" when the jackpot pre-read result is in the special chart 1 pre-read receiving area 3, and sets the value of the counter N1 to "1" when the jackpot pre-read result is in the special chart 1 pre-read receiving area 4.

[0171] If the data reception result is special pattern 2 game data, the sub-control circuit 60 shifts from S241 to S247 and judges whether the current presentation mode is chance mode or not. If the current play mode is low-probability electric support mode, it judges it to be chance mode and shifts to S248. This low-probability electric support mode includes a low-probability electric support mode set in response to a jackpot being determined to be a jackpot with jackpot pattern 2, as well as a low-probability electric support mode in the case of falling from a high-probability electric support mode set in response to a jackpot being determined to be a jackpot with jackpot pattern 1 or jackpot pattern 3, and when the sub-control circuit 60 shifts to S248, it judges whether the current presentation pattern play is the "100th" play in the chance mode. This "100th" presentation pattern play is judged in response to the reception result of the time-saving number command from the main control circuit 40, and when the sub-control circuit 60 judges that the current presentation pattern play is the final "100th" play in the chance mode, it shifts to S249.

[0172] When the sub-control circuit 60 proceeds to S249, it judges whether the number of times the special chart 2 has been reserved is "4 times". If there is special chart 2 pre-reading data in the four of the special chart 2 pre-reading receiving areas 1 to 4, it judges that the number of times the special chart 2 has been reserved is "4 times", and in S250 it judges whether there is a miss pre-reading result in all of the special chart 2 pre-reading receiving areas 1 to 4. If it is judged that there is a miss pre-reading result in all of the special chart 2 pre-reading receiving areas 1 to 4, it judges the setting of the super chance mode with a high probability of "100%" in S251, and sets the value of the counter N2 to "4" in S252. The value of this counter N2 is set to "0" by the sub-control circuit 60 when the main power is turned on.

[0173] The super chance mode release process in Figure 33 is activated each time the sub-control circuit 60 receives each of the fluctuation stop command 1 and the fluctuation stop command 2 from the main control circuit 40 at S125 in Figure 24, and the sub-control circuit 60 determines whether or not to release the super chance mode in the super chance mode release process, and if it determines that the super chance mode should be released, sets a new presentation mode.

[0174] When the sub-control circuit 60 receives the fluctuation stop command 1 or the fluctuation stop command 2, it judges in S261 whether the command reception result is the fluctuation stop command 1. If it is judged that the command reception result is the fluctuation stop command 1, it compares the value of the counter N1 with "0" in S262. For example, in the setting state of the super chance mode, it judges that "N1>0" in S262, subtracts "1" from the value of the counter N1 in S263, and compares the subtraction result of the value of the counter N1 with "0" in S264. If it is judged that "N1=0" here, it cancels the super chance mode in S265, and sets the chance mode shared between the low probability electric support mode and the high probability electric support mode as a new performance mode in S266.

[0175] If the command received is the fluctuation stop command 2, the sub-control circuit 60 proceeds from S261 to S267, and compares the value of counter N2 with "0." For example, in the Super Chance mode setting state, it is determined that "N2>0" in S267, "1" is subtracted from the value of counter N2 in S268, and the result of the subtraction of the value of counter N2 is compared with "0" in S269. If it is determined that "N2=0" here, the Super Chance mode is cancelled in S265, and the normal mode is set as the new presentation mode in S266.

[0176] FIG. 31(c) explains the behavior of the presentation mode. In the normal game mode, the game ball is hit from the left, and the sub-control circuit 40 transmits special symbol 1 pre-reading data to the sub-control circuit 60 every time the game ball enters the first starting hole 18. In this normal game mode, the presentation mode is set to normal mode, and the image of the presentation symbol game and the image of the mini symbol game are displayed superimposed on the normal background image. In this normal mode, the sub-control circuit 60 detects the special symbol 1 pre-reading data of the special symbol 1 pre-reading receiving areas 1 to 4 every time the presentation symbol game is started, and if there is a pre-reading result of a jackpot in any of the special symbol 1 pre-reading receiving areas 1 to 4, the super chance mode is set with a low probability. When the super chance mode is set, the sub-control circuit 60 displays the super chance background image instead of the normal background image from the next presentation symbol game, and displays the image of the presentation symbol game and the image of the mini symbol game superimposed on the super chance background image. In this case, the super chance background image is displayed as an image of a big win preview effect that definitely suggests to the player that a big win will occur, and the player's expectation of a big win is heightened as the super chance background image is displayed.

[0177] The Super Chance mode entered from the Normal mode is released when the jackpot performance pattern play, in which three rows of performance patterns form a jackpot combination, ends, as shown in [1] to [4] below. From the performance pattern play following the jackpot performance pattern play, a chance background image shared between the Low Probability Electric Support Mode and the High Probability Electric Support Mode is displayed. [1] If there is a jackpot pre-reading result in the special chart 1 pre-reading receiving area 4, the jackpot will be announced in the next "first" performance pattern play, and the chance mode will be set in response to the release of the super chance mode. In this case, the chance background image will be displayed instead of the super chance background image from the "second" performance pattern play. [2] If there is a jackpot pre-reading result in the special chart 1 pre-reading receiving area 3, the jackpot is announced in the "second" performance pattern play, and the chance mode is set in response to the release of the super chance mode. In this case, the chance background image is displayed instead of the super chance background image from the "third" performance pattern play. [3] If there is a jackpot pre-reading result in the special chart 1 pre-reading receiving area 2, the jackpot is announced in the "third" performance pattern play, and the chance mode is set in response to the release of the super chance mode. In this case, the chance background image is displayed instead of the super chance background image from the "fourth" performance pattern play. [4] If there is a jackpot pre-reading result in the special chart 1 pre-reading receiving area 1, the jackpot is announced in the "fourth" performance pattern play, and the chance mode is set in response to the release of the super chance mode. In this case, the chance background image is displayed instead of the super chance background image from the "fifth" performance pattern play.

[0178] In the chance mode, the game ball is hit from the right, and each time the game ball enters the second starting hole 23, the main control circuit 40 transmits special symbol 2 pre-reading data to the sub-control circuit 60. In the chance mode, the sub-control circuit 60 displays the image of the performance symbol game and the image of the mini symbol game superimposed on the chance background image, and when the final performance symbol game "100th time" in the chance mode is started, the special symbol 2 pre-reading data of the special symbol 2 pre-reading receiving areas 1 to 4 is detected, and if there is a miss pre-reading result in all of the special symbol 2 pre-reading receiving areas 1 to 4, the super chance mode is set with a 100% probability. When the super chance mode is set, the sub-control circuit 60 displays the super chance background image instead of the chance background image from the next performance symbol game, and displays the image of the performance symbol game and the image of the mini symbol game superimposed on the super chance background image. In this case, the Super Chance background image delays the player's realization that the game mode has fallen from the low probability electric support mode to the normal game mode, and heightens the player's anticipation of a jackpot when the player experiences the jackpot combination of three rows of performance symbols as the normal background image switches to the Super Chance background image. If the number of performance symbol games in which the Super Chance mode is set is taken as the standard "0 times," the game ends with the "4th" performance symbol game, and from the next performance symbol game, the normal background image corresponding to the normal mode is displayed.

[0179] According to the above-mentioned fourth embodiment, the following effects are obtained. When the low probability electric support mode is downgraded to the normal game mode, the super chance mode is set and the image of the performance pattern game is produced by the super chance background image corresponding to the super chance mode, so that the disappointment of the player due to the downgrading of the game mode can be alleviated by the super chance background image. Moreover, since the image of the performance pattern game is also produced by the super chance background image on another occasion, it is possible to give the player another opportunity to enjoy the super chance background image. During the period when the presentation mode is set to the super chance mode, a super chance background image different from any of the normal mode, chance mode, speed mode and super speed mode is displayed, and accordingly, the presentation pattern game image is presented in a manner that does not suggest the normal game mode, so that it is possible to prevent the player from feeling disappointed that the game mode has been downgraded, unlike the case where the presentation pattern game image is presented with the normal background image when the low probability electric support mode is downgraded to the normal game mode. Since a common super chance mode is set between the case where the low probability electric support mode is demoted to the normal game mode and the case where the normal game mode is promoted to the low probability electric support mode or the high probability electric support mode, and accordingly the image of the performance pattern game is presented with a common super chance background image, even when the low probability electric support mode is demoted, it is possible to give a great sense of expectation to a player who has experienced the normal game mode being promoted to the low probability electric support mode or the high probability electric support mode in accordance with the image of the performance pattern game being presented with the super chance background image.

[0180] When the super chance mode is set in response to the low probability electric support mode being demoted to the normal game mode, the normal mode is set in response to the cancellation of the super chance mode. Therefore, when the low probability electric support mode is demoted to the normal game mode, the image of the performance symbol game is performed by the super chance background image and then by the normal background image, so that it is possible to delay the timing at which the player recognizes the setting of the normal game mode from the background image of the performance symbol game. When the high probability electric support mode is set, the same chance background image as when the low probability electric support mode is set is displayed until the end of "100 times" of the performance pattern play, and when the high probability electric support mode continues beyond "100 times", the chance background image is changed to a speed background image without changing it to a super chance background image, so that it is possible for the player to clearly recognize the setting of the high probability electric support mode without any doubt. When the super chance mode is set in response to the normal game mode being upgraded to the low probability electric power support mode or the high probability electric power support mode, the super chance mode is released in response to the low probability electric power support mode or the high probability electric power support mode actually being set, so that it is possible to make the player clearly recognize that the super chance background image suggested the setting of the low probability electric power support mode or the high probability electric power support mode. Moreover, when the super chance mode is set in response to the low probability electric power support mode being demoted to the normal game mode, the super chance mode is released in response to the actual number of times that the image of the performance pattern game in the normal game mode is displayed reaching the number of times that the special pattern 2 is reserved when the super chance mode is set, so that it is possible to prevent the player's expectations for the super chance background image from being excessively aroused.

[0181] In response to the prediction of a big win in the normal game mode, the value of the counter N1 is set to the current reserved number of special chart 1, and the player is suggested to win a big win by displaying a super chance background image in the performance pattern game within the allowable period until the value of the counter N1 becomes "0", so that it is possible to increase the player's expectation of a big win. Moreover, even when the current game mode is downgraded from the low probability electric support mode to the normal game mode, the value of the counter N2 is set to the current reserved number of special chart 2, and the player is suggested to win a big win by displaying a super chance background image in the performance pattern game within the allowable period until the value of the counter N2 becomes "0", so that it is possible to alleviate the player's disappointment in the downgrading of the game mode by the super chance background image. A common super chance mode is set when there is a big win pre-read result in any of the special chart 1 pre-reading receiving areas 1 to 4 in normal mode and when there is a special chart 2 reserved when the final performance pattern game starts in chance mode. Therefore, diversity is generated in the start timing of the super chance mode from the player's perspective, improving the entertainment value of the game. Moreover, when the super chance mode is started in normal mode, the super chance mode is released in response to a big win being notified in the performance pattern game, and when the super chance mode is set in chance mode, the super chance mode is released in response to the performance pattern game being executed the number of times according to the number of reserved special charts 2. Therefore, diversity is generated in the end timing of the super chance mode from the player's perspective, improving the entertainment value of the game.

[0182] [Example 5] The super chance mode setting process in FIG. 34 is executed by the sub-control circuit 60 in place of the super chance mode setting process in FIG. 32, and in the normal mode in which the game ball is hit from the left, the sub-control circuit 60 receives the special chart 1 pre-read data from the main control circuit 40. In this state, if it is determined in S244 that there is no big win pre-read result, it is determined in S271 that the super chance mode is set with a certain extremely low probability (0.5%), and the value of the counter N1 is set in S272. The value of this counter N1 is set to a value according to the number of times the special chart 1 is reserved, and the sub-control circuit 60 sets the value of the counter N1 to "4" when the special chart 1 pre-read data is in four of the special chart 1 pre-read receiving areas 1 to 4, sets the value of the counter N1 to "3" when the special chart 1 pre-read data is in three of the special chart 1 pre-read receiving areas 2 to 4, sets the value of the counter N1 to "2" when the special chart 1 pre-read data is in two of the special chart 1 pre-read receiving areas 3 to 4, and sets the value of the counter N1 to "1" when the special chart 1 pre-read data is in one of the special chart 1 pre-read receiving areas 4.

[0183] In the chance mode in which the game ball is hit from the right, the sub-control circuit 60 receives the special chart 2 pre-read data from the main control circuit 40. In this state, when the super chance mode is set in S251, it is determined in S273 whether or not there is a jackpot pre-read result in any of the special chart 2 pre-read receiving areas 1 to 4. If it is determined that there is a jackpot pre-read result, the process proceeds to S274, and the value of the counter N2 is set. The value of this counter N2 is set to "1" when the jackpot pre-read result is in the special chart 2 pre-read receiving area 4, set to "2" when it is in the special chart 2 pre-read receiving area 3, set to "3" when it is in the special chart 2 pre-read receiving area 2, and set to "4" when it is in the special chart 2 pre-read receiving area 1.

[0184] When the sub-control circuit 60 determines in S273 that there is no big win pre-read result in any of the special chart 2 pre-read receiving areas 1 to 4, it sets the value of the counter N2 in S275. The value of this counter N2 is set to "4" when there is special chart 2 pre-read data in four of the special chart 2 pre-read receiving areas 1 to 4, set to "3" when there is special chart 2 pre-read data in three of the special chart 2 pre-read receiving areas 2 to 4, set to "2" when there is special chart 2 pre-read data in two of the special chart 2 pre-read receiving areas 3 to 4, and set to "1" when there is special chart 2 pre-read data in one of the special chart 2 pre-read receiving areas 4.

[0185] When the sub-control circuit 60 releases the super chance mode in S265 of the super chance mode release process in Fig. 33, it sets a new presentation mode in S266. This presentation mode is set to a chance mode shared between the low probability electric support mode and the high probability electric support mode when a big win is announced in the current presentation pattern game, and is set to a normal mode for normal play when a miss or small win is announced in the current presentation pattern game.

[0186] FIG. 35(a) explains the behavior of the presentation mode starting from the normal mode. In the normal game mode, the game ball is hit from the left, and the main control circuit 40 transmits special symbol 1 pre-reading data to the sub-control circuit 60 every time the game ball enters the first starting hole 18. In this normal game mode, the presentation mode is set to the normal mode, and the image of the presentation symbol game and the image of the mini symbol game are displayed superimposed on the normal background image. In this normal mode, the sub-control circuit 60 detects the special symbol 1 pre-reading data of the special symbol 1 pre-reading receiving areas 1 to 4 every time the presentation symbol game is started, and if there is a pre-reading result of a jackpot in any of the special symbol 1 pre-reading receiving areas 1 to 4, the super chance mode is set with a low probability, and if there is no pre-reading result of a jackpot in any of the special symbol 1 pre-reading receiving areas 1 to 4, the super chance mode is set with an extremely low probability. When the Super Chance mode is set in the current performance symbol game, the sub-control circuit 60 displays the Super Chance background image instead of the normal background image from the next performance symbol game, and displays the performance symbol game image and the mini symbol game image superimposed on the Super Chance background image. In this case, the Super Chance background image is displayed as an image of a big win advance notice effect that non-definitely suggests a big win to the player, and the player's expectation for a big win is heightened in response to the display of the Super Chance background image.

[0187] The Super Chance mode entered from the Normal mode is released when a jackpot pre-read result is found in any of the Special Chart 1 pre-reading reception areas 1 to 4, as shown in [1] to [4] below, when the jackpot performance pattern play in which the three rows of performance patterns form a jackpot combination ends, and from the performance pattern play following the jackpot performance pattern play, a chance background image shared between the Low Probability Electric Support Mode and the High Probability Electric Support Mode is displayed. [1] If there is a jackpot pre-read result in the special chart 1 pre-reading receiving area 4, the Super Chance mode is set for the current pattern play, and the next "first" pattern play is displayed superimposed on the Super Chance background image. A jackpot is announced in this "first" pattern play, and the Chance mode is set in response to the release of the Super Chance mode. In this case, the Chance background image is displayed from the "second" pattern play. [2] If there is a jackpot pre-read result in the special chart 1 pre-reading receiving area 3, the Super Chance mode is set for this performance pattern play, and the "1st" to "2nd" performance pattern plays are displayed superimposed on the Super Chance background image. The "2nd" performance pattern play image notifies the jackpot, and the Super Chance mode is released, and the Chance mode is set. In this case, the Chance background image is displayed from the "3rd" performance pattern play. [3] If there is a jackpot pre-read result in the special chart 1 pre-reading receiving area 2, the Super Chance mode is set for this pattern play, and the "1st" to "3rd" pattern plays are displayed superimposed on the Super Chance background image. The "3rd" pattern play image notifies the jackpot, and the Super Chance mode is released, and the Chance mode is set. In this case, the Chance background image is displayed from the "4th" pattern play. [4] If there is a jackpot pre-read result in the special chart 1 pre-reading reception area 1, the Super Chance mode is set for this performance pattern play, and the performance pattern plays from the "1st" to the "4th" are displayed superimposed on the Super Chance background image. The image of this "4th" performance pattern play notifies you of a jackpot, and the Chance mode is set in response to the release of the Super Chance mode. In this case, the Chance background image is displayed from the "5th" performance pattern play.

[0188] The Super Chance mode entered from the normal mode is released when, as shown in [1] to [4] below, there is no big win pre-read result in any of the special chart 1 pre-read receiving areas 1 to 4, and the final reserved performance pattern play corresponding to the latest special chart 1 pre-read data among the special chart 1 pre-read receiving areas 1 to 4 has three rows of performance patterns that are a miss or a reach combination, a complete miss combination, or a small win combination, and the image of the next performance pattern play in the final reserved performance pattern play and the image of the mini pattern play are displayed superimposed on top of the normal background image for the normal play mode. [1] If there is special chart 1 pre-reading data in one of the special chart 1 pre-reading receiving areas 4, the Super Chance mode is set for the current performance pattern play, and the next "first" performance pattern play is displayed superimposed on the Super Chance background image. In this case, the normal mode is set in response to the release of the Super Chance mode in the "first" performance pattern play, and the normal background image is displayed from the next performance pattern play. [2] If there is special chart 1 pre-reading data in both of the special chart 1 pre-reading receiving areas 3 and 4, the Super Chance mode is set for this performance pattern play, and the "1st" and "2nd" performance pattern plays are displayed superimposed on the Super Chance background image. In this case, the "2nd" performance pattern play releases the Super Chance mode, and the normal mode is set, and the normal background image is displayed from the next performance pattern play. [3] If there is special chart 1 pre-reading data in the three special chart 1 pre-reading receiving areas 2 to 4, the Super Chance mode is set for this performance pattern play, and the performance patterns from the "1st" to "3rd" are displayed superimposed on the Super Chance background image. In this case, the Super Chance mode is released in the "3rd" performance pattern play, and the normal mode is set, and the normal background image is displayed from the next performance pattern play. [4] If there is special chart 1 pre-reading data in the four special chart 1 pre-reading receiving areas 1 to 4, the Super Chance mode is set for this performance pattern play, and the performance patterns from the "1st" to "4th" are displayed superimposed on the Super Chance background image. In this case, the normal mode is set in response to the release of the Super Chance mode in the "4th" performance pattern play, and the normal background image is displayed from the next performance pattern play.

[0189] FIG. 35(b) explains the behavior of the performance mode starting from the chance mode. In the chance mode, the game ball is hit from the right, and each time the game ball enters the second starting hole 23, the main control circuit 40 transmits special symbol 2 pre-reading data to the sub-control circuit 60. In the chance mode, the sub-control circuit 60 displays the image of the performance symbol game and the image of the mini symbol game superimposed on the chance background image, and when the final performance symbol game of the "100th time" in the chance mode is started, the sub-control circuit 60 detects the special symbol 2 pre-reading data in the special symbol 2 pre-reading receiving areas 1 to 4, and sets the super chance mode with a 100% probability if there is special symbol 2 pre-reading data in at least one of the special symbol 2 pre-reading receiving areas 1 to 4. When the super chance mode is set, the sub-control circuit 60 displays the super chance background image instead of the chance background image from the next performance symbol game, and displays the image of the performance symbol game and the image of the mini symbol game superimposed on the super chance background image. In this case, the Super Chance background image is intended to delay the player's realization that the game mode has fallen from the low probability electric support mode to the normal game mode, and to heighten the player's anticipation of a jackpot when he or she experiences the jackpot combination of three rows of performance symbols as the normal background image switches to the Super Chance background image.

[0190] The Super Chance mode, which is entered from the Chance mode, is released when the jackpot performance pattern play ends when there is a jackpot pre-read result in any of the Special Chart 2 pre-reading receiving areas 1 to 4, and the image of the performance pattern play next to the jackpot performance pattern play ends, as shown in [1] to [4] below. The image of the performance pattern play next to the jackpot performance pattern play is displayed superimposed in front of the chance background image shared between the low probability electric support mode and the high probability electric support mode. [1] If there is a jackpot pre-read result in the special chart 2 pre-reading receiving area 4, the Super Chance mode is set for the current pattern play, and the next "first" pattern play is displayed superimposed on the Super Chance background image. A jackpot is announced in this "first" pattern play, and the Chance mode is set in response to the release of the Super Chance mode. In this case, the Chance background image is displayed from the next pattern play. [2] If there is a jackpot pre-read result in the special chart 2 pre-reading receiving area 3, the Super Chance mode is set for this performance pattern play, and the "1st" to "2nd" performance pattern plays are displayed superimposed on the Super Chance background image. The "2nd" performance pattern play image notifies the jackpot, and the Super Chance mode is released, and the Chance mode is set. In this case, the Chance background image is displayed from the next performance pattern play. [3] If there is a jackpot pre-read result in the special chart 2 pre-reading receiving area 2, the Super Chance mode is set for this pattern play, and the "1st" to "3rd" pattern plays are displayed superimposed on the Super Chance background image. The "3rd" pattern play image notifies the jackpot, and the Super Chance mode is released, and the Chance mode is set. In this case, the Chance background image is displayed from the next pattern play. [4] If there is a jackpot pre-read result in the special chart 2 pre-reading receiving area 1, the Super Chance mode is set for this pattern play, and the "1st" to "4th" pattern plays are displayed superimposed on the Super Chance background image. The "4th" pattern play image notifies the jackpot, and the Super Chance mode is released, and the Chance mode is set. In this case, the Chance background image is displayed from the next pattern play.

[0191] The Super Chance mode, which is entered from the Chance mode, is released when there is no big win pre-read result in any of the Special Chart 2 Pre-reading Receiving Areas 1 to 4, as shown in [1] to [4] below, and the final reserved performance pattern play corresponding to the latest Special Chart 2 pre-reading data among the Special Chart 2 Pre-reading Receiving Areas 1 to 4 has three rows of performance patterns that are a miss or a reach combination, a complete miss combination, or a small win combination, and the image of the next performance pattern play in the final reserved performance pattern play and the image of the mini pattern play are displayed superimposed on top of the normal background image for the normal play mode. [1] If there is special chart 2 pre-reading data in one of the special chart 2 pre-reading receiving areas 4, the Super Chance mode is set for the current performance pattern play, and the next "first" performance pattern play is displayed superimposed on the Super Chance background image. In this case, the normal mode is set in response to the release of the Super Chance mode in the "first" performance pattern play, and the normal background image is displayed from the next performance pattern play. [2] If there is special chart 2 pre-reading data in the two special chart 2 pre-reading receiving areas 3-4, the Super Chance mode is set for this performance pattern play, and the performance pattern play from the "1st" to the "2nd" is displayed in front of the Super Chance background image. In this case, the normal mode is set in response to the release of the Super Chance mode in the "2nd" performance pattern play, and the normal background image is displayed from the next performance pattern play. [3] If there is special chart 2 pre-reading data in the three special chart 2 pre-reading receiving areas 2 to 4, the Super Chance mode is set for this performance pattern play, and the performance pattern plays from the "1st" to "3rd" are displayed superimposed on the Super Chance background image. In this case, the normal mode is set in response to the release of the Super Chance mode in the "3rd" performance pattern play, and the normal background image is displayed from the next performance pattern play. [4] If there is special chart 2 pre-reading data in the four special chart 2 pre-reading reception areas 1 to 4, the Super Chance mode is set for this performance pattern play, and the performance pattern plays from the "1st" to the "4th" are displayed in front of the Super Chance background image. In this case, the Super Chance mode is released in the "4th" performance pattern play, and the normal mode is set, and the normal background image is displayed from the next performance pattern play.

[0192] [Example 6] The presentation modes include normal mode, chance mode, super chance mode, speed mode, and super speed mode, as well as RTC mode. The RTC mode is set by the sub-control circuit 60 in the RTC mode setting process of Fig. 36(a), and the sub-control circuit 60 starts the RTC mode setting process every time the timer interrupt process is started. When the sub-control circuit 60 starts the RTC mode setting process, it judges in S281 whether the current presentation mode is normal mode or not. If it is judged to be normal mode, it detects the current time in S282, and compares the detection result of the current time with multiple set times (11:00, 13:00, ...) every two hours in S283. If it is judged that the detection result of the current time is one of the multiple set times, it switches the presentation mode from normal mode to RTC mode in S284, and sets the value of the timer T to the initial value (120000 msec) in S285. The value of this timer T is decremented by the timer interrupt processing each time the sub-control circuit 60 activates the timer interrupt processing. When the sub-control circuit 60 determines that a jackpot has been hit when "timer T>0", it switches the mode to chance mode instead of RTC mode, and when it determines that "timer T=0", it switches the mode to normal mode instead of RTC mode.

[0193] The RTC mode starts every two hours in the normal game mode (low probability non-electric support state) and ends every time a certain time "two minutes" has elapsed since the start of the RTC mode. As shown in FIG. 36(b), the sub-control circuit 60 displays the image of the performance pattern game superimposed on the Super Chance background image in the RTC mode. The "Big Win?!" big win preview image YO in FIG. 36(c) is a preview that the three rows of performance patterns will be a big win combination in the current performance pattern game, and is displayed as a cut-in while the three rows of performance patterns are scrolling. This big win preview image YO is superimposed on the Super Chance background image when the RTC mode is set, and the Super Chance background image functions as an image of a pre-indication performance that suggests to the player that the big win preview image YO will be displayed.

[0194] The big win notice performance process of Fig. 37 is started every time the sub-control circuit 60 receives special chart 1 game data or special chart 2 game data from the main control circuit 40 in S123 of Fig. 24(a), and the sub-control circuit 60 judges whether or not to display the big win notice image YO in the big win notice performance process, and if it is judged that the big win notice image YO is to be displayed, it displays the big win notice image YO in the current performance pattern game. When the sub-control circuit 60 starts the big win notice performance process, it judges in S291 whether or not the data reception result is special chart 1 game data. Here, if it is judged that the data reception result is special chart 1 game data, it judges in S292 whether or not the current performance mode is the RTC mode.

[0195] If the sub-control circuit 60 judges in S292 that it is in the RTC mode, it detects the result of the hit / miss judgment from the reception result of the special chart 1 game data in S293, and judges whether the hit / miss detection result is a jackpot or not. If it judges that the hit / miss detection result is a jackpot, it judges in S294 that the jackpot notice image YO will be displayed in the current performance pattern game with a high probability (50%), and if it judges that the hit / miss detection result is a miss, it judges in S295 that the jackpot notice image YO will be displayed in the current performance pattern game with a low probability (1%). That is, in the RTC mode, the display of the jackpot notice image YO is suggested to the player in response to the display of the super chance background image, and the jackpot is suggested to the player in response to the jackpot notice image YO actually being displayed superimposed on the super chance background image.

[0196] [Example 7] The big win judgment table 1 of Fig. 38(a) and the big win judgment table 2 of Fig. 38(b) are stored in the ROM of the main control circuit 40 in place of the big win judgment table of Fig. 5(e), and the main control circuit 40 judges whether it is a big win, a miss, or a small win from the big win judgment table 1 of Fig. 38(a) in the special chart 1 processing of Fig. 9(b), and judges whether it is a big win, a miss, or a small win from the big win judgment table 2 of Fig. 38(b) in the special chart 2 processing of Fig. 9(a). This big win judgment table 2 has a higher probability of judging a small win than the big win judgment table 1, and in each of the low probability electric support mode, high probability electric support mode, and high probability super electric support mode, the game ball enters the second starting hole 23 more frequently than in the low probability non-electric support mode, and is judged to be a small win more frequently.

[0197] The game pattern table of FIG. 38(c) is stored in the ROM of the main control circuit 40 in place of the game pattern table of FIG. 7(a). The opening and closing pattern of the large prize winning port 19 capable of paying out game balls to the player is set in the game pattern table of FIG. 38(c) as a small winning game pattern, and when the main control circuit 40 judges that a small winning has occurred, it detects the small winning game pattern from the game pattern table of FIG. 38(c) and pays out game balls to the player in response to the small winning game being executed as a result of the detection of the small winning game pattern. That is, each of the low probability electric support mode, the high probability electric support mode, and the high probability super electric support mode is a small winning concentration mode in which a large number of game balls can be acquired by repeating small winning games, and each of the super chance mode of the fourth embodiment and the super chance mode of the fifth embodiment, which are set in the final performance pattern game of the low probability electric support mode, is set when the small winning concentration mode falls into the normal game mode. In this case, it is possible to alleviate the player's disappointment when the small hit concentration mode falls away.

[0198] [Example 8] The super chance mode setting process of FIG. 39 is executed by the sub-control circuit 60 in place of the super chance mode setting process of FIG. 32. When the sub-control circuit 60 receives the special pattern 2 game data from the main control circuit 40, it judges in S301 whether the current performance pattern game is a game before the "90th time" in the high probability electric support mode. The performance pattern game before the "90th time" in this high probability electric support mode is performed in the chance mode, and when the sub-control circuit 60 judges in S301 that the current performance pattern game is a game before the "90th time" in the high probability electric support mode, it judges in S302 whether there is a pre-read result of "falling" in any of the special pattern 2 pre-read receiving areas 1 to 4. If it is judged that there is a pre-read result of "falling", the performance mode is changed from the chance mode to the super chance mode in S303, and the remaining electric support count is set to the value of the counter N2 in S304. This remaining number of times of electric support is the remaining number of times of play before demoting from the high probability electric support mode to the normal play mode via the low probability electric support mode, and is "100-current number of times of play". For example, if the current performance pattern play is the "50th" play in the high probability electric support mode, the value of the counter N2 is set to "50 (=100-50)". That is, if "falling" is predicted in the high probability electric support mode in which the chance background image is displayed, the chance mode is switched to the super chance mode as shown in FIG. 41, and the super chance background image is displayed from the next performance pattern play. This super chance background image is displayed in both the high probability electric support mode and the low probability electric support mode that has fallen from the high probability electric support mode.

[0199] The super chance mode release process in FIG. 40 is executed by the sub-control circuit 60 in place of the super chance mode release process in FIG. 33. When the sub-control circuit 60 receives the fluctuation stop command 2 from the main control circuit 40 in the super chance mode setting state, it judges "N2>0" in S267, subtracts the value of the counter N2 in S268, and judges whether "N2=0" is true in S269. If it judges "N2=0", it releases the super chance mode in S265 and sets the normal mode in S266. That is, when "falling" is pre-read in the high probability electric support mode before the "90th time" in which the chance background image is displayed, the super chance background image is displayed as shown in FIG. 41, and when the game mode is downgraded from the high probability electric support mode to the low probability electric support mode to the normal game mode, the normal background image is displayed instead of the super chance background image from the "101st time" performance pattern game.

[0200] When the sub-control circuit 60 judges "N2>0" in S269 of FIG. 40, it judges in S311 whether or not the three-column performance symbols are combined to form an odd-numbered jackpot in the current performance symbol game. For example, if the high probability electric support mode is set from the next time, the three-column performance symbols are combined to form an odd-numbered jackpot in the current performance symbol game. In this case, the sub-control circuit 60 judges in S311 that the three-column performance symbols are combined to form an odd-numbered jackpot, cancels the super chance mode in S312, and sets the speed mode in S313. That is, if the three-column performance symbols are combined to form an odd-numbered jackpot in the current performance symbol game by overlapping them in front of the super chance background image, the high probability electric support mode is set. In this case, as shown in FIG. 41, the speed background image is displayed instead of the super chance background image from the next performance symbol game, so the player can know the setting of the high probability electric support mode from the "first" performance symbol game in the high probability electric support mode. In short, if a player wins a jackpot with "jackpot pattern 1" or "jackpot pattern 3" in Super Chance Mode, the chance background image common to both the low probability electric support mode and the high probability electric support mode will not be displayed, and the player can play with confidence that the high probability electric support mode has been set from the "first" performance pattern play in the high probability electric support mode.

[0201] If the sub-control circuit 60 judges in S311 of FIG. 40 that the three-column performance symbols are not an odd-numbered jackpot combination in the current performance symbol game, it judges in S314 whether the three-column performance symbols are an even-numbered jackpot combination in the current performance symbol game. For example, if the low probability electric support mode is set from the next time, the three-column performance symbols are an even-numbered jackpot combination in the current performance symbol game. In this case, the sub-control circuit 60 judges in S314 that the three-column performance symbols are an even-numbered jackpot combination, cancels the super chance mode in S315, and sets the chance mode in S316. That is, if the three-column performance symbols are superimposed in front of the super chance background image in the current performance symbol game to be an even-numbered jackpot combination, the low probability electric support mode is set. In this case, as shown in FIG. 41, the chance background image is displayed instead of the super chance background image from the next performance symbol game, so the player can have a sense of expectation for the setting of the high probability electric support mode.

[0202] In the above-mentioned Examples 4 to 8, in addition to the inventions described in the claims, the following [Reference Invention 2-1] to [Reference Invention 2-7] are described. The gaming machine has a configuration in which a winning or losing decision is made when a gaming ball enters a starting area, and when a winning or losing decision is made, an image of a pattern game is displayed to inform the player of the winning or losing decision result. The image of the pattern game is displayed in a state where the identification pattern is changed and then in a state where the change is stopped, and the player is informed of the winning or losing decision result by the state where the identification pattern is stopped changing. The gaming machine has a configuration in which the image of the pattern game is displayed in a state according to the setting result of the current presentation mode. In this configuration, a common presentation mode is set between the setting state of a game mode advantageous to the player and the setting state of a game mode disadvantageous to the player, and it is made difficult for the player to distinguish which of the two game modes is set from the presentation state of the image of the pattern game (see JP 2010-234005 A). This conventional gaming machine is designed to intentionally confuse the player, and there is still room for improvement in terms of entertainment value.

[0203] [Reference Invention 2-1] A special game means for determining whether or not a win has been made when a start condition is established, and for playing a special game by opening a special area when the win has been determined; A symbol game means for displaying an image of a symbol game to inform a player of a winning or losing judgment result; A presentation mode setting means for setting a presentation mode for presenting an image of a symbol game; A presentation mode canceling means is provided for canceling the setting result of the presentation mode, the presentation mode setting means sets the presentation mode to a specific one when a first mode setting condition is established under which the current game mode is demoted to a game mode that is less favorable to the player than the current game mode, and is also capable of setting the presentation mode to the specific one when a second mode setting condition different from the first mode setting condition is established; The gaming machine is characterized in that the presentation mode release means is capable of releasing the specific presentation mode in response to the first mode release condition being satisfied when the specific presentation mode is set in response to the first mode setting condition being satisfied, and is capable of releasing the specific presentation mode in response to the second mode release condition being satisfied when the specific presentation mode is set in response to the second mode setting condition being satisfied. In the embodiment, when the game ball enters the first start hole 18 or the second start hole 23, it corresponds to the case where the start condition is established, the big prize hole 19 corresponds to the special area, the big win game corresponds to the special game, the main control circuit 40 corresponds to the special game means, the performance symbol game corresponds to the symbol game, the sub-control circuit 60 corresponds to the symbol game means, the performance mode setting means, and the performance mode release means, and the normal mode, chance mode, speed mode, super speed mode, and super chance mode correspond to the performance modes, and the low probability power The support mode corresponds to the current game mode, the normal game mode corresponds to a game mode that is disadvantageous to the player, downgrading from the low probability support mode to the normal game mode corresponds to the establishment of the first mode setting condition, the super chance mode corresponds to a specific presentation mode, predicting a jackpot in the normal game mode corresponds to the establishment of the second mode setting condition, playing a number of presentation patterns according to the number of reserved special chart 2s corresponds to the establishment of the first mode release condition, and playing a jackpot presentation pattern corresponds to the establishment of the second mode release condition. According to the above means, when the current game mode is demoted to a game mode that is less favorable to the player than the current game mode, a specific presentation mode is set and the image of the symbol game is presented in a specific manner according to the specific presentation mode, so that the disappointment of the player due to the game mode being demoted can be alleviated by the presentation of the specific manner. Moreover, since the image of the symbol game is presented in a specific manner on another occasion, it is possible to provide the player with another opportunity to enjoy the presentation of the specific manner.

[0204] [Reference Invention 2-2] The gaming machine described in [Reference Invention 2-1] is characterized in that the symbol game means presents symbol game images in a manner that does not suggest the setting of a game mode that is disadvantageous to the player during the period in which the presentation mode is set to the specific one. According to the above means, when the current game mode is downgraded to a game mode disadvantageous to the player, the image of the symbol game is presented in a specific manner that does not suggest the game mode to the player, so that it is possible to prevent the player from feeling disappointed that the game mode has been downgraded from the manner in which the image of the symbol game is presented.

[0205] [Reference Invention 2-3] The gaming machine described in [Reference Invention 2-1] is characterized in that the presentation mode setting means sets a presentation mode for presenting an image of a pattern game in a manner that suggests the disadvantageous game mode to the player when the specific presentation mode is released in response to the establishment of the first mode release condition. The normal mode in the embodiment corresponds to a presentation mode for presenting images of a symbol game in a manner that suggests an unfavorable game mode to the player. According to the above means, when the current game mode is downgraded to a game mode disadvantageous to the player, the image of the symbol game is first presented in a specific manner corresponding to a specific presentation mode, and then presented in a manner suggesting the game mode disadvantageous to the player, so that it is possible to delay the timing at which the player recognizes the setting of the disadvantageous game mode from the presentation manner of the image of the symbol game.

[0206] [Reference Invention 2-4] The gaming machine described in [Reference Invention 2-1] is characterized in that the presentation mode setting means determines that the second mode setting condition is met when the current game mode is promoted to a game mode that is more advantageous to the player than the current game mode. The normal game mode in the embodiment corresponds to the current game mode, and the low probability electric power support mode and the high probability electric power support mode each correspond to a game mode advantageous to the player. According to the above-mentioned means, a common presentation mode is set between when the current game mode is downgraded and when it is promoted, and accordingly the image of the symbol game is presented in a common specific manner, so that a player who has experienced the game mode being promoted in response to the image of the symbol game being presented in a specific manner can feel great expectations even when the current game mode is downgraded.

[0207] [Reference Invention 2-5] The gaming machine described in [Reference Invention 2-4] is characterized in that, when the specific presentation mode is set in response to the establishment of the first mode setting condition, the presentation mode release means releases the specific presentation mode in response to the establishment of a condition, as the first mode release condition, that the actual number of times the image of the pattern game in the disadvantageous game mode is displayed reaches an upper limit value, and, when the specific presentation mode is set in response to the establishment of the second mode setting condition, the presentation mode release means releases the specific presentation mode in response to the establishment of a condition, as the second mode release condition, that the advantageous game mode is actually set. According to the above means, when a specific presentation mode is set in response to the current game mode being promoted to a game mode advantageous to the player, the presentation of the specific mode ends in response to the game mode being advantageous to the player actually being set, so that it is possible to make the player clearly recognize that the presentation of the specific mode suggests the setting of an advantageous game mode. Moreover, when a specific presentation mode is set in response to the current game mode being demoted to a game mode disadvantageous to the player, the presentation of the specific mode ends in response to the actual number of times the image of the symbol game in the disadvantageous game mode is displayed reaching an upper limit, so that it is possible to prevent the player's expectations for the presentation of the specific mode from being excessively aroused.

[0208] [Reference Invention 2-6] A win / loss determination means for performing a win / loss determination process when the game ball enters the starting area in a state where it is possible to determine the win / loss, and for predicting the win / loss when the game ball enters the starting area in a state where it is impossible to determine the win / loss and suspending the win / loss determination process until it becomes possible to determine the win / loss; a special game means for playing a special game by opening a special area when the winning / losing determining means determines that a winning has occurred; A symbol game means for displaying an image of a symbol game to inform a player of the result of the winning / losing judgment means; A notice performance means for performing a notice performance that suggests to a player that a winning will be notified by an image of a symbol game; The apparatus includes a period setting means for setting an allowable period during which the advance notice performance means is allowed to perform the advance notice performance, the period setting means starting the allowable period in response to the win / loss determination means predicting a win and ending the allowable period in response to the win actually being notified by an image of a symbol game, The period setting means is This gaming machine is characterized in that the tolerance period is also started when the current game mode is downgraded to a game mode that is less favorable to the player than the current game mode, and when the tolerance period is started in response to the downgrading of the game mode, the tolerance period is ended in response to the actual number of times that the image of the pattern game in the less favorable game mode is displayed reaching an upper limit value. In the embodiment, the state in which the special chart 1 game, the special chart 2 game, the big win game, and the small win game have all stopped corresponds to a state in which it is possible to determine whether or not a win has been won, and a state in which one of the special chart 1 game to the small win game is being executed corresponds to a state in which it is impossible to determine whether or not a win has been won, the main control circuit 40 corresponds to a win / loss determination means, the sub control circuit 60 corresponds to a notice performance means and a period setting means, the display of the super chance background image corresponds to a notice performance, and the initial settings of the values ​​of counter N1 and counter N2 correspond to the setting of the allowable period. According to the above means, the permissible period is started in response to the prediction of a win. During this permissible period, the player is suggested a win in response to the execution of a preview performance, so that the player's expectation of a win can be increased. Moreover, the permissible period is also started when the current game mode is demoted to a game mode that is less favorable to the player than the current game mode. During this permissible period, the player is suggested a win in response to the execution of a preview performance, so that the player's disappointment at the game mode being demoted can be alleviated by the preview performance.

[0209] [Reference Invention 2-7] A special game means for determining whether or not a win has been made when a start condition is established, and for playing a special game by opening a special area when the win has been determined; A symbol game means for displaying an image of a symbol game to inform a player of a winning or losing judgment result; A presentation mode setting means for setting a presentation mode for displaying an image of a symbol game to one of a plurality of presentation modes, and for setting the presentation mode to a specific one of the plurality of presentation modes when a first mode setting condition or a second mode setting condition different from the first mode setting condition is established; A presentation mode canceling means is provided for canceling the setting result of the presentation mode, The gaming machine is characterized in that the presentation mode release means releases the specific presentation mode in response to the first mode release condition being satisfied when the specific presentation mode is set in response to the first mode setting condition being satisfied, and releases the specific presentation mode in response to the second mode release condition being satisfied when the specific presentation mode is set in response to the second mode setting condition being satisfied. According to the above means, a common specific presentation mode is set between the first mode setting condition and the second mode setting condition. Therefore, diversity is generated in the start timing of the specific presentation mode from the player's point of view, improving the entertainment value of the game. Moreover, when the specific presentation mode is started in response to the first mode setting condition being established, the specific presentation mode is deactivated in response to the first mode deactivation condition being established, and when the specific presentation mode is started in response to the second mode setting condition being established, the specific presentation mode is deactivated in response to the second mode deactivation condition being established. Therefore, diversity is generated in the end timing of the specific presentation mode from the player's point of view, improving the entertainment value of the game.

[0210] [Example 9] FIG. 42(a) is a list of the symbol reliability in the reliability mode 1. This reliability mode 1 is set when the super chance mode 1 starts, and is released when the super chance mode 1 ends. This super chance mode 1 refers to the chance mode of the embodiment 4 that is set in response to the big win being predicted in the normal mode, and the symbol reliability refers to the probability of a big win combination when the three rows of performance symbols are in a reach state in the current performance symbol game in the reliability mode 1. In this reliability mode 1, the symbol reliability when the three rows of performance symbols are in a reach state of "6↓6" and when they are in a reach state of "7↓7" is set higher than the symbol reliability when each of the remaining seven types of performance symbols "1, 2, 3, 4, 5, 8, 9" is in a reach state, and in the reliability mode 1, as shown in FIG. 42(c), a super chance background image 1 in which an information image Z1 of "hope for 6 7" is superimposed in front of the super chance background image is displayed as a background image for the performance symbol game.

[0211] FIG. 42(b) is a list of the symbol reliability in the reliability mode 2. This reliability mode 2 is set when the super chance mode 2 starts, and is released when the super chance mode 2 ends. This super chance mode 2 is called the super chance mode of the embodiment 4 set in the last round of the low probability electric support mode, and in the reliability mode 2, as shown in FIG. 42(d), the super chance background image 2 in which the information image Z2 of "hope for 7" is superimposed in front of the super chance background image is displayed as the background image of the performance symbol game. In this super chance mode 2, the symbol reliability when the three rows of performance symbols reach the "7↓7" reach state is set higher than the symbol reliability when each of the remaining eight types of performance symbols "1, 2, 3, 4, 5, 6, 8, 9" reaches the reach state. Between these reliability modes 1 and 2, the symbol reliability of each of "1↓1", "3↓3", "5↓5", "6↓6", and "9↓9" is set to a different value.

[0212] The symbol setting process in FIG. 43 is executed in S142 in FIG. 24(c) when the sub-control circuit 60 starts the current performance symbol game, and the sub-control circuit 60 sets the combination of the miss reach and the big win of the three rows of performance symbols in each of the reliability mode 1 and the reliability mode 2 in response to executing the symbol setting process in FIG. 43. This sub-control circuit 60 judges whether the reach performance is executed in the current performance symbol game in S321 in FIG. 43. This reach performance is called the normal reach performance and the special reach performance, and the sub-control circuit 60 judges that the reach performance is executed in the current performance symbol game when the reception result of the special symbol variation pattern is either "PO01 to PO05" for the big win or "PH01 to PH05" for the miss reach, and moves from S321 to S322.

[0213] When the sub-control circuit 60 shifts to S322, it judges whether or not the current presentation mode is super chance mode 1. If it judges that it is super chance mode 1, it shifts to reach symbol setting process 1 in S323, and if it judges that it is not super chance mode 1, it shifts to S324. Here, it judges whether or not the current presentation mode is super chance mode 2, and if it judges that it is super chance mode 2, it shifts to reach symbol setting process 2 in S325.

[0214] FIG. 44(a) shows the reach symbol setting process 1 in S323, and the sub-control circuit 60 judges whether the result of receiving the special symbol 1 game data has a judgment result of "jackpot symbol 1" or a judgment result of "jackpot symbol 3" in S331. If it is judged that there is a judgment result of "jackpot symbol 1" or a judgment result of "jackpot symbol 3", the three columns of performance symbols are set to one of the five odd jackpot combinations "111", "333", "555", "777", and "999" in S332. Each of these five types of jackpot combinations is set with an equal probability of 20%, and if the sub-control circuit 60 judges that there is neither a judgment result of "jackpot symbol 1" nor a judgment result of "jackpot symbol 3" in S331, it proceeds to S333.

[0215] When the sub-control circuit 60 proceeds to S333, it judges whether or not there is a judgment result of "jackpot pattern 2". If it judges that there is a judgment result of "jackpot pattern 2", then in S334 it sets the three rows of performance symbols to one of the four types of jackpot combinations, "222", "444", "666", and "888". Each of these four types of jackpot combinations is set with an equal probability of "25%," and if the sub-control circuit 60 judges that there is no judgment result of "jackpot pattern 2" in S333, it proceeds to S335.

[0216] When the sub-control circuit 60 goes to S335, it sets the three columns of performance symbols to a combination of miss-reach. This miss-reach combination is set by selecting one of the seven types of performance symbols "1-5, 8-9" excluding "6, 7" as the left column and the right column, and selecting one of the eight types of performance symbols "1-9" excluding the left and right columns as the middle column, and as shown in FIG. 42(a), in the reliability mode 1, when a reach state occurs with "7", a high probability electric support mode is set in accordance with the extremely high probability of the three columns of performance symbols being a combination of the same odd numbers, and when a reach state occurs with "6", a low probability electric support mode is set in accordance with the extremely high probability of the three columns of performance symbols being a combination of the same even numbers. In this reliability mode 1, if a reach state occurs with any of the odd numbers "1, 3, 5, 9," a high probability electric support mode is set in accordance with the probability that the three rows of performance symbols will form a jackpot combination of the same odd numbers, which is lower than the probability of "6, 7." If a reach state occurs with any of the even numbers "2, 4, 8," a low probability electric support mode is set in accordance with the probability that the three rows of performance symbols will form a jackpot combination of the same even numbers, which is lower than the probability of "6, 7."

[0217] FIG. 44(b) is the reach symbol setting process 2 of S325, and the sub-control circuit 60 judges in S341 whether or not there is a judgment result of "jackpot symbol 1" or "jackpot symbol 3" in the reception result of the special symbol 2 game data. If it is judged that there is a judgment result of "jackpot symbol 1" or "jackpot symbol 3", it sets the three rows of performance symbols to the jackpot combination "777" in S342, and if it is judged that there is neither a judgment result of "jackpot symbol 1" nor a judgment result of "jackpot symbol 3", it judges in S343 whether or not there is a judgment result of "jackpot symbol 2". If it is judged that there is a judgment result of "jackpot symbol 2", it sets the three rows of performance symbols to one of the jackpot combinations "222", "444", "666", or "888" in S344. Each of these four types of jackpot combinations is set with an equal probability of "25%." If the sub-control circuit 60 determines in S343 that there is no judgment result of "jackpot pattern 2," it proceeds to S345.

[0218] When the sub-control circuit 60 shifts to S345, it sets the three rows of performance symbols to a miss reach combination. This combination of missed reaches is set by selecting one of the eight types of performance symbols for the left and right columns, "1 to 6, 8 to 9" excluding "7", and selecting one of the eight types of performance symbols for the middle column, "1 to 9" excluding the left and right columns. As shown in Figure 42(b), in reliability mode 2, when a reach state occurs with "7", a high probability electric support mode is set in accordance with the extremely high probability of 100% that the three columns of performance symbols will form a jackpot combination of the same odd numbers, and when a reach state occurs with any of the even numbers "2, 4, 6, 8", a low probability electric support mode is set in accordance with the medium probability, lower than that of "7", that the three columns of performance symbols will form a jackpot combination of the same even numbers, and when a reach state occurs with any of the odd numbers "1, 3, 5, 9" excluding "7", the three columns of performance symbols will not necessarily form a jackpot combination.

[0219] According to the above-mentioned embodiment 9, the following effects are obtained. In the performance symbol game, the player is suggested that a combination of three rows of performance symbols will be a jackpot with an extremely high probability when they reach a specific reach state, so the player can enjoy hoping that the three rows of performance symbols will reach a specific reach state. Moreover, in reliability mode 1, the majority type "6↓6" and "7↓7" are set as the specific reach state, while in reliability mode 2, the minority type "7↓7" is set. Therefore, in reliability mode 1, the player can be given the apparent impression that the jackpot probability is higher than in reliability mode 2, and the overall entertainment value of the game is improved. The reach effects in reliability mode 1 and reliability mode 2 were performed in a common normal game mode in which the probability of determining a jackpot was set to a normal value. Therefore, when reliability mode 1 is set in particular, the player can be given the impression that it is a high probability mode, further improving the entertainment value of the game.

[0220] When reliability mode 1 is set, the image of the reach effect is produced by the super chance background image 1, and when reliability mode 2 is set, the image of the reach effect is produced by the super chance background image 2. This makes it possible for the player to recognize whether reliability mode 1 or reliability mode 2 is set from the difference in the background image of the reach effect. In reliability mode 1, information image Z1 is displayed, and in reliability mode 2, information image Z2, the display contents of which are different from information image Z1, is displayed. Therefore, in reliability mode 1, the player can obtain information on what a highly reliable reach state is from information image Z1, and in reliability mode 2, the player can obtain information on what a highly reliable reach state is from information image Z2, which further improves the entertainment value of the game.

[0221] Since the reach state "7↓7" is shared between reliability mode 1 and reliability mode 2 as a reach state with high reliability, the player can expect the three rows of performance symbols to reach the reach state "7↓7" without worrying about whether reliability mode 1 or reliability mode 2 is set. Since "7↓7", which indicates to the player that the high probability electric support mode is set, is shared between reliability mode 1 and reliability mode 2 as a high reliability reach state, the player can expect the three rows of performance symbols to reach the reach state "7↓7" without worrying about whether reliability mode 1 or reliability mode 2 is set. Five different reliability levels, "1↓1", "3↓3", "5↓5", "6↓6", and "9↓9", are provided between reliability mode 1 and reliability mode 2. This allows the player to have different expectations when three rows of performance symbols are in a reach state in reliability mode 1 and when three rows of performance symbols are in a reach state in reliability mode 2, improving the entertainment value of the game.

[0222] In the above-mentioned Example 9, the probability of a jackpot in the reach state "6↓6" and "7↓7" in the reliability mode 1 may be set to about "80%", which is higher than the remaining 7 types of performance symbols. Similarly, the probability of a jackpot in the reach state "7↓7" in the reliability mode 2 may be set to about "80%, which is higher than the remaining 8 types of performance symbols.

[0223] [Example 10] FIG. 45(a) is a list of the symbol reliability in reliability mode 1. In reliability mode 1, the symbol reliability of all nine types of performance symbols "1 to 9" is set to the same extremely high probability, and in reliability mode 1, when a reach state occurs in the current performance symbol game, the three rows of performance symbols will always be a combination of big wins regardless of the type of performance symbol. In reliability mode 1, as shown in FIG. 45(c), a super chance background image 11 is displayed in which an information image Z3 of "expecting reach" is superimposed on the super chance background image. FIG. 45(b) is a list of the symbol reliability in reliability mode 2. In reliability mode 2, the symbol reliability of all nine types of performance symbols "1 to 9" is set to the same medium probability, and in reliability mode 2, when a reach state occurs in the current performance symbol game, the three rows of performance symbols will be a combination of big wins regardless of the type of performance symbol. In this reliability mode 2, a super chance background image is displayed as shown in FIG. 45(d).

[0224] The reach symbol setting process 1 in Fig. 46(a) is executed by the sub-control circuit 60 in place of the reach symbol setting process 1 in Fig. 44(a) in S323 in Fig. 43, and the sub-control circuit 60 grants the symbol reliability in Fig. 45(a) in response to executing the reach symbol setting process 1 in Fig. 46(a) in reliability mode 1. When the sub-control circuit 60 receives special symbol 1 game data from the main control circuit 40 in super chance mode 1, it detects the determination result of the special symbol variation pattern from the reception result of the special symbol 1 game data in S361 and determines whether the determination result of the special symbol variation pattern is one of "PH01 to PH05" for misses. Each of these special chart change patterns for misses produces an image of the performance pattern game in a normal reach performance or a special reach performance, and when the sub-control circuit 60 determines in S361 that the judgment result of the special chart change pattern is for a miss normal reach performance or a miss special reach performance, it changes the received result of the special chart change pattern to a special special chart change pattern Ps in S362, and sets the three rows of performance patterns to a completely miss combination in S363.

[0225] Fig. 47 explains the image of the current performance symbol game displayed on the performance symbol display 28 when the sub-control circuit 60 changes the special symbol variation pattern for the normal reach performance of a miss or the special reach performance of a miss to the special special symbol variation pattern Ps. In this case, images of two or more pseudo symbol games are displayed as the image of the current performance symbol game. The images of each of these pseudo symbol games have the same performance content as the all-symbol simultaneous stop performance, and the three columns of performance symbols are set as the result of a completely miss combination, and in reliability mode 1, the three columns of performance symbols do not become a miss reach combination.

[0226] When the sub-control circuit 60 judges in S361 of Fig. 46 that the result of the special pattern change is neither for a normal reach performance with a miss nor for a special reach performance with a miss, it judges in S364 whether the result of the special pattern change is for a jackpot. If it judges that the result of the special pattern change is for a jackpot, it moves to S365 and judges whether the result of the jackpot type judgment is "jackpot pattern 1" or "jackpot pattern 3". If it judges that it is "jackpot pattern 1" or "jackpot pattern 3", it sets the three rows of performance patterns to one of five odd number combinations of "111" to "999" with equal probability in S366, and if it judges that it is "jackpot pattern 2", it sets the three rows of performance patterns to one of four even number combinations of "222" to "888" with equal probability in S367. That is, in reliability mode 1, as shown in FIG. 45(a), when a reach state occurs with an odd number, a high probability of 100% is set for the three rows of performance symbols to form a jackpot combination of the same odd numbers, and when a reach state occurs with an even number, a low probability of 100% is set for the three rows of performance symbols to form a jackpot combination of the same even numbers.

[0227] The reach symbol setting process 2 in Fig. 46(b) is executed by the sub-control circuit 60 in place of the reach symbol setting process 2 in Fig. 44(b) at S325 in Fig. 43, and the sub-control circuit 60 grants the symbol reliability in Fig. 45(b) in response to executing the reach symbol setting process 2 in Fig. 46(b) in reliability mode 2. When the sub-control circuit 60 receives special symbol 2 game data from the main control circuit 40 in super chance mode 2, it determines in S371 whether the reception result of the special symbol 2 game data includes the judgment result of "jackpot symbol 1" or the judgment result of "jackpot symbol 3". If it is determined that there is a "jackpot pattern 1" or a "jackpot pattern 3" result here, then in S372 the three rows of performance patterns are set to one of five odd-numbered jackpot combinations with an equal probability of 20%, and if it is determined that there is neither a "jackpot pattern 1" result nor a "jackpot pattern 3" result, then the process proceeds to S373.

[0228] When the sub-control circuit 60 shifts to S373, it judges whether or not there is a judgment result of "jackpot pattern 2". If it judges that there is a judgment result of "jackpot pattern 2", the three columns of performance symbols are set to one of the four even-numbered jackpot combinations with an equal probability of "25%" in S374, and if it judges that there is no judgment result of "jackpot pattern 2", the three columns of performance symbols are set to a combination of "miss reach" in S375. This miss reach combination is set by selecting one of the nine types of "1 to 9" for the left column performance symbol and the right column performance symbol, and selecting one of the eight types of "1 to 9" excluding the left and right columns for the center column performance symbol. As shown in FIG. 45(b), in the reliability mode 2, even if a reach state occurs with any of "1 to 9", the three columns of performance symbols will be a jackpot combination of the same number with the same medium probability.

[0229] According to the above-mentioned embodiment 10, the following effects are obtained. In the reliability mode 1, the player is suggested that the combination of three rows of performance symbols will be a jackpot with an extremely high probability when they reach one of nine types of reach states in the performance symbol game, so the player can enjoy hoping that the three rows of performance symbols will be in a reach state. Moreover, in the reliability mode 2, the player is suggested that the combination of three rows of performance symbols will be a jackpot with a medium probability when they reach one of nine types of reach states, and the reach state that suggests to the player that the combination of three rows of performance symbols will be a jackpot with an extremely high probability is set to zero. Therefore, the reliability mode 1 can give the player the apparent impression that the probability of a jackpot is higher than that of the reliability mode 2, so the overall entertainment value of the game is improved. The reliability of all nine types of reach states is made different between reliability mode 1 and reliability mode 2. Therefore, the player can have different expectations when three rows of performance symbols are in reach state in reliability mode 1 and when three rows of performance symbols are in reach state in reliability mode 2, improving the entertainment value of the game.

[0230] [Example 11] FIG. 48(a) is a list of symbol reliability in reliability mode 1, in which the symbol reliability of all nine types of performance symbols "1 to 9" is set to the same 100%. FIG. 48(b) is a list of symbol reliability in reliability mode 2. In this reliability mode 2, the symbol reliability of one type, "7", is set to 100%, and the remaining eight types of symbol reliability are set to the same medium probability. According to the above-mentioned embodiment 11, the following effects are obtained. Since "7↓7", which indicates the setting of the high probability electric support mode, is shared between reliability mode 1 and reliability mode 2 as a high reliability reach state, the player can expect the three rows of performance symbols to reach the "7↓7" reach state without worrying about whether reliability mode 1 or reliability mode 2 is set.

[0231] In the above-mentioned Examples 9 to 11, the chance mode when a big win is predicted in advance in the normal game mode may be set to the reliability mode 2, and the chance mode set in the final round of the low-probability time-saving mode may be set to the reliability mode 1. In the above-mentioned embodiments 9 to 11, each of the reliability mode 1 and the reliability mode 2 may be set to the high accuracy electric power support mode (speed mode).

[0232] In the above-mentioned Examples 9 to 11, in addition to the inventions described in the claims, the following [Reference Invention 3-1] to [Reference Invention 3-8] are described. There is a gaming machine that is configured to judge whether or not a winning ball has entered the starting area, and to inform the player of the result of the judgment of winning or losing by displaying an image of a pattern game when the winning or losing ball has been judged. The image of the pattern game is displayed in a state where the identification symbol is changed and then in a state where the change is stopped, and the result of the judgment of winning or losing is informed to the player by the state of the identification symbol in the state where the change is stopped (see JP2005-348857A). In this gaming machine, the identification symbol is changed from a changing state to a state where the change is stopped through one of a plurality of mutually different ready states. In the case of this gaming machine, the identification symbol is in a ready state in order to suggest to the player that the identification symbol may be in a winning state, and there is still room for improvement in terms of the idea.

[0233] [Reference Invention 3-1] A determination means for determining whether a start condition is satisfied when the start condition is satisfied; A symbol game means for displaying a symbol game image that notifies a player of a winning or losing judgment result in response to stopping the variation of the identification symbol in a winning or losing state after the identification symbol is in a variable state; A tenpai effect is performed in which the identified symbols are made into a ready state during a period from when the identified symbols are made into a variable state in a pattern game until when the identified symbols are made into a variable stop state, and the game game is provided with a ready state effect means for suggesting to a player that the identified symbols will be made into a winning state with a high probability in response to the identified symbols being made into a highly reliable ready state in the ready state effect, The tenpai presentation means of the gaming machine is characterized in that it performs tenpai presentation in a first reliability mode in which the identification symbols can be made into a number of highly reliable tenpai states and in a second reliability mode in which the identification symbols can be made into a few highly reliable tenpai states including zero. In the embodiment, when the game ball enters the first start hole 18 or the second start hole 23, this corresponds to the start condition being met, the main control circuit 40 corresponds to the determination means, the three rows of performance symbols correspond to the identification symbols, the scrolling state of the three rows of performance symbols corresponds to the changing state, the scrolling stopped state of the three rows of performance symbols corresponds to the changing stopped state, the jackpot combination corresponds to the winning state, the miss reach combination and the complete miss combination correspond to the miss state, the performance symbol play corresponds to the pattern play, the sub-control circuit 60 corresponds to the pattern play means and the ready state performance means, the reach state of the three rows of performance symbols corresponds to the ready state of the identification symbols, the reach performance corresponds to the ready state performance, the pattern reliability corresponds to the reliability, reliability mode 1 corresponds to the first reliability mode, and reliability mode 2 corresponds to the second reliability mode. According to the above means, the player is suggested that there is a high probability of a winning pattern in response to the identification pattern becoming a highly reliable tenpai pattern in the pattern game, so the player can enjoy the expectation that the identification pattern will become a highly reliable tenpai pattern. Moreover, a large number of types are set as the highly reliable tenpai pattern in the first reliability mode, and a small number of types including zero are set in the second reliability mode. Therefore, the first reliability mode can give the player the apparent impression that the probability of winning is higher than in the second reliability mode, and the overall entertainment value of the game is improved.

[0234] [Reference Invention 3-2] a probability setting means for setting the hit judgment probability of the judgment means to a normal value or a high value; The gaming machine described in [Reference Invention 3-1] is characterized in that the tenpai presentation means performs the tenpai presentation in the first reliability mode and the tenpai presentation in the second reliability mode under common conditions in which the probability of determining a hit is set to the normal value. The main control circuit 40 in the embodiment corresponds to the probability setting means. According to the above means, the player can be given the impression that the probability of a winning determination is set to a high value, particularly when the first reliability mode is set, thereby further enhancing the entertainment value of the game.

[0235] [Reference Invention 3-3] The gaming machine described in [Reference Invention 3-1] is characterized in that in the second reliability mode, the tenpai presentation means displays a high reliability tenpai pattern of the same type as the high reliability tenpai pattern in the first reliability mode. In the embodiment, "7↓7" is a highly reliable ready-to-win pattern in the second reliability mode, and is the same type as one of the multiple highly reliable ready-to-win patterns "7↓7" and "6↓6" in the first reliability mode. According to the above-mentioned means, at least one ten-pai pattern is shared between the first reliability mode and the second reliability mode as a highly reliable ten-pai pattern, so that the player can expect the identification pattern to become the ten-pai pattern without worrying about whether the first reliability mode or the second reliability mode is set.

[0236] [Reference Invention 3-4] The gaming machine described in [Reference Invention 3-3] is characterized in that the tenpai presentation means sets a tenpai state that suggests to the player that a high probability state has been set as the one tenpai state. According to the above-mentioned means, the ready-to-win state indicating the setting of a high probability state is shared between the first reliability mode and the second reliability mode as a ready-to-win state with high reliability, so that the player can strongly expect that the identification pattern will become the ready-to-win state without worrying about whether the first reliability mode or the second reliability mode is set.

[0237] [Reference Invention 3-5] a presentation mode setting means for setting a presentation mode for presenting an image of a ten-pai presentation; The gaming machine described in [Reference Invention 3-1] is characterized in that the presentation mode setting means sets a first presentation mode in the first reliability mode, and sets a second presentation mode in the second reliability mode for presenting an image of a tenpai presentation in a manner different from the first presentation mode. In the embodiment, the super chance mode 1 corresponds to the first presentation mode, the super chance mode 2 corresponds to the second presentation mode, and the sub-control circuit 60 corresponds to the presentation mode setting means. According to the above means, in the first reliability mode, the image of the ten-pai effect is produced in a manner corresponding to the first effect mode, and in the second reliability mode, the image of the ten-pai effect is produced in a manner corresponding to the second effect mode. Therefore, the player can recognize whether the first reliability mode or the second reliability mode is set from the difference in the manner of the ten-pai effect.

[0238] [Reference Invention 3-6] The gaming machine described in [Reference Invention 3-1] is characterized in that the tenpai presentation means displays a first information image in the first reliability mode to inform the player of information relating to a highly reliable tenpai state, and displays a second information image in the second reliability mode to inform the player of information relating to a highly reliable tenpai state and has a display content different from that of the first information image. In the embodiment, information image Z1 corresponds to the first information image, and information image Z2 corresponds to the second information image. According to the above means, in the first reliability mode, the player can obtain information regarding a highly reliable tenpai state from the first information image, and in the second reliability mode, the player can obtain information regarding a highly reliable tenpai state from the second information image, thereby further improving the entertainment value of the game.

[0239] [Reference Invention 3-7] A determination means for determining whether a start condition is satisfied when the start condition is satisfied; A symbol game means for displaying a symbol game image that notifies a player of a winning or losing judgment result in response to stopping the variation of the identification symbol in a winning or losing state after the identification symbol is in a variable state; a tenpai performance means for performing a tenpai performance in which the identification symbol is in a tenpai state during a period from when the identification symbol is in a variable state until when the identification symbol is in a variable stop state in a symbol game; The tenpai performance means indicates to the player the degree of reliability that the identified pattern will be a winning pattern depending on which of a plurality of tenpai patterns the identified pattern is set to in the tenpai performance, and the gaming machine performs the tenpai performance in a first reliability mode in which the reliability of each of the plurality of tenpai patterns is normal, and a second reliability mode in which the reliability of one or more of the plurality of tenpai patterns is made different from the reliability in the first reliability mode. In the embodiment, when the game ball enters the first start hole 18 or the second start hole 23, this corresponds to the start condition being met, the main control circuit 40 corresponds to the determination means, the three rows of performance symbols correspond to identification symbols, the scroll state corresponds to the changing state, the big win combination corresponds to the winning state, the miss reach combination and the complete miss combination correspond to the miss state, the scroll stop state corresponds to the changing stop state, the performance symbol game corresponds to the pattern game, the sub control circuit 60 corresponds to the pattern game means and the ready-to-win performance means, the reach state corresponds to the ready-to-win state, the reach performance corresponds to the ready-to-win performance, the pattern reliability corresponds to reliability, reliability mode 1 corresponds to the first reliability mode, and reliability mode 2 corresponds to the second reliability mode. According to the above means, the reliability of the ten-pai state is different by one or more between the first reliability mode and the second reliability mode. Therefore, the player can have different expectations between the case where the identification symbol becomes the ten-pai state in the first reliability mode and the case where the identification symbol becomes the ten-pai state in the second reliability mode, thereby improving the entertainment value of the game.

[0240] [Reference Invention 3-8] The gaming machine described in [Reference Invention 3-7] is characterized in that the tenpai presentation means shares one tenpai state, which suggests to the player that a high probability state has been set, between the tenpai presentation in the first reliability mode and the tenpai presentation in the second reliability mode, with the reliability being the same for both. In the embodiment, "7↓7" is a ready state that suggests to the player that a high probability state has been set, and the reliability is set to be the same between the first reliability mode and the second reliability mode. According to the above-mentioned means, the ready-to-win state indicating the setting of a high probability state is shared between the first reliability mode and the second reliability mode as a ready-to-win state with high reliability, so that the player can expect the identification pattern to become the ready-to-win state without worrying about whether the first reliability mode or the second reliability mode is set. [Explanation of symbols]

[0241] 18 is the first start port (start area), 23 is the second start port (start area), 19 is the big prize port (special area), 40 is the main control circuit (special game means, status setting means, game mode setting means, win / lose determination means, determination means, probability setting means), 60 is the sub-control circuit (symbol game means, current status indication means, future indication means, background display means, different symbol game means, presentation mode setting means, presentation mode release means, rehearsal presentation means, period setting means, ready presentation means), BY is the background preview image (future image), E is the display area, and Es is the mini display area.

Claims

[Claim 1] A means for determining whether or not to execute a special game that is advantageous to the player, A special game execution means capable of executing the special game based on the result of the aforementioned determination of correctness, It comprises a performance control means for controlling the performance, The aforementioned performance control means is After displaying the symbols indicating the result of the aforementioned win / failure determination, it is possible to execute a win notification animation in which the symbols are stopped in a winning manner to indicate that the special game will be executed. A gaming machine characterized in that a reach notification performance, which notifies that a reach has been achieved by the performance symbols, is performed in two ways: when the performance symbols are displayed in a variable manner in the first performance mode, and when the performance symbols are displayed in a variable manner in a second performance mode different from the first performance mode.