Game machine

JP2024171897A5Pending Publication Date: 2026-06-08SANSEI R&D KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SANSEI R&D KK
Filing Date
2023-05-30
Publication Date
2026-06-08

AI Technical Summary

Technical Problem

Existing gaming machines provide preview effects that merely increase player expectations without sufficiently enhancing the overall gaming experience.

Method used

The gaming machine implements a system where the player is notified of an advantageous state through a series of advancing and post-effects during the symbol game, with varying durations and modes, including a preliminary effect that sets up a higher probability of an advantageous state being revealed after the trigger mode.

Benefits of technology

This enhances player engagement by managing expectations and providing a more dynamic gaming experience, increasing interest through the anticipation and realization of advantageous states.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To enhance an interest in a game.SOLUTION: An image of a count-up ready-to-win performance and a battle image BL2 are displayed during a performance pattern game. The count-up ready-to-win performance is a performance in which an image changes as time progresses, and a battle performance is started when the count-up ready-to-win performance is finished with a big winning combination "444." The count-up ready-to-win performance is continued over the big winning combination "444." When the count-up ready-to-win performance exceeds the big winning combination "444," big winning is notified at high probability as compared with the case where the count-up ready-to-win performance is finished with the big winning combination "444." The player's expectation for big winning is declined when the count-up ready-to-win performance exceeds the big winning combination "444," and in a state that the player's expectation for big winning is declined, big winning is notified at a high probability, thereby enhancing an interest in the game.SELECTED DRAWING: Figure 50
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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 win or loss is judged each time a start condition is satisfied, and the result of the judgment of the win or loss is notified to the player in response to displaying an image of the symbol game each time a win or loss is judged. In the case of this gaming machine, there is a structure in which a win is notified to the player in response to displaying an image of a reach effect during the symbol game. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2010-17425 A Summary of the Invention [Problem to be solved by the invention]

[0004] Some of the gaming machines are configured to perform advance notice effects. These advance notice effects only heighten the player's sense of expectation for a win by suggesting to the player that an image of a reach effect will be displayed, and there is still room for improvement in terms of entertainment value.

[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 that can improve the entertainment value of the game. [Means for solving the problem]

[0006] The gaming machine of the present invention (embodiments 6 to 9) judges whether or not a win has been won each time the start condition is met (all of the special chart 1 game, the special chart 2 game, the small win game, and the big win game are stopped), and includes a judgment means (main control circuit 40) that sets a state (a big win game state) advantageous to the player when it is judged to be a win (a big win), a pattern game means (sub-control circuit 60) that displays an image of a pattern game (a pattern game) that notifies the player that a state advantageous to the player is set, and a pre-performance (count-up reach performance) that suggests in advance that a state advantageous to the player has been set in the pattern game, the content of which changes with the progress of time, and the pre-performance has multiple end timings (unreached ending 1 / unreached ending 2) that differ from each other in both duration and mode. The game device is provided with an advance performance means (sub-control circuit 60) capable of ending the game with one of the following endings (attainment ending 2 / reach ending / exceeding ending), and a post performance means (sub-control circuit 60) for performing a post performance (display of battle performance BL2) that heightens the player's sense of expectation for being notified of a setting of a state advantageous to the player in the pattern game, the advance performance means sets the advance performance to a trigger mode (attainment ending) at one of a number of end timings prior to the final one, the post performance means is capable of starting a post performance when the advance performance has ended in the trigger mode, and the pattern game means is characterized in that if the advance performance is continued beyond the trigger mode, it notifies the player of a setting of a state advantageous to the player with a higher probability than if it had ended in the trigger mode. According to the above means, a first performance and a second performance are performed during a symbol game. The first performance is a performance that indicates in advance that a setting of a state advantageous to the player will be notified in the symbol game, and the content changes as time progresses. This first performance ends at one of a number of end timings that differ from each other in both duration and mode, and becomes the trigger mode at one of the multiple end timings before the final one. The second performance is a performance that increases the player's expectation that a setting of a state advantageous to the player will be notified in the symbol game, and starts when the first performance ends in the trigger mode. This first performance continues beyond the trigger mode, and when the first performance continues beyond the trigger mode, the setting of a state advantageous to the player is notified with a high probability compared to when it ends in the trigger mode. Therefore, the player's expectation decreases as the first performance exceeds the characteristic trigger mode, and the setting of a state advantageous to the player is notified with a high probability in a state in which the player's expectation has decreased. Therefore, the player will recognize the settings that are advantageous to the player in a state where his / her sense of expectation is reduced, which enhances the entertainment value of the game. [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 effect (battle effect) [Figure 18] (a-b) are diagrams for explaining the super time-saving performance, (c) is a diagram for explaining the big win game performance, and (d-e) are diagrams showing the special chart pre-reading reception area. [Figure 19] A diagram to explain the presentation mode [Figure 20] Diagram to explain Lucky Mode [Figure 21] Diagram to explain Super Lucky Mode [Figure 22] Diagram to explain Ultra Lucky Mode [Figure 23] A diagram to explain the reserved read-ahead notice performance (normal mode) [Figure 24]A diagram to explain the reserved read-ahead notice performance (SP normal mode) [Diagram 25] Flowchart showing reserved read-ahead notice processing [Figure 26] A diagram to explain the flow of the production mode [Figure 27] FIG. 13 is a diagram for explaining the mode selection effect. [Figure 28] Flowchart showing mode determination processing [Figure 29] Flowchart showing mode determination processing [Diagram 30] 10(a)-10(b) are diagrams showing a mode table, and FIG. 10(c) is a flowchart showing a mode stop process. [Diagram 31] A diagram to explain the flow of the production mode [Diagram 32] A diagram to explain the flow of Super Lucky Mode with images [Diagram 33] A diagram to explain the flow of the production mode [Diagram 34] 1A is a flowchart showing a main process, and FIG. 1B is a flowchart showing a timer interrupt process. [Diagram 35] 1A is a flowchart showing a received command analysis process, and FIG. 1B is a flowchart showing a symbol game performance start process. [Diagram 36] FIG. 2 shows the second embodiment (a to c are diagrams for explaining the big win notice performance, and d is a flowchart showing the big win notice processing) [Figure 37] 4(a) to 4(c) are diagrams for explaining the rush mode, and FIG. 4(d) is a flowchart showing the rush mode process. [Figure 38] 4(a-b) is a diagram for explaining the RTC mode, and FIG. 4(c) is a flowchart showing the RTC mode process. [Figure 39] Flowchart showing mode transition processing [Diagram 40] FIG. 3 shows an embodiment 3. FIG. 3(a-c) is a diagram for explaining a hold notice performance, and FIG. 3(d) is a flowchart showing a hold notice process. [Diagram 41] FIG. 13 shows Example 4 (a diagram for explaining the pre-battle performance) [Diagram 42] (a-h) are diagrams for explaining the flow of images in a performance symbol game, and (i) is a diagram showing the performance timing. [Diagram 43] A diagram for explaining the battle preview performance and the pre-battle preview performance [Diagram 44] Flowchart showing pre-battle production process [Diagram 45] A diagram showing a special chart variation pattern classification table [Diagram 46] A diagram showing the preview performance table [Figure 47] FIG. 42 shows the fifth embodiment. [Figure 48] FIG. 6 shows the sixth embodiment (flowchart showing the jackpot symbol setting process) [Figure 49] A diagram to explain the count-up reach performance [Figure 50] A diagram to explain the battle performance after the count-up reach performance [Figure 51] (a) to (e) are diagrams for explaining the battle performance after the count-up reach performance, and (f) is a diagram showing a special chart variation pattern change table. [Figure 52] Flowchart showing count-up reach performance processing [Figure 53] FIG. 49 shows the seventh embodiment. [Figure 54] Figure 50 equivalent [Figure 55] Figure 51 equivalent [Figure 56] FIG. 50 showing Example 8 [Figure 57] FIG. 53 corresponds to FIG. 9. [Figure 58] Figures showing Example 10 (a-c are figures showing background images of the performance pattern game, and d-e are figures showing pattern groups) [Figure 59] 1A is a flowchart showing a rendering mode determination process, and FIG. 1B is a flowchart showing a rendering mode process 1. [Figure 60] 1A is a flowchart showing a second rendering mode process, and FIG. 1B is a flowchart showing a third rendering mode process. [Figure 61]Flowchart showing the rendering mode change process [Figure 62] FIG. 11 shows an eleventh embodiment (a corresponds to FIG. 61, and b shows the mode change timing). [Figure 63] FIG. 12 shows a twelfth embodiment (a diagram for explaining the reserved pre-reading performance) [Figure 64] (a) is a flowchart showing the process of changing the presentation mode 0, and (b) to (d) are diagrams showing the change in the background image during the reserved read-ahead presentation. 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 drawing 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).

[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. 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.

[0112] 6-4. 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).

[0113] As shown in Fig. 18(d), the RAM of the sub-control circuit 60 has special drawing 1 pre-reading receiving areas 1 to 4 set, and the sub-control circuit 60 stores the reception result of the special drawing 1 pre-reading data in one of the special drawing 1 pre-reading receiving areas 1 to 4 every time it receives the special drawing 1 pre-reading data from the main control circuit 40. The special drawing 1 pre-reading receiving areas 1 to 4 are set with a higher storage priority in the order of "special drawing 1 pre-reading receiving area 1", "special drawing 1 pre-reading receiving area 2", "special drawing 1 pre-reading receiving area 3", and "special drawing 1 pre-reading receiving area 4", and the storage process of the special drawing 1 pre-reading data is performed in the blank special drawing 1 pre-reading receiving areas 1 to 4 with the highest priority, which has the highest number.

[0114] When the sub-control circuit 60 starts displaying the image of the performance pattern game in response to receiving the special figure 1 game data, it organizes the "special figure 1 pre-reading receiving area 1-4". This process erases the special figure 1 pre-reading data from the "special figure 1 pre-reading receiving area 4". If the special figure 1 pre-reading data is stored in the "special figure 1 pre-reading receiving area 3", the special figure 1 pre-reading data is shifted to the "special figure 1 pre-reading receiving area 4", if the special figure 1 pre-reading data is stored in the "special figure 1 pre-reading receiving area 2", the special figure 1 pre-reading data is shifted to the "special figure 1 pre-reading receiving area 3", if the special figure 1 pre-reading data is stored in the "special figure 1 pre-reading receiving area 1", the special figure 1 pre-reading data is shifted to the "special figure 1 pre-reading receiving area 2". In other words, the special figure 1 pre-reading receiving areas 1-4 of the sub-control circuit 60 always store the same special figure 1 pre-reading data as the special figure 1 pre-reading areas 1-4 of the main control circuit 40 in the same order.

[0115] 6-5.SP normal mode The SP normal background image in FIG. 19(c) is displayed on the effect pattern display 28 as a background image of the effect pattern game during the SP normal mode. This SP normal mode is an effect mode that performs an effect to heighten the player's sense of expectation that the three rows of effect patterns will be a combination of jackpots in the effect pattern game image, and can be switched only when the effect mode is set to the normal mode. In this SP normal mode, the probability of a jackpot is set to the normal probability of "3 / 1201" that is the same as in the normal mode, and the start timing Ts of the SP normal mode is set within the period from when the scroll display of the three rows of effect patterns starts to when the scroll display of the effect pattern in the left column stops (see b→c). This SP normal mode is set to be continued until the end of the effect pattern game of the maximum "10th time", with the effect pattern game in which the SP normal mode is started being the "0th time", and during the SP normal mode, the image of the effect pattern game is displayed superimposed in front of the SP normal background image. This SP normal mode is the presentation mode with the second longest cumulative setting time when the game mode is set to the normal game mode, after the normal mode.

[0116] 6-6. Lucky Mode Figure 20 explains the lucky mode. This lucky mode is a presentation mode that suggests to the player that the probability of the three rows of presentation symbols forming a jackpot combination is temporarily higher than the normal probability in the normal mode and the SP normal mode, and is started by starting to display a lucky background image as the background image for the presentation symbol game (see a → b). This lucky background image is set to an image of a woman in a uniform, and during the lucky mode, the image for the presentation symbol game is displayed superimposed on top of the lucky background image.

[0117] The Lucky Mode starts at the same start timing Ts as the SP Lucky Mode (see a→b). If the Lucky Mode starts during the "0th" performance pattern play, the three rows of performance patterns will be in a reach state with a 100% probability in the current performance pattern play (see b→c). In this performance pattern play, the three rows of performance patterns will be a jackpot combination (see c→d) or a miss reach combination (see c→e). If the three rows of performance patterns are a jackpot combination in the current performance pattern play, the Lucky Mode will end as the current performance pattern play ends, and if the three rows of performance patterns are a miss reach combination in the current performance pattern play, the next performance pattern play will be the "1st" and the Lucky Mode will continue until the end of the "7th" performance pattern play at the longest. This Lucky Mode is the performance mode with the second longest cumulative setting time when the play mode is set to the normal play mode, after the SP normal mode.

[0118] 6-7. Super Lucky Mode Figure 21 explains the Super Lucky mode. This Super Lucky mode is a presentation mode for suggesting to the player that the probability of the three rows of presentation symbols forming a jackpot combination is temporarily higher than during the Lucky mode, and is started by starting to display a Super Lucky background image as the background image for the presentation symbol game (see a → b). This Super Lucky background image is set to an image of a woman raising her head in the air, and during the Super Lucky mode, the presentation symbol game image is displayed superimposed on top of the Super Lucky background image.

[0119] The Super Lucky Mode starts at the same start timing Ts as the SP Normal Mode and the Lucky Mode (see a→b). When the Super Lucky Mode starts in the current pattern play, the three rows of pattern will be in a reach state with a 100% probability in the current pattern play (see b→c). In this pattern play, the three rows of pattern will be a jackpot combination (see c→d) or a reach-to-miss combination (see c→e). If the three rows of pattern will be a jackpot combination in the current pattern play, the Super Lucky Mode will end in response to the end of the current pattern play, and if the three rows of pattern will be a reach-to-miss combination in the current pattern play, the Super Lucky Mode will continue until the next pattern play ends, with the next pattern play being the "1st" and the "4th" pattern play at the longest. This Super Lucky Mode is the second longest cumulative setting time after the Lucky Mode when the play mode is set to the normal play mode.

[0120] 6-8. Ultra Lucky Mode Figure 22 explains the Ultra Lucky mode. This Ultra Lucky mode is a presentation mode for suggesting to the player that the probability of the three rows of presentation symbols forming a jackpot combination is temporarily higher than in the Super Lucky mode, and is started by starting to display an Ultra Lucky background image as the background image for the presentation symbol game (see a → b). This Ultra Lucky background image is set to an image of a woman jumping, and during the Ultra Lucky mode, the presentation symbol game image is displayed superimposed on top of the Ultra Lucky background image.

[0121] The Ultra Lucky Mode starts at the same start timing Ts as the SP Normal Mode, Lucky Mode, and Super Lucky Mode (see a→b), and when the Ultra Lucky Mode starts in the current pattern play, the three rows of pattern play will reach a reach state with a 100% probability (see b→c). In this pattern play, the three rows of pattern play will be a jackpot combination (see c→d) or a miss reach combination (see c→e), and the Ultra Lucky Mode ends when the current pattern play ends, regardless of which combination the three rows of pattern play is. The Ultra Lucky Mode is the mode with the shortest cumulative setting time when the play mode is set to the normal play mode. 6-9.Hold performance 1 As shown in Fig. 19(a), a reserved display area H0 is set within the display area E of the performance symbol display 28, and the sub-control circuit 60 starts displaying one reserved image within the reserved display area H0 in response to starting to display the image of the current performance symbol game. This sub-control circuit 60 erases the reserved image from the reserved display area H0 in response to stopping the display of the image of the current performance symbol game, and one reserved image is continuously displayed within the reserved display area H0 while the image of the performance symbol game is being displayed.

[0122] As shown in Fig. 19(a), reserved display areas H1 to H4 are set in the display area E of the performance pattern display 28. These reserved display areas H1 to H4 are arranged in a horizontal row, and the sub-control circuit 60 displays one reserved image in the reserved display area H1 when the special chart 1 pre-reading data is stored in the special chart 1 pre-reading receiving area 4, displays one reserved image in the reserved display area H2 when the special chart 1 pre-reading data is stored in the special chart 1 pre-reading receiving area 3, displays one reserved image in the reserved display area H3 when the special chart 1 pre-reading data is stored in the special chart 1 pre-reading receiving area 2, and displays one reserved image in the reserved display area H4 when the special chart 1 pre-reading data is stored in the special chart 1 pre-reading receiving area 1.

[0123] As shown in Fig. 19(b), the sub-control circuit 60 displays a cloud image C as a reserved image in each of the reserved display areas H0 to H4 during normal mode, and as shown in Fig. 19(c), displays a heart image H as a reserved image in each of the reserved display areas H0 to H4 during SP normal mode. This sub-control circuit 60 is capable of switching the normal mode to each of the SP normal mode, lucky mode, super lucky mode, and ultra lucky mode at the start timing Ts of the state in which the image of the performance pattern game is displayed in the normal mode, and displays a heart image H as a reserved image when the normal mode is switched to the SP normal mode (see c), and displays a cloud image C continuously as a reserved image when the normal mode is switched to any of the lucky mode, super lucky mode, and ultra lucky mode (see Figs. 20 to 22).

[0124] The sub-control circuit 60 is capable of switching the SP normal mode to each of the lucky mode, super lucky mode, and ultra lucky mode at the start timing Ts of the state where the image of the performance pattern game is displayed in the SP normal mode. This SP normal mode is a performance mode that displays a heart image H as a reserved image, and when the sub-control circuit 60 switches the SP normal mode to any of the lucky mode to ultra lucky mode, it displays the heart image H as the reserved image (see Fig. 19(d)-(f)). In other words, the reserved performance 1 notifies the player of the reserved number of special pattern 1 as the displayed number of heart images H or the displayed number of cloud images C in the reserved display areas H1-H4.

[0125] 6-10.Holding performance 2 As shown in Fig. 18(e), 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. These special drawing 2 read-ahead receiving areas 1-4 store and erase the special drawing 2 read-ahead data in the same procedure as the special drawing 1 read-ahead receiving areas 1-4, and the special drawing 2 read-ahead receiving areas 1-4 always 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.

[0126] When the performance mode is set to each of the chance mode, the speed mode, and the super speed mode, the sub-control circuit 60 starts displaying one cloud image C in the reserved display area H0 when the image of the current performance pattern game starts to be displayed in response to receiving the special pattern 2 game data, and erases one cloud image C from the reserved display area H0 when the image of the current performance pattern game is stopped to be displayed. This sub-control circuit 60 displays one cloud image C in the reserved display area H1 when the special pattern 2 pre-reading data is stored in the special pattern 2 pre-reading receiving area 4 during the chance mode to the super speed mode, displays one cloud image C in the reserved display area H2 when the special pattern 2 pre-reading data is stored in the special pattern 2 pre-reading receiving area 3, displays one cloud image C in the reserved display area H3 when the special pattern 2 pre-reading data is stored in the special pattern 2 pre-reading receiving area 2, and displays one cloud image C in the reserved display area H4 when the special pattern 2 pre-reading data is stored in the special pattern 2 pre-reading receiving area 1. In other words, the hold effect 2 is an effect in which a number of cloud images C corresponding to the number of reserved special charts 2 are displayed within the hold display areas H1 to H4, and is performed during chance mode, speed mode, and super speed mode.

[0127] 6-11. Hold ahead preview performance 23 and 24 are diagrams for explaining the reserved-game pre-reading notice performance. This reserved-game pre-reading notice performance suggests to the player that the three rows of performance symbols will be a winning combination with a probability of less than 100% in the "fourth" performance pattern play corresponding to the reserved image in the reserved display area H4, and is started by changing the color of the reserved image in the reserved display area H4 from the normal white color to the notice color red to notify the player that the reserved-game pre-reading notice performance is stopped (see a → b). This reserved-game pre-reading notice performance starts at notice timing T1 during the current performance pattern play, and notice timing T1 is set within the period after the scroll display of the three rows of performance symbols starts and before the start timing Ts of the SP normal mode to ultra lucky mode. This reserved-game pre-reading notice performance starts during normal mode and SP normal mode, respectively, and does not start during lucky mode, super lucky mode, or ultra lucky mode, respectively.

[0128] As shown in Figures 23(a) and (b), the reserved read-ahead preview performance can be started by changing the color of the cloud image C in the reserved display area H4 from the normal color to the preview color red when the cloud image C is displayed. When the reserved read-ahead preview performance is started while the cloud image C is displayed, as shown in Figure 23(c), when the next "first" performance pattern play begins, the cloud image C is displayed in the reserve display area H3 in the preview color, as shown in Figure 23(c), when the "second" performance pattern play begins, the cloud image C is displayed in the reserve display area H2 in the preview color, as shown in Figure 23(d), when the "third" performance pattern play begins, the cloud image C is displayed in the reserve display area H1 in the preview color, as shown in Figure 23(e), and when the "fourth" performance pattern play begins, the cloud image C is displayed in the reserve display area H0 in the preview color, as shown in Figure 23(f). The "fourth" performance pattern play corresponding to this preview color cloud image C ends when the three rows of performance patterns miss and become a reach combination or a jackpot combination, and the preview color cloud image C in the reserved display area H0 is erased when the "fourth" performance pattern play ends.

[0129] As shown in Figures 24(a) and (b), the reserve read-ahead preview performance is started by changing the color of the heart image H in the reserve display area H4 from the normal color to the preview color red when the heart image H is displayed. When the reserve read-ahead preview performance is started while the heart image H is displayed, as shown in Figure 24(c), the heart image H is displayed in the preview color in the reserve display area H3 when the next "first" performance pattern play begins, as shown in Figure 24(d), the heart image H is displayed in the preview color in the reserve display area H2 when the "second" performance pattern play begins, as shown in Figure 24(e), the heart image H is displayed in the preview color in the reserve display area H1 when the "third" performance pattern play begins, and as shown in Figure 24(f), the heart image H is displayed in the preview color in the reserve display area H0 when the "fourth" performance pattern play begins. The "4th" performance pattern play corresponding to this heart image of the preview color ends when the three rows of performance patterns are missed and result in a reach combination or a jackpot combination, and the heart image H of the preview color in the reserved display area H0 is erased when the "4th" performance pattern play ends.

[0130] The reserve read-ahead notice processing in Figure 25 is started each time the sub-control circuit 60 receives special chart 1 game data from the main control circuit 40, and the sub-control circuit 60 judges whether or not to start the reserve read-ahead notice performance in the reserve read-ahead notice processing, and if it is determined that the reserve read-ahead notice performance should be started during normal mode, the cloud image C in the reserve display area H4 is changed from the normal color to the notice color at the notice timing T1 of the current performance pattern play, and if it is determined that the reserve read-ahead notice performance should be started during SP normal mode, the heart image H in the reserve display area H4 is changed from the normal color to the notice color at the notice timing T1 of the current performance pattern play.

[0131] When the sub-control circuit 60 starts the reserved read-ahead notice process, it transitions to S201 and judges whether the current presentation mode is normal mode or not. If it is judged to be normal mode, it transitions to S202, and if it is judged not to be normal mode, it transitions to S210. In this S210, it is judged whether the current presentation mode is SP normal mode or not, and if it is judged to be SP normal mode, it transitions to S202. That is, the reserved read-ahead notice presentation is started during both normal mode and SP normal mode, but is not started during lucky mode, super lucky mode, or ultra lucky mode.

[0132] When the sub-control circuit 60 proceeds to S202, it judges whether the reserved pre-reading notice performance is stopped. Here, if the cloud image C or the heart image H is not displayed in the notice color in any of the reserved display areas H0 to H4, it judges that the reserved pre-reading notice performance is stopped, and in S203, it judges whether there is special chart 1 pre-reading data in all of the special chart 1 pre-reading receiving areas 1 to 4. Here, if it is judged that there is special chart 1 pre-reading data in all of the special chart 1 pre-reading receiving areas 1 to 4, it proceeds to S204 and judges whether there is a miss judgment result in the reception result of the special chart 1 game data for this performance pattern game. Here, if it is judged that there is a miss judgment result, it proceeds to S205 and judges whether there is a miss pre-reading result in all three of the special chart 1 pre-reading receiving area 4 for the "first" performance pattern game, the special chart 1 pre-reading receiving area 3 for the "second" performance pattern game, and the special chart 1 pre-reading receiving area 2 for the "third" performance pattern game. If it is determined that all three have a miss pre-read result, the process proceeds to S206, and it is determined whether or not there is a jackpot pre-read result in the special chart 1 pre-read receiving area 1 for the "fourth" performance symbol play.

[0133] If the sub-control circuit 60 determines in S206 that there is a jackpot pre-read result in the special chart 1 pre-read receiving area 1, it determines in S207 with a high probability of less than 100% that the reserved pre-read notice performance will start, and if it determines in S206 that there is no jackpot pre-read result in the special chart 1 pre-read receiving area 1, it determines in S208 whether there is any of the pre-read results "PH01 to PH05" of the special chart fluctuation pattern for the miss reach performance in the special chart 1 pre-read receiving area 1. If it determines here that there is a pre-read result of the special chart fluctuation pattern for the miss reach performance, it proceeds to S209, and determines with a low probability of more than 0% that the reserved pre-read notice performance will start. In other words, the reserved pre-read preview performance suggests to the player with a probability of less than 100% that the three rows of performance symbols will form a jackpot combination, and in the "fourth" performance symbol play corresponding to the cloud image C or heart image H of the preview color, the three rows of performance symbols will form a jackpot combination or a miss reach combination.

[0134] FIG. 26 explains the transition of the presentation mode by lottery among the normal mode, the SP normal mode, the lucky mode, the super lucky mode, and the ultra lucky mode. The normal mode is the presentation mode that is initially set when the main power is turned on, and is the presentation mode with the longest cumulative setting time when the game mode is set to the normal game mode. This normal mode can be switched to all four of the SP normal mode, the ultra lucky mode, the super lucky mode, and the lucky mode by lottery while the reserved pre-reading preview performance is stopped (see a), and can be switched to two of the lucky mode and the super lucky mode by lottery while the reserved pre-reading preview performance is being executed (see b). The SP normal mode is a presentation mode that is only different from the normal mode in terms of images. This SP normal mode can be switched to three of the ultra lucky mode, the super lucky mode, and the lucky mode by lottery while the reserved pre-reading preview performance is stopped (see c), and can be switched to two of the super lucky mode and the lucky mode by lottery while the reserved pre-reading preview performance is being executed (see d).

[0135] 6-12. Mode selection FIG. 27 explains the mode selection performance. This mode selection performance is performed during the play of the performance symbols in the normal mode and during the play of the performance symbols in the SP normal mode, and in the normal mode while the reserved pre-reading notice performance is stopped, the player is notified in advance which of the four modes the normal mode will transition to, the SP normal mode, the lucky mode, the super lucky mode, and the ultra lucky mode, and in the SP normal mode while the reserved pre-reading notice performance is stopped, the player is notified in advance which of the three modes the SP normal mode will transition to, the lucky mode, the super lucky mode, and the ultra lucky mode. This mode selection performance notifies the player in advance which of the two modes the normal mode will transition to by lottery, the lucky mode and the super lucky mode, in the normal mode while the reserved pre-reading notice performance is running, and notifies the player in advance which of the two modes the SP normal mode will transition to by lottery, the lucky mode and the super lucky mode, in the SP normal mode while the reserved pre-reading notice performance is running.

[0136] The mode lottery performance in FIG. 27 starts at performance start timing Tps, which is before both the preview timing T1 of the reserved pre-read preview performance and the start timing Ts of the performance mode, and stops at performance end timing Tpe, which is before the start timing Ts of the performance mode. In this mode lottery performance, a winning image Wo (see a), a winning image Wl (see b), a winning image Ws (see c), and a winning image Wu (see d) are variably displayed in a cyclical order of "winning image Wo → winning image Wl → winning image Ws → winning image Wu → winning image Wl, etc." in a lottery display area Ew in the upper left corner of the performance pattern display device 28, and then one of the winning images Wo to Wu is displayed in a static state. When the winning image Wo is statically displayed in the lottery display area Ew, an SP normal background image is started to be displayed in response to the start of the SP normal mode at the start timing Ts. When the winning image Wl is statically displayed, a lucky background image is started to be displayed in response to the start of the lucky mode at the start timing Ts. When the winning image Ws is statically displayed, a super lucky background image is started to be displayed in response to the start of the super lucky mode at the start timing Ts. When the winning image Wu is statically displayed, an ultra lucky background image is started to be displayed in response to the start of the ultra lucky mode at the start timing Ts.

[0137] The mode determination process of Figure 28 is started after the reserved read-ahead notification process of Figure 26 each time the sub-control circuit 60 receives special symbol 1 game data from the main control circuit 40, and the sub-control circuit 60 determines in the mode determination process whether or not to change the current presentation mode to another presentation mode, and if it determines that the current presentation mode should be changed to another presentation mode, starts the other presentation mode at the start timing Ts during play of the current presentation pattern.

[0138] When the sub-control circuit 60 starts the mode determination process, it determines whether the number of reserved special figures 1 is the maximum "4" in S221 of FIG. 28. If it is determined that the number of reserved special figures 1 is the maximum, it proceeds to S222, where it determines whether the current performance mode is normal mode. If it is determined that it is normal mode, it proceeds to S223, where it determines whether the reserved pre-reading notice performance is stopped. If a cloud image C of the notice color is displayed in any of the reserved display areas H0 to H4, it is determined that the reserved pre-reading notice performance is being executed, and it proceeds to S234 of FIG. 29.

[0139] If the cloud image C of the notice color is not displayed in any of the reserved display areas H0 to H4, the sub-control circuit 60 determines in S223 of Fig. 28 that the reserved pre-read notice performance is stopped, and draws a lottery to determine whether or not to set the start of the SP normal mode in S224. This lottery process is performed so that the start of the SP normal mode is drawn with a probability of "1 / 100", and when S224 is finished, the sub-control circuit 60 determines in S225 whether or not the start of the SP normal mode has been drawn. If it is determined here that the start of the SP normal mode has not been drawn, the process proceeds to S231 of Fig. 29.

[0140] When the sub-control circuit 60 determines that the start of the SP normal mode has been selected in S225 of Fig. 28, it sets the start of the SP normal mode in S226 and sets the execution of the mode selection performance in S227. This mode selection performance is set to end with the still display of the winning image Wo, and when the sub-control circuit 60 finishes S227, it sets the value of the counter N to "10" in S228. When the sub-control circuit 60 is in the "N>0" state, it subtracts "1" from the value of the counter N each time it stops displaying the image of the performance pattern game for the special figure 1 game. That is, during the normal mode, the SP normal mode is set by lottery on the condition that the reserved pre-reading notice performance is stopped, and the SP normal mode is not set during the execution of the reserved pre-reading notice performance.

[0141] When the sub-control circuit 60 determines in S222 of Fig. 28 that the current presentation mode is not the normal mode, it determines in S229 whether the current presentation mode is the SP normal mode. If it determines that it is the SP normal mode, it proceeds to S230 and determines whether the reserved pre-reading notice presentation is being executed. If a heart image H in the notice color is not displayed in any of the reserved display areas H0 to H4, it determines that the reserved pre-reading notice presentation is stopped and proceeds to S231 of Fig. 29, and if a heart image H in the notice color is displayed in any of the reserved display areas H0 to H4, it determines that the reserved pre-reading notice presentation is being executed and proceeds to S234 of Fig. 29.

[0142] When the sub-control circuit 60 moves to S231 in FIG. 29, it judges whether or not there is a jackpot judgment result in the reception result of the special chart 1 game data for this performance pattern game. If it judges that there is a jackpot judgment result here, it moves to S232, and when the ultra-lucky mode is started, it judges with an extremely high probability of less than 100%. If the sub-control circuit 60 judges in S231 that there is no jackpot judgment result in the reception result of the special chart 1 game data, it judges in S241 whether or not there is any of the judgment results "PH01 to PH05" of the special chart fluctuation pattern for the miss reach performance in the reception result of the special chart 1 game data. If it judges that there is a judgment result of the special chart fluctuation pattern for the miss reach performance here, it moves to S242, and when the ultra-lucky mode is started, it judges with an extremely low probability of more than 0%. In other words, the Ultra Lucky mode is started in both normal mode and SP normal mode when the reserved pre-read preview performance is stopped, and is not started in either normal mode or SP normal mode when the reserved pre-read preview performance is running. When the Ultra Lucky mode is started, the three rows of performance symbols will enter a reach state on the Ultra Lucky background image, and then will become a jackpot combination or a miss reach combination.

[0143] After completing S232 or S242, the sub-control circuit 60 judges whether or not the start of the Ultra Lucky mode has been determined in S233. If it is determined that the Ultra Lucky mode has been started, the process proceeds to S249, where it is determined that a mode selection effect is to be executed. This mode selection effect is set to end with the still display of the winning image Wu, and when S249 is completed, the sub-control circuit 60 sets the value of the counter N to "1" in S250.

[0144] If the sub-control circuit 60 determines in S233 that the start of the Ultra Lucky mode has not been determined, it transitions to S234. This sub-control circuit 60 transitions from S223 or S230 in Fig. 28 to S234 in Fig. 29 without determining whether or not to start the Ultra Lucky mode in each of the normal mode and SP normal mode in which the reserved pre-reading notice performance is being executed, and when the sub-control circuit 60 transitions to S234, it determines whether or not there is a pre-reading result of a jackpot in any of the special chart 1 pre-reading receiving areas 1 to 4.

[0145] If the sub-control circuit 60 determines in S234 that there is a jackpot pre-read result, it proceeds to S235 and detects mode table 1 from the ROM. Figure 30(a) shows mode table 1. This mode table 1 assigns a high selection probability to the super lucky mode and a low selection probability to the lucky mode, and if the sub-control circuit 60 detects mode table 1 in S235 of Figure 29, it proceeds to S236 and selects the super lucky mode from mode table 1 with a high probability (< extremely high probability) and the lucky mode with a low probability (> extremely low probability).

[0146] When the sub-control circuit 60 judges in S234 that there is no big win pre-read result in any of the special chart 1 pre-read receiving areas 1 to 4, it judges in S243 whether there is any of the pre-read results "PH01 to PH05" of the special chart variation pattern for the miss reach performance in the special chart 1 pre-read receiving area 1 for the "fourth" performance pattern game. If it is judged that there is a pre-read result of the special chart variation pattern for the miss reach performance, it proceeds to S244 and detects the mode table 2 from the ROM. Figure 30 (b) is the mode table 2. This mode table 2 assigns a high selection probability to the lucky mode and a low selection probability to the super lucky mode, and when the sub-control circuit 60 detects the mode table 2 in S244 of Figure 29, it proceeds to S236 and selects the super lucky mode from the mode table 2 with a low probability (< high probability) and selects the lucky mode with a high probability (> low probability).

[0147] The probability of selecting Ultra Lucky Mode is set so that the probability Xu is the highest among the probability Xu that the three rows of performance symbols will be a jackpot combination during Ultra Lucky Mode, the probability Xs that the three rows of performance symbols will be a jackpot combination during Super Lucky Mode, and the probability Xl that the three rows of performance symbols will be a jackpot combination during Lucky Mode. The probability of selecting Super Lucky Mode in Mode Table 1 and Mode Table 2 is set so that the probability Xs is intermediate among the probabilities Xu, Xs, and Xl, and the probability Xl is the lowest, and the expectation of the performance modes from the player's perspective increases in the order of [1] Normal Mode → [2] SP Normal Mode → [3] Lucky Mode → [4] Super Lucky Mode → [5] Ultra Lucky Mode.

[0148] After completing S236 in Fig. 29, the sub-control circuit 60 judges whether or not the lucky mode has been selected in S237. If it is judged that the lucky mode has been selected, the process proceeds to S238, where the start of the lucky mode is set. Then, in S239, the value of the counter N is set to "7", and in S240, it is judged whether or not to execute the mode selection performance. This mode selection performance is set to end with the still display of the winning image Wl, and when the normal mode or the SP normal mode is shifted to the lucky mode, the three columns of performance symbols are in a ready state on the lucky background image.

[0149] When the sub-control circuit 60 determines in S237 of Fig. 29 that the lucky mode has not been selected, it determines in S245 whether or not the super lucky mode has been selected. If it determines that the super lucky mode has been selected, it proceeds to S246, where it sets the start of the super lucky mode. Then, in S247, it sets the value of the counter N to "4", and in S248 it determines whether or not to execute the mode selection performance. This mode selection performance is set to end with the still display of the winning image Ws, and when the normal mode or the SP normal mode transitions to the super lucky mode, the three rows of performance symbols are in a ready state on the super lucky background image.

[0150] The mode stop process of Fig. 30(c) is started every time the sub-control circuit 60 receives a special-diagram 1 variation stop command from the main control circuit 40, and when the sub-control circuit 60 starts the mode stop process, it compares the value of the counter N with "0" in S261. If it is determined that "N>0" here, it proceeds to S262 and subtracts "1" from the value of the counter N. Then, in S263, it compares the subtraction result of the value of the counter N with "0", and if it is determined that "N=0", it proceeds to S264.

[0151] If the sub-control circuit 60 judges "N>0" in S263, it proceeds to S265 and judges whether or not there is a jackpot judgment result in the reception result of the special pattern 1 game data for the current performance pattern game. If it judges that there is a jackpot judgment result, it sets the value of the counter N to "0" in S266 and proceeds to S264. When the sub-control circuit 60 proceeds to S264, it sets that the SP normal mode will end with the current performance pattern game during the SP normal mode, sets that the lucky mode will end with the current performance pattern game during the lucky mode, sets that the super lucky mode will end with the current performance pattern game during the super lucky mode, and sets that the ultra lucky mode will end with the current performance pattern game during the ultra lucky mode.

[0152] FIG. 31(a) explains the flow of the Ultra Lucky mode. This Ultra Lucky mode is made transitionable from the normal mode and the SP normal mode when the reserved pre-reading notice performance is stopped, and is made transitionable from the normal mode and the SP normal mode when the reserved pre-reading notice performance is running. This Ultra Lucky mode is started when the background image is switched to the Ultra Lucky background image during the current performance pattern game, and in the current performance pattern game, the three rows of performance patterns pass through a reach state on the Ultra Lucky background image and become a jackpot combination or a miss reach combination. This Ultra Lucky mode ends when the current performance pattern game ends.

[0153] FIG. 31(b) explains the flow of the Super Lucky mode. This Super Lucky mode can be entered from both the normal mode and the SP normal mode when the reserved pre-reading notice performance is stopped, and can also be entered from both the normal mode and the SP normal mode when the reserved pre-reading notice performance is being executed. This Super Lucky mode is started when the background image is switched to the Super Lucky background image during the current performance pattern play, and in this performance pattern play, the three rows of performance patterns pass through a reach state on the Super Lucky background image and become a jackpot combination or a miss reach combination. If the three rows of performance patterns become a jackpot combination in this performance pattern play, the Super Lucky mode ends in response to the end of the current performance pattern play, and if the three rows of performance patterns become a miss reach combination, the Super Lucky mode continues.

[0154] If the Super Lucky mode continues, the next first performance pattern game will start with a Super Lucky background image. If the three rows of performance patterns become a jackpot combination in this first performance pattern game, the Super Lucky mode will end as the first performance pattern game ends, and if the three rows of performance patterns become a miss and reach combination or a complete miss combination, the Super Lucky mode will continue. If the Super Lucky mode continues, the next second performance pattern game will start with a Super Lucky background image. If the three rows of performance patterns become a jackpot combination in this second performance pattern game, the Super Lucky mode will end as the second performance pattern game ends, and if the three rows of performance patterns become a miss and reach combination or a complete miss combination, the Super Lucky mode will continue.

[0155] If the Super Lucky mode continues, the next third pattern play will start with a Super Lucky background image. If the three rows of pattern play result in a big win combination in this third pattern play, the Super Lucky mode will end as the third pattern play ends, and if the three rows of pattern play result in a miss reach combination or a complete miss combination, the Super Lucky mode will continue. If the Super Lucky mode continues, the next fourth pattern play will start with a Super Lucky background image. In this fourth pattern play, the three rows of pattern play result in a big win combination or a miss reach combination, and the Super Lucky mode will end as the fourth pattern play ends.

[0156] FIG. 32 illustrates an example of a case where the Super Lucky Mode is started in the normal mode while the reserved pre-reading notice performance is being executed. In this case, during the "0th" performance pattern play, the color of the cloud image C in the reserved display area H4 changes from the normal color to the notice color (see a→b), and in response to the start of the "1st" performance pattern play, the cloud image C of the notice color is displayed in the reserved display area H3, in response to the start of the "2nd" performance pattern play, the cloud image C of the notice color is displayed in the reserved display area H2, and in response to the start of the "3rd" performance pattern play, the cloud image C of the notice color is displayed in the reserved display area H1 (see c). For example, if the number of reserved special patterns 1 becomes "4 times" during this time, the Super Lucky Mode performance starts with the cloud image C of the notice color displayed in the reserved display area H1 (see c→d). Then, in the "fourth" play of the performance pattern corresponding to the cloud image C of the predicted color, the cloud image C of the predicted color is displayed in the pending display area H0 (see e), and the three rows of performance patterns form a jackpot combination (see e→f) or a miss reach combination (see e→h).

[0157] If the three rows of symbols form a winning combination in the "fourth" symbol play, the Super Lucky Mode ends, the mode is set to Chance Mode, and the Chance background image is displayed from the next symbol play (see f→g). If the three rows of symbols form a losing combination in this "fourth" symbol play, the Super Lucky Mode ends, and the mode is set to Normal Mode, and the normal background image is displayed from the next symbol play (see h→i).

[0158] FIG. 33 explains the flow of the lucky mode. This lucky mode can be entered from both the normal mode and the SP normal mode when the reserved pre-reading notice performance is stopped, and can also be entered from both the normal mode and the SP normal mode when the reserved pre-reading notice performance is running. This lucky mode is started when the background image is switched to the lucky background image in the current performance pattern game. In this current performance pattern game, the three rows of performance patterns are a big hit combination or a miss reach combination, and when the three rows of performance patterns are a big hit combination, the lucky mode ends in response to the end of the current performance pattern game.

[0159] The Lucky Mode ends in the same way as the Super Lucky Mode, except that the maximum number of times it continues is "7 times." If the three rows of symbols form a winning combination in each of the "1st" to "6th" symbol plays, the Lucky Mode ends with this symbol play. This Lucky Mode continues in the same way as the Super Lucky Mode, and if the three rows of symbols form a miss combination or a complete miss combination in each of the "1st" to "6th" symbol plays, the Lucky Mode continues until the next symbol play, and the Lucky Mode ends in the "7th" symbol play, regardless of the type of combination of the three rows of symbols.

[0160] 7-1.Main processing 34(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.

[0161] 8-3. Timer interrupt processing The sub-control circuit 60 starts the timer interrupt process of S106 every time a timer interrupt signal is input at a fixed cycle. Fig. 34(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.

[0162] 8-3-1. Received command analysis process 35(a) is 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. In this special drawing pre-read area, the special drawing 1 pre-read receiving areas 1-4 and the special drawing 2 pre-read receiving areas 1-4 are set, and the sub-control circuit 60 shifts the special drawing 1 pre-read data to one of the special drawing 1 pre-read receiving areas 1-4 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 1-4 in the same procedure as the main control circuit 40. 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.

[0163] 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. 35(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. 35(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 win, the judgment result of the special game fluctuation pattern, and the judgment result of the presence or absence of a fall) 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 win, the judgment result of the special game fluctuation pattern, and the judgment result of the presence or absence of a fall) from the reception buffer in S141. The reserved reading notice process of Fig. 25 and the mode judgment process of Figs. 28 to 29 are executed in the pattern game performance start process of S124.

[0164] When the sub-control circuit 60 finishes S141 in FIG. 35(b), it sets a combination of three columns of performance symbols in S142. The 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 pattern 1" or "jackpot pattern 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 pattern 2". The 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 this sub-control circuit 60 has completed S142, in S143 it detects video data from the CGROM corresponding to the detection result of the variation pattern, and starts displaying images of the performance pattern game on the performance pattern display 28 in response to starting playback of the detection result of the video data.

[0165] The sub-control circuit 60 judges 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 in S125 of Fig. 35(a), and if it judges that the fluctuation stop command 1 or the fluctuation stop command 2 is stored, it displays the three rows of performance symbols as the result of the combination set in S124 in the pattern game performance stop processing of S126. The mode stop processing of Fig. 30(c) is executed in the pattern game performance stop processing of S126.

[0166] 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. 35(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.

[0167] According to the above-mentioned embodiment 1, the following effects are obtained. When the cloud image C in the advance notice color is displayed while the image of the performance symbol game is displayed superimposed on the normal background image, the player is suggested that there is a jackpot in the pre-reading result of the win / loss. When the background image of the performance symbol game is switched from the normal background image to the lucky background image or the super lucky background image in this pre-reading state, the image of the performance symbol game is displayed superimposed on the lucky background image or the super lucky background image while the cloud image C in the advance notice color continues to be displayed (see FIG. 32), so that the display contents of the performance symbol display 28 have a large visual change from the player's point of view. Moreover, since the background image of the performance symbol game cannot be switched from the normal background image to the SP normal background image or the ultra lucky background image while the cloud image C in the advance notice color is displayed, the value of the image with a large change is increased. Therefore, when the image of the performance symbol game is displayed superimposed on the lucky background image or the super lucky background image with the cloud image C of the preview color displayed, the player's expectation that there will be a big win in the pre-read result is heightened, improving the entertainment value of the game.

[0168] The player is informed of the increased probability of a big win being notified by the image of the performance pattern game by switching the background image of the performance pattern game from a normal background image to a lucky background image or a super lucky background image while the cloud image C of the advance notice color is not displayed. Therefore, when the switching from the normal background image to the super lucky background image is executed while the cloud image C of the advance notice color is displayed, the player's expectation that there will be a big win in the pre-read result of the win / loss is greatly increased. When the background image for the performance pattern game is switched from a normal background image to a lucky background image or a super lucky background image while the cloud image C of the predicted color is displayed, the images of the performance pattern game up to four times are displayed superimposed on the lucky background image or the super lucky background image, and the cloud image C of the predicted color is continued with the images of the performance pattern game up to "four times", so that the expectation of the player for the big win in the predicted win / loss result is also maintained for a long time. The entertainment value of the game is improved because a player is informed in advance of whether the performance mode can be switched from the normal mode to the SP normal mode, the lucky mode, the super lucky mode or the ultra lucky mode in response to execution of a mode lottery performance during a performance symbol game.

[0169] When a cloud image C begins to be displayed in a preview color within the reserve display area H4 while an image of a special symbol game is displayed superimposed on a normal background image, the player is suggested that a jackpot will be announced on the "fourth" special symbol game corresponding to the cloud image C within the reserve display area H4, and each time a new image of a special symbol game begins to be displayed, the display area of ​​the cloud image C in the preview color changes from reserve display area H3 → reserve display area H2 → reserve display area H1 → reserve display area H0. When the background image for the performance pattern game is switched from a normal background image to a lucky background image or a super lucky background image while this cloud image C of the preview color is displayed in the reserved display area H4, the cloud image C of the preview color is continuously displayed until the image for the "fourth" performance pattern game is stopped from being displayed, and when the background image for the performance pattern game is switched from a normal background image to a lucky background image or a super lucky background image while the cloud image C of the preview color is displayed in the reserved display area H3, the cloud image C of the preview color is continuously displayed until the image for the "third" performance pattern game is stopped from being displayed, and when the background image for the performance pattern game is switched from a normal background image to a lucky background image or a super lucky background image while the cloud image C of the preview color is displayed in the reserved display area H2, In the case where the cloud image C of the advance notice color is continuously displayed until the image of the "second" performance pattern game is stopped, and when the background image of the performance pattern game is switched from the normal background image to the lucky background image or the super lucky background image while the cloud image C of the advance notice color is displayed in the reserved display area H1, the cloud image C of the advance notice color is continuously displayed until the image of the "first" performance pattern game is stopped, and when the background image of the performance pattern game is switched from the normal background image to the lucky background image or the super lucky background image while the cloud image C of the advance notice color is displayed in the reserved display area H0, the cloud image C of the advance notice color is continuously displayed until the image of the current performance pattern game is stopped, so that the display contents of the performance pattern display 28 have a large visual change from the player's point of view. Therefore, the player's expectation for the big win being notified in the performance pattern game corresponding to the cloud image C of the advance notice color is increased, and the entertainment value of the game is improved.

[0170] The image of the performance pattern game is displayed in either the normal mode, the SP normal mode, or the super lucky mode. The normal mode displays a cloud image C as a reserved image, and the reserved read-ahead notice performance is enabled. The SP normal mode displays a heart image H as a reserved image. This SP normal mode is enabled to execute the reserved read-ahead notice performance, and the transition from the normal mode to the SP normal mode is enabled while the reserved read-ahead notice performance is stopped, and disabled while the reserved read-ahead notice performance is being executed. The super lucky mode suggests to the player that there is a jackpot in the pre-read result of the win / loss in response to the display of the super lucky background image, and is enabled to be transitioned from each of the normal mode and the SP normal mode whether the reserved read-ahead notice performance is stopped or being executed. When this super lucky mode is transitioned from the normal mode, the cloud image C is displayed as the reserved image, and when it is transitioned from the SP normal mode, the heart image H is displayed as the reserved image. For this reason, the cloud image C and the heart image H are displayed in the notice color superimposed on the super lucky background image. In this super lucky mode, the player's expectation of a big win is greatly increased, improving the entertainment value of the game.

[0171] [Example 2] 10-1. Big win notice performance FIG. 36 explains the big win notice performance. This big win notice performance is a performance in which a big win notice image 1 (see a→b) or a big win notice image 2 (see a→c) is cut in while three rows of performance symbols are scrolled, and suggests to the player that the three rows of performance symbols will be a big win combination in the current performance symbol game. The big win notice processing of FIG. 36(d) is started every time the sub-control circuit 60 receives the special symbol 1 game data from the main control circuit 40, and the sub-control circuit 60 judges whether or not the big win notice performance is to be executed and the type of the big win notice image in the big win notice processing, and if it is judged that the big win notice performance is to be executed, the big win notice performance is executed in the current performance symbol game according to the judgment result of the type of the big win notice image.

[0172] When the sub-control circuit 60 starts the big win notice process, it judges in S271 whether the current presentation mode is normal mode or not, and if it judges that it is normal mode, it judges in S272 whether there is a big win judgment result in the reception result of the special chart 1 game data. If it is judged that there is a big win judgment result here, it moves to S273, and if it is judged that there is no big win judgment result, it moves to S274.

[0173] When the sub-control circuit 60 proceeds to S273, it determines with a low probability that a big win notice performance will be executed, and when it proceeds to S274, it determines with an extremely low probability (<low probability) that a big win notice performance will be executed. In each of S273 and S274, when it is determined that a big win notice performance will be executed, it determines with a probability of "50%" whether to display the big win notice image 1 and the big win notice image 2.

[0174] 10-2. Rush Mode FIG. 37 explains the rush mode. This rush mode is started when the current presentation mode is the normal mode, and during the rush mode, the announcement image "rush mode in progress" is displayed over the normal background image, thereby informing the player that the rush mode is in progress (see b to c). This rush mode ends when the set time "10 minutes" has elapsed based on the start of the rush mode, and when the rush mode ends, the announcement image "rush mode in progress" is erased, thereby informing the player that the rush mode has ended. This rush mode is a mode in which the big win notice presentation is performed with a higher probability than when the rush mode is stopped, and during the rush mode, the big win notice image 1 (see a → b) and the big win notice image 2 (see a → c) are each displayed with a high frequency.

[0175] The rush mode processing in Figure 37 (d) is started each time the sub-control circuit 60 receives special chart 1 game data from the main control circuit 40, and the sub-control circuit 60 determines whether or not to execute a jackpot preview performance in the rush mode processing, and if it determines that a jackpot preview performance should be executed, it determines whether to display jackpot preview image 1 or jackpot preview image 2, and executes the jackpot preview performance for the current performance pattern play based on the determination result of the type of jackpot preview image.

[0176] When the sub-control circuit 60 starts the rush mode process, it judges in S281 whether or not the rush mode is in progress, and if it judges that the rush mode is in progress, it judges in S282 whether or not the reception result of the special chart 1 game data has a jackpot judgment result. If it judges that there is a jackpot judgment result here, it moves to S283, and if it judges that there is no jackpot judgment result, it moves to S284. When this sub-control circuit 60 moves to S283, it judges that a jackpot notice performance will be executed with a medium probability (> S273 low probability), and if it judges that a jackpot notice performance will be executed, it judges the display of the jackpot notice image 1 and the display of the jackpot notice image 2 with a probability of "50%". When this sub-control circuit 60 transitions to S284, it determines with a low probability (>the extremely low probability of S274) whether to execute a jackpot prediction performance, and if it determines that a jackpot prediction performance will be executed, it determines with a probability of "50%" whether to display jackpot prediction image 1 and jackpot prediction image 2.

[0177] 10-3.RTC mode Fig. 38 explains the RTC mode. This RTC mode is started when the current time reaches the set time every two hours in normal mode, and during the RTC mode, an announcement image of "RTC mode in progress" is displayed over the normal background image, thereby informing the player that the RTC mode is in progress (see b). This RTC mode ends when the set time of "10 minutes" has elapsed based on the start of the RTC mode, and when the RTC mode ends, the announcement image of "RTC mode in progress" is erased, thereby informing the player that the RTC mode has ended.

[0178] The "dinosaur" big win preview image 3 in Figure 38(b) is an image that is displayed only during the RTC mode, and is not displayed except during the RTC mode. This big win preview image 3 is displayed as a cut-in with three rows of performance symbols scrolled (see a → b), and suggests to the player that the three rows of performance symbols will be a big win combination in this performance symbol game. The probability that the three rows of performance symbols will be a big win combination when this big win preview image 3 is displayed is set to be higher than the probability that the three rows of performance symbols will be a big win combination when big win preview image 1 is displayed and when big win preview image 2 is displayed.

[0179] The RTC mode process in FIG. 38(c) is started every time the sub-control circuit 60 receives the special chart 1 game data from the main control circuit 40, and the sub-control circuit 60 judges whether or not to display the big win notice image 3 in the RTC mode process, and if it judges that the big win notice image 3 is to be displayed, it displays the big win notice image 3 in the current performance pattern game. When the sub-control circuit 60 starts the RTC mode process, it judges whether or not it is in the RTC mode in S291. If it judges that it is in the RTC mode, it moves to S292 and judges whether or not there is a big win judgment result in the reception result of the special chart 1 game data. If it judges that there is a big win judgment result here, it moves to S293 and judges with a 100% probability that the big win notice image 3 will be displayed. If the sub-control circuit 60 judges in S292 that there is no big win judgment result in the reception result of the special chart 1 game data, it moves to S294 and judges with an extremely low probability that the big win notice image 3 will be displayed.

[0180] The mode transition process of Figure 39 is executed by the sub-control circuit 60 in place of the mode determination process of Figures 28 and 29, and the sub-control circuit 60 determines whether or not to start rush mode or RTC mode in the mode transition process, and if it determines to start rush mode, it starts rush mode at start timing Ts during play of the current performance pattern, and if it determines to start RTC mode, it starts RTC mode at start timing Ts during play of the current performance pattern.

[0181] When the sub-control circuit 60 starts the mode transition process, it judges in S301 whether or not the current presentation mode is normal mode. If it judges that it is normal mode, it proceeds to S302, where it judges whether or not a cloud image C is displayed in the preview color in any of the reserved display areas H0 to H4. If it judges that a cloud image C is not displayed in the preview color in any of the reserved display areas H0 to H4, it proceeds to S303, where it judges whether or not to start rush mode. This judgment process is performed by lottery so that it is judged that rush mode will start with a probability of "1 / 100", and when the sub-control circuit 60 finishes S303, it proceeds to S304.

[0182] When the sub-control circuit 60 moves to S304, it detects the result of the lottery for the rush mode. If it is determined that the lottery result for the rush mode is a win, the rush mode starts at the start timing Ts during the current performance pattern play in S305, and if it is determined that the lottery result for the rush mode is a loss, the current time is compared with each of the multiple set times for the RTC mode in S306. If it is determined that the current time is one of the multiple set times, the RTC mode starts at the start timing Ts during the current performance pattern play in S307.

[0183] If the sub-control circuit 60 determines in S302 that the cloud image C is displayed in the notice color in any of the reserved display areas H0 to H4, it proceeds to S306, and if it determines that the current time is any of the multiple set times, it starts the RTC mode at the start timing Ts during the current performance pattern play in S307. That is, the RTC mode can be started in normal mode whether the reserved pre-reading notice performance is stopped or being executed, and if the RTC mode is started during the execution of the reserved pre-reading notice performance, the cloud image C in the notice color is continuously displayed until the duration of the RTC mode reaches the upper limit value "10 minutes" or the performance pattern play corresponding to the cloud image C in the notice color ends. The rush mode can be started while the reserved pre-reading notice performance is stopped, and cannot be started while the reserved pre-reading notice performance is being executed. The SP normal mode, lucky mode, super lucky mode, and ultra lucky mode of the first embodiment are abolished.

[0184] According to the above-mentioned second embodiment, the following effects are obtained. When the background image of the performance symbol game is switched from the normal background image to the RTC mode background image while the cloud image C of the notice color is displayed on the performance symbol display 28, the RTC mode background image is displayed as the background image of the performance symbol game while the cloud image C of the notice color continues to be displayed, so that the display contents of the performance symbol display 28 have a large visual change from the player's point of view. Moreover, since the background image of the performance symbol game cannot be switched from the normal background image to the rush mode background image while the cloud image C of the notice color is displayed, the value of the image with a large change is increased. Therefore, when the RTC mode background image is displayed while the cloud image C of the notice color is displayed, the player's expectation that there is a win in the pre-reading result of the win / loss is increased, so the entertainment value of the game is improved.

[0185] [Example 3] The reserved notice process of Fig. 40(d) is executed by the sub-control circuit 60 in place of the reserved read-ahead notice process of Fig. 25, and when the sub-control circuit 60 receives the special pattern 1 game data, it judges in S311 whether the current presentation mode is normal mode or not. If it is judged to be normal mode, it judges in S312 whether the reception result of the special pattern 1 game data has a judgment result of the special pattern change pattern "PO01". This special pattern change pattern "PO01" is for displaying the battle image BL1 of the winning ending, and when the sub-control circuit 60 judges that there is a judgment result of the special pattern change pattern "PO01", it moves to S313 and judges with a high probability that the reserved notice presentation will be executed in the current presentation pattern game.

[0186] If the sub-control circuit 60 determines that there is no judgment result of the special pattern variation pattern "PO01", it transitions to S314 and determines whether or not there is a judgment result of the special pattern variation pattern "PH01" in the reception result of the special pattern 1 game data. This special pattern variation pattern "PH01" is for displaying the battle image BL1 of the defeat ending, and if the sub-control circuit 60 determines that there is a judgment result of the special pattern variation pattern "PH01", it transitions to S315 and determines with a low probability that the reserved notice performance will be executed in this performance pattern game.

[0187] The reserved notice performance changes the color of the cloud image C in the reserved display area H0 for the current performance pattern game from the normal color to the notice color at the notice timing T1 (see a → b). When this reserved notice performance is executed in the current performance pattern game, the reach state occurs with 100% probability when the cloud image C of the notice color is displayed, and after the battle image BL1 starts to be displayed with 100% probability when the cloud image C of the notice color is displayed (see b → c), the three rows of performance patterns become a combination of a big win or a reach to a loss combination. In other words, the battle image BL1 starts to be displayed while the reserved notice performance is stopped and is being executed, and if the battle image BL1 starts to be displayed while the reserved notice performance is being executed, the cloud image C of the notice color is continuously displayed until the image of the performance pattern game is stopped. Each of the battle images BL2 to BL4 starts to be displayed while the reserved notice performance is stopped, and does not start to be displayed while the reserved notice performance is being executed.

[0188] According to the above-mentioned third embodiment, the following effects are obtained. When the reserved notice performance starts while the image of the performance symbol game is displayed superimposed on the normal background image, the player is suggested that a big win will be announced in this performance symbol game. If the battle image BL1 starts to be displayed during the execution of this reserved notice performance, the reserved notice performance continues, so that the display contents of the performance symbol display 28 have a large visual change from the player's point of view. Moreover, since the background image of the performance symbol game cannot be switched from the normal background image to each of the battle images BL2 to BL4 during the execution of the reserved notice performance, the value of the image with a large change is increased. Therefore, when the battle image BL1 is displayed during the reserved notice performance, the player's expectation for a big win is increased, improving the entertainment value of the game. In the above-mentioned embodiments 1 to 3, a jackpot may be suggested to the player by displaying a preview image different from the cloud image C outside the reserved display areas H0 to H4 within the display area E of the performance symbol display device 28.

[0189] In addition to the inventions described in the claims, the above-mentioned Examples 1 to 3 also describe the following [Reference Invention 1-1] to [Reference Invention 1-7]. Some gaming machines are configured to determine whether a winning or losing game is won every time a gaming ball enters a starting area in a state where it is possible to determine whether a winning or losing game is won, and to notify the player of the result of the winning or losing game determination in response to displaying an image of a pattern game each time a winning or losing game is determined. In the case of this gaming machine, when it is impossible to determine whether a winning or losing game is won, a winning or losing game is predicted every time a gaming ball enters a starting area, and the winning or losing game determination process is suspended until it is possible to determine whether a winning or losing game is won (see JP Patent Publication 2010-17425). Some gaming machines are configured to notify the player of the number of times the winning or losing game determination process has been suspended in response to displaying the reserved image in a normal manner. In this configuration, the player is suggested that a winning or losing game will be notified in the pattern game from this time onwards in response to changing the reserved image from the normal manner to the pre-reading manner, and there is still room for improvement in terms of the entertainment value of the game.

[0190] [Reference Invention 1-1] A win / loss determination means for determining win / loss each time the game ball enters the starting area in a state where it is possible to determine win / loss, and for predicting win / loss each time the game ball enters the starting area in a state where it is impossible to determine win / loss and suspending the win / loss determination process until it is possible to determine win / loss; A display device displays an image of a symbol game that notifies a player of a winning or losing decision; A symbol game means for displaying a symbol game image on the display device in one of a plurality of different presentation modes; A notice image is displayed on the display device to suggest to a player that a winning will be announced in the symbol game from this time onward, and the notice image is displayed in one of the multiple presentation modes by a notice performance means that starts the display of the notice image when the symbol game image is displayed in one of the multiple presentation modes; The symbol game means is configured to switch the presentation mode of the symbol game image to a predetermined presentation mode different from the one presentation mode among the plurality of presentation modes when the preview image is displayed in a state where the symbol game image is displayed in the one presentation mode, The gaming machine is characterized in that the preview presentation means continues to display the preview image when the presentation mode of the image of the pattern game is switched from the one presentation mode to the specified presentation mode while the preview image is displayed. According to the above means, when the image of the symbol game is displayed in one presentation mode and the preview image is displayed, the player is informed that a win will be announced in the symbol game from this time onwards. In this state, when the presentation mode of the image of the symbol game is switched from one presentation mode to a predetermined presentation mode, the image of the symbol game is displayed in the predetermined presentation mode while the preview image continues to be displayed, so that the display content of the display has a large visual change from the player's point of view. This increases the player's expectation of a win, improving the entertainment value of the game. In the embodiment, the first start port 18 and the second start port 23 each correspond to a start area, the state in which the special chart 1 game, the special chart 2 game, the small win game, and the big win game are all stopped corresponds to a state in which it is possible to determine whether or not the game has been won, and the state in which any of the special chart 1 game to the big win game is being played corresponds to a state in which it is impossible to determine whether or not the game has been won, the main control circuit 40 corresponds to a win / loss determination means, the performance pattern display 28 corresponds to a display, the cloud image C of the notice color corresponds to a notice image, the sub-control circuit 60 corresponds to a pattern play means and a notice performance means, the image of the performance pattern game corresponds to an image of the pattern game, and the no for normal mode Each of the normal background image, the chance background image for the chance mode, the speed background image for the speed mode, the super speed background image for the super speed mode, the normal background image for the normal mode, the SP normal background image for the SP normal mode, the lucky background image for the lucky mode, the super lucky background image for the super lucky mode, and the ultra lucky background image for the ultra lucky mode corresponds to a presentation mode, the normal background image corresponds to one presentation mode, and each of the lucky background image and the super lucky background image corresponds to a predetermined presentation mode.

[0191] [Reference Invention 1-2] The gaming machine described in [Reference Invention 1-1] is characterized in that the symbol game means is unable to switch the presentation mode of the symbol game image to another one of the multiple presentation modes different from the specified one when the symbol game image is displayed in the one presentation mode and the preview image is displayed. According to the above means, the presentation mode of the image of the symbol game cannot be switched from one presentation mode to another presentation mode while the preview image is displayed. Therefore, the value of the image in which the preview image is displayed in a predetermined presentation mode is increased, so that when the presentation mode is switched from one presentation mode to a predetermined presentation mode while the preview image is displayed, the player's expectation for a win is greatly increased. The SP normal background image and the ultra lucky background image of the embodiment correspond to different presentation modes.

[0192] [Reference Invention 1-3] The symbol game means is capable of displaying images of a plurality of consecutive symbol games in the predetermined presentation mode when the presentation mode of the image of the symbol game is switched from the one presentation mode to the predetermined presentation mode while the preview image is being displayed, The gaming machine described in [Reference Invention 1-1] is characterized in that the preview presentation means is capable of continuously displaying the preview image with two or more consecutive pattern game images in the predetermined presentation mode when the presentation mode of the pattern game image is switched to the predetermined presentation mode while the preview image is displayed. According to the above means, when the presentation mode of the image of the pattern game is switched from one presentation mode to a predetermined presentation mode while the preview image is displayed, two or more images of the pattern game are continuously displayed while the preview image is displayed, so that the player's expectation for a win is maintained for a long time.

[0193] [Reference Inventions 1-4] The gaming machine described in [Reference Invention 1-1] is characterized in that it is equipped with a suggestive presentation means for suggesting to the player in advance which presentation mode the image of the pattern game will be switched to from the one presentation mode. According to the above means, the player is informed in advance of which presentation mode the image in the symbol game will be switched from one presentation mode to another presentation mode, thereby improving the entertainment value of the game. The mode selection effect in the embodiment corresponds to the suggestion effect.

[0194] [Reference Inventions 1-5] A first hold display area and a second hold display area set on the display; The display device includes a reserve display means for displaying one reserved image in the first reserved display area in a normal manner each time a winning / losing determination process is reserved, erasing one reserved image from the first reserved display area and displaying one reserved image in the second reserved display area in a normal manner each time a symbol game image starts to be displayed, and erasing one reserved image from the second reserved display area each time the symbol game image stops being displayed; The gaming machine described in [Reference Invention 1-1] is characterized in that the preview performance means displays the reserved image in either the first reserve display area or the second reserve display area in a preview manner different from the normal manner as the preview image. According to the above-mentioned means, the player is informed that a winning combination will occur in the pattern game corresponding to the reserved image in the advance notice mode. Therefore, it becomes clear to the player which pattern game image he or she should look forward to, improving the entertainment value of the game. In the embodiment, the hold display areas H1 to H4 correspond to the first hold display area, the hold display area H0 corresponds to the second hold display area, the cloud image C corresponds to the hold image, the sub-control circuit 60 corresponds to the hold display means, the cloud image C in normal color corresponds to the hold image in normal form, and the cloud image C in preview color corresponds to the hold image in preview form.

[0195] [Reference Inventions 1-6] A win / loss determination means for determining win / loss each time the game ball enters the starting area in a state where it is possible to determine win / loss, and for predicting win / loss each time the game ball enters the starting area in a state where it is impossible to determine win / loss and suspending the win / loss determination process until it is possible to determine win / loss; A display device displays an image of a symbol game that notifies the player of the result of the winning / losing judgment and a reserved image that notifies the player that the winning / losing judgment process has been reserved; A symbol game means for displaying a symbol game image on the display device in one of a plurality of different presentation modes, the presentation modes being "one presentation mode", "a predetermined presentation mode", and "another presentation mode"; a reserved image is displayed on the display device each time a win / loss determination process is reserved in each of the one presentation mode, the predetermined presentation mode, and the other presentation mode, and a reserved display means is provided which is capable of starting a reserved pre-reading notice presentation in each of the one presentation mode and the predetermined presentation mode, the reserved pre-reading notice presentation using a reserved image to suggest to a player that there is a win in the pre-reading result of the win / loss; the reserved display means displays the reserved image in one mode in the one presentation mode, and in a predetermined mode in the predetermined presentation mode, and displays the reserved image in the one mode in the other presentation mode transitioned from the one presentation mode, and displays the reserved image in the predetermined mode in the other presentation mode transitioned from the predetermined presentation mode, The gaming machine is characterized in that the pattern game means is capable of transitioning from the one presentation mode to the specified presentation mode while the reserved read-ahead preview performance is stopped and is unable to be executed while the reserved read-ahead preview performance is being executed, and transitions from each of the one presentation mode and the specified presentation mode to the other presentation mode are executable whether the reserved read-ahead preview performance is stopped or being executed. According to the above means, the image of the symbol game is displayed in one of "one presentation mode", "predetermined presentation mode", and "another presentation mode". "One presentation mode" is a mode in which the reserved image is displayed, and a reserved read-ahead notice performance that uses the reserved image to suggest to the player that the pre-read result of the win / loss is a win is made executable. "Predetermined presentation mode" is a mode in which the reserved image is displayed in a predetermined mode. This "predetermined presentation mode" is a mode in which the reserved read-ahead notice performance is made executable, and the transition from one presentation mode to the predetermined presentation mode is made executable while the reserved read-ahead notice performance is stopped, and is made inexecutable while the reserved read-ahead notice performance is being executed. "Another presentation mode" is a mode in which the transition is made from one presentation mode and the predetermined presentation mode, whether the reserved read-ahead notice performance is stopped or being executed. When this other presentation mode is a transition from one presentation mode, the reserved image is displayed in one mode, and when it is a transition from the predetermined presentation mode, the reserved image is displayed in the predetermined mode. Therefore, the reserved read-ahead notice performance is executed in a state in which the image of the symbol game is displayed in another presentation mode. In this state, the player's expectation of winning is greatly increased, improving the entertainment value of the game. In the embodiment, the normal mode corresponds to one presentation mode, the SP normal mode corresponds to a predetermined presentation mode, the lucky mode and the super lucky mode each correspond to a different presentation mode, the cloud image C corresponds to a reserved image in one mode, and the heart image H corresponds to a reserved image in a predetermined mode.

[0196] [Reference Invention 1-7] A win / loss determination means for determining win / loss each time the game ball enters the starting area in a state where it is possible to determine win / loss, and for predicting win / loss each time the game ball enters the starting area in a state where it is impossible to determine win / loss and suspending the win / loss determination process until it is possible to determine win / loss; A display device that displays an image of a symbol game that notifies a player of a winning or losing judgment result, and in which a first reserved display area and a second reserved display area are set; a reserve presentation means for displaying one reserved image in the first reserved display area each time a winning / losing determination process is reserved, erasing one reserved image from the first reserved display area and displaying one reserved image in the second reserved display area each time a symbol game image starts to be displayed, and erasing one reserved image from the second reserved display area each time the symbol game image stops being displayed; A notice production means for suggesting to a player that a winning combination will be announced in a pattern game corresponding to the reserved image by displaying the reserved image in a pre-reading manner in the first reserved display area or the second reserved display area; A symbol game means for displaying a symbol game image on the display device in any one of a plurality of different performance modes, The symbol game means is capable of switching the image of the symbol game from one of the plurality of presentation modes to another one in a state where a reserved image is displayed in a pre-reading manner in the first reserved display area or the second reserved display area, The gaming machine is characterized in that the preview performance means is capable of displaying the reserved image in a pre-reading manner until the pattern game image corresponding to the reserved image is stopped being displayed when the reserved image is displayed in a pre-reading manner in the first reserved display area or the second reserved display area and the pattern game image is switched to the other performance mode. According to the above means, when the reserved image is displayed in a look-ahead mode in the first reserved display area or the second reserved display area while the image of the symbol game is displayed in one presentation mode, the player is suggested that a win will be announced in the symbol game corresponding to the reserved image. In this state, when the presentation mode of the image of the symbol game is switched from one presentation mode to another presentation mode, the reserved image in the look-ahead mode is continuously displayed until the image of the symbol game corresponding to the reserved image in the look-ahead mode is stopped, so that the display content of the display has a large visual change from the player's point of view. Therefore, the player's expectation of being informed of a win in the symbol game corresponding to the reserved image in the look-ahead mode is increased, improving the entertainment value of the game.

[0197] [Example 4] FIG. 41 explains the pre-battle performance. This pre-battle performance is switched from the image of the normal reach performance at timing Tp while the image of the normal reach performance is displayed on the performance pattern display 28 (see a→b), and is set to an image of a woman climbing a cliff. The image of this pre-battle performance is set to a successful ending (see c) and a failed ending (see g). The successful ending is set to an image of a woman reaching the top of a cliff, and when the image of the pre-battle performance ends with a successful ending, the image of the pre-battle performance is switched to the battle image BL1 at timing Tbn (see c→d). This battle image BL1 can be either a winning ending (see e) or a losing ending (see f). When the battle image BL1 ends with a winning ending, three rows of performance patterns are displayed in a jackpot combination (see e), and when the battle image BL1 ends with a losing ending, three rows of performance patterns are displayed in a losing reach combination (see f). The failure ending of the pre-battle performance is set to an image of a woman falling off a cliff (see g), and when the image of the pre-battle performance ends with a failure ending, the image of the pre-battle performance is switched to an image of a normal reach performance at timing Tbn (see g → h), and as the performance patterns in the middle row stop scrolling from the slow scrolling state, the three rows of performance patterns are displayed as either a jackpot combination (see i) or a miss reach combination (see j).

[0198] Fig. 42 explains the contents of the presentation of the image of the presentation symbol game displayed on the presentation symbol display 28 when the sub-control circuit 60 receives the specific special symbol variation pattern "PO01" or "PH01" from the main control circuit 40 in the specific presentation mode "chance mode". This specific special symbol variation pattern is for presenting the image of the presentation symbol game in the presentation pattern of "normal reach presentation -> battle image BL1" in modes other than "chance mode", and for presenting in one of the presentation patterns [1] to [3] below in "chance mode". The reliability of the big win of these presentation patterns 1 to 3 is set to the highest for presentation pattern 3, the lowest for presentation pattern 2, and intermediate for presentation pattern 1. [1] The image of the normal reach effect is switched to the image of the pre-battle effect, and after the image of the pre-battle effect ends with a successful conclusion, the battle image BL1 begins to be displayed (see a→d→e). [2] The image of the normal reach effect is switched to the image of the pre-battle effect, and after the image of the pre-battle effect ends with a failure ending, the image of the normal reach effect begins to be displayed again (see a→f→g). [3] The image of the normal reach effect is switched to the battle image BL1 without passing through the pre-battle effect image (see a → h).

[0199] FIG. 42 explains the battle notice effect and the pre-battle notice effect. The battle notice effect is suggested to the player when the battle image BL1 starts to be displayed, and is set to a text image of "prepare for the battle" (see b). This battle notice effect is displayed as a cut-in to the image of the effect pattern game, and two types of display timing of the image of the battle notice effect are set, "Ta (see FIG. 43)" and "Tb (see FIG. 42)". The display timing Ta is set during the scrolling display of three columns of effect patterns as shown in FIG. 43(a)(i), and the display timing Tb is set during the display of the image of the normal reach effect as shown in FIG. 42(a)(i), and the probability of the battle image BL1 being displayed is set to be higher when the image of the battle notice effect is displayed at the display timing Tb than when it is displayed at the display timing Ta.

[0200] The pre-battle preview effect indicates to the player when the pre-battle effect begins to be displayed, and is set to the text image "Opportunity has arrived" (see Figure 42 (c)). This pre-battle preview effect is displayed as a cut-in to the image of the effect pattern game. There are two set display timings for the image of this pre-battle preview effect: "Ta (see Figure 43)" and "Tb (see Figure 42)". When the image of the pre-battle preview effect is displayed at display timing Tb, the probability of the pre-battle preview effect being displayed is set to be higher than when it is displayed at display timing Ta.

[0201] The pre-battle presentation processing in Figure 44 is started at S124 in Figure 35 (a) when the sub-control circuit 60 receives special chart 2 game data from the main control circuit 40 in chance mode, and when the sub-control circuit 60 receives a specific special chart change pattern "PO01" or "PH01", it determines in the pre-battle presentation processing which of presentation patterns 1 to 3 will be used to present the image of the current presentation pattern game, and determines whether the battle preview presentation or the pre-battle preview presentation will be executed at either display timing Ta or Tb.

[0202] When the sub-control circuit 60 starts the pre-battle presentation process, it judges whether the current presentation mode is the chance mode in S401. If it judges that it is the chance mode, it moves to S402 and judges whether the special chart fluctuation pattern "PO01" for the big win is present in the reception result of the special chart 2 game data. If it judges that the special chart fluctuation pattern "PO01" is present, it moves to S403 and detects the special chart fluctuation pattern classification table 1 from the ROM. Figure 45 (a) is the special chart fluctuation pattern classification table 1. This special chart fluctuation pattern classification table 1 assigns a medium selection probability to the special chart fluctuation pattern "PO01-1", a low selection probability to the special chart fluctuation pattern "PO01-2", and a high selection probability to the special chart fluctuation pattern "PO01-3". If the sub-control circuit 60 detects the special chart fluctuation pattern classification table 1 in S403 of Figure 44, it moves to S406. Here, one of the special chart fluctuation patterns "PO01-1" to "PO01-3" is selected from the special chart fluctuation pattern classification table 1 according to the selection probability, and the reception result of the special chart fluctuation pattern "PO01" is changed to the selected result of the special chart fluctuation pattern.

[0203] If the sub-control circuit 60 determines in S402 of FIG. 44 that there is no judgment result of the special chart fluctuation pattern "PO01" in the reception result of the special chart 2 game data, it proceeds to S404 and judges whether there is a judgment result of the special chart fluctuation pattern "PH01" for miss in the reception result of the special chart 2 game data. If it is determined that there is a judgment result of the special chart fluctuation pattern "PH01", it proceeds to S405 and detects the special chart fluctuation pattern classification table 2 from the ROM. FIG. 45(b) is the special chart fluctuation pattern classification table 2. This special chart fluctuation pattern classification table 2 assigns a medium selection probability to the special chart fluctuation pattern "PH01-1", a high selection probability to the special chart fluctuation pattern "PH01-2", and a low selection probability to the special chart fluctuation pattern "PH01-3", and if the sub-control circuit 60 detects the special chart fluctuation pattern classification table 2 in S405 of FIG. 44, it proceeds to S406. Here, one of the special chart fluctuation patterns "PH01-1" to "PH01-3" is selected from the special chart fluctuation pattern classification table 2 according to the selection probability, and the received result of the special chart fluctuation pattern "PH01" is changed to the selected result of the special chart fluctuation pattern.

[0204] As shown in Fig. 45, each of the special chart variation patterns "PO01-1" and "PH01-1" is for producing an image of the performance symbol game in performance pattern 1. Each of these special chart variation patterns "PO01-1" and "PH01-1" is set to a successful ending for the pre-battle performance, and in the special chart variation pattern "PO01-1", the battle image BL1 is set to a winning ending, and in the special chart variation pattern "PH01-1", the battle image BL1 is set to a losing ending. Each of the special chart variation patterns "PO01-2" and "PH01-2" is for producing an image of the performance symbol game in performance pattern 2, and the pre-battle performance is set to a failure ending. The special chart change pattern "PO01-3" and the special chart change pattern "PH01-3" are each intended to present the image of the performance pattern game in presentation pattern 3, and the special chart change pattern "PO01-3" has the battle image BL1 set to a winning ending, and the special chart change pattern "PH01-3" has the battle image BL1 set to a losing ending.

[0205] In other words, presentation pattern 3 is set to have the highest reliability for a jackpot among presentation patterns 1 to 3, presentation pattern 2 is set to have the lowest reliability for a jackpot, and presentation pattern 1 is set to have an intermediate reliability for a jackpot, and the reliability is set to the highest when the image of the normal reach presentation progresses to the battle image BL1 without passing through the pre-battle presentation image, the reliability is set to the lowest when the image of the normal reach presentation progresses to the image of the pre-battle presentation but does not progress to the battle image BL1, and the reliability is set to the intermediate when the image of the normal reach presentation progresses to the battle image BL1 via the image of the pre-battle presentation.

[0206] When the sub-control circuit 60 changes the reception result of the special chart 2 game data in S406 of FIG. 44, it selects the display timing from "Ta" and "Tb" in S407. This process is performed so that the display timing Ta and the display timing Tb are each selected with the same probability of "1 / 2". When the sub-control circuit 60 selects one of the display timing Ta and the display timing Tb in S407, it proceeds to S408 and compares the change result of the special chart variation pattern with the special chart variation patterns "PO01-1" and "PH01-1" for the performance pattern 1. Here, when it is determined that the change result of the special chart variation pattern is for the performance pattern 1, it proceeds to S409, and when the display timing Ta is selected, it detects the notice performance table 1a from the ROM, and when the display timing Tb is selected, it detects the notice performance table 1b from the ROM. FIG. 46(a) is the notice performance table 1a, and FIG. 46(b) is the notice performance table 1b. Each of these preview performance tables 1a and 1b is for selecting one of "battle preview performance," "no preview performance," and "pre-battle preview performance," and in preview performance table 1b, the probability of selecting the battle preview performance and the probability of selecting the pre-battle preview performance are both set higher than in preview performance table 1a.

[0207] When the sub-control circuit 60 finishes S409 in Fig. 44, it moves to S412. If the display timing Ta is selected here, it selects one of "battle notice performance", "pre-battle notice performance", or "no notice performance" from the notice performance table 1a according to the selection probability, and if "battle notice performance" or "pre-battle notice performance" is selected, the selection result of the notice performance is executed at the display timing Ta of the current performance pattern game. If the display timing Tb is selected, the sub-control circuit 60 selects one of "battle notice performance", "pre-battle notice performance", or "no notice performance" from the notice performance table 1b according to the selection probability in S412, and if "battle notice performance" or "pre-battle notice performance" is selected, the selection result of the notice performance is executed at the display timing Tb of the current performance pattern game.

[0208] If the sub-control circuit 60 judges in S408 of FIG. 44 that the change result of the special chart change pattern is not for the performance pattern 1, it proceeds to S410 and compares the change result of the special chart change pattern with the special chart change pattern "PO01-2" and "PH01-2" for the performance pattern 2. If it judges that the change result of the special chart change pattern is for the performance pattern 2, it proceeds to S411, and if the display timing Ta is selected, it detects the notice performance table 2a from the ROM, and if the display timing Tb is selected, it detects the notice performance table 2b from the ROM. FIG. 46(c) is the notice performance table 2a, and FIG. 46(d) is the notice performance table 2b. Each of these notice performance tables 2a and 2b is for selecting one from "battle notice performance", "no notice performance", and "pre-battle notice performance", and in the notice performance table 2b, the selection probability of the battle notice performance and the selection probability of the pre-battle notice performance are set higher than those in the notice performance table 2a.

[0209] When the sub-control circuit 60 finishes S411 in Fig. 44, it moves to S412. If the display timing Ta is selected here, it selects one of "battle notice performance", "pre-battle notice performance", or "no notice performance" from the notice performance table 2a according to the selection probability, and if "battle notice performance" or "pre-battle notice performance" is selected, the selection result of the notice performance is executed at the display timing Ta of the current performance pattern game. If the display timing Tb is selected, the sub-control circuit 60 selects one of "battle notice performance", "pre-battle notice performance", or "no notice performance" from the notice performance table 2b according to the selection probability in S412, and if "battle notice performance" or "pre-battle notice performance" is selected, the selection result of the notice performance is executed at the display timing Tb of the current performance pattern game.

[0210] If the change result of the special chart change pattern is "PO01-3" or "PH01-3" for the performance pattern 3, the sub-control circuit 60 judges in S410 of FIG. 44 that the change result of the special chart change pattern is not for the performance pattern 2 and moves to S413, and if the display timing Ta is selected, the notice performance table 3a is detected from the ROM, and if the display timing Tb is selected, the notice performance table 3b is detected. FIG. 46(e) is the notice performance table 3a, and FIG. 46(f) is the notice performance table 3b. Each of these notice performance tables 3a and 3b is for selecting one of "battle notice performance", "no notice performance", and "pre-battle notice performance", and in the notice performance table 3b, the selection probability of the battle notice performance and the selection probability of the pre-battle notice performance are set higher than those in the notice performance table 3a.

[0211] When the sub-control circuit 60 finishes S413 in Fig. 44, it moves to S412. If the display timing Ta is selected here, it selects one of "battle notice performance", "pre-battle notice performance", or "no notice performance" from the notice performance table 3a according to the selection probability, and if "battle notice performance" or "pre-battle notice performance" is selected, the selection result of the notice performance is executed at the display timing Ta of the current performance pattern game. If the display timing Tb is selected, the sub-control circuit 60 selects one of "battle notice performance", "pre-battle notice performance", or "no notice performance" from the notice performance table 3b according to the selection probability in S412, and if "battle notice performance" or "pre-battle notice performance" is selected, the selection result of the notice performance is executed at the display timing Tb of the current performance pattern game.

[0212] When a battle notice effect is executed in the current effect symbol game, regardless of whether the display timing of the battle notice effect is "Ta" or "Tb," the probability that the normal reach effect will develop into a battle effect without passing through a pre-battle effect is the highest, the probability that it will develop into a pre-battle effect but not into a battle effect is the lowest, and the probability of it developing into a battle effect via a pre-battle effect is intermediate. When this battle notice effect is executed with display timing Tb, the probability that the normal reach effect will develop into a battle effect without passing through a pre-battle effect is higher than when it is executed with display timing Ta, and the probability of it developing into a battle effect via a pre-battle effect is also higher. In other words, the battle notice effect is an effect that suggests with a high probability that a battle effect will start to be displayed, and is an effect that suggests to the player the degree of expectation for the battle effect to start to be displayed depending on the difference in display timing.

[0213] When a pre-battle notice effect is executed in the current performance symbol game, regardless of whether the display timing of the pre-battle notice effect is "Ta" or "Tb," the probability that the normal reach effect develops into a pre-battle effect but does not develop into a battle effect is the highest, the probability that it develops into a battle effect without going through a pre-battle effect is the lowest, and the probability that it develops into a battle effect via a pre-battle effect is intermediate. When this pre-battle notice effect is executed at display timing Tb, the probability that the normal reach effect develops into a pre-battle effect but does not develop into a battle effect is higher than when it is executed at display timing Ta, and the probability that the normal reach effect develops into a battle effect via a pre-battle effect is also higher. In other words, the pre-battle notice effect is an effect that suggests with a high probability that the pre-battle effect will start to be displayed, and is an effect that suggests to the player the degree of expectation for the pre-battle effect to start to be displayed depending on the difference in display timing.

[0214] According to the above-mentioned fourth embodiment, the following effects are obtained. In response to displaying an image of the battle notice performance, the player is given a hint in advance that the battle image BL1 will be displayed in the reach performance. This battle image BL1 suggests a jackpot to the player with a higher probability than the image of the pre-battle performance, and the player's sense of expectation is heightened in response to viewing the image of the battle notice performance. When the image of this battle notice performance is displayed, the reach performance is performed with a medium probability by performance pattern 1, and with a high probability by performance pattern 3. In performance pattern 1, the image of the pre-battle performance, which is of low interest to the player, and the battle image BL1, which is of high interest, are displayed in a temporal order, and in performance pattern 3, the battle image BL1 is displayed without displaying the image of the pre-battle performance, and when the image of the battle notice performance is displayed, the probability that the player will be able to see the battle image BL1, which is of high interest to the player, without seeing the image of the pre-battle performance, which is of low interest to the player, is increased, and the entertainment value of the game is improved overall.

[0215] Since the pre-battle preview performance and the battle preview performance are performed as the preview performance, the player is informed that the battle image BL1 will be displayed in the reach performance without going through the image of the pre-battle performance according to the difference in the type of preview performance. Therefore, the player can enjoy anticipating whether the preview performance will be the pre-battle preview performance or the battle preview performance, which further improves the entertainment value of the game. Displaying an image of a battle preview performance suggesting the battle image BL1 suggests with a high probability that the battle image BL1 will be displayed without displaying an image of the pre-battle performance, and displaying an image of a pre-battle preview performance not suggesting the battle image BL1 suggests with a low probability that the battle image BL1 will be displayed without displaying an image of the pre-battle performance, so that a player can easily grasp that the battle image BL1 will be displayed without displaying an image of the pre-battle performance. The probability that the battle image BL1 will be displayed without the pre-battle image being displayed is indicated to the player depending on whether the image of the battle preview effect is displayed at the display timing "Ta" or "Tb." This allows the player to keep his / her eyes on the screen while maintaining a long period of anticipation for the image of the battle preview effect to be displayed, further improving the entertainment value of the game.

[0216] [Example 5] Fig. 47(b) shows an image of a skip notice effect. This skip notice effect suggests to the player that the pre-battle effect will be skipped, and is performed by displaying a cut-in image of the text "Pre-Battle Skip!!" This skip notice effect is executed in place of the battle notice effect of the fourth embodiment, and when the skip notice effect is executed in this effect pattern game, the reach effect is produced with a high probability by effect pattern 3, with a low probability by effect pattern 2, and with an intermediate probability by effect pattern 1. According to the above-mentioned embodiment 5, the following effects are obtained. The player is previously informed that the image of the pre-battle performance will not be displayed in the reach performance in response to execution of the skip advance notice performance, and it is highly probable that the image of the pre-battle performance in which the player is less interested will not be displayed, but the battle image BL1 in which the player is more interested will be displayed, thereby improving the entertainment value of the game. In the above-mentioned fourth embodiment, when the battle notice performance is executed, the reach performance may be performed according to the performance pattern 3 with a probability of 100%. In the above-mentioned embodiment 5, when the skip notice effect is executed, the reach effect may be produced with a probability of 100% according to the effect pattern 3.

[0217] In addition to the inventions described in the claims, the above-mentioned Examples 4-5 also describe the following [Reference Invention 2-1]-[Reference Invention 2-8]. Some gaming machines are configured to determine whether a game has been won or not every time a start condition is met, and to notify the player of the result of the determination of whether a game has been won or not by displaying an image of a symbol game each time a game has been determined. Some gaming machines are configured to suggest to the player that a win will be notified by displaying an image of a reach effect during a symbol game (see JP2010-17425A). Some gaming machines are configured to perform a notice effect. This notice effect merely heightens the player's expectation of a win by suggesting to the player that an image of a reach effect will be displayed, and there is still room for improvement in terms of ingenuity.

[0218] [Reference Invention 2-1] A determination means for determining whether or not a start condition is satisfied each time the start condition is satisfied, and for setting a state advantageous to a player when the start condition is satisfied; A symbol game means for displaying a symbol game image for notifying a player of a winning or losing decision result; a reach effect means for displaying an image of a reach effect that suggests to a player in advance when a winning is notified by an image of a pattern game in one of "a front-back pattern in which a front effect image and a back effect image are displayed in a time-ordered order", "a front pattern in which only the front effect image of both images is displayed", and "a back pattern in which only the back effect image of both images is displayed", a notice performance means for performing a notice performance that suggests to a player that a subsequent image will be displayed in the reach performance; The reach production means includes: This game machine is characterized in that when the advance notice performance is executed, the reach performance can be performed in a front-back pattern and a front and back pattern, respectively, and the reach performance is performed with a high probability in the back pattern and with a lower probability in the front-back pattern than in the back pattern. [Reference Invention 2-2] The gaming machine described in [Reference Invention 2-1] is characterized in that the reach performance means performs a reach performance with a lower probability depending on the front pattern than on the back pattern when the advance notice performance is executed. According to the above means, the player is informed in advance that a back image will be displayed in a reach effect in response to the execution of the advance notice effect. If this back image indicates to the player a win with a high probability, the player's sense of expectation is heightened in response to the recognition of the advance notice effect. When this advance notice effect is performed, the reach effect is performed with a low probability in the front-back pattern, and with a high probability in the back pattern. The front-back pattern displays a front image that is of low interest to the player and a back image that is of high interest to the player in a time-first and time-last manner, while the back pattern displays a back image without displaying a front image, and when the advance notice effect is performed, the probability that the player will be able to see a back image that is of high interest to the player without seeing a front image that is of low interest to the player increases, thereby improving the entertainment value of the game overall. In the embodiment, "the game ball entering the second starting hole 23 in all stopped states of special chart 1 game, special chart 2 game, big win game, and small win game" corresponds to the establishment of the starting condition, "big win game" corresponds to a state advantageous to the player, "main control circuit 40" corresponds to the judgment means, "image of the performance pattern game" corresponds to an image of the pattern game, "sub-control circuit 60" corresponds to the pattern game means, reach performance means, and advance notice performance means, "image of the pre-battle performance" corresponds to the leading image, "battle image BL1" corresponds to the back image, "performance pattern 1" corresponds to the leading / back pattern, "performance pattern 2" corresponds to the leading pattern, "performance pattern 3" corresponds to the back pattern, and "battle advance notice performance" corresponds to the advance notice performance.

[0219] [Reference Invention 2-3] The gaming machine described in [Reference Invention 2-1] is characterized in that the advance notice performance means performs a plurality of types of advance notice performances that indicate to the player the probability that a reach performance will be performed in a later pattern with mutually different probabilities. [Reference Invention 2-4] The gaming machine described in [Reference Invention 2-3] is characterized in that the preview performance means displays a plurality of different images as the plurality of preview performances. According to the above-mentioned means, the player is informed that the next image will be displayed without going through the previous image in the reach effect according to the type of advance notice effect, so that the player can enjoy anticipating which type of advance notice effect will be displayed, further improving the entertainment value of the game. The "battle preview performance" and "pre-battle preview performance" in the embodiment correspond to multiple types of preview performance.

[0220] [Reference Invention 2-5] The advance notice performance means displays as the multiple types of images a first image suggesting a later image to the player and a second image not suggesting a later image, and is characterized in that it suggests with a high probability that the reach performance will be performed in the later pattern in response to displaying the first image, and suggests with a low probability in response to displaying the second image. [Reference Invention 2-4] The gaming machine described in According to the above means, since a first image suggesting a subsequent image is displayed in a preview performance, it is suggested with a high probability that the subsequent image will be displayed in a reach performance without passing through an earlier image, and since a second image not suggesting a subsequent image is displayed, it is suggested with a low probability that the subsequent image will be displayed in a reach performance without passing through an earlier image, it becomes easier for the player to understand that the subsequent image will be displayed without passing through an earlier image. In the embodiment, the "image of the battle preview performance" corresponds to the first image, and the "image of the pre-battle preview performance" corresponds to the second image.

[0221] [Reference Invention 2-6] The gaming machine described in [Reference Invention 2-3] is characterized in that the preview performance means performs multiple types of preview performances by displaying a single image at one of multiple mutually different timings. [Reference Invention 2-7] The gaming machine described in [Reference Invention 2-6] is characterized in that the preview performance means displays the one image at any one of a number of different timings between after the image of the pattern game starts to be displayed and before the next image starts to be displayed. According to the above means, the probability that a subsequent image will be displayed without passing through a previous image is indicated to the player depending on which of a plurality of timings an image is displayed at. This allows the player to gaze at the screen while maintaining a long period of anticipation for an image to be displayed, improving the entertainment value of the game. The "image of the battle preview" in the embodiment corresponds to one image, and each of the display timings "Ta" and "Tb" corresponds to the timing for displaying one image.

[0222] [Reference Invention 2-8] A determination means for determining whether or not a start condition is satisfied each time the start condition is satisfied, and for setting a state advantageous to a player when the start condition is satisfied; A symbol game means for displaying a symbol game image for notifying a player of a winning or losing decision result; a reach effect means for displaying an image of a reach effect that suggests to a player in advance when a winning is notified by an image of a pattern game in one of "a front-back pattern in which a front effect image and a back effect image are displayed in a time-ordered order", "a front pattern in which only the front effect image of both images is displayed", and "a back pattern in which only the back effect image of both images is displayed", A skip notice performance means is provided for performing a skip notice performance that indicates to a player that a next image will not be displayed in the reach performance, The reach performance means is capable of performing reach performance in a front-back pattern and a front-back pattern when the skip notice performance is executed, and is characterized in that the reach performance is performed with a high probability by the back pattern and with a lower probability than the back pattern by the front-back pattern. According to the above means, the player is informed in advance that the next image will not be displayed in the reach effect in response to the execution of the skip notice effect. If this next image indicates to the player a win with a low probability, the player's sense of expectation is increased in response to the recognition of the skip notice effect. When this skip notice effect is performed, the reach effect is performed with a low probability in the front-back pattern, and with a high probability in the back pattern. The front-back pattern displays a front image that is of low interest to the player and a back image that is of high interest to the player in a time-first and time-second order, while the back pattern displays a back image without displaying a front image, and when the skip notice effect is performed, the probability that the player will be able to see a back image that is of high interest to the player without seeing a front image that is of low interest to the player increases, so that the overall entertainment value of the game is improved. The "sub-control circuit 60" in the embodiment corresponds to the skip notice presentation means, and the display of the text image of "Pre-Battle Skip" corresponds to the skip notice presentation.

[0223] [Example 6] The jackpot pattern setting process of Figure 48 is executed when the sub-control circuit 60 sets three rows of performance patterns to a jackpot combination in S142 of Figure 35. When the sub-control circuit 60 receives special chart 1 game data, it determines in S401 of Figure 48 whether or not the reception result of the special chart 1 game data includes a jackpot type determination result, and when it receives special chart 2 game data, it determines in S401 of Figure 48 whether or not the reception result of the special chart 2 game data includes a jackpot type determination result.

[0224] If the sub-control circuit 60 determines in S401 that there is a jackpot type determination result, it proceeds to S402 and determines whether the jackpot type determination result is jackpot pattern 1 or jackpot pattern 3 for the probability variable. If it determines here that the jackpot type determination result is for the probability variable, it proceeds to S403 and sets the jackpot pattern to one of five odd number combinations, "111", "333", "555", "777", and "999". Each of these five odd number combinations is set with the same probability of "16%," and the sub-control circuit 60 sets the jackpot pattern to one of four even number combinations, "222", "444", "666", and "888", in S403. Each of these four even number combinations is set with the same probability of "5%," and in S403, the jackpot pattern is set to an odd number combination with a probability of "80%" and to an even number combination with a probability of "20%".

[0225] When the result of the judgment of the jackpot type is the jackpot pattern 2 for non-probability change, the sub-control circuit 60 shifts from S402 to S404 and sets the jackpot pattern to one of four types of even number combinations of "222", "444", "666", and "888". Each of these four types of even number combinations is set with the same probability of "25%," and in S404, the jackpot pattern is set to an even number combination with a probability of "100%". In other words, when the three rows of performance patterns in the image of the performance pattern game are an odd jackpot combination, the high probability electric support mode is set with a probability of "100%". When the three rows of performance patterns in this performance pattern game are an even jackpot combination, the low probability electric support mode is set with a high probability, and the high probability electric support mode is set with a low probability.

[0226] FIG. 49 explains the count-up reach performance. This count-up reach performance is executed when the performance mode is set to normal mode, and transitions from the normal reach performance of "4" (see a) in which the scroll display of the performance symbols in the left column and the scroll display of the performance symbols in the right column stop at "4" and the speed of the scroll display of the performance symbols in the middle column is switched from high speed to low speed. This count-up reach performance is started by temporarily stopping the slow scroll display of the performance symbols in the middle column at "9" (see b), and is performed by changing the performance symbols in the middle column from "9" to the performance symbols in the next scroll order by "1". This change in the performance symbols in the middle column is made on the spot without scrolling the performance symbols, and the change in the performance symbols in the middle column is made every fixed time Tc. In other words, the count-up reach performance is set to a performance content in which the image changes at a fixed speed.

[0227] There are four types of count-up reach effects: unachieved pattern 1, unachieved pattern 2, achieved pattern, and overachieved pattern. In unachieved pattern 1, the effect symbols in the middle row are changed from "9" to "1" to "2" every certain time Tc, and then the change in the effect symbols in the middle row is stopped at "2" (see b to d). When the count-up reach effect of unachieved pattern 1 ends, the ending image Ef of "Too bad, not achieved" is displayed to inform the player that the count-up reach effect has ended, as shown in FIG. 50 (see a to b). This ending image Ef is displayed superimposed in front of the three rows of effect symbols of the "424" missed reach combination, thereby hiding the three rows of effect symbols of the "424" missed reach combination from the player, and is erased when a certain time has passed based on the start of the display. When the ending image Ef is erased, the three rows of symbols become visible as a completely miss combination of "124" (see c), and the player is notified of the miss. When the count-up reach effect ends with the unachieved pattern 1, the probability that the three rows of symbols will become a big hit combination is set to a low probability.

[0228] As shown in FIG. 49, in the unachieved pattern 2, the effect symbols in the middle row are changed from "9" to "1" to "2" to "3" every certain time Tc, and then the change in the effect symbols in the middle row is stopped at "3" (see b to e). When the count-up reach effect of the unachieved pattern 2 ends, the ending image Es of "Time of Battle" is displayed as shown in FIG. 50, thereby informing the player that the count-up reach effect has ended (see d to e). This ending image Es is displayed superimposed in front of the three rows of effect symbols of the "434" missed reach combination, thereby hiding the three rows of effect symbols of the "434" missed reach combination from the player, and is erased when a certain time has passed based on the start of the display. When this ending image Es is erased, the battle image BL2 starts to be displayed (see f). This battle image BL2 ends with either a winning ending (see g) or a losing ending (see h), and when the battle image BL2 ends with a winning ending, the player is notified of a big win by the three rows of performance symbols being still displayed as an even-numbered big win combination of "444," and when the battle image BL2 ends with a losing ending, the player is notified of a loss by the three rows of performance symbols being still displayed as a losing reach combination of "434." When this count-up reach effect ends with unachieved pattern 2, the probability that the three rows of performance symbols will form a big win combination is set to a medium probability, which is higher than that of unachieved pattern 1.

[0229] As shown in FIG. 49, the arrival pattern is to change the middle row performance symbols from "9" to "1" to "2" to "3" to "4" every certain time Tc, and then stop the change of the middle row performance symbols at "4" (see b to f). When the count-up reach performance of the arrival pattern ends, the ending image Es of "Time of Battle" is displayed as shown in FIG. 50, thereby notifying the player that the count-up reach performance has ended (see i to e). This ending image Es is displayed in front of the three rows of performance symbols of the "444" jackpot combination, thereby hiding the three rows of performance symbols of the "444" jackpot combination from the player, and is erased when a certain time has passed based on the start of the display. When this ending image Es is erased, the battle image BL2 starts to be displayed (see f). If this battle image BL2 ends with a winning outcome, the player is notified of a big win by the three rows of performance symbols being still displayed in the even number big win combination of "444," and if the battle image BL2 ends with a losing outcome, the player is notified of a loss by the three rows of performance symbols being still displayed in the miss reach combination of "434." If this count-up reach effect ends with an reached pattern, the probability that the three rows of performance symbols will form a big win combination is set to be higher than the non-reached pattern 2.

[0230] As shown in FIG. 49, the excess pattern changes the middle row performance symbols from "9" to "1" to "2" to "3" to "4" to "5" every certain time Tc, and then stops the change of the middle row performance symbols at "5" (see b to f). When the excess pattern count-up reach performance ends, the player is notified that the count-up reach performance has ended by displaying the ending image Es of "Time of Battle" as shown in FIG. 51 (see a to b). This ending image Es is displayed in front of the three rows of performance symbols of the "454" miss reach combination, thereby hiding the three rows of performance symbols of the "454" miss reach combination from the player, and is erased when a certain time has passed based on the start of the display. When this ending image Es is erased, the battle image BL2 starts to be displayed (see c). This battle image BL2 ends with either a winning ending (see d) or a losing ending (see e). When the battle image BL2 ends with a winning ending, the three rows of performance symbols are displayed as a still odd winning combination of "555", thereby informing the player of a winning, and when the battle image BL2 ends with a losing ending, the three rows of performance symbols are displayed as a still miss reach combination of "545", thereby informing the player of a losing. When this count-up reach effect ends with an excess pattern, the probability that the three rows of performance symbols will become a winning combination is set to an extremely high probability, which is higher than the reaching pattern. When the three rows of performance symbols become a winning combination after the count-up reach effect of this excess pattern, the probability that the high-probability time-saving mode is set is set to be higher than when the three rows of performance symbols become a winning combination after the count-up reach effect of the non-achievement pattern 2, and when the three rows of performance symbols become a winning combination after the count-up reach effect of the reaching pattern. In other words, the count-up reach effect indicates to the player in advance that a jackpot will be announced in the performance symbol play, and has an end timing when the performance symbol in the middle row becomes "2," "3," "4," and "5."

[0231] The count-up reach presentation process in Fig. 52 is executed by the sub-control circuit 60 in S124 in Fig. 35 after the big win symbol setting process in Fig. 48 is completed, and the sub-control circuit 60 judges whether or not to execute a count-up reach presentation in response to executing the count-up reach presentation process. When the sub-control circuit 60 judges that a count-up reach presentation is to be executed, it judges the presentation pattern of the count-up reach presentation, and presents the image of the current presentation symbol game with a count-up reach presentation whose contents correspond to the result of the judgment of the presentation pattern.

[0232] The sub-control circuit 60 judges whether the current presentation mode is normal mode or not in S411 of Fig. 52. If it is judged to be normal mode, the process proceeds to S412, and judges whether the reception result of the special chart 1 game data has a judgment result of "special chart variation pattern PO02" for the jackpot battle image BL2. If it is judged to have a judgment result of "special chart variation pattern PO02", the process proceeds to S413, and judges whether the setting result of the jackpot pattern in the jackpot pattern setting process of Fig. 48 is "444". If it is judged to have a setting result of the jackpot pattern is "444", the process proceeds to S414, and the judgment result of "special chart variation pattern PO02" is changed to "special chart variation pattern PO2-2" or "special chart variation pattern PO02-3". The "Special chart change pattern PO2-2" is for changing the image of the performance pattern game from "Normal reach effect" → "Unachieved pattern 2 count-up reach effect" → "Victory ending battle image BL2" with a probability of 50%. The "Special chart change pattern PO2-3" is for changing the image of the performance pattern game from "Normal reach effect" → "Achieved pattern count-up reach effect" → "Victory ending battle image BL2" with a probability of 50%.

[0233] If the sub-control circuit 60 determines in S413 that the setting result of the jackpot symbol is not "444", it proceeds to S419 and determines whether the setting result of the jackpot symbol is "555". If it determines that the setting result of the jackpot symbol is "555", it proceeds to S420 and changes the judgment result of "special symbol variation pattern PO02" to "special symbol variation pattern PO2-4". This "special symbol variation pattern PO2-4" is for producing the image of the performance pattern game with the contents of "normal reach performance" → "count-up reach performance of excess pattern" → "battle image BL2 of the victory conclusion", and is changed with a probability of "100%".

[0234] If the sub-control circuit 60 determines in S412 that the reception result of the special chart 1 game data does not include the judgment result of the "special chart fluctuation pattern PO02" for the jackpot battle image BL2, it proceeds to S415 and determines whether the reception result of the special chart 1 game data includes the judgment result of the "special chart fluctuation pattern PH02" for the miss battle image BL2. If it determines that the judgment result of the "special chart fluctuation pattern PH02" exists, it proceeds to S416 and detects the special chart fluctuation pattern change table of FIG. 51(f) from the ROM. In this special chart fluctuation pattern change table, "special chart fluctuation pattern PH02-1", "special chart fluctuation pattern PH02-2", "special chart fluctuation pattern PH02-3", and "special chart fluctuation pattern PH02-4" are set.

[0235] The "special chart change pattern PH02-1" is for displaying the image of the performance pattern game with the contents of "normal reach performance" → "count-up reach performance of unachieved pattern 1". This "special chart change pattern PH02-1" is selected with a probability of "40%, and the complete miss pattern "124" is assigned to the "special chart change pattern PH02-1". The "special chart change pattern PH02-2" is for displaying the image of the performance pattern game with the contents of "normal reach performance" → "count-up reach performance of unachieved pattern 2" → "battle image BL2 of defeat ending". This "special chart change pattern PH02-2" is selected with a probability of "30%, and the miss reach pattern "434" is assigned to the "special chart change pattern PH02-2". The "Special chart change pattern PH02-3" is for displaying the image of the performance pattern game in the following order: "Normal reach effect" → "Count-up reach effect of the reaching pattern" → "Battle image BL2 of the defeat ending". This "Special chart change pattern PH02-3" is selected with a probability of "20%, and the miss reach pattern "434" is assigned to the "Special chart change pattern PH02-3". The "Special chart change pattern PH02-4" is for displaying the image of the performance pattern game in the following order: "Normal reach effect" → "Count-up reach effect of the exceeding pattern" → "Battle image BL2 of the defeat ending". This "Special chart change pattern PH02-4" is selected with a probability of "10%, and the miss reach pattern "545" is assigned to the "Special chart change pattern PH02-4".

[0236] When the sub-control circuit 60 finishes S416 in Fig. 52, it moves to S417. Here, one of "special chart fluctuation patterns PH02-1" to "special chart fluctuation patterns PH02-4" is selected from the special chart fluctuation pattern change table, and in S418, "special chart fluctuation pattern PO02" is changed to the selected result of the special chart fluctuation pattern, and the combination of the three columns of performance patterns is set to a complete miss pattern or a miss reach pattern according to the change result of the special chart fluctuation pattern. The following [1] to [4] summarize the performance contents when the normal reach performance develops into a count-up reach performance in the image of this performance pattern game.

[0237] [1] If the image in the performance pattern game is displayed as "Normal reach performance" → "Step-up reach performance of unachieved pattern 1", the battle image BL2 will not be displayed and there is a "100%" probability that the three rows of performance patterns will be a completely miss combination of "124". [2] If the current performance pattern game is performed as "Normal Reach Performance" → "Step-up Reach Performance of Unachieved Pattern 2", the three rows of performance patterns will go through "Battle Image BL2" and become a miss reach combination of "434" or a jackpot combination of "444". If these three rows of performance patterns become a jackpot combination of "444", there is a low probability that a high probability electric support mode will be set, and there is a high probability that a low probability electric support mode will be set. [3] If the current performance pattern game is performed as "Normal Reach Performance" → "Step-up Reach Performance of Reach Pattern", the three rows of performance patterns will go through "Battle Image BL2" and become the miss reach combination of "434" or the jackpot combination of "444". If these three rows of performance patterns become the jackpot combination of "444", there is a low probability that the high probability electric support mode will be set, and there is a high probability that the low probability electric support mode will be set. [4] If the current pattern play is performed as "Normal Reach" → "Excess Pattern Step-Up Reach", the three rows of patterns will go through "Battle Image BL2" and become a "545" miss reach combination or a "555" jackpot combination. If these three rows of patterns become a "555" jackpot combination, the high probability electric support mode will be set with a "100%" probability.

[0238] According to the sixth embodiment, the following effects are obtained. During the performance symbol game, the count-up reach effect image and the battle image BL2 are displayed. The count-up reach effect is an effect that indicates to the player in advance that a jackpot will be announced in the performance symbol game, and the image changes as time progresses. The battle image BL2 is an effect that heightens the player's sense of expectation for the jackpot being announced in the performance symbol game, and is started when the count-up reach effect ends with the jackpot combination "444". This count-up reach effect continues beyond the jackpot combination "444", and when the count-up reach effect ends with the miss reach combination "454" that exceeds the jackpot combination "444", the jackpot is announced with a higher probability than when it ends with the jackpot combination "444". Therefore, as the count-up reach performance exceeds the jackpot combination "444", the player's expectation of a jackpot decreases, and a jackpot is announced with a high probability in a state where the player's expectation of a jackpot is reduced. Therefore, the player recognizes a jackpot in a state where expectation is reduced, improving the entertainment value of the game.

[0239] When the count-up reach effect ends with the previous miss reach effect combination "424" where the three rows of effect symbols become the big hit combination "444", the miss is notified with a high probability of "100%" without executing the battle effect. Therefore, it does not take a long time to notify the miss in the effect symbol game, so that it is possible to prevent the player from feeling annoyed. When the count-up reach effect ends with the jackpot combination "444" and the miss reach combination "434" that are the previous combinations of the three-column effect patterns that become the miss reach combination "454", the three-column effect patterns are displayed as the even-numbered jackpot combination "444", and when the count-up reach effect ends with the miss reach combination "454" of the three-column effect patterns, the three-column effect patterns are displayed as the odd-numbered jackpot combination "555". Therefore, when the count-up reach effect ends with the miss reach combination "454" of the three-column effect patterns, the setting of the high probability electric support mode is notified with a higher probability than when it ends with the jackpot combination "444" and when it ends with the miss reach combination "434". Therefore, the player recognizes the setting of the high probability electric support mode in a state where the expectation for a jackpot is reduced, and the entertainment value of the game is further improved.

[0240] The combination of three rows of performance symbols changes from the miss reach combination "424" to the miss reach combination "434" as time progresses, and then displays an image of a count-up reach effect that becomes the miss reach combination "444" again, and a jackpot is notified with a low probability when the battle effect image starts to be displayed when the three rows of performance symbols are the jackpot combination "444", and a jackpot is notified with a high probability when the battle effect image starts to be displayed when the miss reach combination "454" is displayed. Therefore, the player's expectation of a jackpot becomes extremely low when the three rows of performance symbols exceed the jackpot combination, and a jackpot is notified with a high probability after the battle effect image starts to be displayed when the player's expectation of a jackpot is extremely low. Therefore, the player recognizes a jackpot when his expectation of a jackpot is extremely low, and the entertainment value of the game is further improved.

[0241] In the above-mentioned Example 6, if the count-up reach effect is ended by the big hit combination "444" of the three rows of effect symbols, the big hit may be always announced by the effect symbol game without executing the battle effect BL2. In this case, the count-up reach effect of the unachieved pattern 2 corresponds to the early effect of the short pattern that ends in the form of a trigger, and the miss reach combination "434" of the three rows of effect symbols corresponds to the form of the trigger of the early effect. In the above-mentioned Example 6, when the count-up reach effect ends in an excess pattern, the three columns of effect symbols may be displayed in any combination of "555" and "545" without executing the battle effect BL2.

[0242] [Example 7] FIG. 53 explains the dialogue-reach effect. This dialogue-reach effect is executed by the sub-control circuit 60 in place of the count-up reach effect of the sixth embodiment, and in the reach state "4↓4" of the three-row performance symbols, the normal reach effect in which the performance symbols in the middle row are scrolled at a low speed continues. This dialogue-reach effect suggests to the player both the high probability that the three-row performance symbols will be a combination of big wins and the high probability that the high probability electric support mode will be set. This dialogue-reach effect displays one of six different dialogue images L1 to L6 in the dialogue area EL, and the display order of the dialogue images L1 to L6 is set to "dialogue image L1" → "dialogue image L2" → "dialogue image L3" → "dialogue image L4" → "dialogue image L5" → "dialogue image L6", and the display of one of the dialogue images L1 to L6 is changed to the next one at regular intervals. The display of "Dialogue image L1" in this dialogue reach performance corresponds to the display of "494" in the count-up reach performance of Example 6, the display of "Dialogue image L2" corresponds to the display of "414", the display of "Dialogue image L3" corresponds to the display of "424", the display of "Dialogue image L4" corresponds to the display of "434", the display of "Dialogue image L5" corresponds to the display of "444", and the display of "Dialogue image L6" corresponds to the display of "454".

[0243] As shown in FIG. 53, there are four types of dialogue release effects: pre-departure pattern, deployment pattern, confident pattern, and disappointment pattern. In the pre-departure pattern, the dialogue image is changed from "dialogue image L1" to "dialogue image L2" to "dialogue image L3" every certain time Tc, and then the dialogue image stops changing at "dialogue image L3" (see b to d), which corresponds to the count-up reach effect of the unachieved pattern 1. When the dialogue release effect of this pre-departure pattern ends, the player is notified that the dialogue release effect has ended in response to the display of the ending image Ef as shown in FIG. 54 (see a to b), and when the ending image Ef is erased, the three rows of performance symbols are displayed in a completely miss combination of "124" (see c). When this dialogue release effect ends in the pre-departure pattern, the probability that the three rows of performance symbols will become a jackpot combination is set to a low probability.

[0244] 53, the sortie pattern 2 changes the dialogue image from "dialogue image L1" to "dialogue image L2" to "dialogue image L3" to "dialogue image L4" every certain time Tc, and then stops the change of the dialogue image at "dialogue image L4" (see b to e), which corresponds to the count-up reach performance of the unachieved pattern 2. When the dialogue reach performance of this sortie pattern ends, the ending image Es is displayed as shown in FIG 54 (see d to e), and when the ending image Es is erased, the battle image BL2 starts to be displayed (see f). This battle image BL2 ends with either a winning ending (see g) or a losing ending (see h), and when the battle image BL2 ends with a winning ending, the three rows of performance symbols are displayed as a still image of the even number jackpot combination of "444", and when the battle image BL2 ends with a losing ending, the three rows of performance symbols are displayed as a still image of the losing reach combination of "434". When this serif reach performance ends with a sortie pattern, the probability that the three rows of performance symbols will be a jackpot combination is set to a medium probability that is higher than the pre-sortie pattern.

[0245] As shown in FIG. 53, the confident pattern is one in which the dialogue image is changed from "dialogue image L1" to "dialogue image L2" to "dialogue image L3" to "dialogue image L4" to "dialogue image L5" every certain time Tc, and then the dialogue image stops changing at "dialogue image L5" (see b to f), and corresponds to the count-up reach effect of the reaching pattern. When the dialogue reach effect of this confident pattern ends, the ending image Es is displayed as shown in FIG. 54 (see i to e), and when the ending image Es is erased, the battle image BL2 starts to be displayed (see f). When this battle image BL2 ends with a winning ending, the three rows of performance symbols are displayed as a static combination of an even number "444", and when the battle image BL2 ends with a losing ending, the three rows of performance symbols are displayed as a static combination of a losing reach "434". When this serif release effect ends in a surefire pattern, the probability that the three rows of effect symbols will form a winning combination is set to a higher probability than in the sortie pattern.

[0246] In the disappointment pattern, as shown in Fig. 53, the dialogue image changes from "dialogue image L1" to "dialogue image L2" to "dialogue image L3" to "dialogue image L4" to "dialogue image L5" to "dialogue image L6" every certain time Tc, and then the dialogue image stops changing at "dialogue image L6" (see b to g), which corresponds to the count-up reach effect of the excess pattern. When the dialogue reach effect of this disappointment pattern ends, the ending image Es is displayed as shown in Fig. 55 (see a to b), and when the ending image Es is erased, the battle image BL2 starts to be displayed (see c). This battle image BL2 ends with either a winning ending (see d) or a losing ending (see e), and when the battle image BL2 ends with a winning ending, the three rows of performance symbols are displayed as a still odd winning combination of "555", and when the battle image BL2 ends with a losing ending, the three rows of performance symbols are displayed as a still losing reach combination of "545". When this serif reach effect ends with a disappointment pattern, the probability that the three rows of performance symbols will be a winning combination is set to an extremely high probability, higher than the certainty pattern.

[0247] As shown in Fig. 53, a mini symbol area Em is set in the display area E of the effect symbol display 28. This mini symbol area Em is an area in which an image of a mini symbol game, which has the same content as the effect symbol game but is smaller in size, is displayed, and an image of a normal reach effect is displayed in the mini symbol area Em before the dialogue reach effect starts. The image of this normal reach effect is a combination of three rows of effect symbols of "4↓4" reach, and the effect symbols in the middle row are scrolled at a low speed (see a), and the effect symbols in the middle row in the mini symbol area Em are temporarily stopped at "9" in synchronization with the display of the dialogue image L1 in the dialogue reach effect (see b). The performance pattern in the middle row within this mini pattern area Em changes to the next number at regular intervals, changing from "9" to "1" in sync with the display of dialogue image L2 (see c), from "1" to "2" in sync with the display of dialogue image L3 (see d), from "2" to "3" in sync with the display of dialogue image L4 (see e), from "3" to "4" in sync with the display of dialogue image L5 (see f), and from "4" to "5" in sync with the display of dialogue image L6 (see g).

[0248] According to the seventh embodiment, the following effects are obtained. An image of a dialogue-reach effect in which the appearance of the dialogue image changes over time is displayed in a reach state of three rows of effect symbols. This allows the player to enjoy the change in the dialogue image in the dialogue-reach effect in a reach state, improving the entertainment value of the game. Furthermore, an image of a mini-symbol game in which the combination changes in sync with the change in the dialogue image in the dialogue-reach effect is displayed. This allows the player to recognize the dialogue image in the dialogue-reach effect as a combination of three rows of effect symbols, further improving the entertainment value of the game. In the above-mentioned seventh embodiment, if the dialogue release effect ends in a disappointment pattern, the three columns of effect symbols may be displayed in any combination of "555" and "545" without executing the battle effect BL2.

[0249] [Example 8] When the count-up reach effect ends with the end of the reach, the ending image Es of "won without fighting" is displayed as shown in FIG. 56 (see a→b). This ending image Ess informs the player that the count-up reach effect has ended and that the battle image BL2 will not be displayed, and when a certain time has elapsed since the start of the display of the ending image Ess, the ending of the victory of the battle image BL2 is displayed instead of the ending image Ess. That is, when the count-up reach effect ends with the end of the reach, the three-row effect pattern becomes the jackpot combination "444" with a probability of "100%, and the low probability electric support state is set with a higher probability than the high probability electric support state. That is, the end of the reach of the count-up reach effect is set with a higher probability of jackpot than the end of the exceed, and the probability of the high probability electric support mode is set with a lower probability than the end of the exceed. In the above-mentioned Example 8, when the count-up reach performance ends with the end of reach, the three rows of performance symbols may be displayed as either the jackpot combination of "444" or the miss reach combination such as "434" without displaying the battle image BL2. In this case, when the count-up reach performance ends with the end of reach, it is preferable to set both the probability of the jackpot and the probability of the high probability electric support mode lower than when it ends with the end of over.

[0250] [Example 9] When the three rows of performance symbols are in the "4" reach state, as shown in FIG. 57, a button operation performance is started in the slow scrolling state of the middle row of performance symbols (see a). This button operation performance is to encourage the player to repeatedly press the operation button 10 in response to the display of a message image M of "Press the button repeatedly!!", and is displayed for a certain period of time T. This operation button 10 is enabled only during the period T during which the message image M is displayed, and when the sub-control circuit 60 detects that the operation button 10 has been repeatedly pressed within the effective period T, it starts a flash reach performance. This flash reach performance is executed during the mini symbol game of the seventh embodiment. Before the start of this flash reach performance, the background of the mini symbol area Em is displayed in the color "white (W)" (see a), and the flash reach performance is started by changing the background color of the mini symbol area Em from "white (W)" to "yellow (Y)" (see b). The timing at which this background color changes from "white (W)" to "yellow (Y)" is set to the timing when the combination of the three rows of performance symbols in the mini-pattern area Em becomes "494," and the player can recognize that the flash reach performance has begun when the background color of the mini-pattern area Em changes from "white (W)" to "yellow (Y)."

[0251] When the flash reach performance starts, the background color of the mini pattern area Em changes in the following order: yellow (Y) → green (G) → blue (B) → gold (Go) → rainbow (Ra) → red (R). The timing for the background color to change from "yellow (Y)" to "green (G)" is set to the timing when the combination of the three rows of performance patterns in the mini pattern area Em changes from "494" to "414" (see c), the timing for the background color to change from "green (G)" to "blue (B)" is set to the timing when the combination of the three rows of performance patterns changes from "414" to "424" (see d), the timing for the background color to change from "blue (B)" to "gold (Go)" is set to the timing when the combination of the three rows of performance patterns changes from "424" to "434" (see e), the timing for the background color to change from "gold (Go)" to "rainbow (Ra)" is set to the timing when the combination of the three rows of performance patterns changes from "434" to "444" (see f), and the timing for the background color to change from "rainbow (Ra)" to "red (R)" is set to the timing when the combination of the three rows of performance patterns changes from "444" to "454" (see g). In other words, the flash reach effect is an effect whose appearance changes over time, and indicates to the player the probability of a jackpot and the probability of a high probability electric support mode. In the above-mentioned embodiment 9, the three rows of effect symbols may not be displayed in the mini symbol area Em. In other words, the probability of a big win and the probability of a high probability electric support mode may be suggested to the player only by the flash reach effect.

[0252] In the above-mentioned Examples 6 to 9, in addition to the inventions described in the claims, the following [Reference Invention 3-1] to [Reference Invention 3-7] are described. Some gaming machines are configured to judge whether a game has been won or not every time a start condition is satisfied, and to inform the player of the judgment result of whether a game has been won or not by displaying an image of a symbol game each time a game has been judged. In the case of this gaming machine, some are configured to suggest to the player that a win will be announced by displaying an image of a reach effect during a symbol game (see JP2010-17425A). Some gaming machines are configured to perform a notice effect. This notice effect merely heightens the player's expectation of a win by suggesting to the player that an image of a reach effect will be displayed, and there is still room for improvement in terms of the idea.

[0253] [Reference Invention 3-1] A determination means for determining whether or not a start condition is satisfied each time the start condition is satisfied, and for setting a state advantageous to a player when the start condition is satisfied; A symbol game means for displaying an image of a symbol game to inform a player of a winning or losing judgment result; A pre-show means for performing a pre-show that suggests a setting of a favorable state to a player in a symbol game in a manner that changes its content according to the progress of time, and the pre-show can be performed in either a "short pattern that ends with the trigger state" or a "long pattern that continues beyond the trigger state"; A post-performance is performed to enhance a player's sense of expectation for being notified of a setting of a state advantageous to the player in a symbol game, and the post-performance is provided with a post-performance means capable of starting the post-performance when the pre-performance is ended in a trigger mode; The gaming machine is characterized in that the symbol game means notifies the player of a setting of a state advantageous to the player with a high probability when the advance performance continues beyond the trigger mode, compared with a case where the advance performance ends at the trigger mode. According to the above means, a first performance and a second performance are performed during a symbol game. The first performance is a performance that suggests in advance that a setting of a state advantageous to the player will be notified in the symbol game, and the content changes as time progresses. This first performance has a short pattern that ends in a trigger mode and a long pattern that continues beyond the trigger mode. The second performance is a performance that enhances the player's expectation that a setting of a state advantageous to the player will be notified in the symbol game, and is started when the first performance ends in a trigger mode. When this first performance continues beyond the trigger mode, the setting of a state advantageous to the player is notified with a high probability compared to when it ends in the trigger mode. Therefore, the player's expectation decreases as the first performance exceeds the characteristic trigger mode, and the setting of a state advantageous to the player is notified with a high probability in a state where the player's expectation has decreased. Therefore, the player recognizes the setting of a state advantageous to the player in a state where the expectation has decreased, and the entertainment value of the game is improved. In the embodiment, "the stopping of all of the special chart 1 game, special chart 2 game, small hit game, and big hit game" corresponds to the start condition being met, "big hit" corresponds to a hit, "big hit game" corresponds to a state advantageous to the player, the main control circuit 40 corresponds to the judgment means, "performance pattern game" corresponds to a pattern game, the sub-control circuit 60 corresponds to the pattern game means, the advance performance means, and the end performance means, "count-up reach performance" corresponds to the advance performance, "444" corresponds to the "trigger mode", "reach pattern" corresponds to the short pattern, "exceed pattern" corresponds to the long pattern, and "battle image BL2" corresponds to the end performance.

[0254] [Reference Invention 3-2] The advance performance means can be performed in a very short pattern that ends before the advance performance becomes a trigger mode, The post-performance means is unable to execute the post-performance when the pre-performance is executed in a very short pattern, The gaming machine described in [Reference Invention 3-1] is characterized in that when the advance performance is executed in an extremely short pattern, the pattern game means notifies the player with a high probability that an advantageous state will not be set compared to when the advance performance is executed in a short pattern or when the advance performance is executed in a long pattern. According to the above means, when the first performance is executed in a very short pattern, the second performance is not executed and the player is notified with a high probability that an advantageous state will not be set. Therefore, it does not take a long time to notify the player that an advantageous state will not be set, so it is possible to prevent the player from feeling annoyed. The "count-up reach performance of unachieved pattern 1" in this embodiment corresponds to the advance performance of the very short pattern.

[0255] [Reference Invention 3-3] The determination means is capable of setting a high probability state in which a hit is determined with a high probability when a hit is determined, The gaming machine described in [Reference Invention 3-1] is characterized in that the symbol game means notifies the player of the setting of a high probability state as a state advantageous to the player through symbol game. According to the above means, when the advance performance continues beyond the trigger mode, the setting of the high probability state is notified with a higher probability than when it ends at the trigger mode. Therefore, the player recognizes that the high probability state is set in a state where the expectation is reduced, further improving the entertainment value of the game.

[0256] [Reference Invention 3-4] The symbol game means sets the identification symbol to either a winning pattern or a losing pattern according to a result of the winning / losing judgment, The advance performance means performs, as an advance performance, displaying an image in which the state of the identification pattern approaches a winning state from a losing state as time progresses, passes through a winning state, and then moves away from the winning state; The gaming machine described in [Reference Invention 3-1] is characterized in that the post-performance means starts a post-performance when the identification pattern is a winning pattern. According to the above means, an image is displayed as a pre-show performance in which the state of the identification symbol approaches a winning state from a losing state as time progresses, passes through a winning state, and then moves away from the winning state. If the post-show performance starts when the identification symbol becomes a winning state in this pre-show performance, a winning state is notified with a low probability, and if the identification symbol exceeds the winning state and becomes a losing state, a winning state is notified with a high probability. Therefore, as the identification symbol exceeds the winning state, the player's expectation of a winning state becomes extremely low, and a winning state is notified with a high probability when the player's expectation of a winning state is extremely low. Therefore, the player recognizes a winning state when his or her expectation of a winning state is extremely low, which further improves the entertainment value of the game. The three rows of presentation symbols in the embodiment correspond to identification symbols.

[0257] [Reference Invention 3-5] The symbol game means sets the identification symbol to either a winning pattern or a losing pattern according to a result of the winning / losing judgment, The gaming machine described in [Reference Invention 3-1] is characterized in that the advance performance means displays, as an advance performance, a performance image different from the identification pattern, which changes in appearance over time, when the identification pattern is in a reach state. According to the above means, the player can enjoy the images of the preceding effects, in which the appearance of the effect images changes with the passage of time, in a reach state for the identification symbols, thereby improving the entertainment value of the game. The dialogue reach effect and the flash reach effect in the embodiment correspond to the advance effect, and the dialogue images L1 to L6 and the background of the mini symbol area Em correspond to the effect image.

[0258] [Reference Invention 3-6] A determination means for determining whether or not a start condition is satisfied each time the start condition is satisfied, and for setting a state advantageous to a player when the start condition is satisfied; A symbol game means for displaying an image of a symbol game notifying a player that a favorable state is set; A pre-performance means for performing a pre-performance that indicates in advance that a setting of a state advantageous to a player in a symbol game is notified, in a manner in which the content changes with the progress of time, and the pre-performance can be ended at any one of a plurality of ending timings having different durations and modes; A post-show means for performing a post-show to enhance a player's expectation for being notified of a setting of a state advantageous to the player in a symbol game is provided, The advance performance means is a mode in which the advance performance is triggered at one of a plurality of end timings prior to the final end timing, The post-performance means is capable of starting a post-performance when the pre-performance is ended in a trigger mode, The gaming machine is characterized in that the symbol game means notifies the player of a setting of a state advantageous to the player with a high probability when the advance performance continues beyond the trigger mode, compared with a case where the advance performance ends at the trigger mode. [Reference Invention 3-7] The gaming machine described in [Reference Invention 3-6] is characterized in that the pattern game means notifies the player of a setting of a state advantageous to the player with a high probability depending on the timing of the end of the advance performance being later. According to the above means, a first performance and a second performance are performed during a symbol game. The first performance is a performance that indicates in advance that a setting of a state advantageous to the player will be notified in the symbol game, and the content changes as time progresses. This first performance ends at one of a number of end timings that differ from each other in both duration and mode, and becomes the trigger mode at one of the multiple end timings before the final one. The second performance is a performance that increases the player's expectation that a setting of a state advantageous to the player will be notified in the symbol game, and starts when the first performance ends in the trigger mode. This first performance continues beyond the trigger mode, and when the first performance continues beyond the trigger mode, the setting of a state advantageous to the player is notified with a high probability compared to when it ends in the trigger mode. Therefore, the player's expectation decreases as the first performance exceeds the characteristic trigger mode, and the setting of a state advantageous to the player is notified with a high probability in a state in which the player's expectation has decreased. Therefore, the player will recognize the settings that are advantageous to the player in a state where his / her sense of expectation is reduced, which enhances the entertainment value of the game.

[0259] [Example 10] Normal background image 1, normal background image 2, and normal background image 3 in FIG. 58 are each displayed as background images for effect pattern play on effect pattern display 28 when the play mode is set to the normal play mode. Normal background image 1 (see a) is set to an image of a swarm of bats flying, and is displayed when the play mode is set to normal mode 1. Normal background image 2 (see b) is set to an image of a flock of birds flying in the sky, and is displayed when the play mode is set to normal mode 2. Normal background image 3 (see c) is set to an image of a witch flying in the sky, and is displayed when the play mode is set to normal mode 3.

[0260] The symbol group 13 in FIG. 58(d) is made up of nine kinds of number symbols from "1" to "9", and the odd number symbols "1", "3", "5", "7", and "9" are set to red, and the even number symbols "2", "4", "6", and "8" are set to blue. The nine kinds of number symbols in this symbol group 13 are displayed as the performance symbols in each column from left to right in the performance symbol game when the performance mode is set to normal mode 1, the performance symbol game when the performance mode is set to normal mode 3, the performance symbol game when the performance mode is set to chance mode, the performance symbol game when the performance mode is set to speed mode, and the performance symbol game when the performance mode is set to super speed mode, and are not displayed when the performance mode is set to normal mode 2. The symbol group 2 in FIG. 58(e) is made up of nine kinds of number symbols from "1" to "9", and the odd number symbols "1" to "9" are set to red, and the even number symbols "2" to "8" are set to blue. Each number pattern in pattern group 2 differs from the number patterns in pattern group 13 in that an image of a bird is attached to each number pattern, and they are displayed as performance patterns in the left, center, and right columns only when playing with the performance pattern when the performance mode is set to normal mode 2.

[0261] The presentation mode determination process in Fig. 59(a) is executed in S124 in Fig. 35 when the sub-control circuit 60 starts the current presentation pattern game in response to receiving the special pattern 1 game data from the main control circuit 40. This presentation mode determination process is for changing between normal mode 1 and normal mode 2 and between normal mode 1 and normal mode 3 when the game mode is set to the normal game mode, and does not change between normal mode 2 and normal mode 3. When the presentation mode is changed by this presentation mode change process, the current presentation pattern game starts with a background image of a type corresponding to the result of the change in presentation mode and the same three rows of presentation patterns.

[0262] The sub-control circuit 60 judges whether the current game mode is the normal game mode in S501 of the presentation mode judgment process. If it is judged to be the normal game mode, the process proceeds to S502, and judges whether there is a miss judgment result in the reception result of the special figure 1 game data. If it is judged to be a miss judgment result, the process proceeds to S503, and judges whether the current presentation mode is normal mode 1. This normal mode 1 is a presentation mode that is initially set when the main power is turned on, and if the sub-control circuit 60 judges that it is normal mode 1, the process proceeds to presentation mode processing 1 in S504, and if it is not normal mode 1, the process proceeds to presentation mode processing 2 in S506, and if it is normal mode 3, the process proceeds to presentation mode processing 3 in S508. Each of these presentation mode processing 1 to 3 judges whether the current presentation mode is changed, and when the sub-control circuit 60 finishes each of the presentation mode processing 1 to 3, it transitions to presentation mode change processing in S507.

[0263] 59(b) is the presentation mode process 1 of S504, and the sub-control circuit 60 judges whether or not the reception result of the special chart 1 game data has any of the special chart change pattern judgment results "PH01", "PH02", "PH03", and "PH04". The special chart change pattern "PH01" is for displaying the battle image BL1 of the defeat ending, the special chart change pattern "PH02" is for displaying the battle image BL2 of the defeat ending, the special chart change pattern "PH03" is for displaying the battle image BL3 of the defeat ending, and the special chart change pattern "PH04" is for displaying the battle image BL4 of the defeat ending, and when the sub-control circuit 60 judges that the special chart change pattern judgment result "PH01" to "PH04" has any of the special chart change pattern judgment results "PH01" to "PH04", it sets the value of the flag F3 to "1" in S512.

[0264] If the sub-control circuit 60 determines in S511 that there is no result of the determination of the special pattern variation pattern for the battle performance of the defeat ending, it proceeds to S513 and adds "1" to the value of the counter N. The value of this counter N measures the number of consecutive executions of the losing performance pattern game, and is reset to "0" when the main power is turned on. When the sub-control circuit 60 finishes S513, it proceeds to S514 and determines whether the addition result of the value of the counter N is "100". If it determines that the addition result of the value of the counter N is "100", it sets the value of the flag F2 to "1" in S515 and resets the value of the counter N to "0" in S516.

[0265] 60(a) shows the presentation mode process 2 of S506, in which the sub-control circuit 60 adds "1" to the value of counter N in S521, and judges whether the result of the addition of the value of counter N is "100" in S522. If it is judged that the result of the addition of the value of counter N is "100", the value of flag F1 is set to "1" in S523, and the value of counter N is reset to "0" in S524. 60(b) shows the presentation mode process 3 of S508, in which the sub-control circuit 60 adds "1" to the value of counter N in S531, and judges whether the result of the addition of the value of counter N is "30" in S532. If it is judged that the result of the addition of the value of counter N is "30", the value of flag F1 is set to "1" in S533, and the value of counter N is reset to "0" in S534.

[0266] 61 shows the presentation mode change process of S507, and the sub-control circuit 60 judges whether the value of the flag F1 is "1" or not in S541. If it is judged that the flag F1 is on, the current presentation mode is changed to normal mode 1 in S542, and the value of the flag F1 is set to "0" in S543. This presentation mode is initially set to normal mode 1 when the main power is turned on, and when the number of consecutive executions of the losing presentation pattern game reaches "100 times" in normal mode 2, the presentation mode is changed from normal mode 2 to normal mode 1, and when the number of consecutive executions of the losing presentation pattern game reaches "30 times" in normal mode 3, the presentation mode is changed from normal mode 3 to normal mode 1.

[0267] When S543 is finished, the sub-control circuit 60 switches the background image of the effect symbol game from the normal background image 2 or normal background image 3 to the normal background image 1 in S544, and judges whether the switching of the effect mode was from the normal mode 2 to the normal mode 1 in S545. If it is judged that the effect mode was switched from the normal mode 2 to the normal mode 1, the process proceeds to S546, and each of the effect symbols in the three columns is changed from the number symbols in the symbol group 2 to the number symbols in the symbol group 13. That is, when the effect mode is changed from the normal mode 2 to the normal mode 1 and from the normal mode 3 to the normal mode 1, the normal background image 1 starts to be displayed when the image of the effect symbol game starts to be displayed, and when the effect mode is changed from the normal mode 2 to the normal mode 1, the effect symbols in the three columns are changed from the number symbols in the symbol group 2 to the number symbols in the symbol group 13 in synchronization with the start of the display of the normal background image 1.

[0268] If the sub-control circuit 60 determines in S541 that the flag F1 is off, it proceeds to S547 and determines whether the flag F2 is on. If it determines that the flag F2 is on, it changes the current presentation mode to normal mode 2 in S548, and turns off...

Claims

[Claim 1] A determination means for determining whether or not to execute a special game that is advantageous to the player, If the determination means determines that the special game is to be executed, the special game execution means executes the special game, A means for reserving the right to make the aforementioned determination up to a predetermined number, A pre-determination means that performs a pre-determination on whether or not to perform the special game before the determination is made on the right that has been reserved by the reservation means, It comprises a performance control means for controlling the performance, The aforementioned performance control means is The performance is controlled by one of several performance modes, including the first performance mode. The symbols used to inform the player of the result of the aforementioned determination are superimposed on a background image corresponding to one of the aforementioned performance modes. During the display of the changing symbols, it is possible to change the appearance of the symbols in the order of first appearance, second appearance, and third appearance. A gaming machine that displays a notification image suggesting that the performance symbols may be displayed in a manner that notifies that the special game will be performed, based on the results of the prior determination, and is characterized in that the display of the notification image can be started when the performance symbols are superimposed on a background image corresponding to the first performance mode.