Game machine

The gaming machine enables players to customize performance settings, enhancing engagement and excitement by allowing detailed or easy customization options, including external output and input of settings, thus improving the gameplay experience.

JP2025009515AActive Publication Date: 2025-01-20TAKAO KK

Patent Information

Application Number
JP2023112568
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-07-07
Publication Date
2025-01-20
Estimated Expiration
2043-07-07

AI Technical Summary

Technical Problem

Existing gaming machines lack sufficient customization options for players to tailor performance settings, limiting player engagement and excitement.

Method used

A gaming machine with a performance customization function that allows players to change game performance settings through detailed or easy customization options, including outputting settings externally via passwords or codes, and inputting settings using an input means to enhance gameplay experience.

Benefits of technology

Enhances player engagement by allowing personalized gameplay experiences, increasing anticipation and excitement through customizable performance modes, appearances, and probabilities, thereby improving overall player satisfaction.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2025009515000001_ABST
    Figure 2025009515000001_ABST
Patent Text Reader

Abstract

To provide a game machine with improved performance customization functions that can be set by a player.SOLUTION: A game machine has a performance customization function, and the performance customization has simple setting and detailed setting. When the simple setting is selected, multiple performances are set to the preset contents by selecting a mode name that indicates the tendency of playability. When the detailed setting is selected, items provided for each performance can be selected and set. When the setting is completed, the information on the setting contents is displayed as a two-dimensional code.SELECTED DRAWING: Figure 44
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Description

[Technical field]

[0001] The present invention relates to a gaming machine, and more particularly to a gaming machine which performs a variable effect on an effect display unit to heighten the player's sense of anticipation for a transition to a specific gaming state that is advantageous to the player. [Background technology]

[0002] Conventionally, pachinko machines (pinball machines) are gaming machines that shoot a game ball toward a game area on a game board, and when the game ball enters the starting hole, a judgment is made as to whether or not it will be a "jackpot", and if the judgment result is a "jackpot", the machine moves to a jackpot game that is favorable for winning prize balls. In addition, in this type of pachinko machine, a special symbol changes in accordance with the judgment result, and the result of the judgment is notified by a confirmation display, and a change performance that increases the expectation of a jackpot is performed while the special symbol changes. Conventional pachinko machines are designed to heighten the player's sense of expectation by implementing a variety of variable effects.

[0003] Furthermore, in conventional pachinko machines, there are machines that allow players to freely change the settings of the performance contents such as variable performance (Patent Document 1) and machines that allow players to freely change the performance mode (Patent Document 2). These machines allow players to select the performance that suits their tastes, and allow them to enjoy the game without getting bored of the variable performance. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2017-148234 A [Patent Document 1] JP 2006-174956 A Summary of the Invention [Problem to be solved by the invention]

[0005] However, for gaming machines that have a function that allows a player to freely change the settings of the presentation content, such as variable presentation, there is room for improvement in terms of improving the presentation. [Means for solving the problem]

[0006] The invention of claim 1, which has been made in consideration of the above problem, comprises a performance execution means for executing a game performance, and a performance control means for controlling the performance execution means, The performance control means has a performance customization function that can change settings of game performance based on a player's operation, As the performance customization, a first performance customization that allows detailed setting of the game performance and a second performance customization that allows simple setting of the game performance are provided. When the setting information is set in the first performance customization, the setting information can be output to the outside.

[0007] Game effects refer to variable effects to show the results of the win / lose lottery, effects in special games that are executed based on the win / lose lottery, and effects in special game states (time-saving, probability change, etc.) that are granted after special games, etc., and include background displays, effect patterns, characters, preview effects (including pre-reading effects) and reach effects that are implemented in variable effects.

[0008] The presentation customization can be thought of as a setting that allows the player to change (also written as customization or customization) the presentation contents according to the operation of the operation means by the player. It is thought that it is possible to customize the contents related to the presentation, such as not only changing the pre-reading presentation, but also changing the presentation mode, the appearance rate of a specific reach presentation, the appearance rate of a specific advance notice presentation, and automating the operation means.

[0009] The first effect customization, which allows detailed setting of game effects, refers to, for example, the ability to set various effects individually, and it is conceivable that the appearance rate and timing of various effects can be changed individually, such as being able to set the appearance rate and timing of "cut-in previews," "dialogue previews," and "preview previews" individually. The second effect customization, which allows for easy setting of game effects, is a configuration in which the settings of multiple effects are selected all at once when one item is selected. For example, when "simple mode" is selected, the appearance rate of various preview effects is reduced, but when they do appear, the customization can be such that the expectation of winning is increased. Even when either the first or second performance customization is set, it is possible to make it possible to change the settings to a different performance customization.

[0010] Outputting setting information to the outside means, for example, displaying the setting contents of performance customization using a password, or displaying a multi-dimensional code such as a barcode or a two-dimensional code. In conjunction with the ability to output the setting information to the outside, a configuration is also conceivable in which an input means for inputting the setting information to the gaming machine is provided, and the setting contents of the first performance customization are set based on the setting information by inputting the setting information. By providing the input means, the setting contents of the first performance customization, which allows detailed setting of the gaming performance, can be easily reproduced by inputting the setting information.

[0011] According to this feature, detailed customization of the effects can be set, which changes other effects and improves the performance. [Brief description of the drawings]

[0012] [Figure 1] 1 is a front view of a gaming machine to which the present invention is applied. [Diagram 2] FIG. 2 is a front view of the gaming board of the gaming machine. [Diagram 3] FIG. [Figure 4] FIG. 2 is an electrical block diagram of the gaming machine. [Diagram 5] FIG. 2 is an explanatory diagram showing the gaming specifications of the gaming machine. [Figure 6] 5 is a flowchart showing the control contents of a main routine executed by a main control device of the gaming machine. [Figure 7]13 is a flowchart showing the control contents of the initial goal confirmation processing executed by the main control device. [Figure 8] This is a first flowchart showing the control contents of the special drawing match determination processing executed by the main control device. [Figure 9] This is a second flowchart showing the control contents of the special drawing correctness determination process. [Figure 10] This is a third flowchart showing the control contents of the special drawing correctness determination process. [Figure 11] This is a fourth flowchart showing the control contents of the special drawing correctness determination process. [Figure 12] 11 is a first flowchart showing the control contents of a special game process executed by the main control device. [Figure 13] 10 is a second flowchart showing the control contents of the special game processing. [Figure 14] 13 is a third flowchart showing the control contents of the special game processing. [Figure 15] 13 is a fourth flowchart showing the control contents of the special game processing. [Figure 16] 1 is an explanatory diagram showing the presentation contents and presentation modes that can be set in the gaming machine. FIG. [Figure 17] FIG. 11 is an explanatory diagram of a setting screen for the first effect content displayed on the effect symbol display device of the gaming machine. [Figure 18] An explanatory diagram of a setting screen for the second performance content displayed on the performance pattern display device. [Figure 19] An explanatory diagram of a setting screen for the third performance content displayed on the performance pattern display device. [Figure 20] An explanatory diagram of the setting screen for the fourth performance content displayed on the performance pattern display device. [Figure 21] An explanatory diagram of the setting screen for the first presentation mode displayed on the presentation pattern display device. [Figure 22] An explanatory diagram of the setting screen for the second presentation mode displayed on the presentation pattern display device. [Diagram 23]An explanatory diagram showing the display mode of the set performance content displayed on the performance pattern display device. [Figure 24] An explanatory diagram showing the display mode of the set performance mode displayed on the performance pattern display device. [Diagram 25] 11 is a first flowchart showing the control contents of the menu screen processing executed by the sub-control device of the gaming machine. [Figure 26] 10 is a second flowchart showing the control content of the menu screen processing. [Figure 27] 4 is a flowchart of a language selection process executed by the sub-control device. [Figure 28] 6 is a flowchart showing the control content of a volume / brightness adjustment process executed by the sub-control device. [Figure 29] 11 is a flowchart showing the control content of a character selection process executed by the sub-control device. [Diagram 30] 6 is a flowchart showing the control contents of an auto button ON process executed by the sub-control device. [Diagram 31] 10 is a flowchart showing the control contents of the performance customization process executed by the sub-control device. [Diagram 32] 6 is a flowchart showing the control content of a BGM selection process executed by the sub-control device. [Diagram 33] 10 is a flowchart showing the control content of a reserved design selection process executed by the sub-control device. [Diagram 34] 13 is a flowchart showing the control contents of the presentation mode selection screen processing executed by the sub-control device. [Diagram 35] 10 is a flowchart showing the control contents of the presentation mode setting process executed by the sub-control device. [Diagram 36] An explanatory diagram showing the display mode regarding the reset operation displayed on the performance pattern display device. [Figure 37] 10 is a flowchart showing the control contents of the performance setting initialization processing executed by the sub-control device. [Figure 38] An explanatory diagram of the setting screen for the fifth performance content displayed on the performance pattern display device. [Figure 39] This is a display example continuing from Figure 19 (d), which is an explanatory diagram regarding the setting screen for the third performance content displayed on the performance pattern display device. [Diagram 40] This is a display example continuing from Figure 19 (d), which is an explanatory diagram regarding the setting screen for the third performance content displayed on the performance pattern display device. [Diagram 41] FIG. 19(d) is an explanatory diagram of the setting screen for the third performance content displayed on the performance pattern display device, and is an example of a display in which pre-reading performance content has been added. [Diagram 42] FIG. 19(d) is an explanatory diagram of the setting screen for the third performance content displayed on the performance pattern display device, and is an example of a display in which pre-reading performance content has been added. [Diagram 43] FIG. 19(d) is an explanatory diagram of the setting screen for the third performance content displayed on the performance pattern display device, and is an example of a display in which pre-reading performance content has been added. [Diagram 44] 11 shows an example of a screen that is displayed when performance customization is selected from menu screen 710, and a display example when "Detailed Settings" 1110 is selected. [Diagram 45] This is an example of the display when "Detailed Settings" 1110 displayed on the performance customization screen 1100 is selected. [Figure 46] This is an example of the display when "Detailed Settings" 1110 displayed on the performance customization screen 1100 is selected. [Figure 47] This is a display example when "Simple Settings" 1111 or "Password Entry" 1112 displayed on the performance customization screen 1100 is selected. [Figure 48] This is a display example showing that customization can be set during standby mode or during variable performance after setting or reconfiguration has been completed on performance customization screen 1100. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0013] A pachinko machine to which the present invention is applied will be described. As shown in Fig. 1(a), the pachinko machine 1 has a structure in which each component is held by an outer frame 10 that forms a vertically long fixed outer shell holding frame. A front frame 11 (glass frame) in which a glass plate 110 is fitted and an inner frame (not shown) are provided in an openable and closable manner via hinges 101 provided at the top and bottom of the left side of the outer frame 10. The front frame 11 and the inner frame are locked to the outer frame 10 by a cylinder lock 18. The inner frame is opened by inserting a key into the cylinder lock 18 and turning the key clockwise, and the front frame 11 is opened by turning it counterclockwise. Behind the glass plate 110 of the front frame 11, a game board 2 (FIG. 2) is provided which is held by the inner frame.

[0014] Speakers 112 are arranged on both the left and right sides of the upper part of the front frame 11, which output game sounds to enhance the entertainment value of the game. The front frame 11 is also provided with frame side decorative lamps 113 that emit light according to the game status, as well as LEDs that notify of abnormalities in the game.

[0015] An upper tray 12 and a lower tray 13 are integrally formed in the lower half of the front frame 11. A launching handle 14 is provided on the right side of the lower tray 13, and when the launching handle 14 is operated clockwise, the launching device is activated and the game balls supplied from the upper tray 12 are launched toward the game board 2. In addition, prize balls are paid out onto the upper tray 12. The lower tray 13 is configured to receive prize balls that overflow from the upper tray 12, and by operating a ball removal lever, the game balls that have accumulated on the lower tray 13 can be transferred to a separate box (dollar box) provided in the gaming facility.

[0016] In addition, the upper tray 12 is provided with a performance button 15, which is an operation means that can be operated by the player, at its center, and a jog dial 16, which is also an operation means, surrounding the outer periphery of the performance button 15. Furthermore, the upper tray 12 is provided with a cross key 19 on the left side of the performance button 15 and the jog dial 16. As shown in FIG. 1( b ), the cross key 19 is made up of five operation buttons: a cross key center button 191 , a cross key up button 192 , a cross key down button 193 , a cross key left button 194 , and a cross key right button 195 .

[0017] The pachinko machine 1 is a so-called CR machine, and a prepaid card unit (CR unit) CR that reads and writes prepaid cards is adjacent to it. Accordingly, a ball loan switch 171, a settlement switch 172, and a settlement display device 173 are arranged on the right side of the upper tray 12 of the pachinko machine 1.

[0018] The game board 2 will now be described. As shown in Fig. 2, the game board 2 has a substantially circular game area 20 surrounded by an outer rail 201 and an inner rail 202. A large number of game pegs are planted in the game area 20. A center case 200 is attached to the center of the game area 20. An LCD panel of a performance pattern display device 21 (not shown in the figure) is arranged in the center of the center case 200. The center case 200 is also provided with a warp entrance, warp gutter, stage, etc., as in the well-known cases.

[0019] A normal symbol operation gate 22 is provided to the left of the center case 200 of the game area 20, through which game balls can pass and which, when the game balls pass through, executes a lottery for a normal symbol (hereinafter simply referred to as a normal symbol). Directly below the center of the center case 200 is a first special symbol start hole 23, into which a game ball can always enter and into which a first special symbol (hereinafter referred to as the first special symbol) is judged as a winning combination when a ball enters the hole. Directly below the first special symbol start hole 23 is a second special symbol start hole 24, which is made up of a tulip-type ordinary electric device (hereinafter referred to simply as the ordinary electric device) and into which a second special symbol (hereinafter referred to as the second special symbol) is judged as a winning combination when a ball enters the hole. The second special symbol start hole 24 is only capable of receiving a ball (winning) when the ordinary electric device is opened. The ordinary electric device is configured to open in a predetermined opening manner for a predetermined time when a winning combination is determined by the lottery for the ordinary symbol.

[0020] Directly below the second special chart starting hole 24 is a big prize hole 25 that can be opened and closed by an opening and closing plate of the special electric role device and is opened for a big prize game.

[0021] A plurality of (four) general winning holes 27 are arranged at a diagonally lower left position of the center case 200, to the left of the first special prize starting hole 23 to the large prize hole 25. In addition, an outlet hole 203 is provided at the bottom of the board just below the large prize hole 25.

[0022] At the lower right end of the game board 2, outside the outer rail 201, a first special chart display device 28A, a second special chart display device 28B, a first special chart reserved number display device 281, a second special chart reserved number display device 282, a regular chart display device 29 and a regular chart reserved number display device 291 are provided.

[0023] FIG. 3 shows the back of the pachinko machine 1, and the back side of the pachinko machine 1 houses an inner frame 30 to which the game board 2 is detachably attached. The inner frame 30 is hinged to the outer frame 10 at the top and bottom positions of one side edge (right side of FIG. 3) like the front frame 11, and is installed so as to be openable and closable. A game ball flow passage is formed in the inner frame 30, and a ball tank 31, a tank rail 32, and a payout unit 33 are provided from above (upstream), and a payout mechanism is provided in the payout unit 33. With this configuration, when a game ball enters a winning hole of the game board 2, a predetermined number of game balls (prize balls) are paid out from the ball tank 31 through the tank rail 32 by the payout unit 33 through the payout ball flow passage to the upper tray 12. In addition, the payout unit 33 that pays out the prize balls is configured to pay out loan balls in response to the operation of the ball loan switch 171.

[0024] On the back side of the pachinko machine 1, a main control device 40, a payout control device 41, a sub-integrated control device 42, a performance pattern control device 43, a launch control device 44, and a power supply board 45 are provided. The main control device 40, the sub integrated control device 42, and the performance symbol control device 43 are provided on the game board 2, and the payout control device 41, the launch control device 44, and the power supply board 45 are provided on the inner frame 30. The launch control device 44 is not shown in FIG. 3, but is provided below the payout control device 41.

[0025] An external connection terminal board 38 is disposed on the right side of the ball tank 31, and signals indicating the game status and game results are sent to a hall computer (not shown) via the external connection terminal board 38. Conventionally, two types of external connection terminal boards have been used to send signals to the hall computer: one for the board (terminals for outputting signals output from the game board side to the hall computer) and one for the frame side (terminals for outputting signals output from the outer frame 10, front frame 11, and inner frame 30 to the hall computer), but in this embodiment, signals indicating the game status and game results are sent to the hall computer via a single external connection terminal board 38.

[0026] Fig. 4 shows the electrical configuration of the pachinko machine 1, which is centered around the main control device 40, which controls the game progress, etc., and is equipped with sub-control devices such as a payout control device 41, a sub-integrated control device 42, and a performance symbol control device 43. The main control device 40, the payout control device 41, the sub-integrated control device 42, and the performance symbol control device 43 are all equipped with a CPU, ROM, RAM, input ports, output ports, etc., and each of these control devices starts a program consisting of a main routine and a subroutine loaded in the ROM in response to an interrupt signal with a 2 ms or 4 ms cycle by the CPU, and various controls are executed. The main control device 40 also has a random number counter that extracts various random numbers, etc. The launch control device 44 is not provided with a CPU, ROM, RAM, etc. However, this is not limited thereto, and the launch control device 44 may be provided with a CPU, ROM, RAM, etc.

[0027] The main control device 40 is electrically connected to the hall computer 500 of the gaming facility via the rear wiring relay terminal board 530 and the external connection terminal board 38. In addition, the detection signals of the glass frame opening switch 501 (note that the switch is written as switch in the figure) and the inner frame opening switch 502 that detect whether the front frame 11 (glass frame) and the inner frame 30 are closed or not are input to the main control device 40 via the rear wiring relay terminal board 530 and the game board relay terminal board 531. In addition, the detection signals of the first special pattern start port switch 503 that detects balls entering the first special pattern start port 23, the second special pattern start port switch 504 that detects balls entering the second special pattern start port 24, and the normal pattern operation switch 505 that detects balls entering the normal pattern operation gate 22 are input to the main control device 40. In addition, the detection signals of the general prize port switch 506 that detects balls entering the multiple general prize ports 27, the count switch 507 that detects balls entering the large prize port 25, etc. are input to the main control device 40.

[0028] The main control device 40 also operates according to the installed program and generates various commands related to the progress of the game based on the above-mentioned detection signals, etc. The main control device 40 then outputs commands to the payout control device 41, and to the sub-integrated control device 42 and the performance symbol control device 43 via the performance relay terminal board 532. The main control device 40 also controls the display of the first special symbol display device 28A, the second special symbol display device 28B, the first special symbol reserved number display device 281, the second special symbol reserved number display device 282, the regular symbol display device 29, and the regular symbol reserved number display device 291, etc., via the symbol display device relay terminal board 533.

[0029] Furthermore, the main control device 40 is connected to a special prize opening solenoid 508 and a normal electric device solenoid 509 via a game board relay terminal board 531. The main control device 40 controls the special prize opening solenoid 508 to operate the opening and closing plate of the special electric device to open the special prize opening 25. The main control device 40 also controls the normal electric device solenoid 509 to operate the normal electric device to open and close the second special chart start port 24. The output signal from the main control device 40 is also output to the test signal terminal, and signals for managing the changes in patterns, jackpots on special patterns, etc. are sent to the hall computer 500 via the external connection terminal board 38.

[0030] The main control unit 40 and the dispensing control unit 41 are capable of two-way communication. The payout control device 41 receives detection signals from the glass frame opening switch 501, the inner frame opening switch 502, the ball out switch 520 that detects when the ball tank is empty, and the like, via the back wiring relay terminal board 530 and the payout relay terminal board 534. The payout control device 41 also receives detection signals from the payout switch 522 that detects when game balls have been paid out, the full switch 523 that detects when the game ball storage tray is full, and the like. Furthermore, the payout control device 41 drives the payout motor 521 in response to a command sent from the main control device 40 to pay out game balls.

[0031] When the full switch 523 inputs a signal indicating that the lower tray 13 is full, and when the out-of-ball switch 520 inputs a signal indicating that there are few or no game balls in the ball tank, the payout control device 41 stops the payout motor 521 and stops the payout operation of the prize balls. The out-of-ball switch 520 and the full switch 523 are configured to continue outputting signals until the state is resolved, and the payout control device 41 resumes driving the payout motor 521 due to the signal no longer being output.

[0032] The payout control device 41 is also connected to the CR unit CR and the settlement display device 173 via the CR unit terminal board 535 so as to be able to communicate bidirectionally. The settlement display device 173 is connected to a ball lending switch 171 for requesting the lending of game balls, and a settlement switch 172 for requesting settlement. When an operation signal for a lending request by the ball lending switch 171 is input to the CR unit CR via the settlement display device 173, a lending request is made from the CR unit CR to the payout control device 41, and the payout control device 41 operates the payout motor 521 to pay out the loaned balls. The loaned balls are detected by the payout switch 522, and the detection signal is input to the payout control device 41. On the other hand, when an operation signal for requesting settlement by the settlement switch 172 is input to the CR unit CR via the settlement display device 173, the CR unit CR settles the settlement in response to the settlement request, and the balance of the prepaid card is displayed on the settlement display device 173. The display of the balance of the prepaid card is controlled by the CR unit CR.

[0033] In addition, the payout control device 41 transmits information regarding winning balls, information indicating the open / closed status of the frames (inner frame, front frame), etc. to the hall computer 500 via the external connection terminal board 38, and also transmits a launch stop signal to the launch control device 44.

[0034] The launch control device 44 receives detection signals from a launch stop switch 524 that stops launching, a touch switch 525 that detects that a player is touching (operating) the launch handle 14, and the like. The launch control device controls the launch motor 526 in response to commands (reflecting the signal of the touch switch 525 and the game status) sent from the main control device 40 via the payout control device 41, a rotation signal of the launch handle 14, and a signal of the launch stop switch 524 to launch and stop game balls.

[0035] The sub integrated control device 42 is electrically connected to the performance button 15, the jog dial 16, and the cross key center button 191, cross key up button 192, cross key down button 193, cross key left button 194, and cross key right button 195 that constitute the cross key 19, and operation signals from these are input. The sub-integrated control device 42 drives the speaker 112 to output sound, and controls the turning on and off of various LEDs and lamps 113. Furthermore, it transmits commands to the effect pattern control device 43 for effects that display characters, etc., and for the display mode of pseudo effect patterns of special patterns.

[0036] The performance pattern control device 43, together with the LCD panel unit and the auxiliary units, constitutes the performance pattern display device 21. The performance pattern control device 43 is capable of two-way communication with the sub-integrated control device 42. The display of the LCD panel of the performance pattern display device 21 is controlled according to commands sent from the sub-integrated control device 42. In addition, in this pachinko machine 1, the sub-integrated control device 42 and the performance pattern control device 43 are separated into separate devices, but they may also be configured to be integrated into a single device.

[0037] Next, the operation of the pachinko machine 1 will be described. When a game ball enters the normal map operation gate 22, the pachinko machine 1 starts displaying the normal map on the normal map display device 29, and depending on the state of the normal map that stops after a predetermined time, if it is a win, the normal power accessory solenoid 509 is driven, and the ball can enter the second special map start hole 24. In addition, in the pachinko machine 1, the opening time of the normal power accessory is, for example, 0.1 seconds (1 time) under normal conditions, and 2.2 seconds (1 time) under a time-saving state (extended opening state) that is advantageous to the player. Also, the second special map start hole 24 is configured such that the game ball cannot enter unless the normal power accessory is driven.

[0038] When a game ball enters the first special symbol starting hole 23, which is always available for ball entry, multiple types of random numbers (numerical data) related to the hit / miss judgment of the first special symbol are extracted and stored as a predetermined number of reserved memories of the first special symbol. Then, the hit / miss judgment is performed based on the random numbers in the reserved memories, and the first special symbol starts to fluctuate in the first special symbol display device 28A in response to this, and stops after a predetermined time. When the game ball enters the second special symbol starting hole 24, multiple kinds of random numbers (numerical data) related to the hit / miss judgment of the second special symbol are extracted and stored as a predetermined number of reserved memories of the second special symbol. Then, the hit / miss judgment is performed based on the random numbers in the reserved memories, and accordingly, the second special symbol starts to be displayed variably on the second special symbol display device 28B and stops after a predetermined time.

[0039] In addition, the judgment of the first special chart and the second special chart is carried out with priority given to the judgment of the second special chart, regardless of the order of ball entry into the first special chart starting hole 23 and the second special chart starting hole 24. Specifically, when there is a reserved memory of the first special chart, the judgment of the reserved memory of the first special chart is carried out after the fluctuation of the second special chart stops and there is no reserved memory of the second special chart.

[0040] Since the first and second special symbols are displayed only in small size at the corners of the play area 20, a pseudo effect display is performed using pseudo effect symbols corresponding to the first or second special symbols on the effect symbol display device 21 provided in the center of the play area 20. The result of the win / loss judgment is then notified to the player through the pseudo effect display. For example, the pseudo effect display is configured to change three pseudo effect symbols, and a jackpot is reached when the three symbols stop with the same symbol. As the pseudo effect display, a reach effect is performed in which two symbols stop with the same symbol, and the player's sense of expectation is heightened depending on whether the remaining changing symbols stop with the same symbol.

[0041] In the pachinko machine 1, if a jackpot (winning) occurs according to the confirmed display state of the first special chart and the second special chart, a jackpot game (special game) that is advantageous to the player and that is expected to increase the number of prize balls won is executed. In the jackpot game, the jackpot opening 25 is opened in a predetermined opening state, and game balls can enter the jackpot opening 25. As the jackpot game, for example, one of the following games is selected: a 5R normal jackpot game in which the round game in which the jackpot opening 25 is opened in a predetermined opening state is performed for 5 rounds, an 8R variable jackpot game in which the round game is performed for 8 rounds, and a 10R variable jackpot game in which the round game is performed for 10 rounds.

[0042] The pachinko machine 1 is a probability variable machine. Specifically, the game with the pachinko machine 1 is roughly divided into a game state in which the large prize opening 25 is closed and a jackpot game state in which the large prize opening 25 is opened. Furthermore, the game state in which the large prize opening 25 is closed is roughly divided into a normal probability state (normal game state) and a high probability game state (hereinafter also referred to as a probability variable game state) which is more advantageous for the player (high probability of jackpot, easy to win jackpot) than the normal game state. For example, after the 5R normal jackpot game ends, the game shifts to the normal game state, and after the 8R probability variable jackpot game or the 10R probability variable jackpot game ends, the game shifts to the high probability game state.

[0043] The first and second special symbols are composed of a probability-varying symbol and a non-probability-varying symbol, and the probability-varying game state is set to be transitionable after the end of a jackpot game with the probability-varying symbol, and if a jackpot is won with the probability-varying symbol in either the normal game state or the probability-varying game state, the game will transition to the probability-varying game state after the jackpot game ends. Similarly, the normal game state is set to be transitionable after a jackpot game with a non-probability-varying symbol, and if a jackpot is won with the non-probability-varying symbol in either the normal game state or the probability-varying game state, the game will transition to the normal game state after the jackpot game ends.

[0044] After the transition to the normal game state, the time for the first special chart, the second special chart, and the normal chart is shortened by a specified number of times (for example, 100 times), and the time-saving state is entered in which the opening extension function of the normal power device is activated. When the time for the first special chart, the second special chart, and the normal chart to change (the time from the start of the change to the display of the result) is shortened, the number of times the change display is performed within a certain period of time is increased.

[0045] Specifically, in the time-saving state, the time for the first and second special symbols to change is shortened, and the time for the normal symbol to be displayed on the normal symbol display device 29 is also shortened. By shortening the time for the normal symbol to change, the normal symbol is confirmed and displayed many times within a certain time. Therefore, the number of times that the normal symbol will be a winning symbol within a certain time increases, and the number of times that the second special symbol start hole 24 opens also increases. In addition, the opening time of the second special symbol start hole 24 (normal electric device) is set to be longer (opening extension function), so that many game balls can easily win. By making it easier for many game balls to win in this way, the number of times that the second special symbol is displayed is further increased, and the balls obtained by winning the second special symbol start hole 24 make it difficult for the player's balls to decrease, allowing for advantageous play.

[0046] In addition, in the probability variation state, the time for the first special chart, second special chart, and normal chart is shortened, and the opening extension function of the normal electric device is activated, just like in the time-saving state. The settings related to the shortening of the various patterns and the opening extension function of the normal electric device are the same as in the time-saving state, but in the probability variation state, in addition to the time-saving state, the probability of a jackpot on the special chart is higher (a state in which it is easier to win a jackpot), making it an even more advantageous state for the player.

[0047] The pachinko machine 1 performs a look-ahead determination to check whether or not a random number (numerical data) extracted due to a ball entering the first special pattern start hole 23 or due to a ball entering the second special pattern start hole 24 is likely to result in a jackpot, before a hit / miss determination is made based on this random number. Then, the pachinko machine 1 performs a look-ahead performance that suggests the possibility of a jackpot or a reach in the reserved memory patterns displayed on the performance pattern display device 21 according to the look-ahead determination result.

[0048] In addition, the pachinko machine 1 is configured so that in the pseudo performance display accompanying the pattern change of the first or second special chart, the player can change the settings of multiple types of performance content, such as whether or not to perform a pre-reading performance, whether or not to perform a one-shot announcement or advance notice regarding a jackpot, and the performance mode settings, such as special images, sounds, and LED light colors in the changing performance, to suit the player's preferences.

[0049] 5 shows the game specifications of the pachinko machine 1. In the pachinko machine 1, the probability of a jackpot occurring is set to, for example, "1 in 300" in the low probability game state (normal game state) and "1 in 30" in the high probability game state (variable probability game state), regardless of whether the first special chart or the second special chart is used. Regardless of whether it is the first or second special chart, the probability of entering the special probability state after the end of the jackpot game is set to "65%. The special probability state will continue until the next jackpot occurs. The number of times the time-saving state continues is set to "100" times, with the pattern changes accompanying the judgment of whether the first special chart and the second special chart are correct or not. Next, the prize balls will be explained. The number of prize balls in the first special prize starting hole 23 is set to "3 balls" per ball that enters. The number of prize balls in the second special prize starting hole 24 is set to "1 ball" per ball that enters. The number of prize balls in the other prize holes (for example, the general prize hole 27) is set to "10 balls" per ball that enters. The number of prize balls in the large prize hole 25 is set to "15 balls" per ball that enters. The number of winning jackpots in the jackpot slot 25 is set to 10. The probability of winning a normal prize is set to 1 in 5 during normal play and 4 in 5 during time-saving play. The opening time of normal electric devices is set to "0.1 seconds x 1 time" in normal play mode, and is set to "2.2 seconds x 1 time" in time-saving mode.

[0050] The operation of the pachinko machine 1 will be described in detail below based on program processing executed by the main control device 40 and the like. FIG. 6 shows a flow chart of the "main routine" executed by the main control device 40. The "main routine" is composed of the main process (process S100 to process S110, process S115) and the remaining process (process S111), and is started due to an interrupt signal with a period of 2 ms or 4 ms. This process first judges whether or not it is a normal interrupt in process S100. This judgment process is performed by judging whether or not the value in a predetermined area of ​​the RAM as a memory is a predetermined value, and is for judging whether or not it is OK to execute normal processing when the process executed by the CPU shifts to this process. Examples of cases where the interrupt is not normal include CPU runaway due to power-on or noise, but CPU runaway is considered to be almost nonexistent due to recent technological improvements, so it is usually when the power is turned on. When the power is turned on, the value in the predetermined area of ​​the RAM is different from the predetermined value. If the determination is negative that the interrupt is not normal (step S100: no), the initial setting (for example, writing a predetermined value to a predetermined area of ​​the memory, writing each initial value to a working area of ​​the memory such as setting the normal and special patterns as the initial patterns, etc.) is executed in step S115. The numerical value for determining whether the interrupt is normal or not is written to the RAM as part of this initial setting.

[0051] If the result of the process S100 is a positive judgment of normal interruption (process S100: yes), the initial value random number update process of process S101 is executed. This process is an increment process that adds "1" to the value of the initial value random number each time this process is executed, and adds "1" to the value of the initial value random number before this process is executed, but if the random number before this process is executed is the "maximum value", it will return to the initial value "0" in the next process, and integers from "0" to the "maximum value" are repeatedly generated in ascending order.

[0052] The next process S102, the random number update process for determining a jackpot, is an increment process that adds "1" each time the process is executed, similar to the initial value random number update process. When it is the "maximum value", it returns to the initial value "0" in the next process, and integers from "0" to the "maximum value" are repeatedly created in ascending order. The initial value of the random number for determining a jackpot is the value set (created) in the initial value random number update process. If this value is "150", then the random number for determining a jackpot will be updated as follows: "150", "151", "152", ... "maximum value", "0", "1", ...

[0053] When the random number for determining a jackpot has been updated once, the value of the initial value random number at that time is set as the initial value of the random number for determining a jackpot. The random number for determining a jackpot is incremented by "1" from its initial value. Then, when the random number for determining a jackpot has been updated once again, the value of the initial value random number at that time is set as the initial value of the random number for determining a jackpot. In other words, this series of operations is repeated. In the above example, when the random number for determining a jackpot becomes "149", it is a cycle, so the value after "149" will be the value of the initial value random number. If the value of the initial value random number is "87", it will change to "149", "87", "88", ... "maximum value", "0", "1", ... "86", and after "86" it will become the new value of the initial value random number.

[0054] The following process S103, which is a random number update process for determining the winning symbol, is configured as a counter that repeatedly creates 10 integers from "0" to "9." Each time this process is performed, "1" is added and when the maximum value is exceeded, the counter returns to the initial value of "0." The following process S104, a random number update process for determining a winning combination, is configured as a counter that repeatedly creates 10 integers from "0" to "9", and adds "1" to the counter each time it is processed. When the counter exceeds the maximum value, it returns to the initial value of "0". The winning value is always "7". This random number for determining a winning combination is used to draw the normal combination, while the initial value random number, the random number for determining a jackpot, the random number for reaching the target, the random number for determining a jackpot combination, and the random number for determining a variation pattern are used to draw the special combination.

[0055] The reach determination random number update process in process S105 is configured as a counter that repeatedly creates 229 integers from "0" to "228", and adds "1" to it every time it processes the count. When the counter exceeds the maximum value, it returns to the initial value of "0". The process of updating the random number for determining the variation pattern in step S106 is configured as a counter that repeatedly generates 120 integers from "0" to "119", and adds "1" to the counter each time the process is performed to obtain the maximum value. When it exceeds this value, it returns to the initial value of "0".

[0056] In the subsequent winning confirmation process of S107, confirmation of ball entry (winning) at the first special chart start port 23 and the second special chart start port 24, confirmation of the passage of the game ball through the regular chart operation gate 22, confirmation of ball entry (winning) at the regular winning port 27, and input processing of each switch connected to the main control device 40 are carried out.

[0057] In the next process S108, a win / loss determination process is performed to determine whether the normal and special symbols are win / loss, and to perform processes such as pattern changes and special game processing associated with the win / loss determination. In the subsequent output processing of process S109, the main control device 40 executes output processing for each of the payout control device 41, the sub-integrated control device 42, the performance symbol control device 43, the launch control device 44, the large prize opening solenoid 508, etc., according to the progress of the game. That is, when the winning confirmation process (process S107) detects that a game ball has entered each winning opening on the game board, the main control device 40 executes processing to send a prize ball signal to the payout control device 41 to pay out a game ball as a prize ball. In addition, the main control device 40 executes processing to output sound data corresponding to the game status to the sub-integrated control device 42. Furthermore, when there is an abnormality in the pachinko machine, the main control device 40 executes processing to output an error signal to the performance symbol control device 43 to notify that an error is occurring.

[0058] The next fraud monitoring process S110 is a process for monitoring whether or not fraud has been committed against the general winning opening 27. This process determines whether or not the number of game balls entering the winning opening within a specified time is more than a predetermined number, and if so, it is determined to be fraud and notifies the user of that fact.

[0059] The remaining process following this process is composed of an initial value random number update process in process S111, but is exactly the same process as the process S101. This process forms an infinite loop and is repeatedly executed as long as time allows until the next interrupt is executed. The time required to execute this process from process S100 to process S111 differs for each interrupt depending on whether or not the jackpot process is executed, the display mode of the special chart, etc. As a result, the number of times the remaining process is executed also differs for each interrupt, and the value updated to the initial value random number by executing the interrupt process once is not uniform. This makes it extremely unlikely that the initial value random number will be synchronized with the random number for determining a jackpot. If the values ​​of the initial value random number (300 combinations from 0 to 299) when the random number for determining a jackpot has gone through one cycle are generated at the same rate, the probability of synchronization is only 1 in 300. In addition, the random number update process for determining a jackpot (process S104) may also be configured to be executed within the remaining process.

[0060] Next, some subroutines of the winning confirmation process (process S107), the win / loss determination process (process S108), and each output process (process S109), which are closely related to the present invention, will be described. 7, various random numbers such as random numbers for determining a jackpot, which are extracted when a game ball enters the first special chart start hole 23 and the second special chart start hole 24, are stored in the main control device 40 as reserved memories. Then, various commands resulting from balls entering the first special chart start hole 23 and the second special chart start hole 24 are transmitted to the sub-integrated control device 42. In this embodiment, the number of reserved memories that can be stored due to balls entering the first special chart start hole 23 and the number of reserved memories that can be stored due to balls entering the second special chart start hole 24 are each four.

[0061] In the "special chart start ball entry confirmation process", first, in process S200, it is determined whether or not the first special chart start hole switch 503 detects a ball entry into the first special chart start hole 23. If the determination is negative (process S200: no), the process proceeds to process S205. If the answer is yes (step S200: yes), the process proceeds to step S201 to determine whether the number of reserved memories of the first special figures stored in the main control device 40 is full (whether the upper limit has been reached). If the answer is yes (step S201: yes), the process proceeds to step S205.

[0062] If the determination in the process S201 is negative (process S201: no), in process S202, the random numbers for determining the jackpot of the first special chart, the random numbers for determining the jackpot pattern, the random numbers for reach determination, the random numbers for determining the variation pattern, etc. are extracted. The various extracted random numbers are stored in a predetermined memory area of ​​the main control device 40. Furthermore, the random numbers stored in the predetermined memory area are stored in the reserved memory area of ​​the main control device 40 as reserved memory. Note that even if the reserved memory number of the first special chart is "0", various random numbers such as the win / lose random number extracted when the game ball enters the first special chart start hole 23 are stored in the same way as when there is a memory number less than the maximum value.

[0063] Next, the first special chart pre-reading judgment process of process S203 is executed. In this pre-reading judgment process, before the judgment of whether or not it will be a jackpot is made, it is confirmed whether the random numbers for determining a jackpot or the random numbers for determining a jackpot pattern stored in the predetermined memory area are specific numbers. For example, as the specific numbers, it is confirmed whether or not it is a number determined to be a jackpot, a number determined to be a super reach or a reach, and further, in the case of a jackpot, whether or not it is a guaranteed jackpot, whether or not it is a jackpot with a large number of rounds, etc. In this process, a pre-reading command indicating the judgment result of the pre-reading judgment of the first special chart is transmitted to the sub-integrated control device 42. After that, in process S204, the reserved memory counter indicating the reserved memory number is incremented, and a reserved number instruction command indicating the incremented value of the reserved memory counter of the first special chart is transmitted to the sub-integrated control device 42. It is preferable that the read-ahead command is sent to the sub-integrated control device 42 when there is a possibility of a jackpot or a reach. Of course, it may be configured to send a read-ahead command to the sub-integrated control device 42 every time, regardless of the judgment content. In response to the read-ahead command, the sub-integrated control device 42 performs a read-ahead performance on the reserved memory patterns of the performance pattern display device 21, suggesting that there is a possibility of a jackpot or a reach.

[0064] In the next process S205, the second special chart start port switch 504 determines whether or not a ball has entered the second special chart start port 24. If the determination is negative (process S205: no), the process returns to the main routine of the main control device 40 and ends this process. If the determination is affirmative (process S205: yes), in process S206, it is determined whether the number of reserved memories of the second special figures stored in the main control device 40 is full (whether the upper limit number has been reached). If the determination is affirmative (process S206: yes), the process returns.

[0065] If the determination in the process S206 is negative (process S206: no), in process S207, the random numbers for determining the jackpot of the second special chart, the random numbers for determining the jackpot pattern, the random numbers for reach determination, the random numbers for determining the variation pattern, etc. are extracted. The various extracted random numbers are stored in a predetermined memory area of ​​the main control device 40. Furthermore, the random numbers stored in the predetermined memory area are stored in the reserved memory area of ​​the main control device 40 as reserved memory. Note that even if the reserved memory of the second special chart is "0", various random numbers such as the win / lose random number extracted when the game ball enters the second special chart start hole 24 are stored in the same way as when there is a memory number less than the maximum value.

[0066] Next, in process S208, a pre-reading judgment process for the second special chart is executed. In this pre-reading judgment process, before a judgment is made as to whether or not a jackpot will be obtained, it is confirmed whether the random numbers for determining a jackpot or for determining a jackpot pattern stored in the predetermined memory area are specific numbers. For example, as specific numbers, it is confirmed whether or not the numbers are numbers determined to be a jackpot, numbers determined to be a super reach or reach, and further, in the case of a jackpot, whether or not it is a guaranteed jackpot, whether or not it is a jackpot with a large number of rounds, etc. In this process, a pre-reading command indicating the judgment result of the pre-reading judgment for the second special chart is transmitted to the sub-integrated control device 42. After that, in process S209, a reserved memory counter indicating the reserved memory number is incremented, and a reserved number instruction command indicating the incremented value of the reserved memory counter for the first special chart is transmitted to the sub-integrated control device 42. It is desirable to transmit the look-ahead command to the sub-integrated control device 42 when there is a possibility of a jackpot, a reach, or the like.

[0067] In this "start ball entry confirmation process", if the number of reserved memories is not full, the extracted random number is stored in a predetermined memory area set in advance, and then the random number stored in the predetermined memory area is stored in the reserved memory area. Not limited to this, if the number of reserved memories is not full, the extracted random number may be stored in the predetermined memory area and the reserved memory area, respectively. Furthermore, when a random number is extracted due to a ball entering the first special chart start hole 23 or the second special chart start hole 24, the extracted random number is stored in the predetermined memory area. Then, it is confirmed whether the number of reserved memories is full, and if it is not full, the random number stored in the predetermined memory area may be stored in the reserved memory area. In this case, if the number of reserved memories is full, the random number stored in the predetermined memory area is erased. In this "special chart start ball scoring confirmation process," the look-ahead judgment process looks ahead to judge a random number stored in a designated memory area, but is not limited to this, and it may also be arranged to look ahead to judge a random number stored in a pending memory area.

[0068] Figures 8 to 11 show the flowchart of the "special drawing hit / miss judgment process". In this process, the hit / miss judgment of the first special drawing and the hit / miss judgment of the second special drawing are executed separately, and when there is a reserved memory of the second special drawing, the hit / miss judgment of the second special drawing is executed with priority. Note that the hit / miss judgment of the first special drawing and the second special drawing is almost the same process, and in the following explanation, the two will be distinguished if necessary, but otherwise the first special drawing and the second special drawing will not be distinguished and will simply be referred to as "special drawing".

[0069] As shown in Fig. 8, the "special winning / losing determination process" first checks whether the special electric device is not in operation in process S300 to determine whether or not a jackpot game is in progress. If the result is negative (process S300: no), the process proceeds to the "special game process" (see Fig. 9). If the result is positive (process S300: yes), it is determined in process S301 whether the first special symbol or the second special symbol is stopped changing. If the result is positive (process S301: yes), it is determined in process S302 whether the determined symbol of the first special symbol or the second special symbol is not yet displayed.

[0070] If the determination is affirmative in the process S302 (process S302: yes), it is determined in process S303 whether or not there is a reserved memory of the second special drawing. If the determination is affirmative (process S303: yes), the number of reserved memories of the second special drawing is subtracted in process S304, and a shift process of the reserved memories is performed. By the shift process, the oldest reserved memory among the reserved memories of the second special drawing becomes the target of the judgment of correctness.

[0071] If the result of the process S303 is negative (process S303: no), it is determined in process S305 whether or not there is a reserved memory of the first special drawing. If the result of the process S303 is positive (process S305: yes), the number of reserved memories of the first special drawing is subtracted in process S306, and a shift process of the reserved memories is performed. By the shift process, the oldest reserved memory among the reserved memories of the first special drawing is the target of the judgment of whether or not it is correct. In addition, the standby state is a state of waiting for a player, and a state of waiting for a change in which the game ball is being shot but the special symbol is not changing. In response to a standby command, the sub-integrated control device 42 displays a demo display screen or a symbol standby screen on the performance symbol display device 21.

[0072] Following the process S304 or S306, in process S310 shown in Fig. 9, the probability variation flag is checked to determine whether the current game state is a probability variation game state of the special chart. If the determination is positive (process S310: yes), in process S311, a determination is made by comparing the winning / losing determination table during the probability variation with the reserved random number for winning that is the subject of the winning / losing determination. If the judgment is negative in the process S310 (process S310: no), a judgment is made in process S312 by comparing a table for judging whether or not a normal probability has been reached with the random number for determining whether or not a jackpot has been reached in the reserved memory that is the subject of the judgment.

[0073] Next, in process S313, it is determined whether the result of the process S311 or the process S312 is a jackpot or not (corresponding to the hit / miss determination means described in the claims). If the judgment is affirmative (step S313: yes), in step S314, a jackpot symbol is determined based on the random number for determining a jackpot symbol in the reserved memory that is the subject of the hit / miss judgment. Next, in process S315, a fluctuation pattern such as the fluctuation time of the special winning symbol is determined based on the random number for determining the fluctuation pattern of the reserved memory that is the subject of the win / loss judgment.

[0074] After the variation pattern is determined, a jackpot setting process is performed in process S316. In this process, based on the determined jackpot pattern, the content of the jackpot game, such as the 10R variable jackpot game, the 8R variable jackpot game, or the 5R normal jackpot game, the transition to the variable jackpot game or the time-saving game after the jackpot game ends, the setting of the time of the jackpot start performance of the jackpot game executed by the performance pattern display device 21, the time of the jackpot end performance, etc. are set.

[0075] If the determination is negative in the process S313 (process S313: no), it is a miss, so in process S317, a variation pattern such as a variation time of the losing symbol of the special symbol is determined. Next, in process S318, a miss setting process is performed.

[0076] After the process S316 or the process S318, in process S319, information on the reserved memory after the correct / incorrect judgment is executed (for example, information indicating a decrease in the reserved memory after the correct / incorrect judgment is executed) is transmitted to the sub-integrated control device 42. In the next process S320, the first special symbol display device 28A or the second special symbol display device 28B performs symbol variation start control, transmits a symbol variation start command and a symbol designation command to the sub-integrated control device 42, and transitions to "special game processing." The variation start command and symbol designation command include the variation pattern of the special symbol, the result of the special symbol win / loss judgment, etc. Depending on the configuration, a symbol determination command may be sent to indicate the end of the variation time. However, this is not essential since the variation time is specified in advance by the variation pattern, etc.

[0077] If the determination is negative in the process S301 shown in Fig. 8 (process S301: no), it is confirmed whether the symbol variation time has elapsed in process S330 as shown in Fig. 10. If the determination is negative (process S330: no), the process proceeds to "special game process". If the result is positive (process S330: yes), in the determined symbol display process of process S331, control is performed to end the variable display of the special symbol on the first special symbol display device 28A or the second special symbol display device 28B. After that, the process proceeds to the "special game process".

[0078] If the determination is negative in the process S302 shown in Fig. 8 (process S302: no), the process proceeds to process S340 in Fig. 11, where it is determined whether or not the determined symbol display time has elapsed (ended). If the determination is negative (process S340: no), the process proceeds to "special game process". On the other hand, if the judgment is positive (process S340: yes), control is performed to end the display of the confirmed pattern of the special pattern on the first special pattern display device 28A or the second special pattern display device 28B by processing to end the display of the confirmed pattern in process S341, and a command is sent to the sub-integrated control device 42 to end the confirmed display of the pseudo performance pattern corresponding to the special pattern.

[0079] In the next process S342, it is determined whether the symbols on the special chart are a combination that will result in a jackpot. If the determination is affirmative (process S342: yes), it is determined in process S343 whether the probability variable flag indicating the probability variable game state is "1". If the determination is negative (process S343: no), the process proceeds to process S345. If the judgment is positive (process S343: yes), the probability change flag is reset to "0" in process S344. Next, in process S345, it is determined whether or not the time-saving flag indicating the time-saving state is "1." If the determination is negative (process S345: no), the process proceeds to process S347. If the determination is affirmative (process S345: yes), the time-saving flag is reset to "0" in process S346. Through these processes, the game state regarding the probability variable state and the time-saving state during the jackpot game (special game) is reset to the normal state.

[0080] Next, in process S347, the operation of the condition device is started. The condition device is operated when the special symbol is judged to be a jackpot and the jackpot symbol is displayed to establish the conditions for starting the jackpot game, and is a device necessary for the operation of the consecutive operation device of the special device in the jackpot game. Furthermore, in process S348, the operation of the consecutive operation device of the special device is started, and in process S349, the jackpot start performance process is performed, and the process moves to the "special game process". In addition, a jackpot game start command is sent to the sub-integrated control device 42 by this process.

[0081] If the determination in the process S342 is negative (process S342: no), it is determined in process S350 whether or not the time-saving flag is 1. If the determination is negative (process S350: no), the process proceeds to process S353. If the determination is affirmative (process S350: yes), in process S351, a time-saving counter that counts the duration of the time-saving is decremented, and it is determined whether the time-saving counter after the decrement is "0." If the determination is negative (process S351: no), the process proceeds to process S353. If the determination is affirmative (step S351: yes), the time-saving flag is reset to "0" in step S352. In the next state designation command transmission process of S353, a state designation command including information on the probability variable flag and time-saving flag indicating the game state is transmitted to the sub-integrated control device 42. After that, the process proceeds to "special game process".

[0082] In the "special game process" shown in Fig. 12, first, in process S400, it is determined whether or not the accessory continuous operation device is in operation. If the determination is negative (process S400: no), the process returns to the main routine of the main control device 40 and ends this process. If the determination is positive (process S400: yes), it is determined in process S401 whether or not the big prize opening 25 is open. If the determination is negative in the process S401 (process S401: no), it is determined in process S402 whether or not the jackpot game is in an interval. If the determination is negative (process S402: no), it is determined in process S403 whether or not the special jackpot end performance is in progress. If the determination is negative (process S403: no), it is determined in process S404 whether or not the jackpot start performance time has elapsed. If the determination is negative (process S404: no), it returns. If the determination is affirmative (step S404: yes), the process proceeds to step S405, where the special prize opening 25 for the first round is opened in a special prize opening opening process, and the process returns.

[0083] If the determination is affirmative in the process S401 (process S401: yes), as shown in FIG. 13, a determination is made as to whether or not 10 prizes have been won in the large prize opening 25 (prescribed number of prizes) (process S410), or whether or not the opening time of the large prize opening 25 has ended (process S411). If either of these is affirmative (process S410 or process S411: yes), the large prize opening 25 is closed in process S412. Next, a large win interval process in process S413 is executed, and the process returns. If the determination is affirmative in the processes S410 and S411 (process S410 and process S411: no), the process returns.

[0084] If the determination is affirmative in the process S402 shown in Fig. 12 (process S402: yes), it is determined whether or not the big win interval time has elapsed in process S420 as shown in Fig. 14. If the determination is negative (process S420: no), the process returns. If the answer is positive (process S420: yes), it is determined in process S421 whether it is the final round (for example, the 5th round in a 5R jackpot game, the 8th round in an 8R jackpot game, and the 10th round in a 10R jackpot game). If the answer is positive (process S421: yes), the process of the jackpot end presentation in process S422 is executed, and in this process, a jackpot end command is sent to the sub-integrated control device 42 and the presentation pattern control device 43, and the jackpot game is ended and the process returns. On the other hand, if the determination is negative in the process S421 (process S421: no), the process opens the special prize opening 25 for the next round through the process of opening the special prize opening 25 in process S423, and then returns.

[0085] If the determination is affirmative in the process S403 shown in Fig. 12 (process S403: yes), it is determined whether or not the big win end presentation time has elapsed in process S430 as shown in Fig. 15. If the determination is negative (process S430: no), the process returns. If the answer is positive (process S430: yes), the operation of the reel continuous operation device is stopped in process S431, and then the operation of the condition device is stopped in process S432.

[0086] In the next step S433, it is determined whether or not there is a setting for a probability change after the end of the jackpot game according to the jackpot symbol. If the determination is negative (step S433: no), the process proceeds to step S435. If the answer is yes (step S433: yes), the probability variation flag is set to "1" in step S434. This provides a probability variation game state after the big win game ends.

[0087] Next, in process S435, it is determined whether or not there is a setting for time reduction after the end of the jackpot game according to the jackpot symbol. If the determination is negative (process S435: no), the process proceeds to process S438. If the result is positive (process S435: yes), the number of times the time-saving state is repeated (100 times) is set in process S436, and then the time-saving flag is set to "1" in process S437. This grants the time-saving state after the big win game ends. After that, in process S438, the process of sending a big win end command for the special pattern is executed, and in this process, a big win end command is sent to the sub-integrated control device 42 and the performance pattern control device 43, and the big win game ends and the process returns.

[0088] Next, the setting changes of the presentation contents and presentation mode in the pseudo presentation display of the pachinko machine 1 will be described. 16 shows the presentation contents and presentation modes that can be changed by the player in the pachinko machine 1. In the pachinko machine 1, the player can change the settings of the presentation contents, such as language selection, volume and brightness adjustment, favorite character selection, auto button ON, pre-reading OFF, one-shot announcement ON, notice A appearance rate UP, notice B appearance rate UP, background music selection, and reserved symbol design selection. Language selection allows players to choose from multiple languages ​​to be used for game instructions and specific presentations. The volume adjustment adjusts the volume of the background music and sound effects during the pseudo-performance display. The brightness adjustment adjusts the brightness of the pseudo-performance display screen, other decorative lamps, and LEDs. The character selection allows you to choose from multiple characters to be displayed in game instructions, designated effects, etc. If you do not select a character, the character displayed in game instructions, designated effects, etc. will change randomly, but by selecting a character, you can fix it to your favorite character. By selecting the AUTO button ON, for example, when an operation presentation is performed in which a pseudo-presentation display prompts the player to operate the presentation button 15 or the like, the operation presentation will proceed as if the presentation button 15 has been operated after a predetermined time has elapsed, even if the presentation button 15 is not operated. By selecting "OFF look ahead", the look ahead effect will not be performed. The one shot notification ON notifies the player that a big win will occur before the changing pattern is confirmed and displayed when the judgment result of the first or second special pattern during the change is a big win. By selecting the one shot notification ON, the player is allowed to execute the one shot notification or increases the probability of the one shot notification being performed. By selecting "UP appearance rate of notice A," for example, the probability of a cut-in notice (notice A) being displayed, in which an image indicating the possibility of a jackpot is temporarily displayed for a predetermined period of time during a pseudo-effect display, is increased. By selecting the "UP appearance rate of notice B", for example, the probability of a line notice (notice B) being issued, in which a line image indicating the possibility of a jackpot is temporarily displayed for a predetermined period of time during the pseudo performance display, is increased. BGM selection is used to select the background music to be played when the simulated effects are displayed. The reserved symbol design selection selects the design and display position of the reserved memory symbol. The reserved symbol design may be only the reserved memory symbol design, or may cover the entire area in which the reserved memory symbol is displayed. In addition, the reserved symbol design may include the design of the performance contents (characters that appear, the design of the symbol when it changes) during the advance notice performance (especially the advance notice of the reserved symbol change in the pre-reading performance), and the player can select the design he or she likes.

[0089] In the pachinko machine 1, the player can change the setting of the presentation mode to presentation mode A, presentation mode B, presentation mode C, and presentation mode D. Presentation mode A is a presentation mode in which, for example, a cut-in preview (preview A) can be displayed. Presentation mode B is a presentation mode in which, for example, a dialogue preview (preview B) can be displayed. Presentation mode C is, for example, a presentation mode in which no one-shot announcement is made. Presentation mode D is a presentation mode in which, for example, pre-reading presentation is the main feature.

[0090] In the pachinko machine 1, the setting of the effect contents in the pseudo effect display can be set in the standby state. On the other hand, the setting of the effect mode can be set during the fluctuation of the first or second special chart (during pseudo effect display) other than the standby state or during a big win game (of course, it may be possible to set it even in the standby state). Therefore, the setting of the effect contents is performed at a point earlier than the setting of the effect mode. However, the functions of the setting of the look-ahead OFF and the selection of the effect mode D, the setting of the one-shot announcement ON and the selection of the effect mode C, the setting of the notice A appearance rate UP and the selection of the effect mode B, and the setting of the notice B appearance rate UP and the selection of the effect mode A are contradictory. Therefore, in the pachinko machine 1, when the look-ahead OFF is set, the selection of the effect mode D is made impossible, when the one-shot announcement ON is set, the selection of the effect mode C is made impossible, when the notice A appearance rate UP is set, the selection of the effect mode B is made impossible, and when the notice B appearance rate UP is set, the selection of the effect mode A is made impossible.

[0091] 17 to 20, the procedure for the player to set the contents of the pseudo performance display will be described. First, when the pachinko machine 1 is in a standby state, the player presses the performance button 15 to display the "menu screen" on the performance symbol display device 21. The standby state is a state in which the first or second special symbol is not changing, there is no reserved memory of the first or second special symbol, or a state in which a jackpot game is not being played.

[0092] As shown in FIG. 17(a), when the pachinko machine 1 is in standby mode, a standby screen 700 is displayed on the performance pattern display device 21, which displays, for example, the name of the pachinko machine 1, the pachinko machine 1 character Tatsukichi the bear 800, an operation explanation text 701 showing the operation of transitioning to the menu screen, and a pseudo performance pattern 810 corresponding to the first special pattern or the second special pattern. When the player operates the effect button 15 in accordance with the operation instructions 701, the screen is switched to a menu screen 710.

[0093] As shown in Fig. 17(b), the menu screen 710 displays a performance content option 711 that shows multiple types of performance content that the player can set. The performance content option 711 consists of seven options, such as "Language selection: Japanese, Chinese, English", "Volume and brightness adjustment", "Character selection", "Auto button ON", "Performance customization", "BGM selection", and "Reserved symbol design selection". The menu screen 710 can be cancelled by operating the performance button 15 when no performance content option 711 is selected.

[0094] On the menu screen 710, the player moves the cursor up or down using the up button 192 or down button 193 of the cross key 19 to select an option, and operates the center button 191 of the cross key to confirm the selection. When the player selects "Language selection: Japanese, Chinese, English", a language selection screen 720 is displayed on the performance symbol display device 21 as shown in FIG. 17(c). On the language selection screen 720, a language option 721 is displayed, which indicates a plurality of languages ​​that the player can set. The player can select one of the three options of the language option 721, namely "Japanese", "Chinese", and "English". Note that the options are only examples, and the options are not limited to these. To select a language, the player moves the cursor up and down using the up button 192 or down button 193 of the cross key 19 to select an option, and then operates the center button 191 of the cross key to confirm the selection.

[0095] As shown in FIG. 18(a), when "Volume and brightness adjustment" is selected from the effect content options 711 on the menu screen 710, a volume and brightness adjustment screen 730 is displayed on the effect pattern display device 21 as shown in FIG. 18(b). On the volume and brightness adjustment screen 730, a volume adjustment display section 731 and a brightness adjustment display section 732 are displayed. The player selects the volume adjustment display section 731 or the brightness adjustment display section 732 using the up button 192 or the down button 193 of the cross key 19. Then, the player performs an UP or DOWN operation for the volume or brightness using the left button 194 or the right button 195 of the cross key 19, and determines the volume and brightness by operating the center button 191 of the cross key. In the volume adjustment display section 731 and the brightness adjustment display section 732, the level display changes according to the operation of the left button 194 or the right button 195 of the cross key to indicate the level of the volume or brightness.

[0096] When "character selection" is selected from the performance content options 711 on the menu screen 710 as shown in FIG. 18(c), a character selection screen 740 is displayed on the performance pattern display device 21 as shown in FIG. 18(d). On the character selection screen 740, a character option 741 is displayed, which indicates a plurality of types of characters that the player can set. The player can select one of the characters from three options of the character option 741, namely, "character A", "character B", and "character C". Note that the options are only examples, and are not limited to these. To select a character, the cursor is moved up and down using the up button 192 or down button 193 of the cross key 19 to select an option, and the selection is confirmed by operating the center button 191 of the cross key.

[0097] As shown in Fig. 19(a), when "Auto Button ON" is selected from the effect content options 711 on the menu screen 710, as shown in Fig. 19(b), an Auto Button ON setting screen 750 is displayed on the effect symbol display device 21. On the Auto Button ON setting screen 750, the player selects the option of "YES (set)" or "NO (do not set)" using the left button 194 or right button 195 of the cross key 19, and operates the center button 191 of the cross key to confirm the setting.

[0098] As shown in FIG. 19(c), when "Performance Customization" is selected from the performance content options 711 on the menu screen 710, a performance customization screen 760 is displayed on the performance symbol display device 21 as shown in FIG. 19(d). On the performance customization screen 760, a setting section 761 is displayed in which various settings can be made, such as setting pre-reading OFF, setting instant notification ON, setting the notice A appearance rate UP, and setting the notice B appearance rate UP. The player selects the setting pre-reading OFF, setting instant notification ON, setting the notice A appearance rate UP, or setting the notice B appearance rate UP using the cross key up button 192 or cross key down button 193 of the cross key 19, selects the option of "○ (set)" or "× (not set)" for each of the various settings using the cross key left button 194 or cross key right button 195 of the cross key 19, and operates the cross key center button 191 to confirm the setting. In addition, the settings of Read Ahead OFF, One-Shot Announcement ON, and UP Pre-Announcement A appearance rate can be set in the same way. Also, the settings of Read Ahead OFF, One-Shot Announcement ON, and UP Pre-Announcement B appearance rate can be set in the same way.

[0099] As shown in FIG. 20(a), when "BGM selection" is selected from the performance content selection options 711 on the menu screen 710, a BGM selection screen 770 is displayed on the performance symbol display device 21 as shown in FIG. 20(b). On the BGM selection screen 770, BGM selection options 771 are displayed, which indicate multiple types of BGM that the player can set. The player can select any one of the three options of the BGM selection 771, namely "BGMA", "BGMB", and "BGMC". Note that the options are only examples, and are not limited to these. To select BGM, the cursor is moved up and down using the cross key up button 192 or the cross key down button 193 of the cross key 19 to select an option, and the selection is confirmed by operating the cross key center button 191.

[0100] As shown in FIG. 20(c), when "Reserved symbol design selection" is selected from the performance content selection options 711 on the menu screen 710, a reserved symbol design selection screen 780 is displayed on the performance symbol display device 21 as shown in FIG. 20(d). On the reserved symbol design selection screen 780, reserved symbol design options 781 are displayed, which show multiple reserved symbol designs that the player can set. The player can select any reserved symbol design from three options of the reserved symbol design options 781, such as "reserved symbol design A", "reserved symbol design B", and "reserved symbol design C". Note that the options are only examples, and are not limited to these. To select a reserved symbol design, the cursor is moved up and down using the up button 192 or down button 193 of the cross key 19 to select an option, and the selection is confirmed by operating the center button 191 of the cross key.

[0101] 21 and 22, the procedure for the player to set the presentation mode in the pseudo presentation display will be described. First, the player operates the presentation button 15 when the pachinko machine 1 is not in standby state to display the "presentation mode selection screen" on the presentation symbol display device 21. Note that a state other than standby state refers to a state in which the first or second special symbol is changing, a state in which the first or second special symbol is reserved, or a jackpot game state. The figures relate to the setting of the presentation mode when the first or second special symbol is changing.

[0102] As shown in Fig. 21(a), the pseudo performance display displayed on the performance pattern display device 21 when the first or second special pattern is changing and the pachinko machine 1 is not in the standby state, for example, displays a bear character Tatsukichi 800 on the upper right side of the display screen, and displays a large three-digit pseudo performance pattern 810 in the center. Also, a reserved memory pattern 820 showing the reserved memory number of the first and second special patterns is displayed by a circle on the bottom edge of the display screen. When the player operates the effect button 15 during the pseudo effect display, the screen is switched to an effect mode selection screen 790.

[0103] As shown in FIG. 21(b), the presentation mode selection screen 790 displays a first presentation mode option 791 indicating a plurality of types of presentation contents that can be set by the player. The presentation mode options displayed on the presentation mode selection screen 790 are different depending on whether or not the presentation contents are set to read-ahead OFF, instant notification ON, notice A appearance rate UP, or notice B appearance rate UP. The first presentation mode option 791 is a presentation mode option when read-ahead OFF, instant notification ON, notice A appearance rate UP, or notice B appearance rate UP are not set. The first presentation mode option 791 allows the player to select any of the presentation modes, and includes four options, namely, "presentation mode A," "presentation mode B," "presentation mode C," and "presentation mode D."

[0104] On the presentation mode selection screen 790, the player moves the cursor up or down using the up button 192 or down button 193 of the cross key 19 to select an option, and operates the center button 191 of the cross key to confirm the selection. Furthermore, the presentation mode selection screen 790 can be cancelled by operating the presentation button 15 when nothing is selected on the presentation mode selection screen 790. When the "presentation mode B" is selected and set by the player, as shown in Fig. 21(c), the display screen of the presentation symbol display device 21 returns to the pseudo presentation display accompanying the change of the first or second special symbol. Then, a presentation mode explanation 830 is displayed at the bottom right of the display screen, indicating that the presentation mode of the pseudo presentation display accompanying the change of the first or second special symbol from the next time will be changed. Note that, in the illustrated example, presentation mode B is selected, indicating that the mode will be changed to the cat mode from the next time, but the presentation mode may be changed from the change.

[0105] 22(a) shows the second presentation mode option 792 on the presentation mode selection screen 790 when read-ahead is set to OFF in the presentation content. In this case, since the read-ahead OFF setting and the selection of presentation mode D are functionally contradictory, the second presentation mode option 792 has three options: "presentation mode A," "presentation mode B," and "presentation mode C," excluding "presentation mode D."

[0106] 22(b) shows the third presentation mode option 793 on the presentation mode selection screen 790 when the one-shot announcement is set to ON in the presentation content. In this case, since the setting of one-shot announcement ON and the selection of presentation mode C are functionally contradictory, the third presentation mode option 793 has three options: "presentation mode A," "presentation mode B," and "presentation mode D," excluding "presentation mode C." 22(c) shows the fourth presentation mode option 794 on the presentation mode selection screen 790 when the presentation content is set to "UP the appearance rate of preview A." In this case, since the setting of "UP the appearance rate of preview A" and the selection of presentation mode B are functionally contradictory, the fourth presentation mode option 794 has three options: "Presentation mode A," "Presentation mode C," and "Presentation mode D," excluding "Presentation mode B." 22(d) shows the fifth presentation mode option 795 on the presentation mode selection screen 790 when the presentation content is set to "increase the appearance rate of preview B." In this case, since the setting of "increase the appearance rate of preview B" and the selection of presentation mode A are functionally contradictory, the fifth presentation mode option 795 has three options: "presentation mode B," "presentation mode C," and "presentation mode D," excluding "presentation mode A."

[0107] In addition, the setting of the presentation mode can be performed not only during the variation of the first or second special chart in the example, but also during the big win game. In this case, the presentation mode selection screen and the presentation mode options are displayed together with the big win game presentation.

[0108] When the function of read-ahead OFF is set, it is preferable that the pachinko machine 1 indicates that the function of read-ahead OFF is set in the pseudo performance display during the variation of the first special chart or the second special chart. For example, as shown in FIG. 23(a), it is preferable to display a read-ahead OFF image 841 at the upper left position of the display screen of the performance pattern display device 21 where the pseudo performance display is being performed.

[0109] In addition, when the one-shot notification ON function is set, it is preferable to indicate that the one-shot notification ON function is set in the pseudo performance display during the variation of the first special chart or the second special chart. For example, as shown in Fig. 23(b), it is preferable to display a one-shot notification ON image 842 at the upper left position of the display screen of the performance pattern display device 21. Furthermore, if the result of the hit / miss judgment of the first special chart or the second special chart during the variation is a jackpot, it is preferable to indicate that it is a jackpot by displaying, for example, a specific character 801 used only in the one-shot notification before the first special chart or the second special chart is displayed.

[0110] When the function of increasing the notice A appearance rate is set, the pachinko machine 1 increases the probability of temporarily displaying a cut-in image indicating the possibility of a jackpot for a predetermined time in the pseudo performance display during the variation of the first special chart or the second special chart. As shown in FIG. 23(c), the cut-in image displays, for example, a notice character A802 different from the character used in the pseudo performance display up to that point before the first special chart or the second special chart is displayed. Furthermore, it is desirable to display a character display 851 such as "chance" indicating the possibility of a jackpot.

[0111] In addition, when the function of increasing the notice B appearance rate is set, the pachinko machine 1 increases the probability of temporarily displaying a dialogue image indicating the possibility of a jackpot for a predetermined time in the pseudo performance display during the variation of the first special chart or the second special chart. As shown in Fig. 23(d), it is preferable that the dialogue image 860 displays, for example, the notice character B803 and the dialogue display 861 of the character B803 indicating the possibility of a jackpot before the first special chart or the second special chart is confirmed and displayed.

[0112] As shown in Fig. 24(a), when the performance mode A is set, the pachinko machine 1 displays the bear Tatsukichi 800, which is a character of the performance mode A, in the pseudo performance display during the variation of the first special chart or the second special chart. Note that the performance mode A is the initial setting mode in the pachinko machine 1, and the performance mode A is set after resetting by the "performance setting initialization process" described later or after the power is restored. When presentation mode B is set, as shown in FIG. 24(b), in the pseudo presentation display during the variation of the first special chart or the second special chart, the cat Matakichi 804, which is a character of presentation mode B, is displayed. When the presentation mode C is set, as shown in FIG. 24(c), a fighting image between karateka a805 and karateka b806 is displayed in the pseudo presentation display during the change of the first special chart or the second special chart. When the presentation mode D is set, as shown in FIG. 24(d), a fighting image between a karateka a805 and a boxer 807 is displayed in the pseudo presentation display during the change of the first special chart or the second special chart.

[0113] Next, the program processing executed by the sub-integrated control device 42 of the pachinko machine 1 in relation to the change in the setting of the presentation content in the pseudo presentation display and the change in the setting of the presentation mode will be described. The "menu screen process" shown in Fig. 25 is a process for selecting an item to be changed and changing the setting when the player changes the setting of the performance content. In this process, first, in process S500, it is determined whether or not the menu screen 710 (Fig. 17(b)) is being displayed on the performance symbol display device 21. If the determination is affirmative (process S500: yes), the process proceeds to process S504. If the determination is negative (step S500: no), it is determined in step S501 whether or not the pachinko machine 1 is in a standby state.

[0114] If the determination in step S501 is negative (step S501: no), the process returns to the main routine executed by the sub integrated control device 42, and ends this process (see FIG. 26). If the determination is affirmative (process S501: yes), then in process S502, it is determined whether or not the player has operated the effect button 15. If the determination is negative (process S502: no), then the process returns. If the result is positive (process S502: yes), a process for displaying the menu screen 710 is performed in process S503. This process causes the sub-integrated control device 42 to issue a command to the performance symbol control device 43, and the performance symbol display device 21 is controlled by the performance symbol control device 43 to display the menu screen 710.

[0115] Next, in process S504, it is determined whether or not "Language selection: Japanese, Chinese, English" is selected from the production content options 711 on the menu screen 710. If the determination is negative (process S504: no), the process proceeds to process S506. If the determination is affirmative (step S504: yes), the language is set in a "language selection process" described later in step S505.

[0116] Next, in process S506, it is determined whether or not "volume and brightness adjustment" has been selected from the rendering content options 711. If the determination is negative (process S506: no), the process proceeds to process S508. If the determination is affirmative (step S506: yes), the volume and brightness are adjusted in step S507 by a "volume and brightness adjustment process" which will be described later.

[0117] Next, in process S508, it is determined whether or not "character selection" has been selected from the presentation content options 711. If the determination is negative (process S508: no), the process proceeds to process S510. If the determination is affirmative (step S508: yes), then in step S509, a character is selected in a "character selection process" which will be described later.

[0118] Next, in process S510, it is determined whether or not "Auto Button ON" has been selected from the presentation content options 711. If the determination is negative (process S510: no), the process proceeds to process S512. If the determination is affirmative (step S510: yes), the auto button is turned on in step S511 in an "auto button ON process" which will be described later.

[0119] Next, in process S512, it is determined whether or not "Rendering customization" has been selected from the rendering content options 711. If the determination is negative (process S512: no), the process proceeds to process S520 (see FIG. 26). If the answer is positive (step S512: yes), in step S513, the following settings are made in the "performance customization process" (described later): pre-reading OFF, instant notification ON, notice A appearance rate UP, notice B appearance rate UP. In this way, customization is possible when the game is in standby mode, but customization may also be possible when the game is in a variable mode. This allows the player to customize the game while playing, and there is no need to go to the trouble of putting the game in standby mode, allowing the player to adjust the game to their liking while playing.

[0120] 26, in process S520, it is determined whether or not "BGM selection" has been selected from the production content options 711. If the determination is negative (process S520: no), the process proceeds to process S522. If the determination is affirmative (step S520: yes), then in step S521, BGM is selected in a "BGM selection process" which will be described later.

[0121] Next, in process S522, it is determined whether or not "reserved design selection" is selected from the performance content selection options 711. If the determination is negative (process S522: no), the process proceeds to process S524. If the determination is positive (process S522: yes), in process S523, a reserved design is selected in a "reserved design selection process" described below.

[0122] Next, in process S524, it is determined whether or not the effect button 15 is operated during display of the menu screen 710. If the determination is affirmative (process S524: yes), the process proceeds to process S526. If the determination is negative (step S524: no), it is determined in step S525 whether or not a predetermined display time has elapsed since the menu screen 710 was displayed. If the determination is negative (step S525: no), the process returns.

[0123] If the determination is affirmative in the process S524 or S525 (process S524 or S525: yes), the display of the menu screen 710 is terminated in process S526, and the standby screen 700 (FIG. 17(a)) is displayed in the following process S527. Then, the process returns. In this way, the menu screen 710 is configured to return to the standby screen 700 when the effect button 15 is operated or the display time has elapsed, but it may also be configured to return to the standby screen 700 if a game ball is released while the menu screen 710 is displayed.

[0124] As shown in Fig. 27, the "language selection process" first determines in process S550 whether the language selection screen 720 (Fig. 17(c)) is being displayed on the performance symbol display device 21. If the determination is affirmative (process S550: yes), the process proceeds to process S552. If the result is negative (process S550: no), a process is performed in process S551 to display the language selection screen 720. By this process, a command is issued from the sub-integrated control device 42 to the performance pattern control device 43, and the language selection screen 720 is displayed on the performance pattern display device 21 by the control of the performance pattern control device 43.

[0125] Next, in process S552, it is determined whether or not the performance button 15 is operated during display of the language selection screen 720. If the determination is affirmative (process S552: yes), the process proceeds to process S554. If the determination is negative (step S552: no), it is determined in step S553 whether or not a predetermined display time has elapsed since the language selection screen 720 was displayed.

[0126] If the determination is affirmative in the process S552 or S553 (process S552 or S553: ​​yes), the display of the language selection screen 720 is terminated in process S554, and the menu screen 710 (FIG. 17B) is displayed in the following process S555. In this way, the language selection screen 720 is configured to return to the menu screen 710 when the effect button 15 is operated or the display time has elapsed, but it may also be configured to return to the standby screen 700 if a game ball is released while the language selection screen 720 is displayed.

[0127] If the determination is negative in the process S553 (process S553: ​​no), in process S556 it is determined whether or not Japanese has been selected from the language options 721 of the language selection screen 720. If the determination is positive (process S556: yes), in process S557 a process is performed to set Japanese as the language. After setting, the process returns to the menu screen 710 via the processes S554 and S555. Then, the process returns.

[0128] If the determination is negative in the process S556 (process S556: no), in process S558 it is determined whether or not Chinese has been selected from the language options 721. If the determination is positive (process S558: yes), in process S559 a process is performed to set Chinese as the language. After setting, the process returns to the menu screen 710 via the processes S554 and S555. Then, the process returns.

[0129] If the determination in the process S558 is negative (process S558: no), then in process S560 it is determined whether or not English has been selected from the language options 721. If the determination is negative (process S560: no), the process returns. If the determination is affirmative (process S560: yes), a process for setting English as the language is performed in process S561. After the setting, the process returns to the menu screen 710 via the processes S554 and S555. Then, the process returns.

[0130] As shown in Fig. 28, the "volume and brightness adjustment process" first determines in process S600 whether the volume and brightness adjustment screen 730 (Fig. 18(b)) is being displayed on the performance pattern display device 21. If the determination is affirmative (process S600: yes), the process proceeds to process S602. If the judgment is negative (process S600: no), a process is performed in process S601 to display the volume / brightness adjustment screen 730. By this process, a command is issued from the sub-integrated control device 42 to the performance pattern control device 43, and the volume / brightness adjustment screen 730 is displayed on the performance pattern display device 21 under the control of the performance pattern control device 43.

[0131] Next, in process S602, it is determined whether or not the volume adjustment display section 731 has been selected on the volume / brightness adjustment screen 730. If the determination is negative (process S602: no), the process proceeds to process S607. If the determination is affirmative (process S602: yes), then in process S603, it is determined whether or not a volume UP operation has been performed with the right cross key button 195. If the determination is negative (process S603: no), the process proceeds to process S605. If the determination in the process S603 is affirmative (process S603: yes), control is performed to increase the volume in process S604.

[0132] Next, in process S605, it is determined whether or not a volume DOWN operation has been performed using the cross key left button 194. If the determination is negative (process S605: no), the process proceeds to process S607. If the determination is affirmative (step S605: yes), control is performed to lower the volume in step S606.

[0133] In the next process S607, it is determined whether or not the brightness adjustment display portion 732 has been selected from the volume / brightness adjustment screen 730. If the determination is negative (process S607: no), the process proceeds to process S612. If the determination is affirmative (process S607: yes), then in process S608 it is determined whether or not a brightness UP operation has been performed with the right cross key button 195. If the determination is negative (process S608: no), the process proceeds to process S610. If the determination in step S608 is affirmative (step S608: yes), control is performed to increase the luminance in step S609.

[0134] Next, in process S610, it is determined whether or not a brightness DOWN operation has been performed using the cross key left button 194. If the determination is negative (process S610: no), the process proceeds to process S612. If the determination is affirmative (step S610: yes), control is performed to decrease the luminance in step S611.

[0135] Next, in process S612, it is determined whether or not the effect button 15 is operated during display of the volume / brightness adjustment screen 730. If the determination is affirmative (process S612: yes), the process proceeds to process S614. If the determination is negative (step S612: no), it is determined in step S613 whether or not a predetermined display time has elapsed since the volume / brightness adjustment screen 730 was displayed. If the determination is negative (step S613: no), the process returns to the main routine executed by the sub integrated control device 42 and ends this process.

[0136] If the determination is affirmative in the process S612 or S613 (process S612 or S613: yes), the display of the volume / brightness adjustment screen 730 ends in process S614, and the menu screen 710 is displayed in the following process S615. Then, the process returns. In this way, the volume / brightness adjustment screen 730 is configured to return to the menu screen 710 when the effect button 15 is operated or the display time has elapsed, but it may also be configured to return to the standby screen 700 if a game ball is released while the volume / brightness adjustment screen 730 is displayed.

[0137] As shown in Fig. 29, the "character selection process" first determines in process S650 whether or not the character selection screen 740 (Fig. 18(d)) is being displayed on the performance symbol display device 21. If the determination is affirmative (process S650: yes), the process proceeds to process S652. If the result is negative (step S650: no), a process is performed in step S651 to display the character selection screen 740. This process causes the sub-integrated control device 42 to issue a command to the performance pattern control device 43, and the performance pattern display device 21 is controlled by the performance pattern control device 43 to display the character selection screen 740.

[0138] Next, in process S652, it is determined whether or not the effect button 15 is operated during display of the character selection screen 740. If the determination is affirmative (process S652: yes), the process proceeds to process S654. If the determination is negative (step S652: no), then in step S653 it is determined whether or not a predetermined display time has elapsed since the character selection screen 740 was displayed.

[0139] If the determination is affirmative in the process S652 or S653 (process S652 or S653: yes), the display of the character selection screen 740 is terminated in process S654, and the menu screen 710 is displayed in the following process S655. Then, the process returns. In this way, the character selection screen 740 is configured to return to the menu screen 710 when the effect button 15 is operated or the display time has elapsed, but it may also be configured to return to the standby screen 700 if a game ball is released while the character selection screen 740 is displayed.

[0140] If the determination is negative in the process S653 (process S653: no), it is determined in process S656 whether or not character A has been selected from the character option 741 of the character selection screen 740. If the determination is positive (process S656: yes), a process for setting character A is performed in process S657. After setting, the process returns to the menu screen 710 via the processes S654 and S655. Then, the process returns.

[0141] If the determination is negative in the process S656 (process S656: no), then in process S658 it is determined whether or not character B has been selected from the character selection options 741. If the determination is positive (process S658: yes), then in process S659 a process is performed to set character B. After setting, the process returns to the menu screen 710 via the processes S654 and S655. Then, the process returns.

[0142] If the determination is negative in the process S658 (process S658: no), then in process S660 it is determined whether or not character C has been selected from the character selection options 741. If the determination is negative (process S660: no), the process returns. If the determination is affirmative (process S660: yes), a process for setting the character C is performed in process S661. After the setting, the process returns to the menu screen 710 via the processes S654 and S655. Then, the process returns.

[0143] As shown in Fig. 30, the "auto button ON process" first determines in process S700 whether the auto button ON setting screen 750 (Fig. 19(b)) is being displayed on the performance symbol display device 21. If the determination is affirmative (process S700: yes), the process proceeds to process S702. If the result is negative (processing S700: no), processing is performed in processing S701 to display the auto button ON setting screen 750. By this processing, a command is issued from the sub-integrated control device 42 to the performance pattern control device 43, and the auto button ON setting screen 750 is displayed on the performance pattern display device 21 by the control of the performance pattern control device 43.

[0144] Next, in process S702, it is determined whether or not "YES (set)" has been selected on the auto button ON setting screen 750. If the determination is negative (process S702: no), the process proceeds to process S704. If the determination is affirmative (step S702: yes), control is performed in step S703 to set the function of the auto button ON.

[0145] In the next process S704, it is determined whether or not "NO (do not set)" has been selected from the auto button ON setting screen 750. If the determination is negative (process S704: no), the process proceeds to process S706. If the determination is affirmative (step S704: yes), control is performed in step S705 not to set the auto button ON function.

[0146] Next, in process S706, it is determined whether or not the effect button 15 is operated during display of the auto button ON setting screen 750. If the determination is affirmative (process S706: yes), the process proceeds to process S708. If the determination is negative (step S706: no), it is determined in step S707 whether or not a predetermined display time has elapsed since the auto button ON setting screen 750 was displayed. If the determination is negative (step S707: no), the process returns to the main routine executed by the sub integrated control device 42 and ends this process.

[0147] If the determination is affirmative in the process S706 or S707 (process S706 or S707: yes), the display of the auto button ON setting screen 750 ends in process S708, and the menu screen 710 is displayed in the following process S709. Then, the process returns. In this way, the auto button ON setting screen 750 is configured to return to the menu screen 710 when the effect button 15 is operated or the display time has elapsed, but it may also be configured to return to the standby screen 700 if a game ball is released while the auto button ON setting screen 750 is displayed.

[0148] As shown in Fig. 31, the "performance customization process" first determines in process S750 whether the performance customization screen 760 (Fig. 19(d)) is being displayed on the performance pattern display device 21. If the determination is affirmative (process S750: yes), the process proceeds to process S752. If the result is negative (process S750: no), a process is performed in process S751 to display the performance customization screen 760. This process causes the sub-integrated control device 42 to issue a command to the performance pattern control device 43, and the performance customization screen 760 is displayed on the performance pattern display device 21 under the control of the performance pattern control device 43.

[0149] Next, in process S752, it is determined whether or not "○ (set)" has been selected in the read-ahead OFF item of the setting section 761 on the effect customization screen 760. If the determination is negative (process S752: no), the process proceeds to process S754. If the determination is affirmative (step S752: yes), control is performed in step S753 to set read-ahead OFF.

[0150] Next, in process S754, it is determined whether or not "○ (set)" has been selected in the item for one-shot notification ON in the setting section 761 on the effect customization screen 760. If the determination is negative (process S754: no), the process proceeds to process S756. If the determination is affirmative (step S754: yes), control is performed in step S755 to set the instant notification to ON.

[0151] Next, in process S756, it is determined whether or not "○ (set)" is selected in the item of the notice A appearance rate UP in the setting section 761 on the effect customization screen 760. If the determination is negative (process S756: no), the process proceeds to process S758. If the determination is affirmative (step S756: yes), control is performed in step S757 to set the occurrence rate of notice A to UP.

[0152] Next, in process S758, it is determined whether or not "○ (set)" is selected in the item for increasing the notice B appearance rate in the setting section 761 on the effect customization screen 760. If the determination is negative (process S758: no), the process proceeds to process S760. If the determination is affirmative (step S758: yes), control is performed in step S759 to set the notice B appearance rate to UP.

[0153] Next, in process S760, it is determined whether or not the effect button 15 is operated while the effect customization screen 760 is being displayed. If the determination is affirmative (process S760: yes), the process proceeds to process S762. If the determination is negative (step S760: no), it is determined in step S761 whether a predetermined display time has elapsed since the performance customization screen 760 was displayed. If the determination is negative (step S761: no), the process returns to the main routine executed by the sub-integrated control device 42 and ends this process.

[0154] If the determination is affirmative in the process S760 or S761 (process S760 or S761: yes), the display of the effect customization screen 760 is terminated in process S762, and the menu screen 710 is displayed in the following process S763. Then, the process returns. In this way, the effect customization screen 760 is configured to return to the menu screen 710 when the effect button 15 is operated or the display time has elapsed, but it may also be configured to return to the standby screen 700 if a game ball is released while the effect customization screen 760 is displayed.

[0155] As shown in Fig. 32, the "BGM selection process" first determines in process S800 whether or not the BGM selection screen 770 (Fig. 20(b)) is being displayed on the performance pattern display device 21. If the determination is affirmative (process S800: yes), the process proceeds to process S802. If the result is negative (processing S800: no), processing is performed in processing S801 to display the BGM selection screen 770. By this processing, a command is issued from the sub-integrated control device 42 to the performance pattern control device 43, and the BGM selection screen 770 is displayed on the performance pattern display device 21 by the control of the performance pattern control device 43.

[0156] Next, in process S802, it is determined whether or not the effect button 15 is operated during display of the BGM selection screen 770. If the determination is affirmative (process S802: yes), the process proceeds to process S804. If the determination is negative (step S802: no), it is determined in step S803 whether or not a predetermined display time has elapsed since the BGM selection screen 770 was displayed.

[0157] If the determination is affirmative in the process S802 or S803 (process S802 or S803: yes), the display of the BGM selection screen 770 ends in process S804, and the menu screen 710 is displayed in the following process S805. Then, the process returns. In this way, the BGM selection screen 770 is configured to return to the menu screen 710 when the effect button 15 is operated or the display time has elapsed, but it may also be configured to return to the standby screen 700 if the game ball is released while the BGM selection screen 770 is displayed.

[0158] If the determination is negative in the process S803 (process S803: no), it is determined in process S806 whether or not BGA has been selected from the BGM options 771 on the BGM selection screen 770. If the determination is positive (process S806: yes), a process for setting BGMA is performed in process S807. After setting, the process returns to the menu screen 710 via the processes S804 and S805. Then, the process returns.

[0159] If the determination is negative in the process S806 (process S806: no), in process S808, it is determined whether or not BGMB has been selected from the BGM options 771. If the determination is positive (process S808: yes), in process S809, a process for setting BGMB is performed. After setting, the process returns to the menu screen 710 via the processes S804 and S805. Then, the process returns.

[0160] If the determination is negative in the process S808 (process S808: no), then in process S810 it is determined whether or not BGMC has been selected from the BGM options 771. If the determination is negative (process S810: no), the process returns. If the determination is affirmative (processing S810: yes), processing for setting the BGMC is performed in processing S811. After the setting, the processing returns to the menu screen 710 via the processing S804 and the processing S805. Then, the processing returns.

[0161] As shown in Fig. 33, the "reserved design selection process" first determines in process S850 whether the reserved design selection screen 780 (Fig. 20(d)) is being displayed on the performance pattern display device 21. If the determination is affirmative (process S850: yes), the process proceeds to process S852. If the result is negative (process S850: no), a process is performed in process S851 to display the reserved pattern design selection screen 780. This process causes the sub-integrated control device 42 to issue a command to the performance pattern control device 43, and the performance pattern display device 21 is controlled by the performance pattern control device 43 to display the reserved pattern design selection screen 780.

[0162] Next, in process S852, it is determined whether or not the effect button 15 is operated during display of the reserved symbol design selection screen 780. If the determination is affirmative (process S852: yes), the process proceeds to process S854. If the determination is negative (step S852: no), it is determined in step S853 whether or not a predetermined display time has elapsed since the reserved design selection screen 780 was displayed.

[0163] If the determination is affirmative in the process S852 or S853 (process S852 or S853: yes), the display of the reserved design selection screen 780 is terminated in process S854, and the menu screen 710 is displayed in the following process S855. Then, the process returns. In this way, the reserved symbol design selection screen 780 is configured to return to the menu screen 710 when the effect button 15 is operated or the display time has elapsed, but it may also be configured to return to the standby screen 700 if a game ball is released while the reserved symbol design selection screen 780 is displayed.

[0164] If the determination is negative in the process S853 (process S853: no), it is determined in process S856 whether or not reserved design A has been selected from the reserved design options 781 of the reserved design selection screen 780. If the determination is positive (process S856: yes), a process for setting reserved design A is performed in process S857. After setting, the process returns to the menu screen 710 via the processes S854 and S855. Then, the process returns.

[0165] If the determination is negative in the process S856 (process S856: no), it is determined in process S858 whether or not reserved design B has been selected from the reserved design options 781. If the determination is positive (process S858: yes), a process for setting reserved design B is performed in process S859. After setting, the process returns to the menu screen 710 via the process S854 and the process S855. Then, the process returns.

[0166] If the determination is negative in the process S858 (process S858: no), it is determined in process S860 whether or not the reserved design C is selected from the reserved design options 781. If the determination is negative (process S860: no), the process returns. If the determination is affirmative (process S860: yes), a process for setting the reserved design C is performed in process S861. After the setting, the process returns to the menu screen 710 via the processes S854 and S855. Then, the process returns.

[0167] The "presentation mode selection screen processing" shown in Figure 34 is processing which changes the options indicating the settable presentation modes to one of presentation mode 1 option 791 to presentation mode 5 option 795 depending on the setting status of the presentation content functions of pre-reading OFF, instant notification ON, increased appearance rate of preview A, and increased appearance rate of preview B. In this process, first, in step S900, it is determined whether or not the pachinko machine 1 is in a state other than the standby state. If the determination is negative (step S900: no), the process returns to the main routine executed by the sub-integrated control device 42 and ends this process.

[0168] If the determination is affirmative (step S900: yes), in step S901, the process determines whether the performance button 15 has been operated to display the performance mode selection screen 790 (FIG. 21(b)) and select a performance mode. If the determination is negative (step S901: no), the process returns. If the judgment is positive (process S901: yes), it is judged in process S902 whether or not read-ahead OFF is set. If the judgment is positive (process S902: yes), a process is performed in process S903 to display the second presentation mode option 792 (FIG. 22(a)) as an option on the presentation mode selection screen 790. By this process, a command is issued from the sub-integrated control device 42 to the presentation pattern control device 43, and the presentation mode selection screen 790 consisting of the second presentation mode option 792 is displayed on the presentation pattern display device 21 under the control of the presentation pattern control device 43. Then, the process returns.

[0169] If the determination is negative in the process S902 (process S902: no), it is determined in process S904 whether or not the one-shot notification is set to ON. If the determination is positive (process S904: yes), a process is performed in process S905 to display the third presentation mode option 793 (FIG. 22(b)) as an option on the presentation mode selection screen 790. This process causes a command to be issued from the sub-integrated control device 42 to the presentation pattern control device 43, and the selection screen 790 displays the presentation mode consisting of the third presentation mode option 793 on the presentation pattern display device 21 under the control of the presentation pattern control device 43. Then, the process returns.

[0170] If the determination is negative in the process S904 (process S904: no), it is determined in process S906 whether or not the notice A appearance rate UP is set. If the determination is positive (process S906: yes), a process is performed in process S907 to display the fourth presentation mode option 794 (FIG. 22(c)) as an option on the presentation mode selection screen 790. This process causes a command to be issued from the sub-integrated control device 42 to the presentation pattern control device 43, and the presentation mode selection screen 790 consisting of the fourth presentation mode option 794 is displayed on the presentation pattern display device 21 under the control of the presentation pattern control device 43. Then, the process returns.

[0171] If the determination is negative in the process S906 (process S906: no), it is determined in process S908 whether or not the notice B appearance rate UP is set. If the determination is positive (process S908: yes), a process is performed in process S909 to display the fifth presentation mode option 795 (FIG. 22(d)) as an option on the presentation mode selection screen 790. This process causes a command to be issued from the sub-integrated control device 42 to the presentation pattern control device 43, and the presentation mode selection screen 790 consisting of the fifth presentation mode option 795 is displayed on the presentation pattern display device 21 under the control of the presentation pattern control device 43. Then, the process returns.

[0172] If the determination in the process S908 is negative (process S908: no), since none of the read-ahead OFF, one-shot notification ON, notice A appearance rate UP, and notice B appearance rate UP are set, a process is performed in process S910 to display the first presentation mode option 791 (FIG. 21(b)) as an option on the presentation mode selection screen 790. This process causes a command to be issued from the sub-integrated control device 42 to the presentation symbol control device 43, and the presentation mode selection screen 790 consisting of the first presentation mode option 791 is displayed on the presentation symbol display device 21 under the control of the presentation symbol control device 43. Then, the process returns.

[0173] The "presentation mode setting process" shown in FIG. 35 is a process for setting the presentation mode selected by the player on the presentation mode selection screen 790 (FIG. 21(b)). In this process, first, in process S950, it is determined whether or not the performance mode selection screen 790 is being displayed on the performance symbol display device 21. If the determination is negative (process S950: no), the process returns to the main routine executed by the sub-integrated control device 42 and ends this process.

[0174] Next, in process S951, it is determined whether or not the effect button 15 is operated during display of the effect mode selection screen 790. If the determination is affirmative (process S951: yes), the process proceeds to process S953. If the determination is negative (step S951: no), it is determined in step S952 whether or not a predetermined display time has elapsed since the presentation mode selection screen 790 was displayed.

[0175] If the determination is affirmative in the process S951 or S952 (process S951 or S952: yes), the display of the presentation mode selection screen 790 is terminated in process S953, and the process returns to the pseudo presentation display or the big win game presentation in the following process S954.

[0176] If the determination is negative in the process S952 (process S952: no), it is determined in process S955 whether or not presentation mode A has been selected from the first presentation mode option 791 to the fifth presentation mode option 795 of the presentation mode selection screen 790. If the determination is positive (process S955: yes), a process for setting presentation mode A is performed in process S956. After setting, the process returns to the pseudo presentation display, big win game presentation, etc. via the processes S953 and S954. Then, the process returns.

[0177] If the determination is negative in the process S955 (process S955: no), it is determined in process S957 whether or not presentation mode B has been selected from the first presentation mode option 791 to the fifth presentation mode option 795 of the presentation mode selection screen 790. If the determination is positive (process S957: yes), a process for setting presentation mode B is performed in process S958. After setting, the process returns to the pseudo presentation display, big win game presentation, etc. via the processes S953 and S954. Then, the process returns.

[0178] If the determination is negative in the process S957 (process S957: no), it is determined in process S959 whether or not presentation mode C has been selected from the first presentation mode option 791 to the fifth presentation mode option 795 of the presentation mode selection screen 790. If the determination is positive (process S959: yes), a process for setting presentation mode C is performed in process S960. After setting, the process returns to the pseudo presentation display, big win game presentation, etc. via the processes S953 and S954. Then, the process returns.

[0179] If the determination is negative in the process S959 (process S959: no), in process S961, it is determined whether or not the presentation mode D was selected from the first presentation mode option 791 to the fifth presentation mode option 795 of the presentation mode selection screen 790. If the determination is negative (process S961: no), the process returns. If the determination is affirmative (process S961: yes), a process for setting the presentation mode D is performed in process S962. After the setting, the process returns to the pseudo presentation display or the big win game presentation, etc. through the processes S953 and S954. Then, the process returns.

[0180] It is desirable that the pachinko machine 1 is configured to allow the player to reset the various settings of the performance contents set by the player to their initial state at once with a simple operation. For example, when the player changes the settings of the performance contents, the performance setting reset screen 900 shown in FIG. 36 is displayed alternately with the standby screen 700 (FIG. 17(a)) in the standby state of the pachinko machine 1. The performance setting reset screen 900 displays an operation instruction 901 indicating that the performance settings can be initialized by operating the performance button 15. Then, while the effect setting reset screen 900 is displayed, the effect contents set by the player are initialized to the settings at the time of shipment of the pachinko machine 1 by operating the effect button 15. It is desirable that not only the effect settings but also the selected effect mode be changed to the initial setting. For example, when the initial setting is set so that the advance notice effect of the one-shot announcement does not appear, inconvenience may occur if the effect mode that mainly features the one-shot announcement remains selected. However, if there is no such concern, the configuration may be such that only the effect settings are initialized, or a reset screen that initializes the effect mode is displayed. When a game machine has multiple presentation modes, it is possible to return to the initial presentation mode with a single operation. The presentation mode selected by the previous player can be returned to the initial state and the game can be played again. In the case of pachinko machines, since there is a tendency for multiple players to take turns playing a single machine, the more presentation options there are, the more different the presentation settings and presentation modes chosen by each player will be, and it becomes important to have a function that allows the machine to be quickly returned to its initial state when a new player takes over.

[0181] As shown in Fig. 37, the initialization of the performance settings is controlled by a "performance setting initialization process" executed by the sub-integrated control device 42. This process first determines in process S980 whether or not the performance setting reset screen 900 is being displayed. If the determination is negative (process S980: no), the process returns to the main routine executed by the sub-integrated control device 42 and ends this process. If the determination is affirmative (process S980: yes), in process S981 it is determined whether or not the performance button 15 is operated while the performance setting reset screen 900 is being displayed. If the determination is affirmative (process S981: yes), in process S982 the performance settings are initialized. Next, in process S983, the display of the effect setting reset screen 900 is ended, and in the following process S984, the standby screen 700 is displayed. Then, the process returns.

[0182] If the determination is negative in the process S981 (process S981: no), the process determines in process S985 whether or not a predetermined display time has elapsed since the display of the performance setting reset screen 900. If the determination is negative (process S985: no), the process returns. If the determination is affirmative (step S985: yes), the process returns to the standby screen 700 via steps S983 and S984. Then, the process returns.

[0183] The explanatory diagram shown in FIG. 39 is a display example when the setting of one-shot announcement ON is selected in the setting section 761 selectable by the player on the effect customization screen 760 (FIG. 19(d)). The explanatory diagram in Figure 39(a) shows that when the one-shot notification is turned on, it is possible to set the timing at which it will be displayed next in relation to the fluctuation performance. "●" indicates selection, and "○" indicates non-selection, and in this setting, it is an example of selecting to display the one-shot notification at the start of the fluctuation performance. If it is at the start of the fluctuation performance, the winning will be announced at a point when it is not yet known whether or not a reach will be achieved in the fluctuation performance, so it is selected when you do not want to get unnecessary hope in the fluctuation performance. In addition, in the case of a configuration having multiple one-shot announcement effects, it is possible to allow the player to select which one to announce.

[0184] Next, in the explanatory diagram of Figure 39(b), if the timing of the appearance of the one-shot announcement is set to the start of the fluctuation, when a win occurs, a karateka appears in the bottom right corner as a one-shot announcement at the start of the fluctuation. In the case of this configuration, if you do not want to have unnecessary expectations in the fluctuation performance, or if you have a large number of balls and have lost interest in the fluctuation performance, it is preferable to select this because the win will be revealed without anything being shown in the fluctuation performance. In the explanatory diagram of Figure 39(c), if the timing for the appearance of the one-shot announcement is set to when a reach is achieved, when the change starts, you can enjoy the change presentation while anticipating whether the presentation symbols will temporarily stop in the reach arrangement, and when they do temporarily stop in the reach arrangement, you will be notified of a win. This is suitable for players who want to know if they have won early on after the change, and who want to enjoy the change performance until they see whether the performance symbols will reach a winning mark or not. Also, although not shown in the figure, if you select the time when the SP reach develops, you can become very interested in whether or not the normal reach will develop into an SP reach, and as a result, even if the one-shot announcement is not made, you can continue to have hope of winning because the SP reach, which has a high chance of winning, is being implemented. If you select the end of the SP, the result will not be announced until just before it is announced, so you can enjoy whether you will win or not until the end of the fluctuation presentation, and since you will be notified of the win just before it is announced, you will be able to maintain a high level of anticipation until the end of the fluctuation presentation. In this way, even with the same notice, the interest it gives to the player changes depending on the timing of the variable presentation at which it is displayed, so that the player can select the timing of the appearance depending on how much fun he or she wants, and play with the presentation that suits his or her taste. The appearance timing may be set so that it is executed only at the selected location, or it may be set so that it is likely to be executed at the selected timing (but may also be executed at other timings).

[0185] The explanatory diagram shown in FIG. 40 is a display example when the setting of one-shot announcement ON is selected in the setting section 761 selectable by the player on the effect customization screen 760 (FIG. 19(d)). The explanatory diagram of Fig. 40(a) shows a single-shot announcement effect other than the karateka cut-in described in Fig. 39. It is conceivable to provide multiple types of effects, not just one, and to make it possible to select which single-shot announcement effect to display. Of course, it is also acceptable to have a configuration in which one of the effects can be selected, or a configuration in which multiple effects can be selected. If you select "Tatsukichi Cut-in", you will see a close-up of Tatsukichi the bear's face instead of the karateka. If you select "Confirmation Sound", a special sound will be output. If you select "Handle Vibration", the handle will vibrate to indicate the hit. In this way, the player can enjoy the variable effects without missing the selected effects because the effects are selected by the player himself / herself. Also, a configuration is conceivable in which the appearance timing that can be selected varies depending on which one-shot announcement effect is selected. For example, the "Karateka cut-in" and "Tatsukichi cut-in" can be selected from all appearance timings, but when the "confirmation sound" is selected, it can only be selected at the start of the fluctuation or when a reach is reached, so it is possible to consider allowing the selection to be made based on the timing that makes the most of the characteristics of each single announcement effect.

[0186] Next, the explanatory diagram shown in Figure 40(b) shows that customization is possible even during variable performance other than when in standby mode. In that case, the auto button and volume can be changed when selected, but the performance can be reflected from the next variation, or from a hold that occurs after the setting was made with the pre-reading performance in mind. In that case, it is conceivable to display "Preparing for change" or the like.

[0187] Next, the explanatory diagram shown in Figure 40(c) shows that the settings are displayed as icons because the more diverse the customization, the more difficult it becomes to understand what settings have been made. Also, rather than simply displaying the settings, it is also possible to select an icon with a cross key or the like and switch ON / OFF on the icon. By displaying the icons, it becomes easier for the player to understand the diverse settings. In a configuration in which icons are displayed in each direction of the D-pad, for example, when "effect customization" is selected by operating the right direction of the D-pad, the display of each icon is updated, with "One shot announcement" displayed above the D-pad, "Character selection" displayed to the right, "Preview appearance rate" displayed below, and "Effect mode" displayed to the left; when "One shot announcement" is selected, the display of each icon is updated, with "Karateka cut-in" displayed above the D-pad, "Tatsuyoshi cut-in" displayed to the right, "Confirmation sound" displayed below, and "Handle vibration" displayed to the left; when "Karateka cut-in" is selected, the display of each icon is updated, with "At start of change" displayed above the D-pad, "At reach is achieved" displayed to the right, "At SP development" displayed below, and "At the end of SP" displayed to the left; when "At start of change" is selected, the one shot announcement effect is selected as customization, and the karateka cuts in at the start of the change. In this way, complex customization settings are possible even in a limited display area by displaying in a hierarchical manner.

[0188] The explanatory diagrams shown in Figures 41 and 42 are display examples when a setting for pre-reading effect ON is added and selected in the setting section 761 selectable by the player on the effect customization screen 760 (Figure 19 (d)). In the explanatory diagram of FIG. 41(a), when the look-ahead performance ON is selected, the look-ahead performance setting screen 1000, which is a customization screen for the look-ahead performance, is displayed next. In this embodiment, one of "Normal" 1001, "Chance UP" 1002, "Super Hot" 1003, and "None" 1004 can be selected. Next, it is shown that the appearance rate of the look-ahead performance can be set. "●" indicates selection, and "○" indicates non-selection. When "Normal" 1001 is selected, the look-ahead performance is implemented with the appearance rate of the look-ahead performance set in the initial settings. When "Chance UP" 1002, which is the state selected in FIG. 41(a), is selected, the occurrence rate of the pre-reading effect decreases compared to when "Normal" 1001 is selected, but when it does appear, the expectation of winning is set to be higher. If "Super Hot" 1003 is selected, the appearance rate of the pre-reading effect is lower than that of "Chance UP" 1002, but when it appears, the probability of winning is high and the expectation of winning is extremely high. Also, it may be set to win when the pre-reading effect appears. If "None" 1004 is selected, some of the pre-reading effects will not be executed. Of course, it is also possible to set it so that all pre-reading effects are not displayed. Although the pre-reading effect ON is selected, it may be provided as an option to be selected in the case where the pre-reading effect setting screen 1000 is to be turned OFF. In this embodiment, four items have been described, but in the case of a configuration with multiple look-ahead effects, the look-ahead effects may be individually selected and set as "Normal" 1001, "Chance UP" 1002, "Super Hot" 1003, or "None" 1004. The more detailed the settings, the more the look-ahead effects can be tailored to the player's preferences.

[0189] This embodiment is provided with a reserved change effect and a reserved change chance effect as the look-ahead effect. The reserved change effect is an effect that changes the reserved pattern 820 to one of the look-ahead patterns 1010 to 1040 (see FIG. 42(c)), and is provided with a plurality of display modes with different winning expectations as the look-ahead pattern. The timing at which the reserved pattern 820 changes to the look-ahead pattern includes the time of winning the start opening, the time when the performance pattern 810 starts to change, during the change, and the time when the change ends. In addition to the pattern in which the reserved pattern 820 changes to the look-ahead pattern, there is also a pattern in which a look-ahead pattern with a relatively low winning expectation changes to a look-ahead pattern with a high winning expectation. There is also a pattern in which the look-ahead pattern changes to the look-ahead pattern multiple times. By providing this, even if the pattern changes to a look-ahead pattern with a low winning expectation, there is a possibility that it will change to a look-ahead pattern with a higher winning expectation from there, and the player can continue to hold onto his or her hopes until the end.

[0190] When changing to a look-ahead pattern, a reserved change chance performance may be performed. The reserved change chance performance is often performed with a goal to be achieved, and in this embodiment, the performance is performed with the aim of making the bear Tatsukichi 800 come into contact with the reserved pattern 820. If the contact is successful, the reserved pattern 820 changes to the look-ahead pattern. If the contact is unsuccessful, the reserved pattern 820 does not change to the look-ahead pattern. In addition, when the pattern changes to a look-ahead pattern, the reserved change chance performance is not necessarily performed. When the ball enters the starting hole, the reserved pattern 820 is displayed instead of the look-ahead pattern, and when the performance pattern 810 changes due to the other reserved patterns 820, the reserved change chance performance may start and the reserved pattern 820 may change to the look-ahead pattern as it is, or the reserved change chance performance may start and the target may be successful and the reserved pattern 820 may change to the look-ahead pattern. As a player, there are times when the reserved pattern 820 changes to the look-ahead pattern unexpectedly and the player may get unexpected joy, or there are times when the reserved change chance performance starts and the player enjoys whether it will be successful or not, and then the reserved pattern changes to the look-ahead pattern due to success and the player may get joy, so that the player can enjoy various change patterns. In addition, the reserved change chance performance also has a pattern in which the reserved pattern 820 changes to the look-ahead pattern, as well as a pattern in which a look-ahead pattern with a relatively low winning expectation changes to a look-ahead pattern with a high winning expectation changes. There is also a pattern in which the look-ahead pattern changes to the look-ahead pattern multiple times.

[0191] Also, it is possible to configure it so that a pattern that changes via a reserved change chance performance is more likely to select a predictive pattern with a high winning expectation than a sudden change pattern. Not only can you enjoy whether or not you succeed in your goal, but you can also enjoy it while having the expectation that if you succeed, the predictive pattern will likely change to one with a high winning expectation. In addition, the sudden change pattern and the pattern via the reserved change chance effect may occur at any of the following times: when the effect pattern 810 starts to change, during the change, or when the change ends, or at all times. Having a chance to change anywhere makes it even more enjoyable.

[0192] The reserved change chance performance performed in this embodiment will be explained using Figure 41 (b) to Figure 42 (b). As shown in Figure 41 (b), when the bear Tatsukichi 800 appears from the left edge of the screen during the change of the performance pattern, the reserved change chance performance starts. As shown in FIG. 41(c), the bear Tatsukichi 800 jumps toward the reserved symbol 820 displayed in the upper right corner of the screen. The purpose of the reserved change chance performance in this embodiment is for the bear Tatsukichi 800 to come into contact with the reserved symbol 820. At that time, in order to draw attention to the reserved change chance performance, it is considered to reduce the performance symbol 810 so that attention is drawn to the bear Tatsukichi 800. When the bear Tatsukichi 800 jumps and successfully touches the reserved symbol 820, the bear Tatsukichi 800 disappears and the pre-reading symbol 1040 is displayed as shown in FIG. 42(a). This ends the reserved change chance presentation. The pre-reading symbol 1040 is displayed only as an example, and other pre-reading symbols may also be displayed. Therefore, the player pays attention to which pre-reading symbol the bear Tatsukichi 800 will change to the moment it touches. If the bear Tatsukichi 800 fails to jump and touch the reserved symbol 820, as shown in Fig. 42(b), the bear Tatsukichi 800 is displayed falling headfirst and crashing into the ground. This ends the reserved change chance performance.

[0193] The reserved change chance performance of this embodiment has been described above, but the reserved change chance performance may be performed multiple times during one change of the performance pattern, or may be performed multiple times over multiple changes for one reserved pattern 820. Even if it fails once, there is a possibility that it will be performed again, so you can continue to have the expectation that the reserved change performance will be performed until the end.

[0194] When "Normal" 1001 is selected in such a configuration with the reserved change effect and the reserved change chance effect, the normal mode is selected, and the reserved change effect and the reserved change chance effect are performed at the appearance rate set by the initial setting, just like other look-ahead effects. Note that even if normal mode is not selected, the contents are set by the initial setting, so there is no need to take the trouble of displaying the look-ahead effect setting screen 1000 and selecting it. It can be considered that this is selected when you want to return to the initial setting from a state in which another mode is selected, or when you have displayed the look-ahead effect setting screen 1000 but do not want to change it from the initial setting.

[0195] When "Chance UP" 1002 shown in Fig. 41(a) is selected, the appearance rate of the effect decreases, as with other pre-reading effects, but the probability of winning increases if it appears. When "Super Hot" 1003 is selected, the appearance rate of the effect decreases even more than "Chance UP" 1002, as with other pre-reading effects, but the probability of winning increases if it appears. When "None" 1004 is selected, the effect will not be executed, as with other pre-reading effects. The above is the method for changing the occurrence rate of the hold change effect and the hold change chance effect, and the expected winning rate. However, other settings such as one-shot notification 766 may also be used to change the occurrence rate or success rate of the hold change chance effect. If the one-shot announcement is executed under the setting that the appearance rate of the one-shot announcement is high, the reserved change chance performance will always be successful. This is because there is no need to show a failure performance when the one-shot announcement has already notified the winner. However, it is also acceptable to have a configuration that deliberately shows the failure performance, and it is sufficient to set it to make the performance more interesting.

[0196] Also, for example, it is conceivable to provide a setting for increasing the appearance rate of the look-ahead effect by providing "appearance rate UP" in the look-ahead effect setting screen 1000, but in that case, it is conceivable to increase the appearance rate of the reserved change effect, but to keep the reserved change chance effect at the same appearance rate as "normal" 1001. This is because if the appearance rate of the reserved change chance effect is increased, the reserved change chance effect will appear frequently but will only fail (no reserve change), which may be considered annoying to the player and may reduce the value of the effect.

[0197] The table shown in Fig. 42(c) is a table showing an embodiment in which the winning expectation of the pre-reading pattern is changed depending on the customization contents. When "Normal" 1001 is selected on the pre-reading performance setting screen 1000, if the pre-reading patterns 1010 to 1040 appear, the winning probability (expected winning probability) is 0.6%. If the pre-reading pattern 1020 appears, the winning probability is 14%, if the pre-reading pattern 1030 appears, the winning probability is 45%, and if the pre-reading pattern 1040 appears, the winning probability is 75%. The player does not feel much anticipation when the pre-reading symbols 1010 and 1020 are displayed, but when the pre-reading symbol 1030 is displayed, there is about a 50% chance of winning, so the player begins to feel strong anticipation, and when the pre-reading symbol 1040 is displayed, the player can anticipate the lottery result while thinking that he or she will almost certainly win. As mentioned above, the reserve change effect can be performed multiple times, so even if the pre-reading pattern 1010 is displayed, it may change to another pre-reading pattern.

[0198] When "Chance UP" 1002 is selected, the pre-reading symbol 1010 will no longer appear, and only the pre-reading symbols 1020 to 1040 can appear. When the pre-reading symbol 1020 appears, the winning probability is 40%, when the pre-reading symbol 1030 appears, the winning probability is 75%, and when the pre-reading symbol 1040 appears, the winning probability is 85%. In the case of "Chance UP" 1002, when the pre-reading pattern appears, the winning probability is at least 40%, making it a very promising performance.

[0199] If you select "Super Hot" 1003, the pre-reading symbols 1010 and 1020 will no longer appear, and only the pre-reading symbols 1030 and 1040 will be able to appear. If the pre-reading symbol 1030 appears, the winning probability is 85%, and if the pre-reading symbol 1040 appears, the winning probability is 100%. In the case of the "Super Hot" 1003, when the pre-reading pattern appears, the probability of winning is at least 85%, and the expectation of winning increases to the point where missing becomes rare, making it a preview performance comparable to a one-shot announcement. In the case of "None" 1004, the pre-reading pattern will not appear.

[0200] In this way, there are settings that allow for different pre-reading patterns to appear depending on the customization content, and the probability of winning differs even for the same pre-reading pattern. In addition, the configuration may not include a pre-reading symbol that does not appear depending on the customization content. The selection ratio may be changed. Also, the winning expectation indicated by the pre-reading symbol may not change even if the mode is changed to another mode by customization. In addition, the pre-reading symbols that appear are the same for all customizations, but it is also possible to have a configuration in which special pre-reading symbols appear depending on the mode. For example, since the appearance of "Super Hot" 1003 has a very high winning expectation, it is also possible to have a special pre-reading symbol that can only appear when "Super Hot" is selected.

[0201] The table shown in Figure 43 (a) is a table showing an embodiment in which the success probability of the hold change chance presentation changes depending on the customization content. In the case of "Normal" 1001, the success rate of the reserved change chance performance is set to 20%. Therefore, since the success rate is about 1 in 5, players can enjoy the performance with a moderate degree of expectation when the reserved change chance performance starts. In the case of "Chance UP" 1002, the success rate of the reserved change chance performance is set to 75%. The success rate is significantly higher than in "Normal", so when the reserved change chance performance starts, the player can enjoy the performance while hoping for a success. In the case of "Super Hot" 1003, the success rate of the reserved change chance performance is set to 100%. Therefore, when the reserved change chance performance starts, the player does not care whether it will be successful or not, but is interested in which pre-reading pattern will appear. Also, in the case of "Super Hot", the pre-reading pattern will only appear as 1030 or 1040, so the winning expectation is extremely high regardless of which pattern appears, resulting in a so-called super hot development. If "None" 1004 is selected, the hold change chance presentation will not be performed.

[0202] The table shown in Figure 43 (b) is a table showing an embodiment in which the selection rate of the pre-reading pattern that appears when the reserved change chance performance is successful is changed depending on the customization content. In the case of "normal" 1001, if the reserved change chance performance is successful, the probability of the pre-reading pattern 1010 being selected is 20%, the probability of the pre-reading pattern 1020 being selected is 40%, the probability of the pre-reading pattern 1030 being selected is 35%, and the probability of the pre-reading pattern 1040 being selected is 5%. The pre-reading pattern 1020 is most likely to be selected, and the pre-reading pattern 1040, which has the highest winning expectation, is least likely to be selected.

[0203] In the case of "Chance UP" 1002, if the reserved change chance performance is successful, the predictive pattern 1010 will not be selected, the predictive pattern 1020 will be selected at a probability of 5%, the predictive pattern 1030 will be selected at a probability of 60%, and the predictive pattern 1040 will be selected at a probability of 35%. Since the predictive pattern 1030, which is highly likely to win, is highly likely to be selected, and the predictive pattern 1040, which has the highest expectation of winning, is also highly likely to be selected, there is a high expectation of winning.

[0204] In the case of "Super Hot" 1003, if the reserved change chance performance is successful, the pre-reading symbols 1010 and 1020 will not be selected, the pre-reading symbol 1030 will be selected at a probability of 30%, and the pre-reading symbol 1040 will be selected at a probability of 70%. The pre-reading symbol 1040, which has the highest winning expectation, has the highest probability of being selected, and you can be almost certain of winning when the reserved change chance performance is successful. Above, we have shown an example in which the winning expectation of the foreseeing pattern is changed depending on the customization content, an example in which the success probability of the reserved change chance performance is changed depending on the customization content, and an example in which the selection rate of the foreseeing pattern that appears when the reserved change chance performance is successful is changed depending on the customization content, but these may be used in combination or individually. However, lowering the appearance rate also leads to a reduction in false performances, and each example is related to each other in some ways, so that it can be said that there is a correlation with the winning expectation. It is sufficient to adopt them as appropriate.

[0205] In particular, by changing to a specified custom content, if the hold change chance performance is configured to always be successful when it is performed, it will become like a prologue to the hold change performance, or if it is configured so that it is unclear whether the hold change chance performance will be successful or not, it will become like the first hurdle before reaching the hold change performance.By changing the success probability, the meaning of the performance given to the player can be greatly different even with the same performance content. This effect is possible because the hold change chance effect does not directly indicate the likelihood of winning, but is an indirect effect in which the hold change effect is executed if successful, and it can provide a gaming feel that is not available in gaming machines that are customized simply to vary the occurrence rate of the hold change effect.

[0206] As described above, according to this embodiment, not only can the occurrence rate of the pre-reading effect be changed by customization, but the occurrence rate of effects indirectly related to the pre-reading effect and the probability of success of the effect content can also be changed, thereby significantly changing the meaning of the effects indirectly related to the pre-reading effect and effectively changing the feel of the game.

[0207] Incidentally, regarding the customization of effects, it is conceivable to customize the effects in more detail to suit the preferences of the player. However, if too many detailed and diverse settings are allowed, there is a problem that it becomes difficult to accurately reproduce the previous settings the next time a game is played, and it takes time to reset the settings in the first place. Also, considering that there is a certain number of players who do not want such detailed customization, it is difficult to implement. Therefore, in the following variant example 1, the player is free to choose between simple settings or detailed settings for presentation customization, and a function is provided that allows the player to easily reconfigure the settings the next time they are played, even if detailed settings are made.

[0208] (Variation 1) The following describes Modification 1. Note that a description of the same parts as those described in the above embodiment will be omitted. In the gaming machine of the first modification, as in the gaming machine shown in the present embodiment, the menu screen 710 is displayed, and the effect customization screen is displayed by selecting the effect customization, but in the first modification, the effect customization screen 1100 shown in FIG. 44(a) is displayed. In the effect customization screen 1100 of the first modification, "Detailed Settings" 1110, "Simple Settings" 1111, and "Password Entry" 1112 are displayed, and any one of them can be selected. From this display, the player can understand that two types of customization are provided. When "Detailed Settings" 1110 is selected, the setting of the effect contents can be selected in detail. When "Simple Settings" 1111 is selected, instead of setting each individual effect content, any one of several setting contents in which the effect contents are set in advance can be selected. When "Password Entry" 1112 is selected, a screen is displayed in which the password displayed when the effect content was set in "Detailed Settings" 1110 can be entered, as will be described later.

[0209] The "Detailed Settings" 1110 will be described below with reference to Figs. 44(b) to 46(b). When "Detailed Settings" 1110 is selected on the rendering customization screen 1100 shown in FIG. 44(a), a detailed rendering setting screen 1200 shown in FIG. 44(b) is displayed. When the menu item "Preview" 1210 displayed in Fig. 44(b) is selected, a preview setting screen 1300 in Fig. 44(c) is displayed. In the preview setting screen 1300 of this embodiment, the following items are displayed: "Pseudo consecutive" 1310, "One shot preview" 1320, "Cut-in" 1330, "Red preview" 1340, and "Background preview" 1350. "Pseudo consecutive" 1310 is an abbreviation for pseudo consecutive fluctuation, which is a performance that makes one pattern change look like it is changing multiple times, and the more pseudo changes there are, the higher the chance of winning. Generally, it is often shown to change 1 to 3 times, and if the pseudo consecutive appears 4 times in a row, it is used as a sure win. You can choose from "normal", "no", "low", and "high". If you select "Normal," the appearance rate will be set to the initial setting. The state without performance customization is also set to "Normal," and it is not something you would normally select when customizing performance, but you might select it if you want to return to "Normal" from a state that was set to "More." If "No" is selected, the pseudo consecutive announcement will not be performed. By selecting "No", announcement effects that do not suit the player's preferences will not be performed, so the player can enjoy the game in a way that suits their preferences. If you select "Less," the appearance rate will be lower than that of "Normal." Instead, when it does appear, it will always be set to three pseudo consecutive wins, so that the probability of winning will be higher. This is the preferred gameplay for players who do not want to see so-called false predictions (predictions that are not actually won but are displayed for entertainment purposes). If you select "More," the appearance rate will be higher than that of "Normal." It is also possible to increase the appearance rate by increasing the probability of false announcements, in order to make it easier to select when you win. The player can select from the above options at his discretion. "One shot announcement" 1320 is an advance notice that announces a win when the advance notice is displayed before the winning pattern is announced, and a special performance device lights up, moves, outputs a special sound, or displays on the display screen. You can choose from "normal", "no", "small", or "large" for this advance notice. "Cut-in" 1330 is a preview effect that indicates the probability of winning by, for example, temporarily interrupting a character image with a dialogue during a variable performance, and generally indicates the probability of winning by which dialogue is displayed, and the image is mainly displayed in a single color, and for example, a red image indicates a higher probability of winning than a blue image. For this preview display, you can also select from "normal", "no", "less", or "more". "Red Notice" 1340 is the setting when the expectation level is displayed in "red" in various notice effects (hold notice, cut-in notice, etc.) that generally show the expectation level with colors such as "blue", "red", "gold", etc. "Normal" is set to the initial setting expectation level, "Confidence UP" is set to a higher expectation level than the initial setting expectation level, and "Super Hot" is set to an even higher expectation level than "Confidence UP". Since "red" is rarely selected when losing for both "Confidence UP" and "Super Hot", it is considered that the appearance rate is set to be lower. Various notice effects that show the expectation level with colors can be set to more distinct settings than the initial setting. The "background notice" is a notice that indicates the probability of winning by changing the background display of the performance display at the start of the fluctuation or during the fluctuation, and is used in such ways as a win is confirmed when the background display changes, or if a reach is established during the fluctuation that has shifted to a specific background display, the expectation of winning is high, etc. For this notice display, you can choose from "Normal", "Confidence UP", or "Super Hot". After completing the settings, selecting "Next" 1290 will move to the look-ahead effect setting screen 1400 in Fig. 45(a). Selecting "Back" 1270 will return to the previous effect detail setting screen 1200, and selecting "Confirm" 1280 will determine that the customization is complete and move to the effect customization completion screen 1900 in Fig. 46(c).

[0210] Next, when the "preview performance" 1220 of the menu item displayed in Fig. 44(b) is selected, or when "Next" 1290 on the notice setting screen 1300 of Fig. 44(c) is selected, the preview performance setting screen 1400 of Fig. 45(a) is displayed. On the preview performance setting screen 1400 of this embodiment, the items "continuous notice" 1410, "win notice" 1420, "reserved consecutive" 1430, and "zone notice" 1440 are displayed. The "Continuous Notice" 1410 is a notice performance that is performed continuously over multiple changes until the reserved item that is the target of the pre-reading performance starts to change. While the previous "pseudo consecutive" 1310 pseudo-multiple changes in one change, this is performed with multiple changes. It can be expected before the multiple changes. You can choose from "Normal," "Not Appearing," or "Super Hot" for this "Continuous Announcement." If "Normal" is selected, the appearance rate will be set to the initial setting. If "No Appearance" is selected, consecutive announcements will not be made. If "Super Hot" is selected, the probability of winning will be higher than the initial setting. In addition, the appearance rate will be lower than the initial setting. For example, if the setting is set to have an extremely high probability of winning, consecutive announcements will start, making it possible to notify the player of a win before the number changes. This is an ideal setting for players who want to know about their win as soon as possible. The "Winning Notice" 1420, when the game ball enters the first special chart start hole 23 or the second special chart start hole 24, reads the acquired random number value and judges it in advance, and based on the judgement, changes the winning sound to a winning sound as a notice and outputs it, lights up the lamp that lights up when a winning is won in a specified lighting mode, vibrates the vibration means when a winning is won, etc. As a notice performance when the ball enters the start hole, it may be implemented in combination with the hold change notice that is performed at the same time. For this, too, you can choose from "Normal", "No" and "Super Hot". "Reserved consecutive wins" 1430 is a preview effect that notifies you that there is a winning reserved memory in the reserved memory during a jackpot game, thereby notifying you that a winning consecutive win has been confirmed. It is also possible to notify you that there is a winning reserved memory not only during a jackpot game, but also during a winning variable performance. There are also options for this, such as "normal" and "no win", as well as an item for "guaranteed notification". "Guaranteed notification" is a setting that always notifies you of a reserved consecutive win if there is a winning reserved memory, allowing you to expect a win as soon as possible. "Zone Notice" 1440 is a notice performance similar to a continuous notice or background change, and when a reserved memory that will result in a win occurs, it transitions to a special background display (both performance mode and performance zone) and stays there for a specified number of changes. If a reach is achieved while this special background display is being displayed, the chances of winning increase. This can also be selected from "Normal", "No", and "Super Hot". After completing the settings, selecting "Next" 1290 will take you to the pending change setting screen 1500 in Fig. 45(b). Selecting "Back" 1270 will take you back to the previous notice setting screen 1300, and selecting "OK" 1280 will determine that the customization is complete and take you to the performance customization completion screen 1900 in Fig. 46(c).

[0211] Next, when the menu item "Reserved change" 1230 displayed in Fig. 44(b) is selected, or when "Next" 1290 on the look-ahead performance setting screen 1400 in Fig. 45(a) is selected, the reserved change setting screen 1500 in Fig. 45(b) is displayed. In the reserved change setting screen 1500 in this embodiment, the items "Reliability" 1510, "Appearance frequency" 1520, "Red reserved hot" 1530, and "Gold reserved hot" 1540 are displayed. "Reliability" 1510 indicates the expectation (reliability) of winning when the reserved change performance is performed. The reliability can be selected from "Normal", "Chance UP", and "Super Hot". When "Normal" is selected, the initial setting reliability is set. When "Chance UP" is selected, the reliability is set higher than the initial setting. Therefore, the player can have higher expectations than with "Normal" when the reserved change performance is performed. When "Super Hot" is selected, the reliability is set higher than with "Chance UP". Therefore, the player can have high expectations of winning just by the reserved change performance being performed. In addition, the hold change presentation has multiple hold patterns (also called pre-reading patterns) that indicate the degree of expectation, and the degree of expectation is indicated by color, for example ``blue hold,'' ``green hold,'' ``red hold,'' ``gold hold,'' and ``rainbow hold.'' Generally, the expectation increases in the order of blue, green, red, gold, and rainbow (the trend is from cool to warm, gold, and rainbow). For example, for the "blue reserve", the reliability is 5% (probability of winning is 5%) when set to "normal", whereas the reliability is 30% (probability of winning is 30%) when set to "chance UP", and it is not displayed when set to "hot". In the case of "hot", only the foresight patterns with the expectation level higher than that of "red reserve" are displayed, and even the "red reserve" with the lowest expectation level has a reliability of 85%. Note that the "blue reserve" may be displayed even when set to "hot", and the reliability may be set to 60%. In any case, the reliability of the reserve change performance can be dramatically changed by setting the reliability of the reserve change performance to 1510, and the character of the preview performance can be greatly changed depending on the setting. In terms of personality, while "Normal" is a preview performance that gives a lively and calm impression, in which the hold change effects appear at appropriate intervals, but it is difficult to win unless a red hold appears, "Super Hot" is a preview performance that gives a quiet and intense impression, in which the win or loss is almost decided by whether or not the hold change effects are implemented. "Appearance frequency" 1520 is an item for setting the execution rate of the pending change effect in relation to the number of fluctuations; "normal" sets the appearance rate to the initial setting, "less" sets the appearance rate to a lower rate than the initial setting, and "more" sets the appearance rate to a higher rate than the initial setting. As a general rule, lowering the appearance rate will reduce the number of false effects (hold change effects that are performed even if the result is a loss), while raising the appearance rate will increase the number of false effects. However, it is also possible to create a configuration in which high and low appearance rates are created by changing the selection rate at the time of winning, such as whether to make the preview effect more likely to be selected when a win occurs. "Red Reserve Hot" 1530 is a setting item that assumes that the aforementioned "red reserve" and reserves of other colors are provided, and it increases only the reliability of the "red reserve" among multiple reserves. For example, in the initial settings, the reliability of the "blue reserve" is set to 5%, the reliability of the "green reserve" to 15%, the reliability of the "red reserve" to 40%, the reliability of the "gold reserve" to 80%, and the reliability of the "rainbow reserve" to 100%. If "red reserve super hot" 1530 is set to "ON", the reliability of the "blue reserve" will be 5%, the reliability of the "green reserve" to 15%, the reliability of the "red reserve" to 95%, the reliability of the "gold reserve" to 80%, and the reliability of the "rainbow reserve" to 100%. Originally, the "gold reserve" has a higher reliability, but by turning it "ON", the reliability of the "red reserve" becomes higher. In addition, in order to increase the probability of selecting the "red reserve" when winning, the player can proceed with the so-called "red reserve waiting" (since the probability of the red reserve appearing when winning is high, the player does not pay much attention to other notices or reach performances, and only pays attention to whether the red reserve appears or not). Select "OFF" to cancel "Red Hold Super Hot" when it is "ON". "Hot Gold Hold" 1540 is a setting item that assumes that you have a "gold hold" as well as holds of other colors, just like the previously mentioned "Hot Red Hold," and it only improves the reliability of the "gold hold" among multiple holds. For example, the reliability level is 80% at the initial setting, but when you set it to "ON", the reliability level is 98%. At the same time, the probability of the "golden reserve" appearing when you win is improved, so the player can play in the so-called "golden reserve waiting" style. The "red reserve super hot" 1530 and the "gold reserve super hot" 1540 can be selected according to the player's preference. After completing the settings, selecting "Next" 1290 will take you to the vibration setting screen 1600 in Fig. 45(c). Selecting "Back" 1270 will take you back to the previous look-ahead performance setting screen 1400, and selecting "Confirm" 1280 will determine that the customization is complete and take you to the performance customization completion screen 1900 in Fig. 46(c).

[0212] Next, when "Vibrate" 1240 of the menu item displayed in Fig. 44(b) is selected, or when "Next" 1290 on the pending change setting screen 1500 in Fig. 45(b) is selected, a vibration setting screen 1600 in Fig. 45(c) is displayed. In the vibration setting screen 1600 in this embodiment, items "Vibration notice" 1610 and "Continuous vibration notice" 1620 are displayed. The "vibration notice" 1610 is premised on the fact that the effect button 15 or the like is equipped with a vibration means, and performs a notice performance by vibrating when the starting gate is entered, when the fluctuation starts, during the reach performance, when the effect button 15 is pressed, etc. At that time, it is possible to light up a lamp or LED, or output a sound effect. It is also possible to have a vibration pattern that vibrates for a short time and a pattern that vibrates for a long time, and to differ the probability of winning. This "vibration notice" 1610 can be set from the items "OFF", "Normal", and "Reliability UP". "OFF" is a setting that does not cause the "Vibration Announcement" 1610 to be executed, "Normal" is a setting that executes it at the initial setting appearance rate, and "Increased Reliability" sets the reliability of the "Vibration Announcement" 1610 to be higher than the initial setting. "Continuous Vibration Announcement" 1620 is one of the pre-reading effects, and when a winning reserved lottery occurs, the device vibrates continuously at the start of the fluctuation until the reserved lottery changes. It is also possible to have multiple patterns for this, with different vibration durations and vibration patterns. This can also be selected from "OFF", "Normal", and "Reliability UP". The settings are the same as for "Vibration Announcement" 1610. After completing the settings, selecting "Next" 1290 will move to the RUSH setting screen 1700 in Fig. 46(a). Selecting "Back" 1270 will return to the previous pending change setting screen 1500, and selecting "Confirm" 1280 will determine that the customization is complete and move to the performance customization completion screen 1900 in Fig. 46(c).

[0213] Next, when the menu item "RUSH" 1250 displayed in FIG. 44(b) is selected, or when "Next" 1290 on the vibration setting screen 1600 in FIG. 45(c) is selected, the RUSH setting screen 1700 in FIG. 46(a) is displayed. In the RUSH setting screen 1700 in this embodiment, the items "Preview performance" 1710, "One-shot notification" 1720, and "Vibration" 1730 are displayed. Note that RUSH refers to a probability variable game state or a time-saving state, and generally, a game state in which jackpots are likely to occur consecutively is often called RUSH. What is called RUSH depends on the game configuration. In the case of a game configuration that has both a probability variable game state and a time-saving state, the probability variable game state is called RUSH and the time-saving state is called chance time, and in the case of a game configuration that has only a time-saving state, the time-saving state is called RUSH. "Look-ahead performance" 1710 is a setting item for the look-ahead performance during RUSH, and has the options of "ON" and "OFF". If "ON" is selected, the look-ahead performance will be performed during RUSH, and if "OFF" is selected, the look-ahead performance will not be performed during RUSH. Since many machines have a shorter average fluctuation time during RUSH compared to normal play, in the case of machines that cannot fully demonstrate their performance with one fluctuation, the fun will be improved by setting the look-ahead performance to "ON" and announcing several fluctuations in advance. Also, if the configuration is such that a win is achieved without requiring many fluctuations during RUSH, there is little need to enhance the performance of the fluctuation performance, so setting the look-ahead performance to "OFF" will result in a more modest performance. "One shot announcement" 1720 is a setting item for the one shot announcement effect that is performed during RUSH, and has the options of "ON" and "OFF." If "ON" is selected, the one shot announcement effect is performed during RUSH, and if "OFF" is selected, the one shot announcement effect is not performed during RUSH. "Vibration" 1730 is a setting item for the vibration effect that occurs during RUSH, and has the options of "ON" and "OFF." If you select "ON," the vibration effect will be performed during RUSH, and if you select "OFF," the vibration effect will not be performed during RUSH. After the settings are complete, selecting "Next" 1290 will take you to the reset screen 1800 in FIG. 46(b). Selecting "Back" 1270 will take you back to the previous vibration setting screen 1600, and selecting "Confirm" 1280 will determine that the customization is complete and take you to the performance customization completion screen 1900 in FIG. 46(c). As shown in FIG. 46(a), in this embodiment, the fluctuation time is set to be short during RUSH, so there are fewer setting items compared to the normal game state. Of course, if the configuration is such that there are more variable effects during RUSH, there may be more setting items during RUSH.

[0214] Next, the reset screen 1800 in Fig. 46(b) is for confirming whether to initialize all game performance contents that have already been set when "Reset" 1260 of the menu item displayed in Fig. 44(b) is selected, and for confirming whether to initialize all game performance contents that have been set up to that point when "Next" 1290 of the RUSH time setting screen 1700 in Fig. 46(a) is selected. If "YES" is selected, initialization will be performed, and if "NO" is selected, it is determined that customization is complete, and the screen moves to the performance customization completion screen 1900 in Fig. 46(c). Also, if "Back" 1270 is selected, the screen returns to the previous RUSH time setting screen 1700.

[0215] In FIG. 46(c), a 6-digit password is displayed on the effect customization completion screen 1900. The set game effect contents can be reset by entering the displayed password the next time the game is played. By selecting "Back" 1270, the player can return to the previous setting screen before moving to the effect customization completion screen 1900, and by selecting "Confirm" 1280, the game starts with the set game effect contents. During the effect customization, when the game ball enters the starting hole and the pattern starts to change, the effect customization may be ended and the screen may be erased, or the customization screen may be reduced so that the change contents of the effect pattern can be visually confirmed, and the customization may be continued. In addition, if the change of the effect pattern starts while the effect customization completion screen 1900 is displayed, the customization may be considered to be completed, and the effect customization completion screen 1900 may be ended. In this embodiment, a 6-digit number is used as the password, but a barcode or a two-dimensional code may also be used as the password. By outputting setting information from the gaming machine to the outside using a password, two-dimensional code, etc., the player can record the information in a variety of ways, such as writing it down in a notebook or taking a photo.

[0216] Next, the "Simple Settings" 1111 will be explained below with reference to FIGS. 47(a) and (b). In Fig. 47(a), one of three presentation modes is selected, which are displayed when "Simple Settings" 1111 is selected on the presentation customization screen 1100 in Fig. 44(a). Normal mode 2000 is all normal settings, and OFF is selected for the presentation of the ON or OFF options. The "One-shot announcement mode" 2010 is a customized mode for gameplay in which a win is suddenly announced without warning. As shown by the items on the performance detail setting screen 1200, the preview 1210 has the one-shot announcement 1320 set to "more", but all subsequent items are set to "normal", all pre-reading performances 1220 are set to "not appear", the reliability 1510 of the reserve change 1230 is set to "very hot", the frequency of appearance 1520 is set to "low", the red reserve very hot 1530 and the gold reserve very hot 1540 are both set to "OFF", the vibrations 1240 are all set to "OFF", and during RUSH, the pre-reading performance 1710 and the vibration 1730 are set to "OFF" and the one-shot announcement 1720 is set to "ON". By doing this, the flow of presentations that announce the level of expectation in stages, such as a pre-reading presentation suggesting the possibility of a win before a few fluctuations and then a one-shot announcement presentation, can be suppressed, and the settings that are most likely to result in a surprise, such as a sudden confirmation of a win, can be set all at once. The "Pre-reading Chance UP Mode" 2020 is a mode in which the reliability of the pre-reading effects has been increased, and in terms of gameplay sensation, when one of the pre-reading effects begins, the expectation of winning increases dramatically. In terms of the items on the performance detail setting screen 1200, the notice 1210 is set to pseudo consecutive 1310 "normal", one shot notice 1320 "not appearing", cut-in "normal", red notice 1340 "normal", background change 1350 "normal", the pre-reading performance 1220 is set to consecutive notice 1410 "super hot", winning notice 1420 "super hot", reserved consecutive 1430 "guaranteed notice", zone notice 1440 "super hot", reserved The retention change 1230 is set to the reliability 1510 "Chance UP", the frequency of appearance 1520 "Less", the red reserved hot 1530 "OFF", and the gold reserved hot 1540 "OFF", the vibration 1240 is set to the vibration notice 1610 "OFF", the continuous vibration notice 1620 "Reliability UP", and the RUSH time 1250 is set to the pre-reading performance 1710 "ON", the one-shot notice 1720 "OFF", and the vibration 1730 "ON". As above, the settings of each performance are done at once. This makes it possible to provide a game in which a player can expect to win when the pre-reading performance starts. In this way, the items you want to emphasize can be customized without setting them in the detailed settings. Then, if you select "Back" 1270 without selecting any mode, you will return to the performance customization screen 1100, and if you select one mode and select "Confirm" 1280, the performance customization completion screen 2100 of FIG. 47(b) will be displayed. At this time, since there are three options for the simple settings, the password required for resetting is not displayed. Also, after selecting the presentation mode in "simple settings" 1111, "detailed settings" 1110 may be selected to change the game presentation content in detail. By setting the simple settings roughly and then setting only specific presentations by yourself later, it is easier than setting in the detailed settings from the beginning.

[0217] Next, the "Password input" 1112 will be explained below with reference to FIG. 47(c). Fig. 47(c) is an example of the screen displayed when "Enter password" 1112 is selected on the effect customization screen 1100 of Fig. 44(a). This is selected when the player wishes to use the six-digit password displayed on the effect customization completion screen 1900 of Fig. 46(c) when the player previously performed detailed settings. After selection, the player enters the password he or she remembers and selects "Confirm" 1280 to complete the reconfiguration of the game effect contents. Selecting "Back" 1270 will return to the effect customization screen 1100.

[0218] The above is the processing of the first modified example, which is characterized by the fact that it is possible to perform detailed setting contents and to perform resetting easily. The player can select settings according to his / her preference on the effect customization screen 1100, but if the player selects the "simple setting" 1111, a mode in which multiple setting contents are set to form playability with a predetermined tendency is displayed, and the player can enjoy changing the settings of each effect simply by selecting the mode that shows the predetermined tendency. If the player is able to select the "detailed setting" 1110 that allows more detailed settings, the performance of customization will be improved, and if the player is satisfied with the setting contents, it is considered that the player will try to perform the same setting next time. Therefore, even if the player thinks that he / she performed the same setting the next time, he / she will realize that he / she was unable to reset it properly due to a problem with the setting contents, and will become depressed because of the satisfaction he / she felt the previous time. If this can be reset by entering a password, the player will be able to enjoy the game without feeling any discomfort with the settings. Also, by providing a function that can be reproduced with a password, it will be possible to provide a richer and more detailed presentation customization function in the future.

[0219] As another example, a configuration may be considered in which, after customization is completed or password input is completed, the set game content can be confirmed even during gameplay (during variable presentation). In the explanatory diagram shown in FIG. 48(a), since it becomes more difficult to grasp what settings have been made as the customization becomes more diverse, it is considered to display setting items with icons 2300 at the top of the screen. By displaying the icons 2300, the player can easily grasp the diverse settings. Of course, it is also considered to display a password corresponding to the current settings at the icon 2300 display. When detailed settings are made, the player decides that there is no need to write down the password and starts playing, but even if the settings turn out to be better than expected, the password can be displayed on the screen during play, so the player can choose whether to memorize the password after actually playing the game. In addition, in the simple setting, the password is not displayed, but the icon 2300 may be configured to display the password. Furthermore, in the explanatory diagram shown in FIG. 48(b), instead of simply displaying the setting contents as shown in FIG. 48(a), the setting contents 2310 can be checked by operating the system keys (cross key) to select the icon 2300 to be checked. It is also conceivable that the setting contents 2310 can be changed by selecting the setting contents 2310 from there. In this way, it is possible to play with the setting contents once, and then make corrections to any parts that one feels would like to modify while playing, thereby enabling one to pursue more ideal setting contents. Note that in this case as well, it is sufficient if the password can be displayed by operating the system keys.

[0220] Next, in the case of a configuration in which icons are displayed in each direction of the cross key design as shown in FIG. 48(c), for example, when "Performance Customization" is selected by operating the right direction of the cross key from the setting contents 2400, the display of each icon is updated, and "Announcement Setting" is displayed in the upper direction of the cross key design, "Preview Performance Setting" in the right direction, "Reserved Change Setting" in the lower direction, and "Vibration Setting" in the left direction. When "Announcement Setting" is selected, the display of each icon is updated, and "Pseudo Consecutive" is displayed in the upper direction of the cross key design, "One-shot Announcement" in the right direction, "Cut-in" in the lower direction, and "Red Notice" and "Background Change" are displayed in the left direction. At this time, pressing the left direction once selects "Red Notice", and pressing twice in succession selects "Background Change". Then, when "Pseudo Consecutive" is selected, the display of each icon is updated, and "Normal" is displayed in the upper direction of the cross key design, "Not Appearing" in the right direction, "Less" in the lower direction, and "More" in the left direction. When "More" is selected, pseudo consecutive performances are selected as announcement performances as customization, with more pseudo consecutive performances appearing than usual. In this way, complex customization settings are possible even in a limited display area by displaying hierarchically. This shows that customization is possible even during variable effects other than when in standby mode. In that case, the auto button and volume can be changed when selected, but for effects, it is possible to reflect them from the next change, or from a hold that occurs after the setting was made with the look-ahead effect in mind. In that case, it is possible to display "Preparing for changes" or something similar. The above is the configuration of the first modified example. Since the customization of the effects depends on the individual player's sense, some players want detailed settings and others only need simple settings. Furthermore, if detailed settings were made available over a wide range of settings, it would be troublesome to make the same settings at a later date, and above all, the settings would have to be memorized. Therefore, the first modified example provides detailed settings and simple settings for the customization of effects, allowing the player to choose which to use, and if the player uses detailed settings, the password is displayed when customization is completed. As long as the password is remembered, the settings can be reset at any time, satisfying both players who want simple customization and players who want detailed customization.

[0221] Another possible configuration of the pachinko machine 1 is a gaming machine in which, after a predetermined starting condition is satisfied, a winning / losing determination means [FIG. 9: process S313] determines whether the winning / losing is a winning / losing result by the satisfaction of the starting condition, and the variable display unit [28A, 28B] starts to display the variable display of the identification information, and the effect display unit

[21] executes variable effects of multiple types of performance identification information in response to the variable display in the variable display unit, and the specific display result of the winning / losing determination is displayed in the variable display unit, thereby shifting the gaming state to a specific gaming state advantageous to the player, and the variable effects can execute effects in multiple types of presentation modes. One possible configuration includes an operation means [15, 19] that can be operated by a player, a first performance change means [Fig. 25: process S513] that changes the settings of the performance contents performed in the variable performance in accordance with operation of the operation means by the player when the gaming machine is in a standby state, a second performance change means [Fig. 35: processes S955 to S962] that changes the settings of the performance mode in accordance with operation of the operation means by the player when the gaming machine is not in a standby state, and a setting content change means [Fig. 35: processes S902 to S910] that changes the settable setting contents of the presentation mode in accordance with the setting contents set by the first performance change means. In this way, the setting of the pseudo effect display corresponding to the variation of the first special symbol or the second special symbol can be suitably performed when the pachinko machine 1 is in a standby state. Also, the setting of the pseudo effect display effect mode can be suitably performed when the pachinko machine 1 is not in a standby state. However, since the setting of the pseudo performance display content is set when the pachinko machine 1 is in a standby state, it is performed at an earlier time than the setting of the performance mode. Therefore, for example, even if the setting of the pseudo performance display content is set to one-shot announcement ON, if the setting of the performance mode allows the setting of a performance mode C in which one-shot announcement is not performed, a contradiction in the performance occurs. Also, for example, even if the setting of the pseudo performance display content is set to pre-reading OFF, if the setting of the performance mode D in which pre-reading performance is the main performance is set, a contradiction in the performance occurs. Therefore, the setting content changing means can set the performance mode selectable by the second performance changing means within a selection range based on the performance content set by the first performance changing means, and thus the first performance changing means can determine the direction of the performance as a whole, and the second performance changing means can easily change the performance mode within the range of that direction. Therefore, a gaming machine can be realized in which the setting function for variable performance is easy to use, the performance setting and the performance mode can be easily changed, and the player can enjoy playing while increasing his or her expectations through the performance of his or her choice. Furthermore, the pachinko machine 1 allows the settings to be easily initialized with a simple operation, for example, when a player is replaced.

[0222] The pachinko machine 1 is configured to include an initial state transition means [FIG. 37: process S982] that allows the settings of the performance contents to be reset all at once to the initial settings by a predetermined operation.

[0223] Furthermore, according to the pachinko machine 1 of this embodiment, by changing the timing at which the same effect appears, it is possible to give the player a different gaming sensation. For example, if the configuration allows the timing of the appearance of the preview effect that notifies the player of the expected winning probability, then a player who is not particularly interested in the variable performance and wants to be informed quickly of whether he or she has won or lost can play with the desired gaming sensation by setting the timing of the preview effect to appear at the start of the variation, and a player who wants to enjoy estimating his or her expected winning probability based on the content of the variable performance rather than being informed of the expected winning probability at the start of the variation can play with the desired gaming sensation by setting the timing of the preview effect to appear at the end of the variable performance. In this way, even with the same presentation, the gaming sensation given to the player can be greatly changed depending on the appearance timing. Also, as described above, not only can it be adapted to the preferences of each player, but the same player can easily change the appearance timing when they want to change their mood, such as when they want to experience a different gaming sensation, so it is possible to create a gaming machine that does not tire of the player even with the same display content.

[0224] As for the pachinko machine 1, the multiple types of presentation contents shown in FIG. 16 have been described as presentation contents whose settings can be changed by the player, but the present invention is not limited to these. For example, in addition to these, a presentation mode loop function that periodically changes the presentation mode randomly can be provided. In this case, when the presentation customization item is selected from the presentation content selection options 711 (FIG. 17(b)) on the menu screen 710, it is desirable to transition to a presentation customization selection screen 765 shown in FIG. 38. In the presentation customization selection screen 765, a setting section 766 displays the items of setting pre-reading OFF, setting one-shot announcement ON, setting the notice A appearance rate UP, setting the notice B appearance rate UP, and the presentation mode loop setting.

[0225] Furthermore, the presentation mode can be changed not only when the game is in standby, but also on the presentation customization selection screen 765 shown in FIG. 38. In this case, it is preferable to provide a presentation mode selection item in the setting section 766. With this configuration, all settings related to presentation can be made when the game is in standby, and the game can be started with the presentation of the desired effect from the first launch of the game ball or the first change of the pseudo symbol. Furthermore, by making the presentation mode switchable even during change, a game configuration can be achieved in which, even if the player wants to change to another presentation mode during the game, the player can change the mode without having to interrupt the game, enter standby, and then select the mode. Furthermore, when the presentation settings are initialized, it is desirable that the presentation mode be changed to the presentation mode selected in the initial state. Furthermore, it is also conceivable that the pachinko machine 1 can use a mobile phone-linked service that allows the player to access a website operated in response to the gaming machine using a mobile communication terminal such as a mobile phone to set the performance content or change the performance mode, and exchange various game information. In addition, although a one-shot notice is exemplified as an example of the setting of the appearance timing, the appearance timing of a cut-in notice that increases the expectation of winning just by appearing, or the timing of the change of reserved symbols in the reserved notice performance of the look-ahead performance may also be set for other notice performances. A cut-in announcement, which increases the chances of winning, does not guarantee a win even if it appears, so it is possible to increase the number of opportunities for it to appear or even have it appear multiple times, allowing for more freedom in production than a one-shot announcement. In the case of a reserved notice performance, it can be set to change only when a prize is won, or when the change starts, when the change ends, etc. By doing so, only the player who set it knows the timing of the reserved pattern change, so it is possible to reduce the possibility of missing it and to make the performance difficult for third parties to notice. Although specific displays, sound effects, and vibrations have been given as examples of instant notifications, the notification method is not particularly limited as long as it is possible to inform the player that he or she has won, such as blowing air on the player, lighting up a specific part of the frame, or lighting up a specific part of the game board.

[0226] Furthermore, the present invention is not limited to the above embodiment, and can be implemented in various ways without departing from the gist of the present invention. For example, the present invention may be applied to an enclosed type gaming machine in which the launched gaming balls are collected inside the gaming machine and launched again by the launching device, and the number of balls held by the player is managed as data using a storage medium such as an IC card. In this case, it is also possible to use a storage medium such as an IC card to set the performance content and change the performance mode. For example, if the IC card is provided with a function to store information on the setting content, it is possible to take over and use the performance setting content even if the gaming machine is different. Furthermore, the present invention may be applied to a reel type gaming machine (slot gaming machine) that uses medals as a gaming medium to play a game, or to a reel type gaming machine (Parrot gaming machine) that uses game balls as a value medium to play a game similar to a slot gaming machine. [Explanation of symbols]

[0227] 1: Pachinko machine, 15: Performance button (operation means), 16: Jog dial, 19: Cross key (operation means), 2: Game board, 21: Performance pattern display device (performance display section), 28A: First special pattern display device (variable display section), 28B: Second special pattern display device (variable display section), 40: Main control device (win / lose determination means), 42: Sub-integrated control device (first performance change means, second performance change means, setting content change means, initial state transition means), 1000: Look-ahead performance setting screen

Claims

[Claim 1] A performance execution means for executing a game performance; A performance control means for controlling the performance execution means, The effect control means has a function of effect customization that can change the settings of the game effects based on the operation of the player, As the above-mentioned performance customization, A first performance customization that can set the game performance in detail; A second performance customization that can easily set the game performance, A gaming machine characterized in that when the first performance customization is set, the setting information can be output to the outside.

Citation Information

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