Game machine

JP2025017841A5Pending Publication Date: 2026-07-24SANSEI R&D KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SANSEI R&D KK
Filing Date
2023-07-25
Publication Date
2026-07-24

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Abstract

To provide a game machine capable of enhancing ease of use.SOLUTION: A mode setting image Im notifies a player of setting items regarding a performance pattern game and a button pattern B urges the player to operate an operation button 10. When the operation button 10 is operated in a display state of the mode setting image Im and the button pattern B, a change in an image of a performance pattern game is imparted according to display of a lightning image T, such that a player's sense of expectation toward a jackpot is increased even in a display state of the mode setting image Im and the button pattern B. Moreover, since display contents of the mode setting image Im are changed according to operation contents of a mode switch 105 when the mode switch 105 is operated in a display state of the mode setting image Im and the button pattern B, reception of operation of the mode switch 105 is reported to a player even in the display state of the mode setting image Im and the button pattern B.SELECTED DRAWING: Figure 46
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Description

[Technical field]

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

[0002] The gaming machine has a structure in which a win / loss determination is made each time a start condition is satisfied, and each time a win / loss determination is made, an image of the symbol game is displayed on the display to inform the player of the result of the determination. Some of these gaming machines are equipped with an operating means. The operating means is operated by the player to change the settings related to the symbol game, and is enabled when both the symbol game and the special game are stopped. [Prior art documents] [Patent documents]

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

[0004] In the case of the above gaming machine, the player must wait until the game is stopped in order to change the settings related to the symbol game, and there is still room for improvement in terms of usability.

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

[0006] The gaming machine (embodiments 8 to 9) described in claim 1 includes a determination means (main control circuit 40) for determining whether or not a win has been won each time a starting condition is satisfied (all of the special pattern 1 game, the special pattern 2 game, the small win game, and the big win game are stopped), a pattern game means (sub-control circuit 60) for displaying an image of a pattern game (a pattern game) that notifies a player of the result of the determination of whether or not a win has been won, a reach performance means (sub-control circuit 60) for displaying an image of a reach performance (a button operation performance) during a pattern game to increase the player's expectation for a win, and setting items related to the pattern game. It is characterized in that it is provided with a display means (sub-control circuit 60) that displays a setting image (individual setting image Ie / mode setting image Im) for changing (volume of speaker 32 / brightness of performance pattern display 28 / music for performance pattern play / sub-mode) and is capable of displaying the setting image while the image of the reach performance is being displayed, and an acceptance means (sub-control circuit 60) that accepts input when a change to the setting item is input while the image of the reach performance with the setting image being displayed. According to the above means, when a change to the settings related to the symbol game is input during a reach performance in which the setting image is displayed, the input is accepted, so that it becomes possible to change the settings related to the symbol game even during a reach performance. [Brief description of the drawings]

[0007] [Figure 1] FIG. 1 is a diagram showing a first embodiment of the present invention (a perspective view showing the appearance of a pachinko game machine); [Diagram 2] A diagram showing a game board [Diagram 3] Diagram showing the front frame [Figure 4] Block diagram showing electrical configuration [Diagram 5] (a) is a diagram showing a list of random number counters, (b) is a diagram showing a normal winning judgment table, (c) is a diagram showing a normal winning display time table, (d) is a diagram showing a normal winning pattern table, (e) is a diagram showing a jackpot judgment table, (f) is a diagram showing a fall judgment table, (g) is a diagram showing a special winning type table for special winning 1, (h) is a diagram showing a special winning type table for special winning 2, (i) is a diagram showing a special winning 1 area, and (j) is a diagram showing a special winning 2 area. [Figure 6] (a) is a diagram showing a special chart 1 variation pattern table, and (b) is a diagram showing a special chart 2 variation pattern table. [Figure 7] FIG. 1A is a diagram showing a game pattern table, and FIG. 1B is a flowchart showing the main processing of the main control circuit. [Figure 8] Flowchart showing timer interrupt processing of the main control circuit [Figure 9] (a) is a flowchart showing the special diagram 2 processing of the main control circuit, (b) is a flowchart showing the special diagram 1 processing [Figure 10] Flowchart showing the time-saving count update process of the main control circuit [Figure 11] Flowchart showing the fall determination process of the main control circuit [Figure 12] FIG. 1A is a diagram for explaining the transition of game modes, and FIG. 1B and FIG. 1C are diagrams for explaining the transition of presentation modes. [Figure 13] (a) to (d) are diagrams showing background images of the effect pattern game, and (e) is a diagram showing a list of the effect contents of the effect pattern game. [Figure 14] A diagram to explain normal effects and simultaneous stop effects for all figures [Figure 15] A diagram to explain the normal reach performance [Figure 16] A diagram to explain the special reach effect (battle effect) [Figure 17] (a) is a diagram for explaining the big win game performance, (b) and (c) are diagrams showing a special chart pre-reading reception area, (d) is a diagram for explaining the reserved performance, and (e) is a diagram for explaining the pattern group. [Figure 18] A diagram to explain the button preview effect [Figure 19] Flowchart showing button advance notice processing [Figure 20] A diagram to explain the flow of the performance pattern game after the button preview performance ends with a failure ending. [Figure 21] A diagram to explain the flow of the performance pattern game after the button preview performance ends with a successful conclusion. [Figure 22]A diagram to explain the flow of button production 1 [Diagram 23] 1A is a flowchart showing a button effect process, and FIG. 1B to FIG. 1D are diagrams showing a button effect table. [Figure 24] A diagram to explain the flow of the game when a button advance notice effect occurs in the current effect pattern game. [Diagram 25] A diagram to explain the round promotion effects [Figure 26] 1A is a flowchart showing a round promotion effect process, and FIG. 1B is a diagram showing an effect determination table. [Figure 27] 1A is a flowchart showing a main process, and FIG. 1B is a flowchart showing a timer interrupt process. [Figure 28] 1A is a flowchart showing a received command analysis process, and FIG. 1B is a flowchart showing a symbol game performance start process. [Figure 29] FIG. 21(d) shows the second embodiment. [Diagram 30] FIG. 3 shows Example 3 (a diagram for explaining button quick-press game 1) [Diagram 31] A diagram for explaining button quick press game 2 [Diagram 32] A diagram for explaining the start timing of button quick-press game 1 and button quick-press game 2. [Diagram 33] FIG. 11 shows Example 4 (a shows the launch handle, and b shows an image in chance mode). [Diagram 34] 1A to 1D are diagrams for explaining tilt advance notice effects, and FIG. 1E is a flowchart showing tilt advance notice effect processing. [Diagram 35] FIG. 34(a) to (d) showing Example 5 [Diagram 36] FIG. 13 shows the sixth embodiment (a diagram for explaining the pre-reach tilt notice performance) [Figure 37] 1A to 1C are diagrams showing operation buttons, FIG. 1D is a flowchart showing a reach before and after tilt advance notice performance process, and FIG. 1E to FIG. 1F are diagrams showing a tilt advance notice performance table. [Figure 38] A diagram to explain the tilt notice performance after the reach [Figure 39] FIG. 34(a) to (d) showing Example 7 [Diagram 40] FIG. 13 shows an eighth embodiment (a shows a switch unit, b shows an individual setting image and a mode setting image, and c shows a list of submodes). [Diagram 41] 1A to 1D are diagrams showing individual setting images, and FIG. 1E is a flowchart showing a setting operation process 1. [Diagram 42] (a) is a flowchart showing the setting operation process 2, and (b) is a flowchart showing the switch process 1. [Diagram 43] (a) is a flowchart showing switch processing 2, and (b) is a diagram showing a mode setting image. [Diagram 44] A diagram to explain button operation [Diagram 45] FIG. 1A is a flowchart showing a button operation effect process, and FIG. 1B and FIG. 1C are diagrams showing effect tables. [Figure 46] FIG. 13 is a diagram for explaining an image when a button operation performance is started while an individual setting image and a mode setting image are displayed; [Figure 47] FIG. 13 is a diagram for explaining an image when a switch is operated while an individual setting image, a mode setting image, and a button design are displayed. [Figure 48] FIG. 9 shows a ninth embodiment (a is a flowchart showing switch processing 1, and b is a flowchart showing switch processing 2). [Figure 49] Flowchart showing setting change processing DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0039] When the predetermined LEDs of the LED display 25 stop flashing in the mode corresponding to the jackpot type determination result "jackpot pattern 2" and the mode corresponding to "jackpot pattern 3", respectively, the jackpot game pattern S is selected from the game pattern table of FIG. 7(a), and the jackpot game starts in the jackpot game pattern S. This jackpot game pattern S is set with eight rounds, and pays out fewer prize balls to the player than the jackpot game pattern L. In the jackpot game pattern S when the jackpot pattern 3 is selected as the jackpot type, the V winning hole is opened in a certain number of rounds (for example, the second to fourth rounds), so that the game ball is allowed to fall into the V winning hole, and in the jackpot game pattern S when the jackpot pattern 2 is selected as the jackpot type, the V winning hole is always closed, so that the game ball is prohibited from falling into the V winning hole.

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

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

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

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

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

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

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

[0047] When the type of jackpot is determined in response to the determination result of "jackpot", the storage result of the value of the fluctuation pattern random number is detected from the "Special Chart 2 Reserve Area 4", and the special chart fluctuation pattern and the special chart fluctuation display time according to the detection result of the value of the fluctuation pattern random number are selected from the special chart 2 fluctuation pattern table of Fig. 6(b). When the determination result of "miss" is obtained, the storage result of the value of the fluctuation pattern random number is detected from the "Special Chart 2 Reserve Area 4", and the special chart fluctuation pattern and the special chart fluctuation display time according to the detection result of the value of the fluctuation pattern random number are selected from the special chart 2 fluctuation pattern table of Fig. 6(b).

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0063] When the main control circuit 40 sets the special chart 2 game data in the output buffer in S31 of Fig. 9(a), it starts the special chart variable display and organizes the "special chart 2 reserve area 1" to "special chart 2 reserve area 4". This process erases the special chart 2 game data from the "special chart 2 reserve area 4", and when the special chart 2 game data is stored in the "special chart 2 reserve area 3", the special chart 2 game data is shifted to the "special chart 2 reserve area 4", when the special chart 2 game data is stored in the "special chart 2 reserve area 2", the special chart 2 game data is shifted to the "special chart 2 reserve area 3", when the special chart 2 game data is stored in the "special chart 2 reserve area 1", the special chart 2 game data is shifted to the "special chart 2 reserve area 2". When the main control circuit 40 organizes the "special chart 2 reserve areas 1 to 4", it organizes the "special chart 2 look-ahead area 1" to "special chart 2 look-ahead area 4" in the same procedure and sets the value of the second pointer P2 to "2".

[0064] 4-4-2. Time-saving count update process When the value of the second pointer P2 is set to "2", the main control circuit 40 proceeds to the time-saving count update process of S32. FIG. 101 shows the time-saving count update process, and the main control circuit 40 judges whether the current game state is "electric support state 1", "electric support state 2", or "non-electric support state" in S41 of FIG. 10. If it is determined that the current game state is "non-electric support state", the value of the second pointer P2 is set to "3" in S48, and if it is determined that the current game state is "electric support state 1" or "electric support state 2", "1" is added to the value of the time-saving count counter in S42. The value of this time-saving count counter measures the number of times the electric support state continues, and when the main control circuit 40 adds the time-saving count counter, it sets a time-saving count command. This time-saving count command notifies the sub-control circuit 60 of the addition result of the value of the time-saving count counter as the number of times the electric support state will continue, and when the main control circuit 40 sets the time-saving count command, in S43, it sets the setting result of the time-saving count command in the output buffer of the RAM to send it to the sub-control circuit 60, and then proceeds to S44.

[0065] When the main control circuit 40 proceeds to S44, it judges whether the current game state is "electric support state 2". If it judges that the current game state is "electric support state 1", it sets the value of the second ponter P2 to "3" in S48, and if it judges that it is "electric support state 2", it compares the value of the time-saving counter with the upper limit value "100" in S45. If it judges that the value of the time-saving counter is not the upper limit value "100", it sets the value of the second ponter P2 to "3" in S48.

[0066] If the main control circuit 40 determines in S45 that the value of the time-saving counter is the upper limit "100", it changes the current game state from "electric support state 2" to "non-electric support state" in S46, and sets an electric support cancel command in the output buffer of the RAM in S47. This electric support cancel command notifies the sub-control circuit 60 that it has switched from "electric support state 2" to "non-electric support state", and if the main control circuit 40 sets the electric support cancel command in S47, it sets the value of the second ponter P2 to "3" in S48.

[0067] 4-4-3.Fall detection process When the value of the second pointer P2 is set to "3", the main control circuit 40 proceeds to the fall judgment process of S33 in FIG. 9(a). FIG. 11 shows the fall judgment process of S33, and the main control circuit 40 judges whether the current game state is a "high probability state" in S61. If it is judged that the current game state is a "normal probability state", the value of the second pointer P2 is set to "4" in S70, and if it is judged that the current game state is a "high probability state", the process proceeds to S62. Here, the value of the fall random number is detected from the "special chart 2 reserved area 4", and a judgment result according to the detection result of the value of the fall random number is detected from the fall judgment table in FIG. 5(f).

[0068] When the main control circuit 40 detects the result of the judgment of the presence or absence of a fall in S62, it judges whether the detection result is "fall has occurred" in S63. If it judges that the detection result is "no fall", it sets the value of the second pointer P2 to "4" in S70, and if it judges that the detection result is "fall has occurred", it sets the "normal probability state" in place of the "high probability state" in S64, and sets it in the output buffer of the RAM to send a fall command to the sub-control circuit 60 in S65. This fall command notifies the sub-control circuit 60 that the "high probability state" has fallen to the "normal probability state", and is sent to the sub-control circuit 60 in the next timer interrupt process.

[0069] When the main control circuit 40 sets a fall command in the output buffer in S65, it judges whether the current game state is "electric support state 1" in S66. If it judges that the current game state is "electric support state 1", it compares the value of the time-saving counter with "100" in S71. If it judges that the value of the time-saving counter is less than "100", it changes "electric support state 1" to "electric support state 2" in S68, sets the electric support change command in the output buffer of the RAM to send it to the sub-control circuit 60 in S69, and sets the value of the second pointer P2 to "4" in S70. This electric support change command notifies the sub-control circuit 60 that "electric support state 1" has been switched to "electric support state 2", and is sent to the sub-control circuit 60 in the next timer interrupt process.

[0070] When the main control circuit 40 judges in S67 that the value of the time-saving counter is "101" or more, it changes the current game state from "electric support state 1" to "non-electric support state" in S71. Then, in S72, it sets the electric support change command to the output buffer of the RAM to send it to the sub-control circuit 60, and in S70, it sets the value of the second pointer P2 to "4". This electric support release command notifies the sub-control circuit 60 that "electric support state 1" has been switched to "non-electric support state", and is sent to the sub-control circuit 60 in the next timer interrupt process. That is, if it is determined that a fall has occurred in the "high probability state" or "electric support state 1" where the value of the time-saving counter is "100" or less, the normal probability state is set, but the electric support state continues, and if it is determined that a fall has occurred in the "high probability state" or "electric support state 1" where the value of the time-saving counter is "101" or more, the "normal probability state" or "non-electric support state" is set.

[0071] 4-4-4. Special Chart 2 Change Stop Processing When the value of the second pointer P2 is set to "4", the main control circuit 40 proceeds to the special chart 2 variation stop process of S34 in FIG. 9(a). Here, the timer value is added, and the addition result of the timer value is compared with the judgment result of the special chart variation display time. Here, if the addition result of the timer value has not reached the judgment result of the special chart variation display time, the special chart 2 variation stop process is terminated, and if the addition result of the timer value has reached the judgment result of the special chart variation display time, the special chart variation display is stopped in a manner according to the judgment result of the hit or miss, and the variation stop command 2 is set to the output buffer to send to the sub-control circuit 60. Then, if the judgment result of the hit or miss is "miss", the value of the second pointer P2 is initially set to "1", if the judgment result of the hit or miss is "small hit", the value of the second pointer P2 is set to "5", and if the judgment result of the hit or miss is "big hit", the value of the second pointer P2 is set to "6".

[0072] 4-4-5. Small hit game processing When the value of the second pointer P2 is set to "5", the main control circuit 40 moves to the small win game processing of S35 in FIG. 9(a), and after starting the small win game with the small win game pattern, sets the output buffer to send a small win game start command to the sub-control circuit 60. When the main control circuit 40 advances the small win game to the end of the small win game pattern, it ends the small win game, sets the output buffer to send a small win game end command to the sub-control circuit 60, and sets the value of the second pointer P2 to "1". This small win game is a game in which the V winning hole is closed and the large winning hole 19 is opened, and in the small win game, the game ball is prohibited from falling into the V winning hole. In other words, when a small win is determined to be in a high probability state, the high probability state is maintained.

[0073] 4-4-6. Jackpot game processing When the value of the second pointer P2 is set to "6", the main control circuit 40 moves to the jackpot game process of S36 in FIG. 9(a). Here, the jackpot game is started, and a jackpot game start command is set in the output buffer to be sent to the sub-control circuit 60. When the determination result of the jackpot type is "jackpot pattern 1", the main control circuit 40 executes the jackpot game in the jackpot game pattern L, and when the determination result of the jackpot type is "jackpot pattern 2" or "jackpot pattern 3", the main control circuit 40 executes the jackpot game in the jackpot game pattern S. Each time a round is started in the jackpot game, a round start command is set in the output buffer and sent to the sub-control circuit 60. This round start command notifies which round this time is, and each time a round is stopped in the jackpot game, the main control circuit 40 sets a round stop command in the output buffer and sends it to the sub-control circuit 60. When the main control circuit 40 has allowed the jackpot game to proceed to the end of the jackpot game pattern, it ends the jackpot game and sets a jackpot game end command in the output buffer to be sent to the sub-control circuit 60.

[0074] When the result of the judgment of the jackpot type is "jackpot pattern 2", the main control circuit 40 prohibits the game ball from falling into the V winning port in response to closing the V winning port in each round, when the result of the judgment of the jackpot type is "jackpot pattern 1", the game ball is permitted to fall into the V winning port in response to opening the V winning port in each of the 13th to 15th rounds, and when the result of the judgment of the jackpot type is "jackpot pattern 3", the game ball is permitted to fall into the V winning port in response to opening the V winning port in each of the 2nd to 4th rounds. This main control circuit 40 monitors whether the game ball has fallen into the V winning port in response to the output signal from the V winning port sensor 48 during the jackpot game, and records that a V prize has been awarded when it is determined that the game ball has fallen into the V winning port.

[0075] When the main control circuit 40 allows the jackpot game to proceed to the end of the jackpot game pattern, it detects the result of the judgment of the jackpot type when the jackpot game ends. If the result of the judgment of the jackpot type is "jackpot pattern 1" or "jackpot pattern 3", it judges whether or not a V prize has been won. If it is judged that a V prize has been won, it sets the game state to "high probability state" and "electric support state 1", resets the value of the time-saving count counter to "0", and initializes the value of the second pointer P2 to "1". Then, it sets the "high probability command", "electric support command 1", and time-saving count command 0 to the output buffer of the RAM to send them to the sub-control circuit 60. This time-saving count command 0 notifies the sub-control circuit 60 that the number of times the electric support state continues is "0 times", the "high probability command" notifies the sub-control circuit 60 of the setting of the "high probability state", and the "electric support command 1" notifies the setting of the electric support state 1 that may continue beyond "100 times".

[0076] When the result of the judgment of the jackpot type is "jackpot pattern 2", the main control circuit 40 sets the game state to "normal probability state" and "electric support state 2", resets the value of the time-saving count counter to "0", and initializes the value of the second pointer P2 to "1". Then, it sets the "normal probability command", "electric support command 2", and time-saving count command 0 in the output buffer of the RAM to be sent to the sub-control circuit 60. This "normal probability command" notifies the sub-control circuit 60 of the setting of the "normal probability state", and the "electric support command 2" notifies the setting of the electric support state 2 with a limit of "100 times".

[0077] 4-5. Special Drawing 1 Processing 9(b) shows the special chart 1 processing of S24, in which the main control circuit 40 selectively executes the special chart 1 lottery processing of S81, the time-saving count update processing of S82, the fall judgment processing of S83, the special chart 1 fluctuation stop processing of S84, the small win game processing of S85, and the big win game processing of S86 in the special chart 1 processing according to the setting result of the value of the first pointer P1 of the RAM. The value of this first pointer P1 is initially set to "1" when the power is turned on.

[0078] 4-5-1. Special Drawing 1 Lottery Processing When the value of the first pointer P1 is set to "1", the main control circuit 40 proceeds to the special drawing 1 lottery process of S81. The value of this first pointer P1 is set to "1" in the game stop state, and the main control circuit 40 judges whether or not the special drawing 1 game data is stored in the "special drawing 1 reserve area 4" in the special drawing 1 lottery process of S81. If it is determined that the special drawing 1 game data is not stored in the "special drawing 1 reserve area 4", the special drawing 1 lottery process is terminated, and if it is determined that the special drawing 1 game data is stored in the "special drawing 1 reserve area 4", it is determined whether or not the special drawing 2 game data is stored in the "special drawing 2 reserve area 4".

[0079] When the main control circuit 40 determines that the special chart 2 game data is stored in the "special chart 2 reserve area 4", it ends the special chart 1 lottery process, and when it determines that the special chart 2 game data is not stored in the "special chart 2 reserve area 4", it performs a win / loss judgment, a fluctuation pattern judgment, and a fluctuation display time judgment based on the special chart 1 game data in the "special chart 1 reserve area 4" in S81, and if the win / loss judgment result is a jackpot, it performs a jackpot type judgment. These fluctuation pattern judgments and fluctuation display time judgments are performed according to the special chart 1 fluctuation pattern table in FIG. 6(a), and the main control circuit 40 sets the win / loss judgment result, the fluctuation pattern judgment result, and the jackpot type judgment result to the output buffer of the RAM to send them to the sub-control circuit 60 as special chart 1 game data, sets the fluctuation start command 1 to the output buffer of the RAM to send it to the sub-control circuit 60, and sets the special chart 1 reserve command to the output buffer of the RAM to send it to the sub-control circuit 60. This special chart 1 reserve command notifies the sub-control circuit 60 of the special chart 1 reserve number.

[0080] When the main control circuit 40 sets the fluctuation start command 1, etc., it starts the special chart fluctuation display and then organizes the "special chart 1 reserved area 1" to "special chart 1 reserved area 4". This process is performed in the same procedure as the "special chart 2 reserved area 1 to 4", and the main control circuit 40 also organizes the "special chart 1 pre-reading area 1 to 4" in the same procedure, and then sets the value of the first pointer P1 to "2". In other words, the special chart 1 lottery process is set to a later priority than the special chart lottery 2 process, and if the special chart 2 reserved number is not "0", the special chart 2 lottery process is performed with priority over the special chart 1 lottery process, and when the special chart 2 reserved number becomes "0", the special chart 1 lottery process is started.

[0081] 4-5-2. Time-saving count update process If the value of the first pointer P1 is set to "2", the main control circuit 40 executes the time-saving count update process of FIG. 10 in S82 and sets the value of the first pointer P1 to "3". 4-5-3.Fall detection process If the value of the first pointer P1 is set to "3", the main control circuit 40 executes the fall determination process of FIG. 11 in S83 and sets the value of the first pointer P1 to "4". 4-5-4. Special Chart 1 Change Stop Processing When the value of the first pointer P1 is set to "4", the main control circuit 40 proceeds to the special chart 1 variation stop process of S84 in Fig. 9(b), and when the sum of the timer value reaches the judgment result of the special chart variation display time, the special chart 1 variation display is stopped in a manner according to the judgment result of hit or miss, and the output buffer is set to send the variation stop command 1 to the sub-control circuit 60. Then, when the judgment result of hit or miss is "miss", the value of the first pointer P1 is initially set to "1", when the judgment result of hit or miss is "small hit", the value of the first pointer P1 is set to "5", and when the judgment result of hit or miss is "big hit", the value of the first pointer P1 is set to "6".

[0082] 4-5-5. Small hit game processing When the value of the first pointer P1 is set to "5", the main control circuit 40 moves to the small win game processing of S85 in FIG. 9(b), and after starting the small win game with the small win game pattern, sets the output buffer to send a small win game start command to the sub-control circuit 60. When the main control circuit 40 advances the small win game to the end of the small win game pattern, it ends the small win game, sets the output buffer to send a small win game end command to the sub-control circuit 60, and sets the value of the first pointer P1 to "1". This small win game is a game in which the V winning hole is closed and the large winning hole 19 is opened, and in the small win game, the game ball is prohibited from falling into the V winning hole.

[0083] 4-5-6. Jackpot game processing When the value of the first pointer P1 is set to "6", the main control circuit 40 proceeds to the jackpot game process of S86 in Fig. 9(b) and sets the jackpot game start command in the output buffer to send it to the sub-control circuit 60 after starting the jackpot game. This main control circuit 40 executes the jackpot game in the jackpot game pattern L when the judgment result of the jackpot type is "jackpot pattern 1", and executes the jackpot game in the jackpot game pattern S when the judgment result of the jackpot type is "jackpot pattern 2" or "jackpot pattern 3", and sets the round start command in the output buffer and sends it to the sub-control circuit 60 every time a round is started. This main control circuit 40 sets the round stop command in the output buffer and sends it to the sub-control circuit 60 every time a round is stopped in the jackpot game. When the main control circuit 40 has allowed the jackpot game to proceed to the end of the jackpot game pattern, it ends the jackpot game and sets a jackpot game end command in the output buffer to be sent to the sub-control circuit 60.

[0084] When the result of the judgment of the jackpot type is "jackpot pattern 2", the main control circuit 40 closes the V entry port in each round, and when the result of the judgment of the jackpot type is "jackpot pattern 1" or "jackpot pattern 3", the main control circuit 40 opens the V entry port in each of a specific number of rounds. This main control circuit 40 monitors whether or not the game ball has fallen into the V entry port according to the output signal from the V entry port sensor 48 during the jackpot game, and when the jackpot game is advanced to the end of the jackpot game pattern, it detects the judgment result of the jackpot type when the jackpot game is ended. Here, when the judgment result of the jackpot type is "jackpot pattern 1" or "jackpot pattern 3", it judges whether or not a V entry has occurred. Here, when it is judged that a V entry has occurred, the game state is set to "high probability state" or "electric support state 1", the value of the time-saving count counter is reset to "0", and the value of the second pointer P2 is initially set to "1". Then, the "high probability command", "electric support command 1", and the time-saving count command 0 are set in the output buffer of the RAM to be sent to the sub-control circuit 60. When the result of the judgment of the jackpot type is "jackpot pattern 2", the main control circuit 40 sets the game state to "normal probability state" and "electric support state 2", resets the value of the time-saving count counter to "0", and initially sets the value of the second pointer P2 to "1". Then, the "normal probability command", "electric support command 2", and the time-saving count command 0 are set in the output buffer of the RAM to be sent to the sub-control circuit 60.

[0085] 5. Game mode explanation The game flow in FIG. 12(a) shows the transition of game modes, and FIG. 12(b)(c) shows the relationship between game modes and presentation modes. When the power is turned on, the normal game mode is set. This normal game mode is a "normal probability state" and a "non-electric support state", and in the normal game mode, a left-hitting image that encourages the player to hit the game ball to the left is displayed on the presentation pattern display 28. When the player hits the game ball to the left in accordance with this left-hitting image, the game ball enters the first start hole 18, and when it is determined that a jackpot has been hit in response to the game ball entering the first start hole 18, a low-probability time-saving mode or a high-probability time-saving mode is set.

[0086] The low probability time-saving mode is a state in which "normal probability state" and "electric support state 2" are set, and is set when "jackpot pattern 2" is selected in response to a judgment of a jackpot in the normal game mode. The high probability time-saving mode is a state in which "high probability state" and "electric support state 1" are set, and is set when "jackpot pattern 1" or "jackpot pattern 3" is selected in response to a judgment of a jackpot in the normal game mode. In each of these low probability time-saving mode and high probability time-saving mode, a right-hit image that encourages the player to hit the game ball to the right is displayed on the performance pattern display 28. When the player hits the game ball to the right according to this right-hit image, the game ball passes through the normal game start port 22, and the second start port 23 is frequently opened for a long time in response to a judgment of a hit with a high probability, so the special game change display time "1000 msec" for time-saving is frequently obtained from the special game change pattern table 2 in FIG. 6(b). Therefore, in the low-probability time-saving mode and the high-probability time-saving mode, the process of determining whether a jackpot or a miss occurs is repeated at shorter time intervals than in the normal game mode, increasing the probability of winning the next jackpot with fewer game balls consumed. In other words, the low-probability time-saving mode and the high-probability time-saving mode are more advantageous to the player than the normal game mode.

[0087] In the low-probability time-saving mode, the game ball is hit from the right, and if the total number of times that the special chart 1 lottery and the special chart 2 lottery (actually only the special chart 2 lottery) reaches the limit number of times "100 times" without being judged as a jackpot in the low-probability time-saving mode, the "non-electric support state" is set in place of the "electric support state 2", and the game mode transitions to the normal game mode. If the "jackpot pattern 2" is selected in response to the fact that the total number of times that the special chart 1 lottery and the special chart 2 lottery are judged as a jackpot before reaching the limit number of times "100 times" in this low-probability time-saving mode, the low-probability time-saving mode is repeated, and if "jackpot pattern 1" or "jackpot pattern 3" is selected, the game transitions to the high-probability time-saving mode. In this high-probability time-saving mode, the game ball is hit from the right, and if "jackpot pattern 2" is selected in response to a judgement of a jackpot, the low-probability time-saving mode is set, and if "jackpot pattern 1" or "jackpot pattern 3" is selected, the high-probability time-saving mode is set again. This high-probability time-saving mode is a state in which a jackpot is judged with a higher probability than the low-probability time-saving mode, and is a state that is more advantageous to the player than the low-probability time-saving mode, and the degree of advantage to the player is higher in the "high probability state" than in the "electric support state."

[0088] In the high probability time-saving mode, the presence or absence of a fall is judged each time the special chart 1 and special chart 2 are drawn, and if it is judged that a fall has occurred when the total number of times that the special chart 1 and special chart 2 are drawn does not exceed the limit of 100 times, the "normal probability state" and "electric support state 2" are set, and the high probability time-saving mode is switched to the low probability time-saving mode. In this high probability time-saving mode, if the total number of times that the special chart 1 and special chart 2 are drawn exceeds the limit of 100 times and it is judged that a fall has occurred, the "normal probability state" and "non-electric support state" are set, and the high probability time-saving mode is switched to the normal play mode all at once.

[0089] 6. Description of the Production Mode The presentation mode is a mode in which a background image is specified as the presentation content when the image of the presentation pattern game is displayed, and the presentation mode includes a normal mode, a chance mode, and a speed mode. The normal mode is a presentation mode when the normal game mode is set, and in the normal mode, as shown in FIG. 13(a), a normal background image imitating a streetscape is displayed in the display area E of the presentation pattern display 28. The chance mode is a presentation mode common to the low probability time-saving mode and the high probability time-saving mode, and in the chance mode, as shown in FIG. 13(b), a chance background image imitating four women is displayed in the display area E of the presentation pattern display 28. The speed mode is a mode that is shifted from the chance mode when the total number of times of drawing the special pattern 1 and the special pattern 2 exceeds the limit number of times "100 times" in the high probability time-saving mode setting state, and in the speed mode, as shown in FIG. 13(c), a speed background image imitating an ancient land is displayed in the display area E of the presentation pattern display 28.

[0090] 6-1. Behavior of the performance mode Figure 12(b) shows the behavior of the presentation mode when the jackpot pattern 2 is selected in response to a jackpot determination. In this case, the chance mode is set in response to the low probability time-saving mode being set at the end of the jackpot game, and the chance background image is displayed from the first presentation pattern game. In this state, if a total of 100 special pattern 1 and special pattern 2 lotteries are performed without a jackpot being determined, the normal game mode is set, and the normal mode is set in response to the setting of the normal game mode, and the normal background image is displayed from the 101st presentation pattern game.

[0091] FIG. 12(c) shows the behavior of the presentation mode when the jackpot pattern 1 or jackpot pattern 3 is selected in response to a judgment of a jackpot. In this case, the chance mode is set in response to the high probability time-saving mode being set at the end of the jackpot game, and the chance background image is displayed from the first presentation pattern game. In this state, if it is judged that there is a fall before a total of 100 special pattern 1 and special pattern 2 drawings are performed, the low probability time-saving mode is set as the game mode, but as shown in the upper part of FIG. 12(c), the chance background image continues to be displayed in response to the continuation of the chance mode as the presentation mode. Then, the normal mode is set from the 101st presentation pattern game, and the normal background image is displayed.

[0092] The lower part of Figure 12(c) shows the behavior of the presentation mode when the chance mode is set according to the high probability time-saving mode and a total of 100 or more special chart 1 and special chart 2 drawings are performed without it being determined that a fall has occurred. In this case, the speed mode is set from the 101st presentation pattern play, and a speed background image is displayed, so from the player's point of view, it gives the impression that the mode has been promoted to the high probability time-saving mode. If it is determined that a fall has occurred in this speed mode setting, the normal mode is set according to the normal play mode setting, and the normal background image is displayed from the next time.

[0093] 6-2. Performance pattern play The image of the effect pattern game is started by the sub-control circuit 60 in time synchronization with the start of the special pattern 1 variable display or the special pattern 2 variable display, and is ended in time synchronization with the end of the special pattern 1 variable display or the special pattern 2 variable display. The image of this effect pattern game is displayed superimposed on the background image corresponding to the effect mode, and is displayed superimposed on the normal background image in the normal mode. The image of this effect pattern game is displayed superimposed on the chance background image in the chance mode, and is displayed superimposed on the speed background image in the speed mode.

[0094] The image of the effect pattern game is a display of effect patterns consisting of the numbers "1" to "9" in three horizontal rows, the left, middle, and right, in a scrolling state and a stopped scrolling state, and the scrolling display of each row is performed in ascending order from "1" to "2" to "9", and then it repeats by returning from "9" to "1". The scrolling display of each row stops at one of "1" to "9", and the odd numbers "1, 3, 5, 7, 9" of each row are set to the color red, and the even numbers "2, 4, 6, 8" of each row are set to the color blue. Each of the effect patterns of the left column, the middle column, and the right column corresponds to a pattern element, the effect patterns of the three columns correspond to identification patterns, the scrolling state corresponds to a changing state, the stopped scrolling state corresponds to a changing stopped state, and the effect pattern game corresponds to a pattern game.

[0095] There are three types of combinations when the three-column scroll display is stopped: "jackpot combinations," "miss reach combinations," and "complete miss combinations." Miss reach combinations are combinations in which the left and right columns are identical to each other and the middle column is different, and are set by the sub-control circuit 60 when the main control circuit 40 transmits a special chart variation pattern for a miss (PH01-PH05). Complete miss combinations are combinations in which the left and right columns are different, and are set by the sub-control circuit 60 when the main control circuit 40 transmits a special chart variation pattern for a miss (PH06-PH07). Jackpot combinations are combinations in which the three columns are identical to each other, and are set by the sub-control circuit 60 when the main control circuit 40 transmits a special chart variation pattern for a jackpot (PO00-PO05). This sub-control circuit 60 sets the three rows of performance symbols to an odd-numbered jackpot combination when it receives the jackpot type "jackpot symbol 1" or "jackpot symbol 3" from the main control circuit 40, and sets the three rows of performance symbols to either an odd-numbered jackpot combination or an even-numbered jackpot combination when it receives the jackpot type "jackpot symbol 2" from the main control circuit 40. In other words, an odd-numbered jackpot combination suggests to the player that a high-probability electric support mode is set, an even-numbered jackpot combination suggests to the player that either a high-probability electric support mode or a low-probability electric support mode is set, and neither an odd-numbered jackpot combination nor an even-numbered jackpot combination suggests to the player the number of rounds of jackpot play.

[0096] FIG. 13(d) is a list of effects for effect symbol games, and there are four types of effects for effect symbol games: "normal effect," "all symbols stop simultaneously effect," "normal reach effect," and "special reach effect." The normal effect is started by "start of three-column scrolling display," and the "stop of scrolling display" is set in the order of "left column," "right column," and "middle column." This normal effect is set by the sub-control circuit 60 when the main control circuit 40 transmits a special symbol variation pattern PH06 for a loss, and as shown in FIG. 14(a)(b)(c)(d), in the normal effect, the three-column scrolling display stops in the order of "left column," "right column," and "middle column," completing a "complete loss combination."

[0097] As shown in Fig. 13(d), the all-chart simultaneous stop effect is started by "start of three-column scroll display", and "stop of scroll display" is set for three columns simultaneously. This "all-chart simultaneous stop effect" is set by the sub-control circuit 60 when the main control circuit 40 transmits the special chart variation pattern PH07 for a miss, and in the "all-chart simultaneous stop effect", as shown in Fig. 14(a)(d), the three-column scroll display stops at the same time, completing a "complete miss combination". This all-chart simultaneous stop effect ends in the shortest time (1000 msec) of all special chart variation display times, and in the low probability time-saving mode and high probability time-saving mode, the variation display time is shortened in response to the high probability of selecting the "special chart variation pattern PH07".

[0098] As shown in Fig. 13(d), the normal reach performance is started by "start of three-column scroll display", and "decrease in scroll speed" is set for the "middle column" before "stop of scroll display". This normal reach performance is set by the sub-control circuit 60 when the main control circuit 40 transmits the special chart change pattern PH05 for miss and the special chart change pattern PO05 for big win, and as shown in Fig. 15(a)(b)(c), in the "normal reach performance", when "stop of scroll display" is performed in the order of the "left column" and "right column", the "left column" and the "right column" are in the same reach state, and the scroll display of the "middle column" is switched from normal speed to low speed in the reach state.

[0099] In the "normal reach presentation" for a miss, the scrolling display of the "middle row" stops with a different presentation pattern from the "left row" and "right row", and in the "normal reach presentation" for a miss, the miss-reach combination is completed when the scrolling display of the final "middle row" stops, as shown in Figure 15(e). In the "normal reach presentation" for a jackpot, the scrolling display of this "middle row" stops with the same presentation pattern as the "left row" and "right row", and in the "normal reach presentation" for a jackpot, the jackpot combination is completed when the scrolling display of the final "middle row" stops, as shown in Figure 15(d).

[0100] As shown in Fig. 13(d), the special reach performance is started by "start of three-column scroll display", and "decrease in scroll speed" is set for the "middle column" before "stop of scroll display". This special reach performance is set by the sub-control circuit 60 when the main control circuit 40 transmits the special chart change patterns PH01-PH04 for misses and the special chart change patterns PO01-PO04 for big wins, and in the "special reach performance", a reach state occurs when "stop of scroll display" is performed in the order of the "left column" and "right column", and the scroll display of the "middle column" is switched from the normal speed to a low speed in the reach state.

[0101] As shown in FIG. 13(d), the special reach effect is set with "reduced scroll speed" for the "middle row" followed by "removal of three rows," and in the special reach effect, the three rows of effect symbols are removed in the reach state. This special reach effect is set with "removal of three rows" and "battle effect" after the normal reach effect. FIG. 16 shows battle images BL1 to BL4 that are displayed as battle effects. Each of these battle images BL1 to BL4 starts to be displayed with the three rows of effect symbols removed, and is set to show the silhouette of a woman wearing a karate uniform fighting an enemy dinosaur with her bare hands.

[0102] As shown in FIG. 16(a), the battle image BL1 is set to an enemy "dinosaur D1". This battle image BL1 is set to a dinosaur D1 fighting with a female silhouette W, and is displayed when the main control circuit 40 transmits a "special chart change pattern PO01" for a big win and a "special chart change pattern PH01" for a miss. As shown in FIG. 16(b), the battle image BL2 is set to an enemy "dinosaur D2", and is displayed when the main control circuit 40 transmits a "special chart change pattern PO02" for a big win and a "special chart change pattern PH02" for a miss. As shown in FIG. 16(c), the battle image BL3 is set to an enemy "dinosaur D3", and is displayed when the main control circuit 40 transmits a "special chart change pattern PO03" for a big win and a "special chart change pattern PH03" for a miss. As shown in Fig. 16(d), the enemy in the battle image BL4 is set to "dinosaur D4", and is displayed when the main control circuit 40 transmits "special chart variation pattern PO04" for a big win and when it transmits "special chart variation pattern PH04" for a miss. The reliability of big wins for these battle images BL1 to BL4 is set in the order of "battle image BL4", "battle image BL3", "battle image BL2", and "battle image BL1" (see Fig. 6).

[0103] Each of the battle images BL1 to BL4 has two types of endings set: a winning ending and a losing ending. As shown in FIG. 16(e), a winning ending suggests that the female protagonist's silhouette W has won, and is displayed when the "special chart fluctuation patterns PO01 to PO04" for a big win are transmitted. As shown in FIG. 16(f), a losing ending suggests that the female protagonist's silhouette W has lost, and is displayed when the "special chart fluctuation patterns PH01 to PH04" for a losing reach are transmitted. This losing ending corresponds to a losing ending, and a winning ending corresponds to a winning ending.

[0104] As shown in Figure 13(d), the special reach performance is a "battle performance" followed by a "three-row still display." As shown in Figure 16(e), in the special reach performance for a jackpot, after the protagonist wins a fight in each of the battle images BL1 to BL4, a victory ending image is displayed, followed by three rows of performance symbols in a jackpot combination. As shown in Figure 16(f), in the special reach performance for a miss, after the protagonist loses a fight in each of the battle images BL1 to BL4, a defeat ending image is displayed, followed by three rows of performance symbols in a miss reach combination.

[0105] 6-3. Big Win Game Performance The jackpot game presentation displays a background image for the jackpot game presentation within the display area E of the presentation symbol display 28, and begins when the jackpot game starts and ends when the jackpot game ends. Fig. 17(a) shows an image of the jackpot game presentation. The image of this jackpot game presentation consists of an image of two dancing female silhouettes, and in front of the image of the jackpot game presentation, an image of "Right Hit" encouraging the player to hit right and an image of "X (X is the number of rounds) R" informing the player of the current round number are superimposed.

[0106] 6-4. Prize ball winning performance During the big win game performance, a prize ball acquisition performance is performed. As shown in Fig. 17(a), this prize ball acquisition performance displays prize ball acquisition information superimposed on the image of the big win game performance, and the prize ball acquisition information counts up the number of prize balls that the player can acquire in the currently ongoing big win game from the initial value "0" to the end value by "80" per round, and in the big win game of 16 rounds of big win game pattern L, the end value of the prize ball acquisition information is set to "1280", and in the big win game of 8 rounds of big win game pattern S, the end value of the prize ball acquisition information is set to "640".

[0107] 6-5. Read-ahead function As shown in Fig. 17(b), the RAM of the sub-control circuit 60 has special drawing 1 pre-reading receiving areas 1 to 4 set, and the sub-control circuit 60 stores the reception result of the special drawing 1 pre-reading data in one of the special drawing 1 pre-reading receiving areas 1 to 4 every time it receives the special drawing 1 pre-reading data from the main control circuit 40. The special drawing 1 pre-reading receiving areas 1 to 4 are set with a higher storage priority in the order of "special drawing 1 pre-reading receiving area 1", "special drawing 1 pre-reading receiving area 2", "special drawing 1 pre-reading receiving area 3", and "special drawing 1 pre-reading receiving area 4", and the storage process of the special drawing 1 pre-reading data is performed in the blank special drawing 1 pre-reading receiving areas 1 to 4 with the highest priority, which has the highest number.

[0108] When the sub-control circuit 60 starts displaying the image of the performance pattern game in response to receiving the special figure 1 game data, it organizes the "special figure 1 pre-reading receiving area 1-4". This process erases the special figure 1 pre-reading data from the "special figure 1 pre-reading receiving area 4". If the special figure 1 pre-reading data is stored in the "special figure 1 pre-reading receiving area 3", the special figure 1 pre-reading data is shifted to the "special figure 1 pre-reading receiving area 4", if the special figure 1 pre-reading data is stored in the "special figure 1 pre-reading receiving area 2", the special figure 1 pre-reading data is shifted to the "special figure 1 pre-reading receiving area 3", if the special figure 1 pre-reading data is stored in the "special figure 1 pre-reading receiving area 1", the special figure 1 pre-reading data is shifted to the "special figure 1 pre-reading receiving area 2". In other words, the special figure 1 pre-reading receiving areas 1-4 of the sub-control circuit 60 always store the same special figure 1 pre-reading data as the special figure 1 pre-reading areas 1-4 of the main control circuit 40 in the same order.

[0109] As shown in Fig. 17(c), the RAM of the sub-control circuit 60 has special drawing 2 pre-reading receiving areas 1 to 4 set, and the sub-control circuit 60 stores the reception result of the special drawing 2 pre-reading data in one of the special drawing 2 pre-reading receiving areas 1 to 4 every time it receives the special drawing 2 pre-reading data from the main control circuit 40. The special drawing 2 pre-reading receiving areas 1 to 4 are set with a higher storage priority in the order of "special drawing 2 pre-reading receiving area 1", "special drawing 2 pre-reading receiving area 2", "special drawing 2 pre-reading receiving area 3", and "special drawing 2 pre-reading receiving area 4", and the storage process of the special drawing 2 pre-reading data is performed in the blank special drawing 2 pre-reading receiving areas 1 to 4 with the highest priority, which has the highest number.

[0110] When the sub-control circuit 60 starts displaying the image of the performance pattern game in response to receiving the special pattern 2 game data, it organizes the "special pattern 2 pre-reading receiving areas 1-4". This process is executed in the same procedure as the special pattern 1 pre-reading receiving areas 1-4, and the special pattern 2 pre-reading receiving areas 1-4 of the sub-control circuit 60 always store the same special pattern 2 pre-reading data as the special pattern 2 pre-reading areas 1-4 of the main control circuit 40 in the same order.

[0111] 6-6.Hold performance As shown in Fig. 17(d), a reserved display area H0 is set within the display area E of the performance symbol display 28, and the sub-control circuit 60 starts displaying one cloud image C within the reserved display area H0 in response to starting to display the image of the current performance symbol game in each of the normal mode, chance mode, and speed mode. This sub-control circuit 60 erases the cloud image C from the reserved display area H0 in response to stopping the display of the image of the current performance symbol game, and while the image of the performance symbol game is being displayed, the cloud image C is continuously displayed within the reserved display area H0.

[0112] As shown in Fig. 17(d), reserved display areas H1 to H4 are set in the display area E of the performance pattern display 28. These reserved display areas H1 to H4 are arranged in a horizontal row, and in the normal mode, the sub-control circuit 60 displays one cloud image C in the reserved display area H1 when special chart 1 pre-reading data is stored in the special chart 1 pre-reading receiving area 4, displays one cloud image C in the reserved display area H2 when special chart 1 pre-reading data is stored in the special chart 1 pre-reading receiving area 3, displays one cloud image C in the reserved display area H3 when special chart 1 pre-reading data is stored in the special chart 1 pre-reading receiving area 2, and displays one cloud image C in the reserved display area H4 when special chart 1 pre-reading data is stored in the special chart 1 pre-reading receiving area 1.

[0113] In the chance mode and the speed mode, the sub-control circuit 60 displays one cloud image C in the reserved display area H1 when the special chart 2 pre-reading data is stored in the special chart 2 pre-reading receiving area 4, displays one cloud image C in the reserved display area H2 when the special chart 2 pre-reading data is stored in the special chart 2 pre-reading receiving area 3, displays one cloud image C in the reserved display area H3 when the special chart 2 pre-reading data is stored in the special chart 2 pre-reading receiving area 2, and displays one cloud image C in the reserved display area H4 when the special chart 2 pre-reading data is stored in the special chart 2 pre-reading receiving area 1. That is, the reserved performance is a performance in which the number of cloud images C corresponding to the number of reserved special charts 1 is displayed in the normal mode, and a performance in which the number of cloud images C corresponding to the number of reserved special charts 2 is displayed in the chance mode and the speed mode.

[0114] 6-7. Chance mode pattern production The upper part of Fig. 17(e) shows the normal symbol group. This normal symbol group consists of nine kinds of number symbols from "1" to "9", and when the performance mode is set to normal mode and when it is set to speed mode, the performance symbols in each row are selected from the normal symbol group. The lower part of Fig. 17(e) shows the chance symbol group. This chance symbol group consists of a total of 10 kinds of symbols, nine kinds of number symbols from "1" to "9" and one kind of character symbol M, and when the performance mode is set to chance mode, the performance symbols in the left column and the right column are each selected from the 10 kinds of the chance symbol group, and the performance symbols in the middle column are selected from the 9 kinds of "1" to "9".

[0115] 6-8. Button preview performance Figure 18 explains the button preview performance. This button preview performance is executed when the performance mode is set to chance mode, and starts when the performance symbol in the left column stops and displays the character symbol M of the chance symbol group while three columns of performance symbols are scrolling (see a->b). This button preview performance has a failure ending and a success ending. The failure ending is when the performance symbol in the right column stops and displays the number symbol "4" (see b->c), and the success ending is when the performance symbol in the right column stops and displays the same character symbol M as the left column (see b->d).

[0116] The button advance notice performance process of Fig. 19 is started when the sub-control circuit 60 receives the special chart 2 game data from the main control circuit 40, and the sub-control circuit 60 judges whether or not to execute the button advance notice performance in the button advance notice performance process of Fig. 19. When the sub-control circuit 60 judges that the button advance notice performance is to be executed, it judges whether the button advance notice performance ends with a successful ending or a failed ending, and executes the button advance notice performance in the current performance pattern game according to the judgment result. When the sub-control circuit 60 starts the button advance notice performance process, it judges in S201 whether or not the current performance mode is a chance mode. If it is judged that it is a chance mode, it moves to S202 and judges whether or not there is any of the eight judgment results (PO01 to PO04 and PH01 to PH04) of the special chart variation pattern for the battle performance in the reception result of the special chart 2 game data.

[0117] If the sub-control circuit 60 determines in S202 that there is a result of the determination of a special pattern variation pattern for battle performance, it proceeds to S203 and determines whether the reception result of the special pattern 2 game data contains either the jackpot type "jackpot pattern 1" or "jackpot pattern 3" for the high probability electric support mode. If it determines that there is a jackpot type for the high probability electric support mode, it proceeds to S204 and determines with 100% probability that the button notice performance of the successful ending will be executed in this performance pattern game. If the sub-control circuit 60 determines in S203 that there is no jackpot type for the high probability electric support mode, it proceeds to S205 and determines whether the reception result of the special pattern 2 game data contains the jackpot type "jackpot pattern 2" for the low probability electric support mode. If it is determined that there is a jackpot type for the low probability support mode, it is determined in S206 with a 100% probability that the button notice performance of the failure ending will be executed in the current performance pattern game, and if it is determined that there is no jackpot type for the low probability support mode, it moves to S207. Here, it is determined with a 20% probability that the button notice performance will be executed in the current performance pattern game, and if it is determined that the button notice performance will be executed, it is determined with a 50% probability that each of the successful ending and the failed ending will be executed.

[0118] FIG. 20 explains the flow of the performance pattern game when the button notice performance of the failure ending is executed in this performance pattern game. In this case, after the button notice performance ends with the failure ending, the character pattern M in the left column changes to the number pattern "4", and the normal reach performance develops into a normal reach performance of "4↓4" (see a → b), and the normal reach performance develops into a battle performance with one of the battle images BL1 to BL4 (see b → c). This battle performance ends with either the defeat ending of "434" (see d) or the victory ending of "444" (see e), and if the battle performance ends with the victory ending of "444", the low probability electric support mode is set after 8 rounds of jackpot play is executed. In other words, the failure ending of the button notice performance suggests to the player that the high probability electric support mode is not set.

[0119] 6-9. Button performance 1 An operation button group (not shown) consisting of a plurality of operation buttons is attached to the upper tray 8. This operation button group has an operation button for adjusting the volume of the speaker 32 and an operation button for adjusting the brightness of the performance pattern display 28, and each of the plurality of operation buttons of the operation button group is made visible and operable by the player. As shown in FIG. 21, this operation button group has an operation button 10 (see d). This operation button 10 is semi-transparent and has a white color and is semi-spherical, and is attached to the surface of the upper tray 8 so that the player can operate it. A full-color LED 10a is stored inside this operation button 10, and the sub-control circuit 60 drives and controls the LED 10a to make the operation button 10 emit light. This LED 10a is switched from an unlit state to a red (R) emitting state when the button advance notice performance ends with a successful ending, and the button performance 1 is started when the operation button 10 is switched from a non-emitting state to a red emitting state after the button advance notice performance ends with a successful ending (see a→d).

[0120] 21 explains button effect 1, and when button effect 1 starts, button design B starts to be displayed on the design display 28 (see a → b). This button design B has a semicircular outline shape imitating the operation button 10, and starts to be displayed in the same red color as the operation button 10. This button design B is displayed between two character designs M in place of the design in the middle row during slow scrolling, and from the player's line of sight, it appears as an image of the character design M indicating that a reach state has occurred. This button design B encourages the player to operate the operation button 10, which is emitting red light, and has an announcement image of "PUSH".

[0121] As shown in FIG. 21, a horizontally long rectangular timer symbol T is attached to the button symbol B (see b). This timer symbol T notifies the player of the remaining effective period of the operation button 10 that is emitting red light, and the remaining effective period is at its maximum when the timer symbol T starts to be displayed. This timer symbol T is displayed in a white color when the remaining effective period is at its maximum. As shown in FIG. 22, the horizontal dimension of the black region of this timer symbol T becomes longer and the horizontal dimension of the white region becomes shorter as the remaining effective period becomes shorter (see a→b), and the entire region becomes black as the remaining effective period becomes "0" (see b→c). When the remaining effective period becomes "0", the "PUSH" announcement image is erased and the color of the button symbol B is changed from red (R) to white (W) (see c). This remaining valid period will also be eliminated if the operation button 10 is operated within the valid period. When the remaining valid period is eliminated in response to a valid operation of the operation button 10, the color change of the timer design T stops (see b→d), the "PUSH" announcement image is erased, and the color of the button design B is changed from red to white (see d).

[0122] When the remaining valid period of the operation button 10 is lost due to either the lapse of the valid period or a valid operation, as shown in Fig. 21, the character pattern M in the left column and the character pattern M in the right column are replaced with the number pattern "4" (see b → d), and the button pattern B in the middle column is replaced with the number patterns "1" to "9" that start to be displayed again in a slow scrolling state, and the button performance 1 ends, and the normal reach performance of "4↓4" starts instead of the button performance 1 (see d). This normal reach performance develops into a battle performance in one of the battle images BL1 to BL4 (see e), and the battle performance ends with either the defeat ending of "434" (see f) or the victory ending of "444" (see g).

[0123] 6-10. Button performance 2 Fig. 21 explains button performance 2. This button performance 2 is started in response to the operation button 10 switching from a non-illuminating state to a blue illuminating state after the button preview performance has ended with a successful conclusion (see a → c), and when button performance 2 starts, button design B starts to be displayed on the performance design display 28 (see c). This button design B is displayed in the same blue color as the operation button 10, and button performance 2 proceeds with the same content as button performance 1 except for the illuminating color of the operation button 10 and the color of the button design B.

[0124] The button performance process of Fig. 23(a) is executed by the sub-control circuit 60 immediately after the button advance notice performance process of Fig. 19, and the sub-control circuit 60 judges whether to execute either button performance 1 or button performance 2 in the button performance process of Fig. 23(a), and if it judges to execute button performance 1, it starts button performance 1 after the successful conclusion of the button advance notice performance in the current performance pattern game, and if it judges to execute button performance 2, it starts button performance 2 after the successful conclusion of the button advance notice performance in the current performance pattern game. In other words, neither button performance 1 nor button performance 2 starts after the unsuccessful conclusion of the button advance notice performance.

[0125] The sub-control circuit 60 judges in S211 whether the button notice performance of the successful ending is set for the current performance pattern game. If it is judged that the button notice performance of the successful ending is set, the process proceeds to S212, and judges whether the 16-round jackpot type "jackpot pattern 1" for the high probability electric support mode is present in the reception result of the special pattern 2 game data. If it is judged that the "jackpot pattern 1" is present, the process proceeds to S213, and the button performance table 1 of FIG. 23(b) is detected from the ROM. This button performance table 1 assigns a high selection probability to the button performance 1 and a low selection probability to the button performance 2, and if the sub-control circuit 60 detects the button performance table 1 in S213, the sub-control circuit 60 selects either the button performance 1 or the button performance 2 from the button performance table 1 with a probability according to the selection probability in S216.

[0126] If the sub-control circuit 60 determines in S212 that the 16-round jackpot type "jackpot pattern 1" for the high probability electric support mode is not present in the reception result of the special chart 2 game data, it proceeds to S214 and determines whether the 8-round jackpot type "jackpot pattern 3" for the high probability electric support mode is present in the reception result of the special chart 2 game data. If it determines that the jackpot type "jackpot pattern 3" is present, it proceeds to S215 and detects the button performance table 2 of FIG. 23(c) from the ROM. This button performance table 2 assigns the same selection probability to each of button performance 1 and button performance 2, and if the sub-control circuit 60 detects the button performance table 2 in S215, it selects either button performance 1 or button performance 2 from the button performance table 2 with a probability according to the selection probability in S216.

[0127] If the reception result of the special game data 2 has a miss judgment result, the sub-control circuit 60 judges that the big win type "Big Win Pattern 3" does not exist in S214, and detects the button performance table 3 of Fig. 23 (d) from the ROM in S218. This button performance table 3 assigns a high selection probability to button performance 1 and a low selection probability to button performance 2, and if the sub-control circuit 60 detects the button performance table 3 in S218, it selects either button performance 1 or button performance 2 from the button performance table 3 with a probability according to the selection probability in S216.

[0128] FIG. 24 shows the flow of the game when the button preview effect is executed in the performance symbol game. If the button preview effect ends with a failure ending, neither button effect 1 nor button effect 2 is executed, and the battle effect starts. If this battle effect ends with a victory ending, the low probability electric support mode is always set after 8 rounds of jackpot play are executed. If the button preview effect ends with a success ending, the battle effect starts after either button effect 1 or button effect 2 is executed. If button effect 1 develops into a battle effect, the three rows of performance symbols will be a jackpot combination with a low probability, but after 16 rounds of jackpot play are executed with a high probability, the high probability electric support mode is set, and after 8 rounds of jackpot play are executed with a low probability, the high probability electric support mode is set. When button effect 2 develops into a battle effect, the three rows of effect symbols form a jackpot combination with a high probability, but after 16 rounds of jackpot play are played with a low probability, a high probability electric support mode is set, and after 8 rounds of jackpot play are played with a high probability, a high probability electric support mode is set.

[0129] 6-11. Round promotion performance FIG. 25 explains the round promotion effect. This round promotion effect is started by switching the image of the jackpot game effect to the image of the round promotion effect in the middle of the 8th round of the jackpot game (see b→c), and the image of the round promotion effect is set to a woman climbing a cliff. The image of this round promotion effect has a failure ending and a success ending set, and the failure ending image and the success ending image are each displayed before the 8th round ends. The failure ending image is set to a woman falling before reaching the top of the cliff (see g), and if the round promotion effect ends with the failure ending image, the image "Failure, this is the last one" is displayed. In this case, the jackpot game always ends with the 8th round, and the 9th jackpot round does not start. The success ending image is set to a woman climbing the top of the cliff (see d), and if the round promotion effect ends with the success ending image, the image "Success, 16R confirmed!" is displayed. In this case, the 9th jackpot round will always start (see e), and from the 9th round, the image of the round promotion effect will be replaced by the image of the jackpot game effect, and the jackpot game will continue until the 16th round (see f).

[0130] The round promotion effect processing in Figure 26 (a) is executed in S217 when the sub-control circuit 60 selects execution of button effect 1 or button effect 2 in S216 of the button effect processing in Figure 23, and the sub-control circuit 60 selects either a round promotion effect with a successful ending or a round promotion effect with an unsuccessful ending in the round promotion effect processing, and executes the round promotion effect with an ending according to the selection result during the 8 rounds of the current jackpot game.

[0131] The sub-control circuit 60 detects the effect judgment table of Fig. 26(b) from the ROM in S221 of Fig. 26. This effect judgment table assigns the round promotion effect of the successful ending to the jackpot type "jackpot pattern 1" and the round promotion effect of the failed ending to the jackpot type "jackpot pattern 3". When the sub-control circuit 60 detects the effect judgment table in S221, it selects the ending round promotion effect according to the judgment result of the jackpot type of the special chart 2 game data from the effect judgment table in S222.

[0132] 7-1.Main processing 27(a) from the ROM in response to power-on, and sets access permission to the RAM in S101 and sets interrupt prohibition in S102. Then, in a random number update process in S103, the values ​​of multiple random numbers in the RAM are updated, and after interrupts are permitted in S104, S102 to S104 are repeated. During this interrupt permission, start of the reception interrupt process in S105 and the timer interrupt process in S106 are permitted. 8-2. Reception interrupt processing The sub-control circuit 60 starts a reception interrupt process in S105 every time the STB signal from the main control circuit 40 is input to the INT terminal. This reception interrupt process is executed in priority to the timer interrupt process in S106, and the sub-control circuit 60 stores the command, etc., transmitted by the main control circuit 40 in the output process of S11 in Fig. 8 in the reception buffer of the RAM by the reception interrupt process.

[0133] 8-3. Timer interrupt processing The sub-control circuit 60 starts the timer interrupt process of S106 every time the timer interrupt signal is input at a fixed cycle. Fig. 27(b) shows the timer interrupt process of S106, in which the sub-control circuit 60 performs the received command analysis process of S111 and the prize ball acquisition presentation process of S112 in the timer interrupt process. This sub-control circuit 60 displays an image of the prize ball acquisition presentation on the presentation pattern display 28 in response to the prize ball acquisition presentation process of S112.

[0134] 8-3-1. Received command analysis process 28(a) shows the reception command analysis process of S111, and the sub-control circuit 60 judges whether the special drawing 1 pre-read data or the special drawing 2 pre-read data from the main control circuit 40 is stored in the reception buffer in S121. If it is judged that the special drawing 1 pre-read data or the special drawing 2 pre-read data is stored here, the process proceeds to S122, and the special drawing 1 pre-read data or the special drawing 2 pre-read data in the reception buffer is shifted to the special drawing pre-read area of ​​the RAM. In this special drawing pre-read area, the special drawing 1 pre-read receiving areas 1-4 and the special drawing 2 pre-read receiving areas 1-4 are set, and the sub-control circuit 60 shifts the special drawing 1 pre-read data to one of the special drawing 1 pre-read receiving areas 1-4 in the same procedure as the main control circuit 40, and shifts the special drawing 2 pre-read data to one of the special drawing 2 pre-read receiving areas 1-4 in the same procedure as the main control circuit 40. That is, the same special drawing 1 pre-read data and special drawing 2 pre-read data as the main control circuit 40 are stored in the RAM of the sub-control circuit 60.

[0135] The sub-control circuit 60 judges whether the special game data 1 or the special game data 2 from the main control circuit 40 is stored in the reception buffer in S123 of FIG. 28(a). If it is judged that the special game data 1 or the special game data 2 is stored, the sub-control circuit 60 executes the pattern game performance start process of S124. FIG. 28(b) is the pattern game performance start process of S124, and the sub-control circuit 60 detects the reception result of the special game data 1 (the judgment result of whether or not it is a hit, the judgment result of the type of the big win, the judgment result of the special game fluctuation pattern, and the judgment result of the presence or absence of a fall) or the reception result of the special game data 2 (the judgment result of whether or not it is a hit, the judgment result of the type of the big win, the judgment result of the special game fluctuation pattern, and the judgment result of the presence or absence of a fall) from the reception buffer in S141. The button notice performance process of FIG. 19, the button performance process of FIG. 23(a), and the round promotion performance process of FIG. 26(a) are executed in the pattern game performance start process of S124.

[0136] When the sub-control circuit 60 finishes S141 in FIG. 28(b), it sets a combination of three columns of performance symbols in S142. The three columns of performance symbols are set to odd-numbered "jackpot combinations" when the result of the hit / miss detection is "jackpot" and the result of the hit type detection is "jackpot symbol 1" or "jackpot symbol 3", and are set to either an even-numbered "jackpot combination" or an odd-numbered "jackpot combination" when the result of the hit / miss detection is "jackpot" and the result of the hit type detection is "jackpot symbol 2". The performance symbols are set to "miss reach combinations" when the result of the hit / miss detection is "miss" and the result of the fluctuation pattern detection is "PH01 to PH05" for misses, and are set to "complete miss combinations" when the result of the fluctuation pattern detection is "PH06 to PH08" for complete misses. When this sub-control circuit 60 has completed S142, in S143 it detects video data from the CGROM corresponding to the detection result of the variation pattern, and starts displaying images of the performance pattern game on the performance pattern display 28 in response to starting playback of the detection result of the video data.

[0137] The sub-control circuit 60 determines in S125 of Figure 28(a) whether or not the fluctuation stop command 1 or the fluctuation stop command 2 from the main control circuit 40 is stored in the receiving buffer, and if it determines that the fluctuation stop command 1 or the fluctuation stop command 2 is stored, it displays the three columns of performance patterns in accordance with the combination setting result of S124 in the pattern game performance stop processing of S126.

[0138] The sub-control circuit 60 judges whether or not a jackpot game start command from the main control circuit 40 is stored in the receiving buffer in S127 of Fig. 28(a), and if it judges that a jackpot game start command is stored, it starts displaying a background image for the jackpot game performance on the performance pattern display 28 in response to starting playback of video data for the jackpot game performance in the jackpot game performance start process in S128, and displays an image of the round promotion performance in the 8th round if a round promotion performance is set. This sub-control circuit 60 judges whether or not a jackpot game stop command from the main control circuit 40 is stored in the receiving buffer in S129, and if it judges that a jackpot game stop command is stored, it erases the background image for the jackpot game performance in response to stopping playback of video data for the jackpot game performance in the jackpot game performance stop process in S130.

[0139] According to the above-mentioned embodiment 1, the following effects are obtained. In button performance 1, a red button design B is displayed to encourage the operation of the operation button 10 that is illuminated in red, and in button performance 2, a blue button design B is displayed to encourage the operation of the operation button 10 that is illuminated in blue, so that the player can easily recognize that the operation button 10 is to be operated from among the multiple operators of the operation button group. Moreover, when the blue button design B is displayed, a jackpot is notified with a higher probability than when the red button design B is displayed. Therefore, the player can know the probability of a jackpot depending on whether the red button design B or the blue button design B is displayed, which improves the entertainment value of the game. A timer pattern T for notifying the player of the remaining valid period of the operation button 10 is attached to the button pattern B, so that the player can easily recognize the time by which the operation button 10 must be operated.

[0140] After performing button performance 1 in which three rows of performance symbols are in a non-deterministic scroll stop state including a red button symbol B, the three rows of performance symbols are displayed in a definite jackpot combination, and after performing button performance 2 in which three rows of performance symbols are in a non-deterministic scroll stop state including a blue button symbol B, the three rows of performance symbols are made into a definite jackpot combination, so that in addition to a jackpot, a jackpot game pattern can be notified to the player in response to performing button performance 1 and button performance 2. In the effect pattern game, button effect 1 is performed in response to displaying a red button pattern R in the middle row that is the last to stop in a temporary scroll stop state, and button effect 2 is performed in response to displaying a blue button pattern B in a temporary scroll stop state, thereby improving the entertainment value of the game. In a game of a design pattern, a player is informed of a big win in advance by making the middle row, which is a part of a three-row design pattern, either red or blue. In this case, the operation button 10 is illuminated in the same color as the middle row, so that the advance notice is easily conveyed to the player.

[0141] [Example 2] As shown in Fig. 29, the upper tray 8 is provided with an operation button 10R and an operation button 10B instead of the operation button 10. Each of the operation buttons 10R and 10B can be operated and viewed by the player, and an LED 10a is housed in each of the operation buttons 10R and 10B. The operation button 10R has a semi-transparent red color, and the sub-control circuit 60 causes the operation button 10R to emit red light in response to the LED 10a in the operation button 10R emitting white light. The operation button 10B has a semi-transparent blue color, and the sub-control circuit 60 causes the operation button 10B to emit blue light in response to the LED 10a in the operation button 10B emitting white light.

[0142] Button performance 1 is to prompt the player to operate the operation button 10R, and the sub-control circuit 60 starts button performance 1 by starting to emit light in red from the operation button 10R instead of illuminating the operation button 10 in red, and ends button performance 1 and starts a normal reach performance in response to switching the operation button 10R to a non-illuminating state when the operation button 10R is operated within the valid period or when the valid period has elapsed without the operation of the operation button 10R. This sub-control circuit 60 starts button performance 2 by starting to emit light in blue from the operation button 10B instead of illuminating the operation button 10 in blue, and ends button performance 2 and starts a normal reach performance in response to switching the operation button 10B to a non-illuminating state when the operation button 10B is operated within the valid period or when the valid period has elapsed without the operation of the operation button 10B.

[0143] [Example 3] FIG. 30 explains the button quick-press game 1. This button quick-press game 1 is performed by displaying the command image C1 of "Press the red button!" during the execution of the button performance 1 (see a→b), and the button quick-press game 1 has a successful ending and a failed ending. Each of these successful endings and failed endings is to erase the command image C1, then change the button image B from red to white, and stop the progress of the timer image T (see d). In the successful ending, the operation button 10R is changed from a red light-emitting state to a rainbow flashing state (see d→e), and in the failed ending, the operation button 10R is changed from a red light-emitting state to an off state (see d→f). This button quick-press game 1 ends with a successful ending if the red operation button 10R is operated within the quick-press period T based on the start of the display of the command image C1, and ends with a failed ending if the red operation button 10R is not operated within the quick-press period T.

[0144] FIG. 31 explains the button quick-press game 2. This button quick-press game 2 is performed by displaying the command image C2 "Press the blue button!" during the execution of the button performance 2 (see a→b), and the button quick-press game 2 has a successful ending and a failed ending. Each of these successful endings and failed endings is to erase the command image C2, then change the button image B from blue to white, and stop the progress of the timer image T (see d). In the successful ending, the operation button 10B is changed from a blue light-emitting state to a rainbow flashing state (see d→e), and in the failed ending, the operation button 10B is changed from a blue light-emitting state to an off state (see d→f). This button quick-press game 2 ends with a successful ending if the blue operation button 10B is operated within the quick-press period T based on the start of the display of the command image C2, and ends with a failed ending if the blue operation button 10B is not operated within the quick-press period T.

[0145] FIG. 32 explains the pre-reach performance pattern and the post-reach performance pattern. The pre-reach performance pattern starts either button performance 1 or button performance 2 immediately after the button notice performance ends with a successful ending, and starts the normal reach performance after either button performance 1 or button performance 2 ends (see a). In this pre-reach performance pattern, the quick-press period T of the button quick-press game 1 and the quick-press period T of the button quick-press game 2 are set to a common long value, and the probability that each of the button quick-press game 1 and the button quick-press game 2 ends with a successful ending is set high. In other words, although the probability that the three rows of performance patterns will be a jackpot combination in the performance pattern game is low, when the 16-round jackpot game for the high probability electric support mode is executed with a high probability, the probability that each of the button quick-press game 1 and the button quick-press game 2 ends with a successful ending is set high.

[0146] In the after-reach performance pattern, if the button advance notice performance ends with a failure ending, either button performance 1 or button performance 2 starts immediately after the normal reach performance, and the battle performance starts after either button performance 1 or button performance 2 ends (see b). In this after-reach performance pattern, the quick-press period T of the button quick-press game 1 and the quick-press period T of the button quick-press game 2 are set to a common short value, and the probability that each of the button quick-press game 1 and the button quick-press game 2 ends with a successful ending is set lower than in the before-reach performance pattern. In other words, although the probability that the three rows of performance patterns will be a jackpot combination in the performance pattern game is high, when an 8-round jackpot game for the low-probability electric support mode is executed, the probability that each of the button quick-press game 1 and the button quick-press game 2 ends with a successful ending is set low.

[0147] According to the above-mentioned third embodiment, the following effects are obtained. Since button effect 1 and button effect 2 are started either before the image of the normal reach effect starts to be displayed or after the image of the normal reach effect starts to be displayed, it becomes difficult for the player to grasp the start timing of button effect 1 and button effect 2. Therefore, the expectation of the start of either button effect 1 or button effect 2 continues for a long time for the player, improving the entertainment value of the game. In response to the red operation button 10R being validly operated in button performance 1, the red operation button 10R is switched to a rainbow color, and in response to the blue operation button 10B being validly operated in button performance 2, the blue operation button 10B is switched to a rainbow color. This allows the player to recognize that the operation button 10R has been validly operated from the change in color of the operation button 10R, and to recognize that the operation button 10B has been validly operated from the change in color of the operation button 10B, improving the entertainment value of the game.

[0148] In the above-mentioned second and third embodiments, one of the operation buttons 10R and 10B may be a lever switch, and the other may be a push button switch. In the above-mentioned embodiments 1 to 3, it is possible to suggest with high probability that the high probability electric support mode is set in response to executing the button performance 1, and suggest with low probability that the low probability electric support mode is set. In this configuration, it is preferable to suggest with low probability that the high probability electric support mode is set in response to executing the button performance 2, and suggest with high probability that the low probability electric support mode is set. In this case, the jackpot game in which the high probability electric support mode is set corresponds to the special game of the high advantageous pattern, and the jackpot game in which the low probability electric support mode is set corresponds to the special game of the low advantageous pattern.

[0149] In addition to the inventions described in the claims, the above-mentioned Examples 1 to 3 also describe the following [Reference Invention 1-1] to [Reference Invention 1-11]. Some gaming machines are configured to determine whether a game has been won or lost each time a start condition is met, and to notify the player of the result of the determination of whether a game has been won or lost by displaying an image of a symbol game each time a win or loss determination is made (see JP Patent Publication 2010-17425). Some gaming machines are equipped with an operating means. This operating means is enabled when a preview performance is being performed in a symbol game, and when the operating means is operated effectively, the probability of a win is suggested to the player. In the case of this configuration, only the monotonous entertainment of operating the operating means can be provided to the player, and there is still room for improvement in terms of the entertainment of the game.

[0150] [Reference Invention 1-1] A determination means for determining whether or not a start condition is satisfied each time the start condition is satisfied; A symbol game means for displaying an image of a symbol game to inform a player of a winning or losing judgment result; a special game means for playing a special game by opening the special area when it is determined that a win has occurred; a first operating means and a second operating means operable by a player; A notice performance means is provided for performing a notice performance that suggests to a player in advance that a winning will be notified in a symbol game, The advance notice production means includes: This gaming machine is capable of performing advance notice performance in each of "a first pattern displaying a first type of symbol to prompt the player to operate the first operating means" and "a second pattern displaying a second type of symbol to prompt the player to operate the second operating means", and is characterized in that when a win is announced in a symbol game, the advance notice performance of the second pattern is executed with a higher probability than when a loss is announced. In the embodiment, "the stopping of all of the special chart 1 game, special chart 2 game, big win game and small win game" corresponds to the establishment of the starting condition, the "main control circuit 40" corresponds to the judgment means and the special game means, the "performance pattern game" corresponds to the pattern game, the "big prize opening 19" corresponds to the special area, the "big win game" corresponds to the special game, the "sub-control circuit 60" corresponds to the pattern game means and the advance notice performance means, the "operation button 10 in a red light emission state" corresponds to the first operation means, the "operation button 10 in a blue light emission state" corresponds to the second operation means, "button performance 1" corresponds to the first pattern advance notice performance, "button performance 2" corresponds to the second pattern advance notice performance, "red button pattern B" corresponds to the first type of pattern and "blue button pattern B" corresponds to the second type of pattern. [Reference Invention 1-2] The gaming machine described in [Reference Invention 1-1] is characterized in that each of the first operating means and the second operating means is an operator that can be operated individually by a player. In the embodiment, the operation button 10R corresponds to a first operation means, and the operation button 10B corresponds to a second operation means. [Reference Invention 1-3] The gaming machine described in [Reference Invention 1-1] is characterized in that the first operating means and the second operating means are a single operator whose visual appearance can be changed to a first appearance and a second appearance. In this embodiment, the operation button 10 in the red light emission state corresponds to the first operation means, and the operation button 10 in the blue light emission state corresponds to the second operation means. According to the above means, in the first pattern of advance notice performance, a first type of pattern is displayed to encourage the operation of the first operation means, and in the second pattern of advance notice performance, a second type of pattern is displayed to encourage the operation of the second operation means, so that when there are multiple operators around the first operation means and the second operation means, the player can easily recognize which of the multiple operators to operate. Moreover, when the second type of pattern is displayed, a hit is notified with a higher probability than when the first type of pattern is displayed. Therefore, the player can know the probability of a hit depending on whether the first type of pattern or the second type of pattern is displayed, which improves the entertainment value of the game.

[0151] [Reference Inventions 1-4] the special game means is capable of playing a special game in a highly advantageous pattern and a low advantageous pattern which are different in degree of advantage to a player, The gaming machine described in [Reference Invention 1-1] is characterized in that the advance notice presentation means indicates to the player the probability that a special game will be executed in a highly advantageous pattern depending on whether the first type of pattern or the second type of pattern is displayed. In the embodiment, the 16-round jackpot game corresponds to a special game with a high advantage pattern, and the 8-round jackpot game corresponds to a special game with a low advantage pattern. According to the above-mentioned means, the probability that a highly advantageous special game will be executed is indicated to the player depending on whether the first pattern preview performance or the second pattern preview performance is executed, thereby improving the entertainment value of the game.

[0152] [Reference Inventions 1-5] The gaming machine described in [Reference Invention 1-1] is characterized in that the advance notice performance means displays as the first type of pattern a pattern having a portion that notifies the player of the remaining period during which the first operating means can be effectively operated, and displays as the second type of pattern a pattern having a portion that notifies the player of the remaining period during which the second operating means can be effectively operated. According to the above means, a first type of pattern is displayed having a portion that notifies the player of the remaining valid period of the first operating means, and a second type of pattern is displayed having a portion that notifies the player of the remaining valid period of the second operating means, so that when there are multiple operating elements around the first operating means and the second operating means, the player can easily recognize which of the multiple operating elements to operate and by what time. The timer symbol T in the embodiment corresponds to a portion that notifies the player of the remaining effective period of the first operating means and the remaining effective period of the second operating means.

[0153] [Reference Inventions 1-6] The symbol game means displays an image of the identification symbol in a variable state and then stops the variable state in a definite manner according to the result of the winning or losing judgment as an image of the symbol game, The gaming machine described in [Reference Invention 1-1] is characterized in that the advance notice performance means performs a performance in which the identified pattern is brought into a non-deterministic state including the first type of pattern before the identified pattern is brought into a definite stopped state during pattern play, as a first pattern advance notice performance, and performs a performance in which the identified pattern is brought into a non-deterministic state including the second type of pattern, as a second pattern advance notice performance. In the embodiment, the "scroll state" corresponds to a changing state, the "scroll stopped state" corresponds to a changing stopped state, the combination of three rows of performance patterns of "character design M, red button design B, character design M" corresponds to a changing stopped state of a non-deterministic manner including a first type of design, and the combination of three rows of performance patterns of "character design M, blue button design B, character design M" corresponds to a changing stopped state of a non-deterministic manner including a second type of design. [Reference Invention 1-7] The symbol playing means displays an identification symbol consisting of a plurality of rows of symbol elements, The gaming machine described in [Reference Invention 1-6] is characterized in that the preview performance means displays the first type of pattern in a temporary stopped state in place of one column of pattern elements in a first pattern of preview performance, and displays the second type of pattern in a temporary stopped state in place of the pattern elements in the same column as the first pattern of preview performance in a second pattern of preview performance. In the embodiment, each of the performance patterns in the left, middle, and right columns corresponds to a pattern element, and the middle column corresponds to one column. [Reference Invention 1-8] The gaming machine described in [Reference Invention 1-7] is characterized in that the advance notice performance means displays either the first type of pattern or the second type of pattern in a provisionally stopped state in one of the multiple rows of pattern elements that is the last in the order of stopping the change. In the embodiment, the middle row corresponds to the last row in the fluctuation stop order. According to the above means, a first pattern of preview performance is performed in response to a first type of pattern being displayed in a stopped state in a specific one of multiple columns in a pattern game, and a second pattern of preview performance is performed in response to a second type of pattern being displayed in a stopped state, thereby improving the entertainment value of the game.

[0154] [Reference Invention 1-9] a reach effect display means for displaying an image of a reach effect for increasing a player's expectation that the identification symbol will become a winning symbol while an image of a symbol game is being displayed; The gaming machine described in [Reference Invention 1-1] is characterized in that the advance notice performance means starts the advance notice performance of the first pattern and the advance notice performance of the second pattern at either the pre-reach timing before the image of the reach performance starts to be displayed or the post-reach timing after the image of the reach performance starts to be displayed. The "normal reach performance" in the embodiment corresponds to the reach performance, and the "sub-control circuit 60" corresponds to the reach performance means. [Reference Inventions 1-10] a switching means for switching each of the first operating means and the second operating means from a non-operated state to an operated state, The gaming machine described in [Reference Invention 1-1] is characterized in that the switching means switches the first operation means from a non-operated state to an operated state in response to the first operation means being effectively operated in a first pattern of preview performance, and switches the second operation means from a non-operated state to an operated state in response to the second operation means being effectively operated in a second pattern of preview performance. The "sub-control circuit 60" in the embodiment corresponds to the switching means, the "mode in which the operation button 10R emits red light" corresponds to a mode in which the first operation means is not operated, the "mode in which the operation button 10R flashes in rainbow colors" corresponds to a mode in which the first operation means has been operated, the "mode in which the operation button 10B emits blue light" corresponds to a mode in which the second operation means is not operated, and the "mode in which the operation button 10B flashes in rainbow colors" corresponds to a mode in which the second operation means has been operated.

[0155] [Reference Invention 1-11] A determination means for determining whether or not a start condition is satisfied each time the start condition is satisfied; A symbol game means for displaying an image of a symbol game in which the identification symbol is displayed in a variable state and then the variable state is definitively stopped in a manner according to a result of a win / loss judgment; a special game means for playing a special game by opening the special area when it is determined that a win has occurred; a notice performance means for performing a notice performance that suggests to a player in advance that a winning will be notified in the pattern game in response to a part of an identification pattern being one of a plurality of different colors in the pattern game; The game device is equipped with an operating means that is visible to and operable by a player and that emits light in a plurality of different colors; The gaming machine is characterized in that the operating means is illuminated in the same color as the one color when a part of the identification pattern is made one color in the preview performance. In the embodiment, "the special chart 1 game, the special chart 2 game, the small hit game, and the big hit game all stop" corresponds to the start condition being satisfied, the "main control circuit 40" corresponds to the determination means and the special game means, the "three rows of performance patterns" correspond to the identification pattern, the "scroll state" corresponds to the changing state, the "scroll stop state" corresponds to the changing stop state, "performance pattern game" corresponds to the pattern game, the "sub-control circuit 60" corresponds to the pattern game means and the advance notice means, the "big prize opening 19" corresponds to the special area, the "jackpot game" corresponds to the special game, the "button effect 1 and button effect 2" correspond to the advance notice effect, and the "operation button 10" corresponds to the operation means. According to the above-mentioned means, in a symbol game, a player is informed in advance of a win when a part of the identification symbol is one of a plurality of colors. In this case, the operation means emits light in the same color as the part of the identification symbol, so that the advance notice is easily conveyed to the player.

[0156] [Example 4] FIG. 33(a) shows the launch handle 11. Here, a handle base 11a is fixed to the front of the front frame 5 at the lower right corner. This handle base 11a is cylindrical and oriented in the front-rear direction, and a handle 11b is fitted to the outer circumferential surface of the handle base 11a. This handle 11b is annular and coaxial with the handle base 11a, and is rotatable between an off position (see solid line) and a limit position (not shown) around an axis 11c. A knob 11d is fixed to this handle 11b, and a player can rotate the handle 11b by pinching the knob 11d with his / her fingers. The limit position of this handle 11b is set at a position separated clockwise from the off position, and the launching operation of the game ball is stopped at the off position of the handle 11b. This game ball is launched into the game area 15 of the game board 4 when the handle 11b is rotated clockwise from the off position, and the launching force with which the game ball is launched into the game area 15 becomes stronger as the amount of clockwise operation of the handle 11b increases.

[0157] As shown in Fig. 33(a), the stop button 11e is attached to the handle base 11a. This stop button 11e is movable horizontally in a straight line between an off position (see solid line) and an on position (not shown) to the right of the off position, and is held in the off position by a spring force when no operating force is applied. When the stop button 11e is pushed from the off position to the on position and the operating force is removed, it automatically returns from the on position to the off position by the spring force. When the stop button 11e is pushed from the off position to the on position in a game ball launching state in which the handle 11b is rotated clockwise from the off position, the game ball launching operation stops, and when the stop button 11e returns from the on position to the off position when the game ball launching operation has stopped, the game ball launching operation resumes.

[0158] FIG. 33(b) illustrates an image of the effect symbol game displayed on the effect symbol display 28 when the effect mode is set to the chance mode. In the chance mode setting state, the background image of the effect symbol game is set to the chance background image, and three rows of effect symbols are displayed in order in the scroll state and the scroll stop state, overlapping in front of the chance background image. In the chance mode, an operation instruction area Ec is continuously set in the upper right corner of the display area E of the effect symbol display 28, and an operation instruction pattern C is continuously displayed statically in a constant horizontal position in the operation instruction area Ec. This operation instruction pattern C has an announcement pattern C1 and a handle pattern C2. The announcement pattern C1 is made up of the characters "Right hit" and encourages the player to hit the game ball to the right. The handle pattern C2 imitates the outline shape of the launch handle 11, and has a part corresponding to the handle 11b, a part corresponding to the knob 11d, and a part corresponding to the stop button 11e. This handle pattern C2 shows the handle 11b in a state where it has been rotated to its limit position, and by drawing the knob 11d in this position, the handle 11b is prompted to hit the game ball to the right by rotating the handle 11b to its limit position.

[0159] 34(a)-(d) are explanatory diagrams of the tilt notice performance. This tilt notice performance is executed when the performance mode is set to the chance mode, and starts in a three-column scroll display state from when the scroll display of each of the three columns of performance symbols starts until the scroll display of the left column of performance symbols stops. This tilt notice performance suggests to the player that the three columns of performance symbols will be a big hit combination in this performance symbol game, and ends in a three-column scroll display state before the scroll display of the left column of performance symbols stops.

[0160] The tilt notice performance process in FIG. 34(e) is started every time the sub-control circuit 60 receives the special chart 2 game data from the main control circuit 40, and the sub-control circuit 60 judges whether or not to execute the tilt notice performance in the tilt notice performance process, and if it judges that the tilt notice performance is executed, executes the tilt notice performance in a state where the three rows of performance patterns are scrolled in the current performance pattern game. When the sub-control circuit 60 starts the tilt notice performance process, it judges in S301 whether or not the current performance mode is the chance mode. If it judges that it is the chance mode here, it moves to S302 and judges whether or not there is a jackpot judgment result in the reception result of the special chart 2 game data. If it judges that there is a jackpot judgment result here, it judges that the tilt notice performance is executed with a high probability in S303, and if it judges that there is no jackpot judgment result, it judges that the tilt notice performance is executed with a low probability in S304.

[0161] As shown in Fig. 34, the tilt notice performance is started by displaying a frame pattern F in the display area E of the performance pattern display device 28 (see a → b). This frame pattern F is a horizontally long rectangular frame along the periphery of the display area E, and is displayed to include the operation instruction area Ec with the operation instruction pattern C displayed within the operation instruction area Ec. This frame pattern F surrounds the entire chance background image, and during the tilt notice performance, the scroll display of each of the three columns of performance patterns continues to be superimposed on top of the chance background image in the frame pattern F with the same size, direction, and position as before the start of the tilt notice performance.

[0162] The frame pattern F determines the frame area Ef in which the preview image for the tilt preview performance is displayed within the display area E of the performance pattern display 28, and the tilt preview performance is progressed by tilting the frame pattern F two-dimensionally in a clockwise direction together with the chance background image. The tilt display of the frame pattern F and the chance background image is performed while shrinking both (see b → c), and the remaining area of ​​the display area E of the performance pattern display 28, excluding the frame area Ef, is expanded as the tilted and reduced display of the frame pattern F progresses. In this case, the display of the operation instruction pattern C continues in the same position, horizontal posture, and size as before the start of the tilt preview performance, and the tilt angle of the frame pattern F with respect to the operation instruction pattern C increases as the tilted and reduced display of the frame pattern F and the chance background image progresses. During this tilt preview performance, the scroll display of each of the three columns of performance patterns continues to be superimposed on the frame pattern F and the chance background image in the tilted and reduced state in the same size, direction, and position as before the start of the tilt preview performance. This tilt preview performance ends when both the tilted reduced frame pattern F and the chance background image are erased (see c → d), and when the tilt preview performance ends, the chance background image is displayed again superimposed behind the three rows of performance patterns in the state it was in before the tilt preview performance started (see d → a).

[0163] According to the above-mentioned fourth embodiment, the following effects are obtained. A tilt notice performance is performed by tilting the frame area Ef of the performance symbol display 28 together with the chance background image, and an operation instruction area Ec is set within the frame area Ef. This operation instruction area Ec is an area in which an operation instruction pattern C is displayed to prompt the player to operate the launch handle 11, and when the tilt notice performance is started with the operation instruction pattern C displayed within the operation instruction area Ec, the display of the operation instruction pattern C is continued in the same position as before the start of the tilt notice performance. Therefore, the operation instruction pattern C is no longer tilted together with the chance background image within the frame area Ef, so that the player can accurately view the display contents of the operation instruction pattern C even during the tilt notice performance. When the tilt notice performance is started with the operation instruction pattern C displayed in the operation instruction area Ec of the performance pattern display 28, the display of the operation instruction pattern C continues to be the same size and in the same position as before the tilt notice performance started, so that the player can more easily see the display contents of the operation instruction C even during the tilt notice performance.

[0164] [Example 5] The tilt advance notice performance of Fig. 35 is executed by the sub-control circuit 60 in place of the tilt advance notice performance of Fig. 34(a)-(d), and when the sub-control circuit 60 starts the tilt advance notice performance, it changes each of the announcement pattern C1 and the handle pattern C2 to a larger size than the standard size before the start of the tilt advance notice performance (see b → c). The size change of the announcement pattern C1 and the handle pattern C2 is performed within the same operation instruction area Ec as before the start of the tilt advance notice performance, and when the sub-control circuit 60 starts the tilt advance notice performance, it changes each of the colors of the announcement pattern C1 and the handle pattern C2 to an advance notice color different from the standard color before the start of the tilt advance notice performance. The announcement pattern C1 is displayed in a large size and in a preview color until the tilt preview performance ends, and the handle pattern C2 is displayed in a large size and in a preview color until the tilt preview performance ends, and the announcement pattern C1 is returned to the standard color and size before the start of the tilt preview performance as the tilt preview performance ends, and the handle pattern C2 is returned to the standard size and color before the start of the tilt preview performance as the tilt preview performance ends.

[0165] According to the above-mentioned embodiment 5, the following effects are obtained. When the tilt advance notice performance is started, the display of the operation instruction pattern C continues in the same position as before the tilt advance notice performance started, and the size of the announcement pattern C1 and the handle pattern C2 is changed to a larger size than before the tilt advance notice performance started, so the visibility of the announcement pattern C1 and the handle pattern C2 is improved during the tilt advance notice performance. Moreover, when the tilt advance notice performance is started, the color of the announcement pattern C1 and the color of the handle pattern C2 are each changed to a color different from before the tilt advance notice performance started, so the visibility of the announcement pattern C1 and the handle pattern C is further improved during the tilt advance notice performance.

[0166] [Example 6] FIG. 36 explains the reach-before tilt notice performance. This reach-before tilt notice performance is executed in the chance mode when each of the three rows of performance symbols is scrolled, and is started by starting to display the frame symbol F on the performance symbol display 28 (see a→b). When this reach-before tilt notice performance is started, an operation instruction area Ec is set in the upper right corner of the frame area Ef, and an operation instruction symbol C is displayed in the operation instruction area Ec. This operation instruction symbol C has an announcement symbol C1 of "PUSH!" and a button symbol C2, and is displayed statically in a horizontal, sideways position. The announcement symbol C1 encourages the player to operate the operation button 10. The button symbol C2 is a semicircular shape that imitates the outline shape of the operation button 10, and is displayed in red color.

[0167] When the pre-reach tilt notice performance starts, the frame pattern F is displayed two-dimensionally tilted clockwise together with the chance background image as shown in Figure 36. The tilt display of the frame pattern F and the chance background image is performed while shrinking both (see b → c), and the display of the operation instruction pattern C continues in the same position, horizontal posture, and size as before the start of the pre-reach tilt notice performance. In this case, the scroll display of each of the three columns of performance patterns continues to be superimposed on the frame pattern F and chance background image in the tilted and reduced state, in the same size, direction, and position as before the start of the pre-reach tilt notice performance.

[0168] When the pre-reach tilt notice performance starts, the operation button 10 is activated, and as shown in Fig. 37, the operation button 10 is switched from a non-illuminating state to a red lit state that is the same as the button design C2, thereby informing the player that the operation button 10 has been activated (see a->b). When the operation button 10 is operated within the valid period, the operation button 10 is switched from a red illuminating state to a rainbow flashing state, thereby informing the player that the operation button 10 has been activated (see b->c).

[0169] When the operation button 10 is operated within the valid period in the reach pre-tilt notice performance, as shown in Fig. 36, the tilt-reduced frame pattern F, the chance background image, and the operation instruction pattern C are erased, and the reach pre-tilt notice performance ends (see c → d). In this case, the chance background image is displayed again in the normal state before the start of the reach pre-tilt notice performance, superimposed on the back of the three rows of performance patterns, and the scroll display of the left row of performance patterns is stopped, and then the scroll display of the right row of performance patterns is stopped, and a reach state occurs (see d → e). When this reach state occurs, the scroll speed of the middle row of performance patterns is switched from normal speed to low speed, and a normal reach performance starts, and when a normal reach performance starts, it develops into a battle performance in one of the battle images BL1 to BL4 (see e → f). If this battle performance ends in a winning outcome, the three rows of performance symbols will be displayed in a frozen state in a jackpot combination (see f→g), and if it ends in a losing outcome, the three rows of performance symbols will be displayed in a frozen state in a miss combination (see f→h).

[0170] FIG. 38 explains the after-reach tilt notice performance. This after-reach tilt notice performance is started by displaying a picture frame pattern F after a normal reach performance occurs in chance mode (see b→c). When this after-reach tilt notice performance starts, an operation instruction area Ec is set in the upper right corner of the picture frame area Ef, and the announcement pattern C1 and the button pattern C2 are displayed statically in a horizontal landscape position in the operation instruction area Ec. This button pattern C2 is displayed in red, and when the after-reach tilt notice performance starts, the picture frame pattern F is displayed two-dimensionally inclined and reduced in the clockwise direction together with the chance background image. In this state, the display of the operation instruction pattern C continues in the same position, horizontal position, and size as before the start of the after-reach tilt notice performance, and the three rows of performance patterns are erased.

[0171] When the reach-after tilt notice performance starts, the operation button 10 is enabled, and the operation button 10 is switched from a non-illuminating state to a red lit state, thereby informing the player that the operation button 10 has been enabled. When the operation button 10 is operated within the valid period, the operation button 10 is switched from a red illuminating state to a rainbow flashing state, thereby informing the player that the operation button 10 has been operated validly. When the operation button 10 is operated within the valid period, the frame pattern F in the tilted contraction state, the chance background image, and the operation instruction pattern C are erased, and the reach-after tilt notice performance ends. When the reach-after tilt notice performance ends, a battle performance with one of the battle images BL1 to BL4 starts (see d→e). When the battle performance ends with a winning outcome, three rows of performance symbols are displayed as a static combination for a big win (see e→f), and when the battle performance ends with a losing outcome, three rows of performance symbols are displayed as a static combination for a miss (see e→g).

[0172] The reach before and after tilt notice performance processing in Figure 37 (d) is started each time the sub-control circuit 60 receives special chart 2 game data from the main control circuit 40, and the sub-control circuit 60 determines whether or not to execute either a pre-reach tilt notice performance or a post-reach tilt notice performance in the reach before and after tilt notice performance processing, and if it is determined that a pre-reach tilt notice performance is to be executed, it starts the pre-reach tilt notice performance before the start of a normal reach performance in the current performance pattern play, and if it is determined that a post-reach tilt notice performance is to be executed, it starts the post-reach tilt notice performance after the start of a normal reach performance in the current performance pattern play.

[0173] When the sub-control circuit 60 starts the reach before and after tilt notice performance process, it judges whether the current performance mode is the chance mode in S311. If it judges that it is the chance mode, it moves to S312 and judges whether the special chart variation pattern judgment result for the special chart 2 game data has any of the eight "PO01-PO04" and "PH01-PH04" for the battle performance. If it judges that there is a special chart variation pattern judgment result for the battle performance, it moves to S313 and judges whether there is a jackpot judgment result in the reception result of the special chart 2 game pattern. If it judges that there is a jackpot judgment result here, it detects the tilt notice performance table 1 from the ROM in S314, and if it judges that there is no jackpot judgment result, it detects the tilt notice performance table 2 from the ROM in S316.

[0174] FIG. 37(e) is the tilt notice performance table 1. This tilt notice performance table 1 assigns a low selection probability to the pre-reach tilt notice performance, an intermediate selection probability to the post-reach tilt notice performance, and a high selection probability to no notice performance. When the sub-control circuit 60 detects the tilt notice performance table 1 in S314, it selects from the tilt notice performance table 1 in S315 one of the pre-reach tilt notice performance, the post-reach tilt notice performance, and no notice performance with a probability corresponding to the selection probability. FIG. 37(f) is the tilt notice performance table 2. This tilt notice performance table 2 assigns a low selection probability to the post-reach tilt notice performance, an intermediate selection probability to the pre-reach tilt notice performance, and a high selection probability to no notice performance. When the sub-control circuit 60 detects the tilt notice performance table 2 in S316, it selects from the tilt notice performance table 2 in S315 one of the pre-reach tilt notice performance, the post-reach tilt notice performance, and no notice performance with a probability corresponding to the selection probability. In other words, when the post-reach tilt notice effect is executed in this performance symbol game, the three rows of performance symbols will be a jackpot combination with a high probability, and when the pre-reach tilt notice effect is executed, the three rows of performance symbols will be a jackpot combination with a low probability.

[0175] [Example 7] FIG. 39 explains the tilt notice performance. This tilt notice performance is executed by the sub-control circuit 60 in place of the tilt notice performance of the fourth embodiment, and is different from the tilt notice performance of the fourth embodiment in the following respects. The tilt notice performance of FIG. 39 is performed by displaying the frame pattern F and the chance background image in a clockwise tilted and reduced manner, and the operation instruction pattern C is continuously displayed in the frame area Ef in the same posture as before the start of the tilt notice performance while changing its position and size (see b→c). This tilt notice performance ends by erasing the frame pattern F in the tilted and reduced state and the chance background image at the same time as the operation instruction pattern C (see c→d), and when the tilt notice performance ends, the operation instruction pattern C is displayed in the same horizontal posture as before the start of the tilt notice performance and in the same size as before the start of the tilt notice performance (see c→d), and the chance background image is displayed again in the state before the start of the tilt notice performance, superimposed behind the three columns of performance patterns (see d→a). In the above-mentioned embodiments 4 to 7, the frame pattern F may be tilted three-dimensionally together with the chance background pattern to perform the tilt notice performance, the pre-reach tilt notice performance, and the post-reach tilt notice performance. In the above embodiments 4 to 7, the frame pattern F may be set to a size that surrounds a portion of the display area E of the performance pattern display device 28, and a portion of the chance background pattern that is located within the frame pattern F may be tilted two-dimensionally without being displayed in a reduced size together with the frame pattern F, thereby providing the tilt preview performance, the pre-reach tilt preview performance, and the post-reach tilt preview performance.

[0176] In addition to the inventions described in the claims, the above-mentioned Examples 4 to 7 also describe the following [Reference Invention 2-1] to [Reference Invention 2-9]. Some gaming machines are configured to determine whether a game has been won or lost each time a start condition is met, and to notify the player of the result of the determination of whether a game has been won or lost by displaying an image of a symbol game on the display each time a game has been determined (see JP Patent Publication No. 2010-17425). In this gaming machine, a preview performance may start with an information symbol displayed on the display. This information symbol is intended to encourage the player to operate the operating means, and there is a risk that the information symbol may be difficult for the player to see during the preview performance.

[0177] [Reference Invention 2-1] A determination means for determining whether or not a start condition is satisfied each time the start condition is satisfied; A symbol game means for displaying an image of a symbol game on a display device to inform a player of a winning or losing judgment result; an inclined display area set on the display device, in which an image displayed therein is inclined from an initial attitude; a notice performance means for performing a notice performance that suggests to a player in advance that a winning is announced by a symbol game image in response to tilting the image in the tilt display area; An operation means operable by a player; an information display means for displaying an information pattern in a standard position within the inclined display area, the information pattern prompting a player to operate the operation means; The information display means includes: A gaming machine characterized in that if the information pattern is displayed in the standard position within the inclined display area when the preview performance begins, the information pattern is continuously displayed in the standard position during the preview performance. In the embodiment, "the special chart 1 game, the special chart 2 game, the small hit game, and the big hit game all stop" corresponds to the start condition being met, the "main control circuit 40" corresponds to the determination means, the "performance pattern game" corresponds to the pattern game, the "performance pattern display 28" corresponds to the display, the "sub-control circuit 60" corresponds to the pattern game means, the advance notice performance means, and the information display means, the "launch handle 11" corresponds to the operation means, the "operation instruction pattern C" corresponds to the information pattern, the "horizontal position of the operation instruction pattern C" corresponds to the standard position, the "frame area Ef" corresponds to the tilted display area, the "chance background image" corresponds to the image in the tilted display area, and the "tilt advance notice performance" corresponds to the advance notice performance. [Reference Invention 2-2] The gaming machine described in [Reference Invention 2-1] is characterized in that the operating means can be operated by the player in a number of different directions. In the embodiment, "the rotation direction which is the operation direction of the handle 11b and the horizontal direction which is the operation direction of the stop button 11e" correspond to a plurality of directions different from each other. [Reference Invention 2-3] The gaming machine described in [Reference Invention 2-1] is characterized in that the preview performance means displays the entire display area of ​​the display device as the inclined display area together with the internal image at an angle. According to the above means, a preview performance is performed in response to the image in the tilted display area of ​​the display being tilted from its initial position. An information pattern is displayed in this tilted display area. This information pattern prompts the player to operate the operating means, and if the preview performance starts with the information pattern displayed in the tilted display area in a standard position, the display of the information pattern continues in the same standard position as before the preview performance started. As a result, the information pattern does not tilt together with the image in the tilted display area, and the player can accurately view the display content of the information pattern even during the preview performance.

[0178] [Reference Invention 2-4] The gaming machine described in [Reference Invention 2-1] is characterized in that when the preview performance starts while the information pattern is displayed, the information display means continues to display the information pattern at the same size as before the preview performance started. According to the above means, when the preview performance is started with the information pattern displayed in the standard position within the inclined display area, the display of the information pattern continues in the same position and the same size as before the preview performance started, so that the player can accurately view the display content of the information pattern even during the preview performance.

[0179] [Reference Invention 2-5] The gaming machine described in [Reference Invention 2-1] is characterized in that when the preview performance starts while the information pattern is displayed, the information display means continues to display the information pattern in the same position as before the preview performance started. According to the above means, when the preview performance is started with the information pattern displayed in the standard position within the inclined display area, the display of the information pattern continues in the same position and with the same posture as before the preview performance started, so that the player can accurately view the display content of the information pattern even during the preview performance.

[0180] [Reference Invention 2-6] the information display means displays the information pattern in a standard horizontal position within the inclined display area, The gaming machine described in [Reference Invention 2-1] is characterized in that the advance notice performance means tilts the image in the tilted display area so that the tilt angle relative to the information pattern is large. According to the above-mentioned means, the image in the inclined display area is inclined so that the inclination angle with respect to the information pattern in the landscape orientation becomes large. Therefore, as the inclined display of the image in the inclined display area progresses, the presence of the information pattern becomes more noticeable, so that the player can accurately view the display content of the information pattern even during the advance notice performance.

[0181] [Reference Invention 2-7] A light source for illuminating the operating means; a light source control means for switching the state of the operation means among an invalid state for notifying that the operation means is in an invalid state, an effective state for notifying that the operation means is in an effective state, and an operated state for notifying that the operation means has been operated in the effective state in response to controlling the light source; The light source control means The gaming machine described in [Reference Invention 2-1] is characterized in that the operation means is in an invalid mode before the preview performance starts, and the operation means is switched from the invalid mode to a valid mode after the preview performance starts, and when the operation means is operated during the preview performance, the operation means is switched from the valid mode to an operated mode. In the embodiment, the "operation button 10" corresponds to the operation means, the "LED 10a" corresponds to the light source, the "non-light emitting state" corresponds to the invalid mode, the "red light emitting state" corresponds to the valid mode, and the "rainbow flashing state" corresponds to the operated mode.

[0182] [Reference Invention 2-8] a reach effect display means for displaying an image of a reach effect on the display device to enhance a player's sense of expectation for a winning notification in a symbol game; the advance notice performance means starts the advance notice performance either at a pre-reach timing before the image of the reach performance starts to be displayed or at a post-reach timing after the image of the reach performance starts to be displayed, The symbol game means notifies a win in a symbol game with different probabilities between when the advance notice performance is started at a timing before a reach and when the advance notice performance is started at a timing after a reach, The gaming machine described in [Reference Invention 2-1] is characterized in that the information display means displays the information pattern in the standard position within the inclined display area of ​​the display when the preview performance begins, regardless of whether it is a pre-reach timing or a post-reach timing, and continues to display the information pattern in the standard position during the preview performance. The "normal reach effect" in the embodiment corresponds to the reach effect.

[0183] [Reference Invention 2-9] A determination means for determining whether or not a start condition is satisfied each time the start condition is satisfied; A symbol game means for displaying an image of a symbol game on a display device to inform a player of a winning or losing judgment result; An operation means that a player can operate to launch a game ball; an information display means for displaying, in a horizontal position on the display device, an information pattern that prompts a player to operate the operating means; A notice performance means is provided for performing a notice performance that suggests to a player in advance when a winning is notified by an image of a symbol game, The advance notice production means includes: This gaming machine is characterized in that, while an information pattern is displayed on the display in a landscape orientation, the preview performance is performed by tilting the image displayed on the display so that the tilt angle relative to the information pattern becomes larger. In the embodiment, "the special chart 1 game, the special chart 2 game, the small hit game, and the big hit game all stop" corresponds to the start condition being met, the "main control circuit 40" corresponds to the determination means, the "performance pattern game" corresponds to the pattern game, the "performance pattern display 28" corresponds to the display, the "sub-control circuit 60" corresponds to the pattern game means, the advance performance means, and the information display means, the "launch handle 11" corresponds to the operation means, the "operation instruction pattern C" corresponds to the information pattern, the "chance background image" corresponds to the image, and the "tilt advance performance" corresponds to the advance performance. According to the above means, the advance notice performance is performed in response to the image being tilted so that the tilt angle with respect to the information pattern in the landscape orientation becomes larger. Therefore, as the image is tilted, the presence of the information pattern becomes more noticeable to the player, so that the player can accurately view the display contents of the information pattern even during the advance notice performance.

[0184] [Example 8] As shown in Fig. 40(a), a switch unit 100 is attached to the upper tray 8. The switch unit 100 is operated by the player to change the current settings of the gaming machine, and is composed of a volume switch 102, a light intensity switch 103, a music switch 104, and a mode switch 105 attached to a switch body 101. The volume switch 102 has a push-type up switch 102H and a push-type down switch 102L that can be operated by the player, and a speaker mark 102M is provided on the switch body 101 between the up switch 102H and the down switch 102L so that it can be seen by the player. The speaker mark 102M informs the player of the purpose of the volume switch 102, and the sub-control circuit 60 increases the volume of the speaker 32 by one step each time it detects an on signal from the up switch 102H, and decreases the volume of the speaker 32 by one step each time it detects an on signal from the down switch 102L.

[0185] 40(a), the light amount switch 103 has a push-type up switch 103H and a push-type down switch 103L that can be operated by the player, and a brightness mark 103M is provided on the switch body 101 between the up switch 103H and the down switch 103L so that it can be seen by the player. This brightness mark 103M informs the player of the purpose of the light amount switch 103, and the sub-control circuit 60 makes the brightness of the screen of the performance symbol display device 28 brighter by one step each time it detects an on signal from the up switch 103H, and makes the brightness of the screen of the performance symbol display device 28 darker by one step each time it detects an on signal from the down switch 103L.

[0186] The music switch 104 is a push type that can be operated by the player, and a music mark 104M is provided on the music switch 104 so that it can be seen by the player. This music mark 104M notifies the player of the purpose of the music switch 104, and the sub-control circuit 60 changes the type of music in a cyclical order of "music 1 → music 2 → music 3 → music 1, ..." every time it detects an ON signal from the music switch 104. This music is output from the speaker 32 during the performance symbol game, and the volume of the music can be adjusted to any strength by the player depending on the operation of the volume switch 102.

[0187] The mode switch 105 is a push-type switch that can be operated by the player, and a mode mark 105M consisting of the letters "MODE" is provided on the mode switch 105 so as to be visible to the player. This mode mark 105M informs the player of the purpose of the mode switch 105, and the sub-control circuit 60 changes the type of sub-mode in a cyclical order of "town mode → sea mode → mountain mode → town mode →..." each time it detects an ON signal from the mode switch 105. Each of these town mode, sea mode, and mountain mode can be changed when the presentation mode is set to normal mode, and cannot be set in chance mode or speed mode. As shown in Figure 40 (c), the city mode is a mode in which music 1 is output from the speaker 32 during play of the performance pattern and a city background image (see b) is displayed on the performance pattern display 32; the sea mode is a mode in which music 2 is output from the speaker 32 during play of the performance pattern and a sea background image is displayed on the performance pattern display 32; and the mountain mode is a mode in which music 3 is output from the speaker 32 during play of the performance pattern and a mountain background image is displayed on the performance pattern display 32.

[0188] Fig. 40(b) shows the individual setting image Ie and the mode setting image Im. The individual setting image Ie is displayed on the performance pattern display 28 when any of the up switch 102H, the down switch 102L, the up switch 103H, the down switch 103L, and the music switch 104 of the switch unit 100 is operated, and the display of the individual setting image Ie is permitted during performance pattern play (excluding during button operation performance), during big win play, during small win play, and during standby. This individual setting image Ie notifies the player of the current setting results of the volume of the speaker 32, the brightness of the performance pattern display 28, and the type of music, and is displayed within the display area Ee.

[0189] As shown in Fig. 41(a), the individual setting image Ie has a volume gauge pattern 102G, a brightness gauge pattern 103G, and a music window pattern 104W. The volume gauge pattern 102G notifies the player of the current volume setting result of the speaker 32 as the horizontal dimension of a blackened area, and the volume mark pattern 102Z, which is the same as the volume mark 102M of the switch unit 100, is displayed on the left side of the volume gauge pattern 102G, thereby notifying the player that the volume gauge pattern 102G displays the current volume setting result of the speaker 32. The brightness gauge pattern 103G notifies the player of the current brightness setting result of the performance pattern display 28 as the horizontal dimension of a blackened area, and the brightness gauge pattern 103G notifies the player of the current brightness setting result of the performance pattern display 28 as the horizontal dimension of a blackened area, and the brightness mark pattern 103Z, which is the same as the brightness mark 103M of the switch unit 100, is displayed on the left side of the brightness gauge pattern 103G, thereby notifying the player that the brightness gauge pattern 103G displays the current brightness setting result of the performance pattern display 28. The music window pattern 104W has the current music setting results displayed in text inside, and a music mark pattern 104Z identical to the music mark 104M of the switch unit 100 is displayed to the left of the music window pattern 104W, thereby notifying the player that the image within the music window pattern 104W is displaying the current music setting results.

[0190] As shown in Fig. 43(b), the mode setting image Im has a character design indicating the setting result of the current submode and a switch design Is imitating the outline shape of the mode switch 105, and notifies the player that the current submode can be changed by operating the mode switch 105. As shown in Fig. 40(b), this mode setting image Im is displayed within the display area Em of the performance design display 28, and the display area Em is set at a position different from the display area Ee for the individual setting image Ie.

[0191] The setting operation process 1 in Fig. 41(e) is started when the sub-control circuit 60 detects that any of the up switch 102H, the down switch 102L, the up switch 103H, the down switch 103L, and the music switch 104 of the switch unit 100 has been operated. When the sub-control circuit 60 starts the setting operation process 1, it detects the current volume setting result, the current brightness setting result, and the current music setting result, and judges whether or not the button operation performance described below is stopped in S401. If it is judged that the button operation performance is stopped here, it proceeds to S402, and displays the individual setting image Ie in the display area Ee of the performance pattern display 28. In this case, the black-painted area of ​​the volume gauge pattern 102Z is ​​displayed with a width dimension corresponding to the volume detection result, the black-painted area of ​​the brightness gauge pattern 103Z is displayed with a width dimension corresponding to the brightness detection result, and an image corresponding to the music detection result is displayed in the music window pattern 104W, thereby notifying the player of the current settings related to the performance pattern game. When the sub-control circuit 60 displays the individual setting image Ie in S402, the process proceeds to S403, where it sets the setting operation flag 1 to the ON state.

[0192] The setting operation process 2 in FIG. 42(a) is started when the sub-control circuit 60 detects that the mode switch 105 of the switch unit 100 has been operated. When the sub-control circuit 60 starts the setting operation process 2, it detects the setting result of the current sub-mode, and in S411 judges whether or not the button operation performance described below is stopped. If it is judged that the button operation performance is stopped, the process proceeds to S412, where a mode setting image Im is displayed in the display area Em of the performance pattern display 28. In this case, the current setting result of the sub-mode is notified to the player by displaying a pattern corresponding to the detection result of the sub-mode, and the setting operation flag 2 is set to the ON state in S413. That is, the mode setting image Im can be started to be displayed in a state where the individual setting image Ie is displayed, the individual setting image Ie can be started to be displayed in a state where the mode setting image Im is displayed, and the individual setting image Ie and the mode setting image Im can be displayed simultaneously with each other.

[0193] The switch processing 1 in Fig. 42(b) is executed by the sub-control circuit 60 in the timer interrupt processing in Fig. 27(b), and the sub-control circuit 60 judges whether the setting operation flag 1 is on or not in S421 of the switch processing 1. When the individual setting image Ie is displayed on the performance pattern display 28, the sub-control circuit 60 judges whether the setting operation flag 1 is on and proceeds to S422 to judge whether the volume switch 102 has been operated or not. If it is judged that the up switch 102H of the volume switch 102 has been operated, the volume of the speaker 32 is increased by one step from the current setting result in S423, and if it is judged that the down switch 102L has been operated, the volume of the speaker 32 is decreased by one step from the current setting result in S423. In either case, the horizontal dimension of the black area of ​​the volume gauge pattern 102Z of the individual setting image Ie is changed to one corresponding to the change result of the volume in S424 (see Fig. 41(a)→(b)).

[0194] If the sub-control circuit 60 determines in S422 that the volume switch 102 has not been operated, it proceeds to S426 and determines whether the brightness switch 103 has been operated. If it determines that the up switch 103H of the brightness switch 103 has been operated, it makes the brightness of the performance pattern display 28 one step brighter than the current setting result in S427, and if it determines that the down switch 103L has been operated, it makes the brightness of the performance pattern display 28 one step darker than the current setting result in S427. In either case, it changes the horizontal dimension of the black area of ​​the brightness gauge pattern 103Z of the individual setting image Ie to one that corresponds to the change in brightness in S428 (see FIG. 41(a)→(c)).

[0195] If the sub-control circuit 60 determines in S426 that the brightness switch 103 has not been operated, it proceeds to S429, where it determines whether the music switch 104 has been operated. If it determines that the music switch 104 has been operated, it changes the music from the current setting result to the next order in S430, and changes the display in the music window pattern 104W of the individual setting image Ie to one corresponding to the change result of the music in S431 (see FIG. 41(a)→(d)). If the sub-control circuit 60 changes the volume gauge pattern 102Z in S424, or the brightness gauge pattern 103Z in S428, or the music name in S431, it proceeds to S425, where it sets the setting operation flag 1 to the OFF state. If the sub-control circuit 60 sets the setting operation flag 1 to the OFF state, it waits for a certain time (2 seconds) to elapse since the setting operation flag 1 was turned OFF, and erases the individual setting image Ie.

[0196] The switch processing 2 in Fig. 43(a) is executed by the sub-control circuit 60 in the timer interrupt processing in Fig. 27(b), and the sub-control circuit 60 judges whether the setting operation flag 2 is on or not in S441 of the switch processing 2. When the mode setting image Im is displayed on the performance pattern display 28, the sub-control circuit 60 judges whether the setting operation flag 2 is on and proceeds to S442, where it judges whether the mode switch 105 has been operated or not. If it is judged that the mode switch 105 has been operated, the sub-mode is changed from the current setting result to the next order in S443, and the name of the sub-mode in the mode setting image Im is changed to one corresponding to the change result of the sub-mode in S444 (see Fig. 43(b)). If the display name of the sub-mode is changed in S444, the sub-control circuit 60 proceeds to S445, where the setting operation flag 2 is set to the off state. When the setting operation flag 2 is set to the OFF state, the sub-control circuit 60 waits for a certain period of time (2 seconds) to elapse after the setting operation flag 2 is turned OFF, and then erases the mode setting image Im.

[0197] Fig. 44 explains the button operation performance. This button operation performance is executed during a normal reach performance when the performance mode is set to normal mode, and is displayed superimposed on the city background image when the city mode is set, superimposed on the sea background image when the sea mode is set, and superimposed on the mountain background image when the mountain mode is set. This button operation performance is started by displaying the button symbol B in the button area Eb of the performance symbol display 28 during the normal reach performance (see a → b), and the button area Eb is set at a position that does not overlap with the display area Ee for the individual setting image Ie and the display area Em for the mode setting image Im.

[0198] As shown in Fig. 44, the button design B has a semicircular outline that imitates the outline of the operation button 10, and is displayed in white color. This button design B is displayed together with the character design of "PUSH!" that urges the player to operate the operation button 10. This operation button 10 is switched from an invalid state to an valid state in synchronization with the start of the display of the button design B, and the fact that the operation button 10 has been switched from an invalid state to an valid state is notified to the player in response to the operation button 10 being switched from a non-illuminating state to a white lit state (see a→b).

[0199] As shown in FIG. 44, the button symbol B is erased when the operation button 10 is effectively operated in the white lighted state, and when the button symbol B is erased, a low reliability ending image or a high reliability ending image of the button operation effect is displayed. The low reliability ending image displays one lightning bolt symbol T instead of the button symbol B (see b→c), and notifies the player that the probability that the three rows of effect symbols will be a jackpot combination in the current effect symbol game is low. The high reliability ending image displays two lightning bolt symbols T instead of the button symbol B (see b→d), and notifies the player that the probability that the three rows of effect symbols will be a jackpot combination in the current effect symbol game is high. Each of these low reliability ending images and high reliability ending images is displayed continuously for a certain period of time (2 seconds), and the operation button 10 is in a yellow flashing state when the low reliability ending image is displayed, and in a rainbow flashing state when the high reliability ending image is displayed.

[0200] The button operation performance process in Fig. 45(a) is started every time the sub-control circuit 60 receives the special chart 1 game data from the main control circuit 40, and the sub-control circuit 60 judges whether or not to execute the button operation performance in the button operation performance process, and if it judges that the button operation performance is executed, judges whether to display a low-reliability ending image or a high-reliability ending image in the button operation performance, and executes the button operation performance in the current performance pattern game according to the judgment result. When this sub-control circuit 60 starts the button operation performance process, it judges in S451 whether the current performance mode is either the city mode, the sea mode, or the mountain mode. If it is judged to be either the city mode to the mountain mode here, it moves to S452 and judges whether or not there is any of the eight judgment results of the special chart variation pattern for the battle performance, "PO01-PO04" and "PH01-PH04", in the reception result of the special chart 1 game data.

[0201] If the sub-control circuit 60 determines in S452 that there is a result of the determination of the special chart variation pattern for the battle performance, it proceeds to S453 and determines whether or not there is a result of the determination of a jackpot in the reception result of the special chart 1 game data. If it determines that there is a result of the determination of a jackpot, it proceeds to S454 and detects the performance table 1 of Fig. 45(b) from the ROM. This performance table 1 assigns a high selection probability to a high reliability ending image and a low selection probability to a low reliability ending image, and if the sub-control circuit 60 detects the performance table 1 in S454, it selects either the high reliability ending image or the low reliability ending image from the performance table 1 in S455 with a probability according to the selection probability.

[0202] If the reception result of the special game data 1 has a miss judgment result, the sub-control circuit 60 judges that there is no big win judgment result in S453, moves to S456, and detects the performance table 2 of Fig. 45 (c) from the ROM. This performance table 2 assigns a low selection probability to a high reliability ending image and a high selection probability to a low reliability ending image, and if the sub-control circuit 60 detects the performance table 2 in S456, it selects either the high reliability ending image or the low reliability ending image from the performance table 2 with a probability according to the selection probability in S455.

[0203] 46 illustrates an image when it is determined that a button operation performance is to be started with an individual setting image Ie displayed in the display area Ee of the performance pattern display 28 and a mode setting image Im displayed in the display area Em. In this case, with the individual setting image Ie and the mode setting image Im displayed, the button pattern B is displayed in white in the button area Eb (see a→b), and when the button pattern B is displayed, the operation button 10 is switched from a non-illuminating state to a white lit state. When this operation button 10 is operated with the button pattern B displayed, the button pattern B is erased from the button area Eb, and either a low-reliability ending image or a high-reliability ending image of the button operation performance is displayed (see b→c / b→d).

[0204] Figure 47 illustrates images that are displayed when any of the volume switch 102, brightness switch 103, and music switch 104 is operated during a button operation performance while the setting operation image Ie and mode setting image Im are displayed on the performance pattern display 28. When the volume switch 102 is operated, the volume of the speaker 32 is changed according to the operation content of the volume switch 102, and then the display content of the volume gauge pattern 102G of the setting operation image Ie is changed. When the brightness switch 103 is operated, the brightness of the performance pattern display 28 is changed according to the operation content of the brightness switch 103, and then the display content of the brightness gauge pattern 103G of the setting operation image Ie is changed (see a→b). When the music switch 104 is operated, the type of music is changed according to the operation content of the music switch 104, and then the music name in the music window pattern W of the setting operation image Ie is changed. Figure 47 explains the image that is displayed when the mode switch 105 is operated during a button operation performance with the setting operation image Ie and the mode setting image Im displayed on the performance pattern display 28. When the mode switch 105 is operated, the sub-mode is changed according to the operation of the mode switch 105, and then the display name of the sub-mode of the mode setting image Im is changed (see a→c).

[0205] According to the above-mentioned embodiment 8, the following effects are obtained. During a performance pattern game in which the individual setting image Ie and the mode setting image Im are displayed, the button design B is started to be displayed. The individual setting image Ie and the mode setting image Im each notify the player of settings related to the performance pattern game, and the button design B prompts the player to operate the operation button 10. When the operation button 10 is operated in a state in which the individual setting image Ie through the button design B are displayed, a change is given to the image of the performance pattern game in response to the display of the lightning bolt image T, so that the player's anticipation for a big win is heightened even in a state in which the individual setting image Ie through the button design B are displayed. Furthermore, when the switch unit 100 is operated while the individual setting image Ie through button design B are displayed, the display contents of the individual setting image Ie are changed according to the operation contents of the switch unit 100, and when the mode switch 105 is operated, the display contents of the mode setting image Im are changed according to the operation contents of the mode switch 105. Therefore, even when the individual setting image Ie through button design B are displayed, the player is notified that the operation of the switch unit 100 and the operation of the mode switch 105 have been accepted.

[0206] [Example 9] Switch process 1 in Fig. 48(a) is executed by the sub-control circuit 60 in place of switch process 1 in Fig. 42(b), and when the sub-control circuit 60 determines in S422 in Fig. 48(a) that the volume switch 102 has been operated, it sets volume change data in S423A and stores the setting result of the change data in the RAM. This change data indicates to what level the volume of the speaker 32 should be changed from the current setting result, and is set according to the operation content of the volume switch 102. When the sub-control circuit 60 stores the volume change data in S423A, it changes the display content of the volume gauge pattern 102G of the individual setting image Ie to one according to the setting result of the volume change data in S424.

[0207] If the sub-control circuit 60 determines in S426 that the brightness switch 103 has been operated, it sets brightness change data in S427A and stores the change data setting result in RAM. This change data indicates to what brightness the brightness of the performance symbol display 28 should be changed from the current setting result, and is set according to the operation content of the brightness switch 103. If the sub-control circuit 60 stores the brightness change data in S427A, it changes the display content of the brightness gauge symbol 103G of the individual setting image Ie to one according to the setting result of the brightness change data in S428.

[0208] If the sub-control circuit 60 determines in S429 that the music switch 104 has been operated, it sets music change data in S430A and stores the change data setting result in RAM. This change data indicates to which type of music the current setting result is to be changed, and is set according to the operation content of the music switch 104. If the sub-control circuit 60 stores the music change data in S430A, it changes the display content in the music window pattern 104W of the individual setting image Ie to one according to the setting result of the music change data in S431.

[0209] Switch processing 2 in Fig. 48(b) is executed by the sub-control circuit 60 in place of switch processing 2 in Fig. 43(a), and when the sub-control circuit 60 determines in S442 of Fig. 48(b) that the mode switch 105 has been operated, it sets sub-mode change data in S443A and stores the result of setting the sub-mode change data in the RAM. This change data indicates to which type the sub-mode is to be changed from the current setting result, and is set according to the operation of the mode switch 105. When the sub-mode change data has been stored in S443A, the sub-control circuit 60 changes the display content of the sub-mode of the mode setting image Im in S444 to one according to the result of setting the change data.

[0210] The setting item change process of Fig. 49 is executed by the sub-control circuit 60 in the timer interrupt process of Fig. 27(b), and the sub-control circuit 60 judges whether the volume change data, brightness change data, music change data, or sub-mode change data is stored in the RAM in S451. If it is judged that the change data is stored here, the process proceeds to S452, and it is judged whether the game is stopped. If the special game 1, the special game 2, the small win game, and the big win game are all stopped here, it is judged that the game is stopped, and the process proceeds to S453. Here, the current setting items of the performance pattern game are changed to those according to the change data, and the change data is erased from the RAM in S454.

[0211] That is, if the volume switch 102 is operated while the individual setting image Ie is displayed during the current performance pattern game, the display contents of the volume gauge pattern 102G of the individual setting image Ie are immediately changed according to the operation contents of the volume switch 102, and the player is notified that the operation of the volume switch 102 has been accepted. In this case, when the current performance pattern game ends, the volume of the speaker 32 is changed, and the next performance pattern game is performed with a sound of a volume corresponding to the result of the change in the volume. If the brightness switch 103 is operated while the individual setting image Ie is displayed during the current performance pattern game, the display contents of the brightness gauge pattern 103G of the individual setting image Ie are immediately changed according to the operation contents of the brightness switch 103, and the player is notified that the operation of the brightness switch 103 has been accepted. In this case, when the current performance pattern game ends, the brightness of the performance pattern display 28 is changed, and the next performance pattern game is performed with an image of a brightness corresponding to the result of the change in the brightness.

[0212] If the music switch 104 is operated while the individual setting image Ie is displayed during the current performance symbol game, the display contents in the music window 104W of the individual setting image Ie are immediately changed according to the operation contents of the music switch 104, and the player is notified that the operation of the music switch 104 has been accepted. In this case, the music is changed when the current performance symbol game ends, and the next performance symbol game is played with a music corresponding to the result of the change in music. If the mode switch 105 is operated while the mode setting image Im is displayed during the current performance symbol game, the display contents of the mode setting image Im are immediately changed according to the operation contents of the mode switch 105, and the player is notified that the operation of the mode switch 105 has been accepted. In this case, the submode is changed when the current performance symbol game ends, and the next performance symbol game is played with a background image and music corresponding to the result of the change in submode.

[0213] In the above-mentioned Example 9, when changing the display contents of the volume gauge pattern 102G, the display contents of the brightness gauge pattern 103G, and the display contents in the music window pattern W of the individual setting image Ie, a message image such as “Switch operation has been accepted” may be attached, and when changing the display contents of the mode setting image Im, a message image such as “Switch operation has been accepted” may be attached. In the above-mentioned Example 9, when the volume switch 102 is operated while the individual setting image Ie is displayed during the button operation performance, the display content of the volume gauge pattern 102G of the individual setting image Ie is changed according to the operation content of the volume switch 102, and when the button operation performance or the normal reach performance ends, the volume of the speaker 32 is changed so that the battle performance is performed with a sound of a volume according to the result of the change in the volume. This also applies to the cases where the brightness switch 103, the music switch 104, and the mode switch 104 are operated.

[0214] In addition to the inventions described in the claims, the above-mentioned Examples 8 to 9 also describe the following [Reference Invention 3-1] to [Reference Invention 3-10]. Some gaming machines are configured to determine whether a game has been won or lost each time a start condition is met, and to notify the player of the result of the determination of whether a game has been won or lost by displaying an image of a symbol game on a display each time a game has been determined (see JP Patent Publication 2010-17425). Some gaming machines are equipped with an operation means. This operation means is operable by the player to change the settings related to the symbol game, and is enabled in a game stop state in which both the symbol game and the special game have stopped. For this reason, the player needs to wait for the game to be stopped in order to change the settings related to the symbol game, and there is room for improvement in terms of usability.

[0215] [Reference Invention 3-1] A determination means for determining whether or not a start condition is satisfied each time the start condition is satisfied; A symbol game means for displaying an image of a symbol game to inform a player of a winning or losing judgment result; A first operation means that can be operated by a player and is used to change settings related to the symbol game; A first display means for displaying a first image during a symbol game to inform a player of settings related to the symbol game; A second operation means operable by a player to give a visual change to the image of the symbol game; A second display means is provided for displaying a second image during a symbol game, the second image prompting a player to operate the second operation means; the second display means is capable of starting to display the second image during a pattern game in a state where the first image is being displayed, and when the second operation means is operated during a pattern game in a state where both the first image and the second image are being displayed, a change is imparted to the image of the pattern game; The gaming machine is characterized in that the first display means changes the display content of the first image when the first operating means is operated during a pattern game in which both the first image and the second image are displayed. In the embodiment, "all of the special symbol 1 game, special symbol 2 game, small hit game, and big hit game stop" corresponds to the start condition being satisfied, the "main control circuit 40" corresponds to the determination means, the "performance pattern game" corresponds to the pattern game, the "sub-control circuit 60" corresponds to the pattern game means, the first display means, and the second display means, each of the "volume switch 102", "brightness switch 103", "music switch 104", and "mode switch 105" corresponds to the first operation means, each of the "volume of the speaker 32", "brightness of the performance pattern display 28", "music for performance pattern game", and "sub-mode" corresponds to the settings related to the performance pattern game, each of the "individual setting image Ie" and "mode setting image Im" corresponds to the first image, the "operation button 10" corresponds to the second operation means, and the "button pattern B" corresponds to the second image. According to the above means, the second image starts to be displayed during a symbol game while the first image is being displayed. The first image notifies the player of the settings related to the symbol game, and the second image prompts the player to operate the second operating means. When the second operating means is operated while both images are displayed, a change is given to the image of the symbol game, so that the player's expectation of a win is heightened even when both images are displayed. Moreover, when the first operating means is operated while both images are displayed, the display contents of the first image are changed, so that the player is notified that the operation of the first operating means has been accepted even when both images are displayed.

[0216] [Reference Invention 3-2] The gaming machine described in [Reference Invention 3-1] is characterized in that the first display means displays an image representing the first operating means together with the first image. In the embodiment, the "volume mark design 102Z", the "brightness mark design 103Z", the "music mark design 104Z" and the "switch design Is" each correspond to an image representing a first operating means. [Reference Invention 3-3] The gaming machine described in [Reference Invention 3-1] is characterized in that the second display means displays an image representing the second operating means as the second image. In the embodiment, the "button design B" corresponds to the image representing the second operating means. [Reference Invention 3-4] a reach effect means for displaying an image of a reach effect during a symbol game to enhance a player's expectation of a win; The gaming machine described in [Reference Invention 3-1] is characterized in that the second display means starts displaying the second image while the image of the reach performance is being displayed.

[0217] [Reference Invention 3-5] The gaming machine described in [Reference Invention 3-1] is characterized in that it is provided with a change means for changing settings related to a pattern game in accordance with the operation of the first operation means when the first operation means is operated during a pattern game in which both the first image and the second image are displayed. The "sub-control circuit 60" in the embodiment corresponds to the changing means. [Reference Invention 3-6] The change means changes the setting items related to the symbol game during the current symbol game in which the first operation means is operated, The gaming machine described in [Reference Invention 3-5] is characterized in that the first display means changes the display content of the first image to one corresponding to the result of a change in settings during the current pattern play. [Reference Invention 3-7] The change means changes the setting items related to the symbol game after the end of the current symbol game in which the first operation means is operated, The gaming machine described in [Reference Invention 3-5] is characterized in that the first display means changes the display content of the first image to one corresponding to the setting items that the change means plans to change during the current pattern game before the change means changes the setting items related to the pattern game. [Reference Invention 3-8] The gaming machine described in [Reference Invention 3-1] is characterized in that the first display means is unable to start displaying the first image during a pattern game in which the second image is being displayed. [Reference Invention 3-9] The gaming machine described in [Reference Invention 3-1] is characterized in that the first display means starts displaying the first image when the first operating means is operated while the first image is not displayed.

[0218] [Reference Invention 3-10] A determination means for determining whether or not a start condition is satisfied each time the start condition is satisfied; A symbol game means for displaying an image of a symbol game to inform a player of a winning or losing judgment result; a reach effect display means for displaying an image of a reach effect during a symbol game in order to heighten a player's expectation of a win; A display means for displaying a setting image for changing settings related to a symbol game, the display means being capable of displaying the setting image while the image of the reach effect is being displayed; A gaming machine comprising: a receiving means for receiving an input for changing the setting items when the input is made while the image of the reach effect is being displayed with the setting image being displayed. In the embodiment, "all of the special chart 1 game, special chart 2 game, small hit game and big hit game stop" corresponds to the start condition being met, the "main control circuit 40" corresponds to the determination means, the "performance pattern game" corresponds to the pattern game, the "button operation performance" corresponds to the reach performance, the "sub-control circuit 60" corresponds to the pattern game means, the reach performance means, the display means and the reception means, the "volume of the speaker 32", the "brightness of the performance pattern display 28", the "music for performance pattern game" and the "sub-mode" each correspond to the setting items related to the performance pattern game, and the "individual setting image Ie" and the "mode setting image Im" each correspond to the setting image. According to the above means, when a change to the settings related to the symbol game is input during a reach performance in which the setting image is displayed, the input is accepted, so that it becomes possible to change the settings related to the symbol game even during a reach performance. [Explanation of symbols]

[0219] 18 is the first start port, 19 is the big prize port, 23 is the second start port, 28 is the performance pattern display, 40 is the main control circuit, and 60 is the sub-control circuit.

Claims

[Claim 1] A first operating means that can be operated by a player, A second operating means that can be operated by the player, A determination means for determining whether or not to perform a special game that is advantageous to the player, A special game execution means capable of executing the special game according to the result of the determination, It comprises a performance control means for controlling the performance, The aforementioned performance control means is The system executes a symbol game that includes a display of changing symbols that announces the result of the aforementioned determination, and it is possible to execute the symbol game in any of the multiple performance modes, including the first performance mode and the second performance mode. The images displayed during the execution of the aforementioned symbol game include an image of the symbol game, an image representing the setting of the performance mode related to the symbol game, a first image representing the first operating means, and a second image prompting the player to operate the second operating means. The aforementioned performance control means is A gaming machine characterized in that, when the first operating means is operated while the performance mode setting image representing the first performance mode and the first image are displayed, the performance mode is changed from the first performance mode to the second performance mode, and the display of the performance mode setting image is updated so that the performance mode setting image representing the first performance mode represents the second performance mode.