Game machine

JP2025022323A5Active Publication Date: 2025-07-01DAIICHI SHOKAI KK
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Patent Information

Application Number
JP2023126771
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-08-03
Publication Date
2025-07-01
Estimated Expiration
2043-08-03

AI Technical Summary

Benefits of technology

【0008】 本発明によれば、遊技興趣の低下を抑制することが可能な遊技機を提供することができる。

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Abstract

To provide a game machine capable of suppressing a decline in game amusement.SOLUTION: A game machine executes a first special performance and a first specific performance. In the first special performance, a first special display is changed to a second special display in which the expectation degree for imparting a privilege is not changed by the display mode inside the first special display being changed. In the first specific performance, a first specific performance is changed to a second specific display in which the expectation degree for imparting a privilege is increased by the display mode inside the first specific display being changed. In the first specific performance, the first specific display is not displayed after being changed to the second specific display, but the first special performance can be displayed when the operation of operation means is valid, and the first specific performance can be displayed when the operation of the operation means is not valid.SELECTED DRAWING: Figure 41
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Description

[Technical field]

[0001] The present invention relates to gaming machines such as pachinko gaming machines (commonly referred to as "pachinko machines") and slot machine gaming machines (commonly referred to as "pachislot machines"). [Background technology]

[0002] Conventionally, there is known a gaming machine that holds a lottery to determine whether or not a jackpot will be awarded based on the entry of a gaming ball into a starting hole, and displays patterns on a display device in a variable manner and freezes the patterns in a manner corresponding to the lottery result; if the lottery result is a jackpot, the display device displays a frozen jackpot pattern, creating a jackpot gaming state.

[0003] In addition, a number of gaming machines have been proposed that execute effects that indicate the expectation of a win while displaying symbols in a variable manner on a display device and stopping and stopping the symbols in a manner according to the lottery result (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2010-220861 A Summary of the Invention [Problem to be solved by the invention]

[0005] However, there is room for further improvement in such presentation. Therefore, an object of the present invention is to provide a gaming machine that is capable of suppressing a decline in interest in playing games by implementing improvements in presentation. [Means for solving the problem]

[0006] means: An information acquisition means for acquiring information based on the establishment of a start condition; A special symbol variation execution means for varying a special symbol based on the establishment of a start condition; A lottery means for conducting a lottery regarding the granting of a privilege to a player; a performance execution means capable of executing a performance based on a result of the lottery; A counting means capable of counting based on the awarding of a benefit in response to the reception of the game medium into a predetermined winning port; an operation means capable of accepting an operation by a player; A display means capable of displaying the performance executed by the performance execution means, The performance executed by the performance execution means includes an operation performance that prompts the player to operate the operation means, In the operation performance, as an acceptance period during which an operation on the operation means can be accepted, at least a first acceptance period is generated and a second acceptance period is generated, When the counting means executes counting during the first reception period and the count value reaches a predetermined value, the first reception period ends, When the counting means executes counting during the second reception period and the count value reaches the predetermined value, the second reception period is not ended, Based on the count value, a performance suggesting the count value can be executed. A gaming machine characterized by:

[0007] In one aspect of the gaming machine of the present invention, in the operation presentation, there are cases where a first acceptance period is generated that ends midway when the count by the counting means reaches a predetermined value (even if the operation means does not accept any operation), and cases where a first acceptance period is generated that does not end midway even if the count by the counting means reaches a predetermined value. Therefore, when the count reaches the predetermined value during the (first or second) acceptance period of the operation means, the (first) acceptance period may end, giving the player a sense of surprise, or the (second) acceptance period may continue, allowing the player to enjoy operating the operation means, thereby responding to the preferences of various players (see paragraphs

[0442] to

[0492] and FIG. 31, etc.). Effect of the Invention

[0008] According to the present invention, a gaming machine can be provided that can suppress a decline in interest in gaming. [Brief description of the drawings]

[0009] [Figure 1] 1 is a front view showing an example of a schematic external appearance of a pachinko machine. [Diagram 2] 1 is a block diagram showing an outline of the control configuration of a pachinko machine. [Diagram 3] Figure 3(a) is a flowchart showing the control processing steps performed by the main control MPU of the main control board when the power is turned on to the pachinko machine, and Figure 3(b) is a flowchart showing the processing steps for timer interrupt control that is periodically performed by the main control MPU of the main control board. [Figure 4] 13 is a flowchart showing the procedure for special symbol process processing. [Diagram 5] 13 is a flowchart showing the procedure for the first special pattern process processing. [Figure 6] This is a flowchart showing the procedure for the jackpot control processing. [Figure 7] 13 is a flowchart showing the procedure for the normal symbol process. [Figure 8] 1 is a flowchart showing the processing procedure for control performed by a peripheral control MPU mounted on a peripheral control board when power is applied to a pachinko machine. [Figure 9] 13 is a flowchart showing an example of a 16 mS steady process executed every 16 mS in the sub-main process. [Figure 10] 13 is a flowchart showing an example of a performance control process. [Figure 11] This is an explanatory diagram showing an example of a performance when a valid operation period for an attack performance occurs (a period during which a specified operation on a specified operation part is detected, or which ends when a specified time has passed from the start of the period), and an operation to launch an attack is performed during the valid operation period. [Figure 12]This is an explanatory diagram showing an example of a performance when a valid operation period for an attack performance occurs (a period during which a specified operation on a specified operating part is detected, or which ends when a specified time has passed since the start of the period), and an operation to launch an attack is performed during the valid operation period. [Figure 13] 13 is an explanatory diagram showing an example of an attack effect when the operating unit is not operated. FIG. [Figure 14] FIG. 13 is an explanatory diagram showing an example of an attack effect in which operation of the operation section has already begun at the start of the effective operation period. [Figure 15] FIG. 13 is an explanatory diagram showing an example of an attack effect in which operation of the operation section has already begun at the start of the effective operation period. [Figure 16] FIG. 13 is an explanatory diagram showing an example of a performance in which the rotation operation unit 302 is operated before the valid operation period in another example of the second attack performance pattern. [Figure 17] 11A and 11B are schematic diagrams showing other configuration examples of the pressing operation unit and the rotating operation unit. [Figure 18] FIG. 13 is an explanatory diagram showing an example of an attack effect that can be cancelled. [Figure 19] FIG. 13 is an explanatory diagram showing an example of an attack effect that can be cancelled. [Figure 20] FIG. 13 is an explanatory diagram showing an example of a presentation in which a strong boss is encountered in an exploration quest presentation. [Figure 21] FIG. 13 is an explanatory diagram showing an example of a presentation in which a strong boss is encountered in an exploration quest presentation. [Figure 22] 13 is an explanatory diagram showing an example of a presentation in which a character discovers a weak boss that is a rare animal in a search quest presentation. FIG. [Figure 23] FIG. 13 is an explanatory diagram showing another example of a search quest presentation. [Figure 24] FIG. 13 is an explanatory diagram showing an example of a presentation in which two selected characters are unable to discover a rare animal in a search quest presentation. [Diagram 25] FIG. 13 is an explanatory diagram showing another example of a search quest presentation. [Figure 26] FIG. 13 is an explanatory diagram showing another example of a search quest presentation. [Figure 27]This is another example of exploration quest presentation. [Figure 28] FIG. 13 is an explanatory diagram showing an example of the final battle reach of the game "Daruma-san ga Koronda." [Figure 29] FIG. 13 is an explanatory diagram showing an example of the final battle reach of the game "Daruma-san ga Koronda." [Diagram 30] FIG. 13 is an explanatory diagram showing an example of the chance game "Daruma-san ga koronda" ("Daruma-san ga koronda chance"). [Diagram 31] FIG. 13 is an explanatory diagram showing an example of a relay race performance. [Diagram 32] FIG. 13 is an explanatory diagram showing another example of a relay race performance. [Diagram 33] FIG. 13 is an explanatory diagram showing another example of a relay race performance. [Diagram 34] FIG. 13 is an explanatory diagram showing another example of a relay race performance. [Diagram 35] FIG. 13 is an explanatory diagram showing another example of a relay race performance. [Diagram 36] A figure showing another example of a relay station effect and a section breakthrough effect included in a relay performance. [Figure 37] FIG. 13 is an explanatory diagram showing another example of a relay race performance. [Figure 38] FIG. 13 is an explanatory diagram showing another example of a relay race performance. [Figure 39] A figure showing an example of the data structure of a fluctuation pattern table. [Diagram 40] A figure showing an example of a timing chart of the reach selection preview performance. [Diagram 41] An explanatory diagram showing an example of a reach selection preview performance. [Diagram 42] An explanatory diagram showing an example of a reach selection preview performance. [Diagram 43] An explanatory diagram showing another example of a reach selection preview performance. [Diagram 44] An explanatory diagram showing an example of a star change effect executed during a reach selection notice effect. [Diagram 45] A figure showing an example of a timing chart of the reach promotion announcement performance. [Diagram 46] An explanatory diagram showing an example of a reach promotion preview performance. [Figure 47] An explanatory diagram showing an example of a reach promotion preview performance. [Figure 48] A figure showing an example of a timing chart of a reach execution notice performance. [Figure 49] FIG. 13 is an explanatory diagram showing an example of a reach execution notice presentation. [Figure 50] FIG. 13 is an explanatory diagram showing an example of a reach execution notice presentation. [Figure 51] FIG. 13 is an explanatory diagram showing an example of a reach execution notice presentation. [Figure 52] An explanatory diagram showing an example of a presentation when no weapon is selected in the reach execution preview presentation. [Figure 53] A figure showing an example of the data configuration of a character equipment allocation table used in the reach execution preview performance. [Figure 54] FIG. 13 is an explanatory diagram showing an example of a couple presentation. [Figure 55] A figure showing an example of the data configuration of a pattern allocation table for determining the performance pattern of the smart ball croon performance. [Figure 56] FIG. 13 is an explanatory diagram showing an example of a smart ball croon performance. [Figure 57] FIG. 13 is an explanatory diagram showing an example of a smart ball croon performance. [Figure 58] FIG. 13 is an explanatory diagram showing an example of a performance in which a ball rotates on a crane in a smart ball crane performance. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] [1. Example of a Pachinko machine configuration] 1 is a front view showing an example of a schematic external appearance of a pachinko machine 1. The pachinko machine 1 is installed in an island facility (not shown) of a gaming hall. The pachinko machine 1 is equipped with a game board 5 having a game area 5a that is visible from the player's side and into which the player can shoot game balls and into which the game balls can flow down.

[0011] The game area 5a includes a general winning opening 2001, a first starting opening 2002, a gate unit 2003, a second starting opening 2004, and a large winning opening 2005. When a game ball enters the general winning opening 2001, a predetermined number of game balls (e.g., 5 balls) are dispensed. When a game ball enters the first starting opening 2002, a predetermined number of game balls (e.g., 4 balls) are dispensed and a first special lottery is executed. The first starting opening 2002 and the second starting opening 2004 are collectively referred to simply as starting openings.

[0012] When a gaming ball passes through the gate section 2003, a normal lottery is executed. When a winning ticket is awarded in the normal lottery, an opening / closing member (not shown) provided in the second starting hole 2004 opens for a predetermined time. A gaming ball can enter the second starting hole 2004 only when the opening / closing member is open. When a gaming ball enters the second starting hole 2004, a predetermined number of gaming balls (for example, one) are paid out, and a second special lottery, which is more advantageous to the player than the first special lottery, is executed. The first special lottery and the second special lottery are collectively referred to simply as special lotteries.

[0013] In the game area 5a, multiple obstacle nails (not shown) are planted in a predetermined gauge arrangement at appropriate positions on the front, and when the game ball hits the obstacle nails, the flow speed of the game ball is suppressed and various movements are given to the game ball, so that the movement can be enjoyed. In addition to the obstacle nails, the game area 5a is provided with a windmill (not shown) at an appropriate position that rotates when the game ball hits it.

[0014] When a jackpot is won in the first special lottery or the second special lottery, the game transitions to a jackpot game state, and the large prize opening 2005 opens. When a game ball enters the large prize opening 2005, a predetermined number of game balls (for example, 15 balls) are paid out. In the jackpot game state, the large prize opening 2005 is repeatedly opened and closed. In addition, the game area 5a is arranged to surround an area where game balls do not flow down, and an effect display device 1600 capable of displaying a predetermined effect image is arranged in the area where game balls do not flow down.

[0015] The pachinko machine 1 includes a pressing operation unit 303 and a rotation operation unit 302, which are each a presentation operation unit that can be operated by a player. The pressing operation unit 303 is an operation unit that can be pressed by the player. The rotation operation unit 302 is an annular operation unit arranged around the lower side of the pressing operation unit 303, and is an operation unit that can be rotated by the player. The rotation operation unit 302 can be rotated in one direction (for example, only clockwise) or in both directions (clockwise and counterclockwise). In addition, the rotation operation unit 302 includes a detection unit that can detect an operation by the player.

[0016] The pachinko machine 1 includes a handle unit 500 that can be operated by a player to shoot game balls stored in an upper tray (not shown) into a game area 5a. The handle unit 500 includes a handle lever, a handle touch sensor, and a shot stop button. When the handle touch sensor detects contact with the palm or fingers of the player and the handle rotates a predetermined amount or more, the game ball is shot out, and the more the handle rotates, the stronger the game ball is shot out. In addition, even if the handle touch sensor detects contact and the handle has rotated a predetermined amount or more, the game ball is not shot out if the shot stop button is operated.

[0017] Although not visible in Fig. 1, an outlet penetrating from front to back is formed at the lowest position in the play area 5a (behind the pressing operation unit 303 and the rotating operation unit 302). The game ball that flows down to the bottom end of the play area 5a is guided to the outlet and discharged to the rear side of the game board 5 through the outlet.

[0018] FIG. 2 is a block diagram showing the control configuration of the pachinko machine. As shown in the figure, the main control configuration of the pachinko machine 1 is composed of a main control board 1310 and a peripheral control board 1510 attached to the game board 5, and a payout control board 63 attached to the main body frame, and each of them is responsible for controlling. The main control board 1310 controls the game operation (progress of the game). The peripheral control board 1510 is equipped with a peripheral control unit 1511 that controls various effects during the game based on commands from the main control board 1310, and a performance display control unit 1512 that controls the display of performance images on the performance display device 1600 based on commands from the peripheral control unit 1511. The payout control board 63 is equipped with a payout control unit 633a that controls the payout of game balls, etc., and a launch control unit 633b that controls the launch of game balls by rotating the handle.

[0019] The main control board 1310 that controls the progress of the game is not shown in detail, but is equipped with a main control MPU, which is a microprocessor with built-in ROM for storing various processing programs and various commands and RAM for temporarily storing data, a main control I / O port as an input / output device (I / O device), a main control input circuit to which detection signals from various detection switches are input, a main control solenoid drive circuit for driving various solenoids, and a RAM clear switch for completely erasing information stored in the RAM built into the main control MPU. In addition to its built-in ROM and RAM, the main control MPU also has built-in watchdog timers for monitoring its operation (system) and functions for preventing fraud.

[0020] The main control MPU of the main control board 1310 receives detection signals from the first start port sensor 3052 which detects game balls received in the first start port 2002, the gate sensor 2801 which detects game balls which have passed through the gate section 2003, the second start port sensor 2401 which detects game balls received in the second start port 2004, the general prize port sensor 3051 which detects game balls received in the general prize port 2001, the special prize port sensor 2402 which detects game balls received in the special prize port 2005, the outlet sensor 3053 which detects game balls received in the outlet, and the magnetic sensor 2404 which detects illegal magnetism within the game area 5a, via the main control I / O port.

[0021] Based on these detection signals, the main control MPU outputs a control signal from the main control I / O port to the main control solenoid drive circuit, thereby outputting drive signals to the second start port solenoid 2415, the attacca solenoid 2418, etc., and outputs drive signals from the main control I / O port to the status indicator, normal pattern display, normal hold indicator, first special pattern display, first special hold number display, second special pattern display, second special hold number display, round indicator, etc. of the function display unit 1400.

[0022] The main control MPU transmits various information related to the game (game information) and various commands related to payout to the payout control board 63, and receives various commands related to the state of the pachinko machine 1 from the payout control board 63. Furthermore, the main control MPU transmits various commands related to the control of game presentation and various commands related to the state of the pachinko machine 1 to the peripheral control unit 1511 of the peripheral control board 1510 via the main control I / O port. When the main control MPU receives various commands related to the state of the pachinko machine 1 from the payout control board 63, it formats these various commands and transmits them to the peripheral control unit 1511.

[0023] The payout control board 63, which controls the payout of game balls, etc., is equipped with a payout control unit 633a that performs various controls related to payout, a launch control unit 633b that controls launch using the launch solenoid 542 and controls ball delivery using the ball delivery solenoid 145, an error LED indicator (not shown) that displays the status of the pachinko machine 1, an error release switch (not shown) for releasing the error displayed on the error LED indicator, and a ball removal switch for discharging the game balls in the ball tank (not shown), tank rail (not shown), ball guidance unit (not shown), and payout device (not shown) to the outside of the pachinko machine 1 during maintenance and starting the ball removal operation.

[0024] The dispensing control unit 633a, which performs various controls related to dispensing in the dispensing control board 63, is equipped with a dispensing control MPU, which is a microprocessor with built-in ROM for storing various processing programs and various commands and RAM for temporarily storing data, a dispensing control I / O port as an I / O device, an external WDT (external watchdog timer) for monitoring whether the dispensing control MPU is operating normally, a dispensing motor drive circuit for outputting a drive signal to the dispensing motor 584 of the dispensing device, and a dispensing control input circuit to which detection signals from various detection switches related to dispensing are input. In addition to the built-in ROM and RAM, the dispensing control MPU also has built-in functions for preventing fraud.

[0025] The payout control MPU of the payout control unit 633a receives various information regarding the game (game information) and various commands regarding payout from the main control board 1310 in a serial manner via the payout control I / O port, and inputs the operation signal (detection signal) of the RAM clear switch from the main control board 1310 via the payout control I / O port.In addition, it also inputs detection signals from the full tank detection sensor 154, the ball out detection sensor 574, and the payout detection sensor 591.

[0026] The detection signals from the ball cut detection sensor 574 of the ball guide unit and the dispensing detection sensor 591 of the dispensing device are input to the dispensing control input circuit and input to the dispensing control MPU via the dispensing control I / O port. Also, the detection signal from the full tank detection sensor 154 is input to the dispensing control input circuit and input to the dispensing control MPU via the dispensing control I / O port.

[0027] The payout control MPU outputs a drive signal for driving the payout motor 584 to the payout motor 584 via the payout control I / O, outputs a signal for displaying the status of the pachinko machine 1 on the error LED indicator to the error LED indicator via the payout control I / O port, transmits a command for indicating the status of the pachinko machine 1 to the main control board 1310 in a serial manner via the payout control I / O port, and outputs the number of game balls actually paid out to an external terminal via the payout control I / O port. This external terminal is connected to a hall computer installed on the gaming hall side. This hall computer monitors the player's play by grasping the number of game balls paid out by the pachinko machine 1 and game information of the pachinko machine 1.

[0028] The error LED indicator (not shown) is a segment indicator that displays alphanumeric characters, figures, etc. to indicate the status of the pachinko machine 1. There are strong errors that are reported by stopping the game, and weak errors that are reported while the game continues. An error detected by a shot ball sensor (not shown) that detects the game ball B shot into the game area 5a and an error detected by an illegal magnetism within the game area 5a are examples of strong errors. Examples of weak errors include a full tank error (an error indicating that the far cover unit is full of game balls B stored in the far cover unit based on a detection signal from a full tank detection sensor (not shown) provided in the far cover unit (not shown), which receives game balls that have been missed into the game area 5a and discharges them into the lower tray (not shown)), a ball out error (an error indicating that there are no game balls B in the payout device (not shown) based on a detection signal from a ball out detection sensor 574 installed in the payout device), and a counting switch error (an error indicating that there is a malfunction in the payout detection sensor 591, which is installed in the payout passage (not shown) in the payout device and detects game balls B).

[0029] The launch control unit 633b controls launch by the launch solenoid 542 and ball feeding by the ball feeding solenoid 145. The launch control unit 633b controls the launch solenoid 542 and the ball feeding solenoid 145 so that 100 game balls B are shot out toward the game area 5a per minute.

[0030] In the handle unit 500, the detection signals from the handle touch sensor 192, which detects whether the palm or fingers are touching the handle, and the shot stop button sensor 194, which detects whether the player wants to forcibly stop shooting the game ball, are input to the launch control input circuit and then input to the launch timing control circuit. The handle rotation detection sensor 189 detects the rotation position of the handle. The strength with which the game ball is shot toward the play area 5a is electrically adjusted according to the detected rotation position.

[0031] The peripheral control board 1510 is equipped with a peripheral control unit 1511 that controls the performance based on commands from the main control board 1310, and a performance display control unit 1512 that controls the drawing of the performance display device 1600 based on control data from this peripheral control unit 1511.

[0032] The peripheral control unit 1511, which controls the performance on the peripheral control board 1510, is equipped with a peripheral control MPU as a microprocessor (not shown in detail), a peripheral control ROM that stores various processing programs and various commands, a sound source IC that produces high-quality sound, and a sound ROM that stores sound information such as music, voice, and sound effects referenced by the sound source IC.

[0033] The peripheral control MPU has multiple built-in parallel I / O ports, serial I / O ports, etc., and when it receives various commands from the main control board 1310, it transmits game board side light emission data for outputting lighting signals, blinking signals, or gradation lighting signals to color LEDs, etc., provided on the decorative board 184 such as the game board 5 and door frames, etc., from the serial I / O port for the lamp drive board to the decorative board 184 based on these various commands, and transmits drive data for outputting drive signals to drive motors that operate various performance units to the drive motors of the game board 5 from the serial I / O port for the game board decoration drive board. It also transmits control data (display commands) indicating the screen to be displayed on the performance display device 1600 from the serial I / O port for the display control unit to the performance display control unit 1512, and outputs control signals (sound commands) for extracting sound information from the sound ROM to the sound source IC.

[0034] Furthermore, detection signals from the pressing detection sensor 381 of the pressing operation unit 303 and the rotation detection sensor 347 of the rotation operation unit 302 are input to the peripheral control MPU. Furthermore, the peripheral control MPU receives a signal (operation signal) from the performance display control unit 1512 notifying it that the performance display control unit 1512 is operating normally, and monitors the operation of the performance display control unit 1512 based on this operation signal.

[0035] The sound source IC extracts sound information from the sound ROM based on control data (sound commands) from the peripheral control MPU, and controls the playback of music, sound effects, and other sounds that match various performances from speakers 354 installed on the door frame, main body frame, etc.

[0036] In addition to the built-in WDT (watchdog timer) built into the peripheral control MPU, the peripheral control unit 1511 also has an external WDT (watchdog timer) (not shown), and the peripheral control MPU uses both the built-in WDT and the external WDT to diagnose whether its own system is running out of control.

[0037] The performance display control unit 1512 controls the drawing of the performance display device 1600. Although detailed illustration is omitted, the performance display control unit 1512 includes a display control MPU as a microprocessor, a display control ROM that stores various processing programs, various commands, and various data, a VDP (short for Video Display Processor) that controls the display of the performance display device 1600, an image ROM that stores various data of the screen displayed on the performance display device 1600, and an image RAM to which the various data stored in the image ROM is transferred and copied.

[0038] This display control MPU has a built-in parallel I / O port, serial I / O port, etc., and controls the VDP based on control data (display commands) from the peripheral control unit 1511 to control the drawing of the performance display device 1600. When the display control MPU is operating normally, it outputs an operation signal to that effect to the peripheral control unit 1511. The display control MPU also receives an execution signal from the VDP, and performs interrupt processing when the output of this execution signal is stopped every 16 ms.

[0039] Next, an example of control processing executed by the main control board 1310 (particularly the main control MPU) will be described. Fig. 3(a) is a flowchart showing the procedure of the control processing executed by the main control MPU of the main control board 1310 when the power to the pachinko machine 1 is turned on.

[0040] As shown in Fig. 3(a), the main control board 1310 according to this embodiment first initializes the data stored in various registers and the RAM built into the main control MPU (hereinafter referred to as the main control built-in RAM) as a process of step S1 on the condition that the RAM clear switch of the main control board 1310 has been operated. The RAM clear switch is provided on the rear side of the pachinko machine 1, and cannot be operated unless the main body frame 4 is opened. The RAM clear switch outputs a clear signal to the main control board 1310 in response to operation before a predetermined period (for example, 1 second) has elapsed since power was turned on, and if the main control MPU determines that a clear signal has been input when power is turned on, it executes an initialization process (step S1) to initialize the data stored in various registers and the main control built-in RAM.

[0041] Although not shown, in this example, when the power supply to the pachinko machine 1 is cut off, a backup process is executed to save information indicating the progress of the game (for example, various flags, etc.) in the main control built-in RAM. If the RAM clear switch is not operated when the power supply to the pachinko machine 1 is turned on, the information saved in the main control built-in RAM in the backup process is referenced without executing the initialization process (step S1), and a recovery process is executed to restore the state according to the information. Also, if the RAM clear switch is operated when the power supply to the pachinko machine 1 is turned on, the initialization process is executed without executing the recovery process, and the pachinko machine 1 is set to the initial state. Also, when the initialization process is executed, the game state is controlled to a non-time-saving state.

[0042] Next, in the process of step S2, the random number, which is a number updated within a predetermined numerical range, is updated. That is, the main control board 1310 according to this embodiment is provided with a random number counter that holds random numbers such as special random numbers (first special random number, second special random number) used in a lottery process for the display mode when the variable display of the special symbol is stopped, a variable random number used in a lottery process for a predetermined time (variable time) required for controlling the variable display of the special symbol, a reach random number used in a lottery process for whether or not a reach is to be made (whether or not a performance is to be executed) as a game performance executed by the performance display device 1600 in response to the variable display of the special symbol, a pattern random number (first pattern random number, second pattern random number) used in a lottery process for determining the type of jackpot when it is determined that a jackpot is to be obtained based on the special random number, and a random number (normal random number) used in a lottery process for the winning or losing of a winning that triggers the opening of the second starting hole 2004.

[0043] In this example, the reach random number is configured to be the same for the first special pattern and the second special pattern, that is, whether a start winning is made at the first start port 2002 or the second start port 2004, the reach random number is obtained from the same counter that updates the reach random number. However, the execution rate of the reach performance may be made different by obtaining the reach random number from a counter with a different range of random numbers that update the reach random number, or the execution rate of the reach performance may be made different by providing a first reach judgment table corresponding to the first special pattern and a second reach judgment table corresponding to the second special pattern, in which a judgment value different from that of the first reach judgment table is set, as reach judgment tables to be compared with the obtained reach random number.

[0044] In the process of step S2, only the random numbers (variable random numbers) that are not related to winning or losing are updated, and the random number counter is operated. After the processes of steps S1 and S2 are performed in this way, basically only the process of step S2 is repeated. However, in this embodiment, the following timer interrupt control is performed, for example, every 4 ms.

[0045] FIG. 3(b) is a flowchart showing the procedure of timer interrupt control periodically performed by the main control MPU of the main control board 1310.

[0046] As shown in FIG. 3(b), in this interrupt control, first, as the process of step S11, a register save process is performed. Next, as the process of step S12, detection signals are input from various sensors such as the gate sensor 2801, the first start opening sensor 3052, the second start opening sensor 2401, the first count sensor for detecting the game ball B received in the big winning opening 2005, the general winning opening sensor 3001, various magnetic sensors, etc. Then, as the process of step S13, a random number update process is performed to update the value of the random number counter that generates the random number. In addition, in the process of step S13, the random numbers (special random numbers, normal random numbers) related to the display mode when the variable display of the special pattern and the normal pattern is stopped are updated, and the counter operation of the random number counter is performed.

[0047] After the random number is updated in this way, the main control MPU of the main control board 1310 executes a special symbol process including a lottery process for the display mode when the variable display of the special symbol is stopped as a process of step S14. This special symbol process will be described later, but here, basically, the corresponding process is selectively executed based on the special symbol process flag (first special symbol process flag, second special symbol process flag) that indicates the progress of the game stored in the main control built-in RAM.

[0048] Next, the main control MPU of the main control board 1310 executes, as the process of step S15, a normal symbol process process including a lottery process related to the winning or losing of the winning which is the opening trigger of the second starting hole 2004. In addition, in this normal symbol process process, basically, the corresponding process is selectively executed according to the normal symbol process flag which indicates the progress of the game.

[0049] In addition, when the special symbol process processing (step S14) and the normal symbol process processing (step S15) are performed, the main control MPU of the main control board 1310 performs a process of transmitting the command set in a predetermined area of ​​the main control built-in RAM in the special symbol process processing to the peripheral control board 1510, etc., as a process of step S16. Next, in the process of step S17, a process of transmitting the command set in a predetermined area of ​​the main control built-in RAM in the normal symbol process processing to, for example, the peripheral control board 1510, etc.

[0050] Next, the main control MPU of the main control board 1310 performs an information output process in step S18, for example, to output data such as winning information to be supplied to a hall management computer.

[0051] Next, in step S19, the main control MPU of the main control board 1310 executes a prize ball process that outputs a payout control command to the payout control board 63 so that prize balls corresponding to the signals are paid out to the player when the detection signals of the first start hole sensor 3052, the second start hole sensor 2401, the first count sensor, the second count sensor, the general winning hole sensor 3051, and the like are in an on state. As a result, the payout control MPU mounted on the payout control board 63 outputs a drive signal to the payout motor 584 to pay out prize balls to the player. In this example, when game ball B enters the first start hole 2002 and the first start hole sensor 3052 turns on, "3 balls" are paid out to the player; when game ball B enters the second start hole 2004 and the second start hole sensor 2401 turns on, "1 ball" is paid out; when game ball B enters the special prize hole 2005 and the first count sensor turns on, "15 balls" are paid out; and when game ball B enters the general prize hole 2001 and the general prize hole sensor 3051 turns on, "8 balls" are paid out to the player.

[0052] The main control MPU of the main control board 1310 then executes a storage process in step S20 to check the increase or decrease in the number of reserved memories. Then, in step S21, it executes a test terminal process to output a test signal so that the control state of the pachinko machine 1 can be confirmed outside the gaming machine. After that, it controls the drive of the actuator that operates at all times (step S22), restores the contents of the register (step S23), and ends this control when the interruption permission state is set (step S24).

[0053] By the above control, in this embodiment, the game control process is started every 4 mS. In this embodiment, the game control process is executed by the timer interrupt process, but the interrupt process may only set a flag indicating that an interrupt has occurred. In this case, however, the game control process is executed by the main process.

[0054] Fig. 4 is a flow chart showing the procedure of the special symbol process (step S14). Now, if the random numbers used in various lottery processes are updated (step S13), as shown in Fig. 4, the main control MPU of the main control board 1310 first executes the start winning judgment process (S31).

[0055] An example of the start winning determination process will be described. When the main control MPU of the main control board 1310 detects the entry of a game ball into the first start hole 2002, it acquires from the random number counter a first special random number for determining the result of the first special lottery, a reach random number for determining whether a reach is executed, a first pattern random number, and a variable random number for determining a variable pattern. The main control MPU of the main control board 1310 updates the reserved memory number of first special random numbers in the main control built-in RAM, with a predetermined number (e.g., four) as the upper limit (in other words, if the reserved memory number has already reached the upper limit, the update process is not performed).

[0056] In addition, the main control MPU of the main control board 1310 may execute a performance pre-determination process to determine, based on the acquired first special random number, reach random number, first pattern random number, and variable random number, pre-determination information such as whether or not the display result of the first special pattern variable display is a jackpot, the type of jackpot if it is a jackpot, and if it is not a jackpot, whether to execute a reach performance as a game performance executed by the performance display device 1600, or the type of mode (type of variable pattern) of the game performance to be executed, before starting the variable display corresponding to the start winning.

[0057] In this pre-determination process, a pre-determination table (not shown) is compared with the acquired first special random number, first pattern random number, reach random number, and variable random number to determine in advance pre-determination information indicating whether or not a jackpot will be reached, the type of jackpot if a jackpot is reached, whether or not a reach presentation will be executed as a game presentation executed by the presentation display device 1600 if a jackpot is not reached, the type of game presentation to be executed, etc. The main control MPU of the main control board 1310 transmits a command that associates this pre-determination information with the value of the counter in the reserved memory (i.e., which reserved first special random number the pre-determination information corresponds to) to the peripheral control board 1510 before the variable display corresponding to the start winning is started (the start condition is satisfied), so that the peripheral control MPU of the peripheral control board 1510 can execute a so-called pre-reading presentation corresponding to the start winning before the variable display corresponding to the start winning is started (the start condition is satisfied).

[0058] The processing performed when the main control MPU of the main control board 1310 detects that a game ball has entered the second starting hole 2004 is similar to the processing performed when a game ball has entered the first starting hole 2002, although the random numbers and tables used for the judgment are different, so a description thereof will be omitted.

[0059] Following the start determination process in step S31, the main control MPU determines whether or not a jackpot execution flag indicating that control is being performed for a jackpot game is set (step S32), and if the jackpot execution flag is set, executes a jackpot control process (step S36) for controlling the jackpot game. In the jackpot control process, when the result of the lottery process (the result of the win determination and the content of the jackpot type) for the display mode when the variable display of the first special symbol or the second special symbol stops becomes a mode suggesting, for example, a "15R jackpot", a process is executed to control to a 15R jackpot game in which the opening and closing pattern is repeated 15 times after the jackpot winning hole 2005 is opened for a long time (for example, 28.5 seconds) or when it is detected that 10 game balls B have entered the jackpot winning hole 2005.

[0060] In the big win control process, after performing such opening control of the big win opening 2005, a process of setting a time-saving flag is executed. The time-saving flag is a flag indicating that the time-saving control (control executed in the time-saving state) is being executed, and is set when the big win game based on the time-saving controlled big win is ended after the big win game ends, and is reset by the first special symbol stop process described later or the second special symbol stop process of the second special symbol process described later.

[0061] In addition, if the jackpot execution flag is not set, the main control MPU executes a first special pattern process processing including a lottery process for the display mode when the varying display of the first special pattern stops, on condition that the value of the second special reserved number counter indicating the number of second special random numbers stored in the second special pattern reserved memory area is "0" (step S33) (step S34), and executes a second special pattern process processing including a lottery process for the display mode when the varying display of the second special pattern stops, on condition that the value of the second special reserved number counter indicating the number of second special random numbers stored in the second special pattern reserved memory area is not "0" (step S33) (step S35).

[0062] FIG. 5 is a flow chart showing the procedure of the first special symbol process (step S34). The first special symbol process executed in step S34 of the special symbol process and the second special symbol process executed in step S35 of the special symbol process are similar program modules, and only the random numbers and tables used for judgment are different, so here, only the first special symbol process executed in step S38 of the special symbol process will be described. In the first special symbol process, on the condition that the interval timer described later has timed out (YES in step S85), one of the following five process processes is selectively executed according to the above-mentioned first special symbol process flag. In addition, if the interval timer has not timed out (NO in step S85), the process ends without executing the following process.

[0063] 1. A first special symbol normal process (step S80) in which a first special random number stored in the main control built-in RAM is read and a lottery process for the display mode when the variable control of the first special symbol is stopped is performed based on the read first special random number.

[0064] 2. A first special symbol stop symbol setting process (step S81) in which a process of determining the display mode when the variable control of the first special symbol is stopped is performed based on the result of a lottery process regarding the display mode when the variable control of the first special symbol is stopped.

[0065] 3. A first variation pattern setting process (step S82) in which a lottery process is performed for the variation mode of the first special symbol displayed on the first special symbol display device of the function display unit 1400 based on the variation random number and the variation mode of the performance display executed in response to the first special symbol on the performance display device 1600. 4. A first special symbol variation process (step S83) in which the first special symbol display of the function display unit 1400 waits until the variation display of the first special symbol is stopped.

[0066] 5. A first special symbol stop process (step S84) for stopping the variable display of the first special symbol so that the mode at the time of stopping the variable control of the first special symbol determined based on the result of the lottery process for the display mode at the time of stopping the variable control of the first special symbol is displayed on the first special symbol display device of the function display unit 1400.

[0067] In addition, the first special symbol process flag is operated in the processing of the step S1 so as to indicate that the first special symbol normal processing (step S80) should be performed.

[0068] An example of the first special symbol normal processing (step S80) will be described. When the first special symbol process flag indicates that the first special symbol normal processing should be performed, if the counter value of the first special reserved number counter is 0 or more, the main control MPU of the main control board 1310 reads out random numbers (e.g., first special random number, first pattern random number, reach random number, variable random number) from the main control built-in RAM, subtracts 1 from the first special reserved number counter, and shifts random numbers (first special random number, first pattern random number, reach random number, variable random number) related to the display mode when the variable display of the first special symbol is stopped, stored in each storage area of ​​the first special symbol reserved storage area of ​​the main control built-in RAM, in a first-in first-out manner. Furthermore, the main control MPU of the main control board 1310 performs a winning judgment process, which is a lottery process for winning or losing the big win or small win, based on the first special random number of the read out first special symbol. Thereafter, when the first special symbol process flag is updated so that the process is shifted to the first special symbol stop symbol setting process (step S81), the first special symbol normal process is terminated.

[0069] In the hit determination process described above, the hit determination table stored in the main control built-in ROM is compared with the special random number (the first special random number read in the first special pattern normal processing when the first special pattern normal processing is being performed, and the second special random number read in the second special pattern normal processing when the second special pattern normal processing is being performed) to determine whether or not a big hit has been won, and the big hit flag is set according to the result of the determination. If a big hit has not been won, that is, if it is determined to be a miss, the reach determination table stored in the main control built-in ROM is compared with the read reach random number (the reach random number read in the first special pattern normal processing when the first special pattern normal processing is being performed, and the reach random number read in the second special pattern normal processing when the second special pattern normal processing is being performed) to determine whether or not to execute a reach, and if a reach is executed, the type of reach to execute, and the reach flag is set according to the result of the determination.

[0070] An example of the first special symbol stop symbol setting process (step S81) will be described. When the first special symbol process flag indicates that the first special symbol stop symbol setting process should be performed, the main control MPU of the main control board 1310 first determines the result of the lottery process of the display mode when the variable display of the first special symbol is stopped, that is, the result of the hit determination process, and determines the stopped big win symbol or the miss symbol based on the determination result. The main control MPU of the main control board 1310 transmits a determination result notification command indicating the lottery result (indicating the type of big win, small win, reach miss, or miss (may also indicate the mode of the stopped symbol of the first special symbol)) to the peripheral control board 1510, and updates the first special symbol process flag so that the process is transferred to the first variable pattern setting process (step S82).

[0071] An example of the first variation pattern setting process (step S82) will be described. When the first special symbol process flag indicates that the first variation pattern setting process should be performed, the main control MPU of the main control board 1310 selects a variation pattern table (not shown) at the time of a jackpot according to the type of the determined jackpot if the jackpot flag is set, selects a variation pattern table (not shown) at the time of a reach if the reach flag is set, and selects a variation pattern table (not shown) at the time of a miss if neither the jackpot flag nor the reach flag is set, that is, in the case of a normal miss (miss without the reach performance), selects a variation pattern table (not shown) at the time of a miss. Each variation pattern table is stored in the main control built-in ROM.

[0072] Then, the selected variation pattern table is compared with the variation random number read in the first special symbol normal processing to determine the variation pattern to be executed, and a variation pattern command is sent to notify the peripheral control board 1510 that the determined variation pattern is to be started, and the variation display of the first special symbol displayed on the first special symbol display of the function display unit 1400 is started (the start condition is established). In addition, the main control MPU sets the variation time set corresponding to the determined variation pattern in the variation timer. As a result, the variation display control of the first special symbol is performed on the first special symbol display of the function display unit 1400 for only the variation time determined in this way, and the performance control is performed on the performance display device 1600 in synchronization with the variation display of the special symbol.

[0073] In addition, in the fluctuation pattern table of this example, for example, the fluctuation time corresponding to the first special random number is set to 13 to 60 seconds in the non-time-saving state, and 4 to 60 seconds in the time-saving state, and similarly, the fluctuation time corresponding to the second special random number is set to 13 to 60 seconds in the non-time-saving state, and 2 to 60 seconds in the time-saving state.

[0074] When the variable display control of the first special symbol is started, it is determined whether or not the counter value of the time-saving counter, which sets the number of times the time-saving state continues, is "0", and if this counter value is not "0", the time-saving counter is counted down, and then it is further determined whether or not the counter value of the simultaneous time-saving counter is "0". If the counter value is "0", a time-saving end flag is set, which indicates that the time-saving control is to be ended.

[0075] If it is determined that the time-saving counter is not "0", this process is terminated when the above-mentioned first special pattern process flag is updated (step S155) so that the process is transferred to the above-mentioned first special pattern change process (step S83).

[0076] An example of the first special symbol variation process (step S83) will be described. When the first special symbol process flag indicates that the first special symbol variation process should be performed, the main control MPU of the main control board 1310 subtracts 1 from the variation timer in which the variation time according to the variation pattern determined in the lottery process for the variation pattern (step S82) is set. Then, when it is determined that the variation time timer is 0, that is, the lottery-selected variation time has elapsed, the first special symbol process flag is updated so that the process is shifted to the first special symbol stop process (step S84).

[0077] An example of the first special symbol stop processing (step S84) will be described. When the first special symbol process flag indicates that the first special symbol stop processing should be performed, the main control MPU of the main control board 1310 first performs display control to display the stop symbol determined in the first special symbol stop symbol setting processing on the first special symbol display of the function display unit 1400, and transmits a stop display command to the peripheral control board 1510 to instruct the performance display device 1600 to derive and display the display result of the decorative symbol corresponding to the stop symbol of the first special symbol.

[0078] Next, when the time-saving end flag is set, the main control MPU of the main control board 1310 resets the time-saving end flag and also resets the time-saving flag. As a result, when the variable display of the special symbols (first special symbol, second special symbol) is executed a predetermined number of times (for example, 100 times), the time-saving control is terminated and control of the non-time-saving state is started.

[0079] In the time-saving state, in order to make the game ball B enter the second starting hole 2004, an instruction recommending a so-called right hit (hereinafter also referred to as a right hit instruction) is executed using the performance display device 1600 and the speaker 354, etc. As described above, when a predetermined number of special symbol variations are completed after the start of the time-saving state, the time-saving state ends, and the state returns to the normal state (non-time-saving state). When the state returns to the normal state, the right hit instruction ends, and an instruction recommending a so-called left hit (hereinafter also referred to as a left hit instruction) is executed using the performance display device 1600 and the speaker 354, etc., in order to make the game ball B enter the first starting hole 2002.

[0080] For example, if the number of time-saving cycles is 100 (i.e., the time-saving state ends when 100 special pattern variations have been completed since the time-saving state began), then, for example, by inserting game ball B into second starting hole 2004 during the 100th variation from the start of the time-saving state (i.e., the final variation of the time-saving state), up to four second special pattern variations can be executed in the normal state after the time-saving state ends.

[0081] In other words, after the time-saving state ends, although the second special pattern change (which can mainly be executed during the time-saving state) is executed, the state is still normal, so a state occurs in which a left-hit instruction is executed, which is a different hitting method from that during the time-saving state.

[0082] In addition, when the jackpot variation of the second special pattern variation ends, the jackpot game begins, and during the jackpot game, a right-hit instruction is executed in the same way as during the time-saving state in order to cause the game ball to enter the jackpot opening.

[0083] In addition, when a right hit is performed in the normal state after the time-saving has ended, a lottery that is advantageous to the player and different from the special lottery such as the normal lottery in which the game ball B passes through the gate unit 2003 can be entered. However, since the probability of winning in the normal lottery is extremely low (or zero), it is difficult for the game ball B to enter the second starting hole 2004, and compared with the case of a left hit, there are fewer opportunities to enter the special lottery, that is, the probability of winning a jackpot is lower. In this way, when a right hit is performed in a situation where a left hit is required (specifically, for example, when a predetermined number of game balls pass through the gate unit 2003 within a predetermined time), a left hit warning effect is executed to warn the player to hit left. The left hit warning effect is an effect that does not appear in a situation where a right hit is required, such as in the time-saving state or during a jackpot game.

[0084] In addition, the main control MPU of the main control board 1310 judges whether the jackpot flag is set, and when it judges that the jackpot flag is set, it sets a jackpot start command indicating that a jackpot game corresponding to the type of jackpot is to be started, sets the waiting time until the jackpot game starts (the time to display the jackpot game start) in the interval timer, and further sets the jackpot execution flag and the time reduction flag, and updates the first special symbol process flag so that the process is shifted to the first special symbol normal processing, which is the initial value. In addition, when the main control MPU of the main control board 1310 judges that the jackpot flag is not set, it updates the first special symbol process flag so that the process is shifted to the first special symbol normal processing, which is the initial value, without executing the above-mentioned processing.

[0085] 6 is a flow chart showing the procedure of the jackpot control process (step S40). In the jackpot control process, one of the following three processes is selectively executed according to the jackpot process flag.

[0086] 1. A pre-opening process (step S91) for waiting until the peripheral control board 1510 notifies the player that the game will move to the jackpot game based on the fact that the state of the special symbols (first special symbol, second special symbol) when the variable display stops has become a jackpot symbol, or until the next round starts.

[0087] 2. A process for controlling the large prize opening 2005 to an open state based on the fact that the mode of the special symbol when the variable display has stopped has become a big win symbol, or based on the fact that the next round is about to start, and for closing the large prize opening 2005 after it has been opened for a long time (for example, 28.5 seconds) or when the first count sensor or the second count sensor detects that 10 game balls B have entered the large prize opening 2005 (step S92).

[0088] 3. A post-opening process of waiting until the peripheral control board 1510 notifies the player that the jackpot game has ended when all rounds have ended (step S93)

[0089] In addition, the jackpot process flag is operated in the process of step S1 (see FIG. 3) to indicate that the pre-opening process (step S91) of the jackpot opening should be performed. In addition, in the process during opening of the jackpot opening (step S92), at the start of a round in which the jackpot opening 2005 is controlled to be in an open state, a jackpot round start command corresponding to the number of rounds is set, and at the end of a round in which the jackpot opening 2005 is controlled to be in a closed state, a jackpot round end command corresponding to the number of rounds is set. In addition, the jackpot round start command and the jackpot round end command are commands transmitted to the peripheral control board 1510, and the performance of the jackpot game corresponding to the number of rounds instructed by the jackpot round start command and the jackpot round end command is executed by the performance display device 1600, the lamp / LED, the speaker 354, etc.

[0090] FIG. 7 is a flowchart showing the procedure of the normal symbol process (step S15).

[0091] Now, in the processing of step S801, if it is determined that the detection signal from the gate sensor 2801 is in the on state and that game ball B has passed through the gate section 2003, then, as the processing of step S802, the main control MPU of the main control board 1310 first executes gate section passing processing, such as obtaining a normal random number for a normal pattern from the random number counter and storing this in the normal pattern reserved memory area of ​​the RAM.

[0092] Next, in the normal symbol process, one of the following five processes is selectively executed depending on the normal symbol process flag.

[0093] 1. A normal random number stored in the RAM of the main control MPU is read, and a lottery process for the display mode when the variable control of the normal pattern is stopped is performed based on the read normal random number (step S803).

[0094] 2. A normal symbol variation pattern determination process (step S804) in which a lottery process is performed on the variation mode (variation time) of the normal symbol displayed on the normal symbol display device of the function display unit 1400 based on the normal symbol variation random number. 3. A normal symbol variation process that waits until the variable display of the normal symbol on the normal symbol display device of the function display unit 1400 is stopped (step S805)

[0095] 4. A normal pattern stop process (step S806) for stopping the variable display of the normal pattern so that the display mode at the time of stopping the variable control of the normal pattern determined based on the result of the lottery process for the display mode at the time of stopping the variable control of the normal pattern is displayed on the normal pattern display device of the function display unit 1400.

[0096] 5. When the result of the lottery process regarding the state when the variable control of the normal pattern is stopped indicates a state that suggests a "normal pattern hit", a process for controlling the reception of the game ball B into the second starting hole 2004 is executed (step S807).

[0097] In addition, the normal symbol process flag is operated in the processing of the above-mentioned step S1 so as to indicate that the normal symbol normal processing (step S803) should be performed.

[0098] An example of the gate passage process (S802) will be described. If it is determined that the detection signal from the gate sensor 2801 is in an ON state and that a game ball has passed through the gate 2003, the normal random number and the normal variable random number are obtained from the random number counter, and the main control MPU of the main control board 1310 updates the reserved memory of the normal random number in the main control built-in RAM with a predetermined number (for example, 4) as the upper limit (that is, if the number of reserved memories has already reached the upper limit, the update process is not performed). Then, the normal symbol process flag is updated so that the process is shifted to the normal symbol normal process (step S803).

[0099] An example of the normal pattern normal processing (S803) will be described. When the normal pattern process flag indicates that the normal pattern normal processing should be performed, the main control MPU of the main control board 1310 judges whether there is a variable display control of the normal pattern in the reserved state based on the counter value of the counter of the normal reserved memory. As a result, if it is judged that there is a variable display control of the normal pattern in the reserved state, the random number stored in the first memory area of ​​the random numbers (for example, normal random numbers, normal pattern variable random numbers) related to the display mode of the normal pattern stored in the normal pattern reserved memory area of ​​the RAM of the main control MPU is read from the same RAM. Then, the count of the normal reserved number counter is subtracted by 1, and the random numbers (normal random numbers, normal pattern variable random numbers) related to the display mode at the time of stopping the variable display of the normal pattern stored in each memory area of ​​the normal reserved memory area of ​​the RAM of the main control MPU are shifted in a first-in first-out manner.

[0100] Next, the main control MPU of the main control board 1310 compares the read normal random number with the normal winning judgment table stored in the main control built-in ROM, and judges whether it is a normal winning. If it is judged to be a normal winning, it sets a normal winning flag indicating that the fluctuation has won a normal winning, and determines the normal winning pattern as the pattern when the fluctuation control of the normal pattern stops (the stopping pattern of the normal pattern). On the other hand, if it is judged not to be a normal winning, it determines the normal losing pattern as the pattern when the fluctuation control of the normal pattern stops (the stopping pattern of the normal pattern).

[0101] After the lottery process for the normal symbols has been carried out in this manner, a normal symbol determination result notification command corresponding to the lottery results (indicating either a normal symbol win or a loss) is sent to the peripheral control board 1510, and the normal symbol process flag is updated so that the process transitions to the normal symbol variation pattern determination process (step S804).

[0102] An example of the normal symbol variation pattern determination process (step S804) will be described. When the normal symbol process flag indicates that the normal symbol variation pattern determination process should be performed, if the time-saving flag is set, the main control MPU of the main control board 1310 compares the normal symbol variation pattern determination table during time-saving stored in the main control built-in ROM with the normal random number read in the normal symbol normal process, and if the time-saving flag is set, compares the normal symbol variation pattern determination table during non-time-saving stored in the main control built-in ROM with the normal random number read in the normal symbol normal process to determine the normal symbol variation pattern (normal symbol variation pattern) to be executed. The main control MPU of the main control board 1310 sets a normal symbol variation pattern command that notifies the peripheral control board 1510 of the start of normal symbol variation in the determined normal symbol variation pattern, and starts the normal symbol variation display displayed on the normal symbol display of the function display unit 1400 (start condition is established).

[0103] In addition, when the main control MPU determines the normal pattern change pattern, it sets the normal pattern change time corresponding to this determined normal pattern change pattern in the normal pattern change timer. As a result, the performance control is performed on the normal pattern display of the function display unit 1400 (the change display of the normal pattern in the normal pattern display) for the normal pattern change time corresponding to the determined normal pattern change pattern.

[0104] In addition, in the normal pattern variation pattern determination table during non-time-saving in this example, the normal pattern variation time is set to, for example, 20 seconds. On the other hand, in the normal pattern variation pattern determination table during time-saving in this example, the normal pattern variation time is set to, for example, 0.8 seconds so that the normal pattern variation time is shorter than that in the normal pattern variation pattern determination table during non-time-saving. The normal pattern variation pattern determination table is stored in the ROM of the main control MPU.

[0105] In addition, when the variable display control of the normal symbol is started, this process is terminated at the point when the above-mentioned normal symbol process flag is updated so that the process is shifted to the above-mentioned normal symbol variable processing (step S805).

[0106] An example of the normal symbol variation process (step S805) will be described. When the normal symbol process flag indicates that the normal symbol variation process should be performed, the main control MPU of the main control board 1310 subtracts 1 from the normal symbol variation timer in which the normal symbol variation time is set. Then, when the normal symbol variation time timer is 0, that is, when it is determined that the normal symbol variation time has elapsed, the normal symbol process flag is updated so that the process is shifted to the first special symbol stop process (step S806).

[0107] An example of the normal symbol stop processing (step S806) will be described. When the normal symbol process flag indicates that the normal symbol stop processing should be performed, the main control MPU of the main control board 1310 performs display control to display the normal symbol stop pattern determined in the normal symbol normal processing on the normal symbol display of the function display unit 1400, and transmits a normal symbol stop display command to the peripheral control board 1510 to notify the derived display of the first special symbol stop pattern.

[0108] Next, when the normal winning flag is set, the opening pattern of the second start hole 2004 according to the current game state is set using the opening pattern table for normal winning stored in the main control built-in ROM. Specifically, if the second start hole 2004 is controlled to a non-time-saving state when the opening starts, when a lottery result indicating a normal winning is obtained by a lottery based on a normal random number, the opening hole solenoid 2514 for opening and closing the second start hole 2004 is turned on to execute opening pattern A in which the second start hole 2004 opens and closes in a short opening mode (for example, 0.05 seconds). As a result, when opening pattern A is executed as the opening pattern of the second start hole 2004, the time for the second start hole 2004 to open is short, and it is difficult to enter a game ball when the second start hole 2004 is in an open state. In other words, even if the second start hole 2004 is opened and closed in a non-time-saving state, almost no game balls enter the hole.

[0109] On the other hand, if the second starting hole 2004 is controlled to the time-saving state when it starts to open, when the lottery result based on the normal random number results in a normal winning lottery, the start hole solenoid 2514 that opens and closes the second starting hole 2004 is turned on to execute opening pattern B in which the second starting hole 2004 opens and closes in a long opening mode (for example, 1.5 seconds). As a result, when opening pattern B is executed as the opening pattern of the second starting hole 2004, the second starting hole 2004 opens for a long time, and the game ball can enter the hole when the second starting hole 2004 is in the open state.

[0110] When the opening pattern of the second start hole 2004 is set, a normal symbol win start command indicating that a normal symbol win game is to be started is set, and the normal symbol process flag is updated so that the process is transferred to the normal electric role opening process. The normal symbol win start command is a command sent to the peripheral control board 1510, and the performance of the normal symbol win game according to the type of normal symbol win instructed by the normal symbol win start command can be executed by the performance display device 1600, lamps, LEDs, speaker 354, etc.

[0111] In addition, if the normal symbol hit flag is not set, the main control MPU of the main control board 1310 updates the normal symbol process flag so that the process is shifted to the normal symbol normal processing, which is the initial value, without executing the above-mentioned processing.

[0112] An example of the normal electric accessory opening process (step S807) will be described. If it is determined that the second starting hole 2004 is in an open state, if a predetermined time (the opening time of the second starting hole 2004 in the set opening pattern) has elapsed since the second starting hole 2004 was controlled to be in an open state, the main control MPU of the main control board 1310 turns off the starting hole solenoid 2514 that opens and closes the second starting hole 2004, and ends this process when the second starting hole 2004 is controlled to be in a closed state.

[0113] In addition, if it is determined that the second starting port 2004 is in a closed state, the main control MPU of the main control board 1310 ends this processing when, if it is the timing to open the second starting port 2004, it turns on the starting port solenoid 2514, which opens and closes the second starting port 2004, and controls the second starting port 2004 to an open state.

[0114] Also, if it is not the timing to open the second start hole 2004, the main control MPU of the main control board 1310 sets a normal winning end command when the number of times the second start hole 2004 is opened reaches a predetermined number (the number of times the second start hole 2004 is opened in the set opening pattern). Then, this process ends when the normal symbol process flag is updated so that the process is transferred to the normal symbol normal processing, which is the initial value. The normal winning end command is sent to the peripheral control board 1510, and when the peripheral control board 1510 receives the normal winning end command, it can end the performance of the normal winning game being executed by the performance display device 1600, lamps, LEDs, speaker 354, etc.

[0115] Next, a description will be given of the processing executed by the peripheral control MPU mounted on the peripheral control board 1510. Fig. 8 is a flowchart showing the processing procedure for the control performed by the peripheral control MPU mounted on the peripheral control board 1510 when the power is turned on to the pachinko machine 1.

[0116] When power supply to the pachinko machine 1 is started, the peripheral control MPU performs an initial setting process (step S501). This initial setting process includes processes such as clearing the RAM built into the peripheral control MPU mounted on the peripheral control board 1510. Note that interrupts are prohibited during this initial setting process, and are permitted after the initial setting process. When the initial setting process (step S501) ends, a loop process is started to monitor whether or not the 16 ms elapsed flag T has been set (step S502).

[0117] In this embodiment, the peripheral control MPU generates an interrupt every 2 ms and executes the 2 ms steady process. In the 2 ms steady process, a process is executed to count up the 16 ms progress monitoring counter (add 1 to the 16 ms progress monitoring counter), and when the value of the 16 ms progress monitoring counter reaches 8, that is, when 16 ms has elapsed, a 16 ms progress flag T is set and the 16 ms progress monitoring counter is reset (set to 0). In this way, the 16 ms progress flag T is set to "1" every 16 ms in the 2 ms steady process, and is normally set to "0". When the 16 ms progress flag is set in step S502 (the 16 ms progress flag T is "1"), the 16 ms progress flag is reset (step S503), and then the 16 ms steady process is executed (step S504).

[0118] In this 16 ms steady-state processing, processing is executed to control the performance display device 1600, lamps / LEDs, speaker 354, etc., based on commands received from the main control board 1310. When the 16 ms steady-state processing ends, the process returns to step S502, and the above-mentioned steps S503 to S504 are repeated every time the 16 ms elapsed flag T is set, that is, every 16 ms. On the other hand, when the 16 ms elapsed flag T is not set in step S502 (the 16 ms elapsed flag T is "0"), loop processing is executed until the 16 ms elapsed flag T is set.

[0119] 9 is a flow chart showing an example of 16 ms steady-state processing executed every 16 ms in the sub-main processing. In the 16 ms steady-state processing, the peripheral control MPU executes the processes of steps S601 to S606. In the command analysis process of step S601, the command received from the main control board 1310 is analyzed. In the performance control process of step S602, control processing related to the performance display device 1600 is executed based on the reception of the fluctuation pattern command transmitted by being set in the fluctuation pattern setting process (first fluctuation pattern setting process and second fluctuation pattern setting process).

[0120] Furthermore, in the sound control process of step S603, control processes related to the speaker 354 provided in the pachinko machine 1 are executed. In the lamp control process of step S604, control processes related to the lamps and LEDs provided in the pachinko machine 1 are executed. In the information output process of step S605, processes such as sending lamp and LED lighting signals to the various decorative boards 184, 273, etc. are executed. In the random number update process of step S606, processes are executed to update the random numbers used for various settings in the performance control process (step S602).

[0121] The processing of steps S601 to S606 in the 16mS steady processing is completed within 16mS. Even if it takes more than 16mS from the start of the 16mS steady processing to the end of the 16mS steady processing, the 16mS steady processing is not executed from the beginning (from the command analysis processing of step S601) immediately after 16mS has elapsed since the start of the 16mS steady processing. In other words, when 16mS has elapsed during the execution of the 16mS steady processing, only the 16mS elapse flag is set, and the 16mS steady processing is started when it is determined in step S502 that the 16mS elapse flag has been set after the end of the 16mS steady processing.

[0122] In addition, in this embodiment, the random numbers are updated by executing the random number update process (step S606) in the 16 ms steady process, but the timing of updating the random numbers is not limited to this. For example, the random numbers may be updated in either or both of the loop process in the sub-main process and the 16 ms steady process.

[0123] 10 is a flow chart showing an example of the performance control process (step S602). In the performance control process, the peripheral control MPU selectively executes one of the following five processes according to a performance process flag indicating the progress of the game stored in the peripheral control MPU of the peripheral control board 1510.

[0124] 1. After performing a process of controlling the performance display device 1600, the LED, the speaker 354, etc. based on the variation pattern command (the first variation pattern command indicating the variation pattern of the first special pattern, the second variation pattern command indicating the variation pattern of the second special pattern) that indicates the variation pattern of the special patterns (first special pattern, second special pattern) analyzed in the command analysis process, a variation performance start process (step S711) that changes the performance process flag to a value corresponding to the variation performance process

[0125] 2. A process during variable performance (step S712) in which the elapsed time from the start of control of the performance display device 1600, the LED, the speaker 354, etc. is measured, and a process for controlling the performance display device 1600, the LED, the speaker 354, etc. is performed according to the elapsed time, and the above-mentioned performance process flag is changed to a value according to the variable end process according to the variable time according to the variable pattern of the special pattern (first special pattern, second special pattern) has elapsed.

[0126] 3. A process for deriving and displaying a predetermined display result based on the reception of a stop display command instructing the stopping of the variable display of the special symbols (first special symbol, second special symbol), and if it is a miss, the above-mentioned performance process flag is changed to a value corresponding to the variable performance start process, if it is a big hit, it is changed to a value corresponding to the big hit performance process, and if it is a small hit, it is changed to a value corresponding to the small hit performance process (step S713)

[0127] 4. A jackpot performance process (step S714) in which a process is performed to execute display control during a jackpot game on the performance display device 1600 based on the reception of a jackpot start command instructing the start of a jackpot game, and the performance process flag is changed to a value corresponding to the variable performance start process when the jackpot game ends.

[0128] By the above processing, the decorative pattern variation display is executed on the performance display device 1600 in synchronization with the variation display of the special patterns (first special pattern, second special pattern) executed on the special pattern display device (first special pattern display device of the function display unit 1400, second special pattern display device of the function display unit 1400). If the special pattern variation is not executed for a predetermined time, the performance display device 1600 displays a demo screen (a predetermined video including the characters and story that appear in the performance of the pachinko machine 1, an explanation of the performance, the model name, and the manufacturer name, etc.) indicating that the machine is in a waiting state.

[0129] [2. Attack performance] 11 and 12 are explanatory diagrams showing an example of a performance when an effective operation period for an attack performance (a period in which a predetermined operation on a predetermined operation unit is detected during the period, or a period that ends when a predetermined time has passed since the start of the period) occurs, and an operation for launching an attack is performed during the effective operation period. The attack performance is a performance that is executed, for example, before the start of a reach performance during a fluctuation in which a reach performance is executed, or during a fluctuation in which a reach performance is not executed. The attack performance is a performance that is executed, for example, when a start winning is made at the first start port 2002 or the second start port 2004, and a jackpot flag is set, and when a reach flag is set, regardless of which fluctuation pattern is selected, and is executed when a start winning is made at the first start port 2002 or the second start port 2004, and neither the jackpot flag nor the reach flag is set, when a predetermined fluctuation pattern is selected.

[0130] In an attack performance, an effective operation period occurs, and when a predetermined operation is performed on a predetermined operation unit during the effective operation period, an ally character (a white character in the figure) launches an attack of either a punch or a kick against an enemy character (a character with diagonal lines in the figure), and if the attack hits the enemy character, it progresses to a reach performance, and if the enemy character avoids the attack, it does not progress to a reach performance, and the decorative pattern stops with a miss combination and the ongoing variation ends. Note that, for example, when a variation pattern in which a reach is executed is selected, the allocation in which an ally character executes a punch performance in an attack performance is smaller than the allocation in which an ally character executes a kick performance (for example, the allocation in which a punch is executed is 1 / 3 of the allocation in which a kick is executed), and when a variation pattern in which a reach is not executed is selected, the allocation in which an ally character executes a punch performance in an attack performance is larger than the allocation in which an ally character executes a kick performance (for example, the allocation in which a punch is executed is 3 times the allocation in which a kick is executed).

[0131] It should be noted that the first performance pattern performed when an attack performance is being performed encourages operation of the pressure operation unit 303 (e.g., pressing (so-called single press)), and the second performance pattern performed when an attack performance is being performed encourages continuous operation of the rotation operation unit 302 (e.g., rotation, which is an operation different from pressing (so-called single press) which is the operation of the pressure operation unit 303, continued by a predetermined amount for a predetermined period of time or more).

[0132] In this example, the rotation operation unit 302 can be rotated clockwise within a range of up to 360 degrees (for example, when it is rotated clockwise 360 ​​degrees, a stopper is activated so that it cannot be rotated further clockwise), and one step of rotation clockwise rotates 10 degrees, so that it can be rotated a maximum of 36 steps. The rotation detection sensor 347 provided in the rotation operation unit 302 detects the amount of rotation of the rotation operation unit 302 (how many steps it has been rotated). The range of clockwise rotation from the initial position of the rotation operation unit 302 does not have to be the above-mentioned 360 degrees, and may be any value between 45 degrees and 360 degrees, for example.

[0133] In the figure, the effects branch into the upper and lower sections, but the effects before the branching are common to both the first and second performance patterns, the effects written in the upper section after the branching are the first performance pattern, and the effects written in the lower section after the branching are the second performance pattern.

[0134] In the first performance pattern, an operation effective period of the pressing operation unit 303 occurs. When the pressing detection sensor 381 provided in the pressing operation unit 303 changes from an off state to an on state during the operation effective period, the operation period ends, and as a post-operation performance corresponding to the operation, a reach suggestion performance in which a friendly character attacks an enemy character (a performance in which the rate at which a reach is executed differs depending on whether a punch or a kick appears) and a performance in which an attack hits the enemy character or is avoided by the enemy character are executed.

[0135] In the second effect pattern, an effective operation period of the rotation operation unit 302 occurs. During the effective operation period, when the rotation detection sensor 347 of the rotation operation unit 302 detects a right rotation of a predetermined amount or more (hereinafter, 5 steps or more) from the initial position, an effect in which the ally character is surrounded by an aura is executed as an in-operation effect corresponding to the operation. This in-operation effect in which the ally character is surrounded by an aura continues to be executed while a right rotation of 5 steps or more of the rotation operation unit 302 is detected during the effective operation period of the rotation operation unit 302.

[0136] Furthermore, in the second presentation pattern, if the rotation operation unit 302 continues to rotate right for 3 seconds or more for 5 steps during the operation valid period of the rotation operation unit 302, the operation valid period ends, and as post-operation presentations, a reach suggestion presentation in which the ally character attacks the enemy character (presentation in which the expectation of the reach being executed differs depending on whether a punch or kick appears) and a presentation in which the attack hits the enemy character or is avoided by the enemy character are executed. In the first presentation pattern, if the pressing detection sensor 381 changes from an off state to an on state during the operation valid period of the pressing operation unit 303, the operation valid period ends, and in the second presentation pattern, if the rotation operation unit 302 continues to rotate right for 3 seconds during the operation valid period of the rotation operation unit 302, the operation valid period ends. In other words, the operation for ending the operation valid period is different between the first presentation pattern and the second presentation pattern. In the second presentation pattern, the conditions for the valid operation period to end and the post-operation presentation to be executed may be, for example, that the operation of the rotation operation unit 302 continues continuously for a predetermined time during the valid operation period regardless of the amount of rotation, that the rotation operation unit 302 is operated by a rotation amount of five steps or more or for a predetermined time in total regardless of the amount of rotation during the valid operation period, or that the rotation amount of the rotation operation unit 302 reaches a predetermined step (for example, 36 steps, which is the maximum amount of rotation) during the valid operation period.

[0137] The effective operation period of the pressing operation unit 303 in the first performance pattern and the effective operation period of the rotating operation unit 302 in the second performance pattern are both 10 seconds. The effective operation period of the pressing operation unit 303 in the first performance pattern may be longer or shorter than the effective operation period of the rotating operation unit 302 in the second performance pattern. However, since the operation required for the operation to cause the post-operation performance in the second performance pattern (continuing the right rotation of the rotating operation unit 302 for 5 steps or more for 3 seconds during the effective operation period of the rotating operation unit 302) is longer than the operation to cause the post-operation performance in the first performance pattern (changing the pressing detection sensor 381 from the off state to the on state during the effective operation period of the pressing operation unit 303), it is desirable that the effective operation period of the rotating operation unit 302 in the second performance pattern is longer than the effective operation period of the pressing operation unit 303 in the first performance pattern.

[0138] FIG. 11(A) shows a state where all the decorative symbols have changed and an attack performance has started. In FIG. 11(A), a message is displayed on the performance display device 1600 indicating that if the punch of the ally character hits the enemy character, it is a chance. The decorative symbols are a number of rows of symbols that are displayed on the performance display device 1600 and indicate the result of a special lottery. The decorative symbols are, for example, three rows of a left decorative symbol, a center decorative symbol, and a right decorative symbol. The three rows of decorative symbols start to change when the special symbol change starts, and then, for example, the left decorative symbol, the right decorative symbol, and the center decorative symbol are stopped and displayed in that order. When all the decorative symbol rows are stopped and displayed, the result of the special lottery is shown to the player by the combination of the decorative symbols that are stopped and displayed. When the attack of the ally character hits the enemy character in the attack performance, the decorative symbols form a reach after the attack performance ends, and the reach performance is executed. A state in which a decorative pattern reach has been formed is a state in which all of the decorative patterns in multiple rows (for example, three rows of left decorative pattern, middle decorative pattern, and right decorative pattern) except for one decorative pattern (for example, the middle decorative pattern) stop in the same display mode (for example, the left decorative pattern and the right decorative pattern are the same pattern) (however, this is a so-called temporary stop state in which they appear to be stopped even though they are slightly shaking up and down), and the one decorative pattern in question is fluctuating.

[0139] In Figure 11 (A), the valid operation period for the press operation unit 303 and the rotation operation unit 302 has not started (the player does not know whether a first presentation pattern will be executed in which operation of the press operation unit 303 is required during the valid operation period, as in the presentation from Figure 11 (C) onwards, or a second presentation pattern will be executed in which rotation of the rotation operation unit 302 is required during the valid operation period, as in the presentation from Figure 11 (C') onwards), and the player has not yet operated the press operation unit 303 or the rotation operation unit 302.

[0140] In Fig. 11(B), a friendly character and an enemy character are displayed on the performance display device 1600, and a line suggesting that the friendly character will soon attack is further displayed on the performance display device 1600. In Fig. 11(B), the effective operation period of the pressing operation unit 303 and the rotating operation unit 302 has not yet started, and the player has not yet operated the pressing operation unit 303 and the rotating operation unit 302. In addition, the player does not know whether the first performance pattern or the second performance pattern will be executed.

[0141] After FIG. 11(B), if it is determined that the first presentation pattern is to be executed, the presentation transitions to that of FIG. 11(C) or later, and if it is determined that the second presentation pattern is to be executed, the presentation transitions to that of FIG. 11(C') or later. First, a case where the presentation transitions to that of FIG. 11(C) (where it is determined that the first presentation pattern is to be executed) will be described. Following FIG. 11(B), in FIG. 11(C), the operation valid period of the pressing operation unit 303 starts, and a gauge 1603 indicating the remaining time of the operation valid period and a display prompting the operation of the pressing operation unit 303 (an image imitating the pressing operation unit 303 and a message saying "Press!") are displayed on the presentation display device 1600. In FIG. 11(C), the player has not yet operated the pressing operation unit 303.

[0142] In FIG. 12(D), the effective operation period of the pressing operation unit 303 is progressing, and the remaining time of the effective operation period indicated by the gauge 1603 is decreasing, but the player has not yet operated the pressing operation unit 303.

[0143] Fig. 12(E) shows a state where the player operates the pressing operation unit 303 during the valid operation period (the pressing operation unit 303 is pressed in by a height tmax from the initial position of the pressing operation unit 303 before Fig. 12(D) and a pressing operation is detected), and the post-operation performance has started. Specifically, a reach suggestion performance is being performed in which a teammate character throws a punch (which has a lower expectation of a reach being executed than a kick) at an enemy character, and it has not yet been notified whether the punch will hit the enemy character or not.

[0144] 12(F) is a continuation of the post-operation performance, in which the enemy character avoids the punch of the ally character by backstepping, and it is announced that the performance will not progress to a reach performance, and the post-operation performance ends. In the post-operation performance, a sound corresponding to the display mode of the post-operation performance (for example, a different sound depending on whether the ally character's attack is a punch or a kick, and a different sound depending on whether the ally character's attack hits or not) is output from speaker 354, and a lamp is illuminated in a mode corresponding to the display mode of the post-operation performance (for example, a different light emitting mode depending on whether the ally character's attack is a punch or a kick, and a different light emitting mode depending on whether the ally character's attack hits or not).

[0145] When the first performance pattern is being executed in a variation where a reach is executed, the reach suggestion performance of the performance in Fig. 12(E) (performance in which an ally character throws a punch or kick) is followed by a performance in Fig. 12(F) in which the ally character's attack hits the enemy character (performance informing that the performance will progress to a reach performance), the post-operation performance ends, and then the performance progresses to a reach performance. Even in the post-operation performance of the first performance pattern in a variation where a reach is executed, a sound corresponding to the display mode of the post-operation performance (which may be the same sound as when the performance does not progress to a reach or a different sound) is output from the speaker 354, and a lamp is illuminated in a mode corresponding to the display mode of the post-operation performance (which may be the same light emitting mode as when the performance does not progress to a reach or a different light emitting mode).

[0146] Following the presentation of Figure 12(F), the decorative patterns stop in a combination that indicates that the result of the special lottery is a miss (a combination in which the display mode of at least one of the left decorative pattern, middle decorative pattern, and right decorative pattern is different from the display mode of the remaining decorative patterns), and the ongoing special pattern variation ends (not shown).

[0147] Next, a case where the effect of Fig. 11(C') (execution of the second effect pattern has been determined) will be described. Following Fig. 11(B), in Fig. 11(C'), the effective operation period of the rotation operation unit 302 starts, and a gauge 1603 indicating the remaining time of the effective operation period and a display encouraging the operation of the rotation operation unit 302 (an image imitating the rotation operation unit 302 and a message saying "Spin!") are displayed on the effect display device 1600. Note that in Fig. 11(C'), the player has not yet operated the rotation operation unit 302.

[0148] In Fig. 12(D'), the operation valid period of the rotary operation unit 302 progresses and the remaining time of the operation valid period indicated by the gauge 1603 decreases. Furthermore, because the player has rotated the rotary operation unit 302 five steps or more to the right, an effect is executed in which the ally character is surrounded by an aura, a sound corresponding to the aura is output from the speaker 354, and a lamp lights up in the color of the aura as an in-operation effect. Note that the display mode such as the color and size of this aura suggests an attack (punch or kick) to be performed by the ally character, thereby suggesting the expectation of a reach being executed before the post-operation effect.

[0149] In FIG. 12(E'), the rotation operation unit 302 continues to rotate right for 3 seconds for 5 steps or more during the operation valid period, and the operation valid period of the rotation operation unit 302 ends, and the post-operation performance starts. Specifically, a reach suggestion performance is performed in which the ally character throws a punch (which has a lower expectation of reaching than a kick) at the enemy character, and it has not yet been notified whether the punch will hit the enemy character. FIG. 12(F') is a continuation of the post-operation performance, in which the enemy character avoids the ally character's punch with a back step, and it is notified that the performance will not progress to a reach performance, and the post-operation performance ends. Following the performance in FIG. 12(F'), the decorative symbols stop with a combination that indicates that the result of the special lottery is a miss, and the special symbol variation being performed ends (not shown).

[0150] Fig. 13 is an explanatory diagram showing an example of an attack effect when the operation unit is not operated. First, an example in which it is determined that the first effect pattern is to be executed will be described. Following Fig. 11(C), in Fig. 13(D2), as in Fig. 12(D), the operation valid period of the pressing operation unit 303 progresses, and the remaining time of the operation valid period indicated by the gauge 1603 decreases, but the player does not operate the pressing operation unit 303.

[0151] In FIG. 13(E2), the operation valid period of the pressing operation unit 303 further progresses, and the remaining time of the operation valid period indicated by the gauge 1603 further decreases. Also, in FIG. 13(E2), the player does not operate the pressing operation unit 303, and the same display as FIG. 13(D2) is performed, except for the display of the remaining time of the operation valid period indicated by the gauge 1603. In FIG. 13(F2), even though the operation valid period of the pressing operation unit 303 has all elapsed and the operation valid period has ended, the pressing operation unit 303 is not operated, and the attack effect has ended without performing the post-operation effect. Following the effect in FIG. 13(F2), the decorative symbols stop in a combination indicating that the result of the special lottery is a miss, and the special symbol variation being executed ends (not shown).

[0152] Next, an example in which it has been determined that the second effect pattern will be executed will be described. Following Fig. 11(C), Fig. 13(D'2) shows a state in which the effective operation period of the rotation operation unit 302 has progressed and the remaining time of the effective operation period indicated by the gauge 1603 has decreased, similar to Fig. 12(D'). In Fig. 13(D'2), the player has not operated the rotation operation unit 302 (has not rotated rightward for 5 steps or more), so the effect during operation in which the ally character is surrounded by an aura has not been executed.

[0153] Fig. 13(E'2) shows a state in which the operation valid period of the rotary operation unit 302 has progressed further, and the remaining time of the operation valid period indicated by the gauge 1603 has further decreased. In Fig. 13(E'2), since the player has not yet started operating the rotary operation unit 302 (right rotation of 5 steps or more has not continued for 3 seconds), the same display as Fig. 13(D'2) is shown, except for the display of the remaining time of the operation valid period on the gauge 1603, and no in-operation performance is executed.

[0154] FIG. 13(F'2) shows a state in which the condition that the rotation operation unit 302 rotates right for 5 steps or more for 3 seconds during the operation valid period of the rotation operation unit 302 is not satisfied, and the operation valid period ends when the entire operation valid period of the rotation operation unit 302 has elapsed, and the attack effect ends without performing the post-operation effect. Following the effect of FIG. 13(F'2), the decorative symbols stop in a combination that indicates that the result of the special lottery is a miss, and the special symbol variation being executed ends (not shown). Note that, when the rotation operation unit 302 rotates right for 5 steps or more during the operation valid period of the rotation operation unit 302, an effect in which the ally character is wrapped in an aura is performed as an operation effect, but if the rotation operation unit 302 does not rotate right for 5 steps or more for 3 seconds by the end of the operation valid period, the post-operation effect will not be executed.

[0155] In addition, if the valid operation period ends without any operation being performed to execute a post-operation effect during the first and second attack effect patterns, a performance similar to the post-operation effect (i.e., an ally character attack is launched and then a performance in which an indication is given as to whether or not the attack will develop into a reach effect depending on whether or not the attack is a hit) may be performed after the valid operation period ends, and then a performance in which the decorative patterns stop in a combination indicating that the result of the special lottery is a miss, or a reach effect may be executed.

[0156] 14 and 15 are explanatory diagrams showing an example of a performance in which the operation of the operation unit has started at the start of the operation effective period of the attack performance. FIG. 14(A) is the same as FIG. 11(A). First, an example of a transition to FIG. 14(B3) (in which it has been determined that the first performance pattern is to be executed) will be described. Following FIG. 14(A), in FIG. 14(B3), a performance similar to that in FIG. 11(B) is performed, and the player is already operating the pressing operation unit 303 (the pressing operation unit 303 is pressed by a height tmax from the initial position state of the pressing operation unit 303 in FIG. 12(A), and the pressing operation is detected). In FIG. 14(B3), the pressing operation unit 303 is operated and the pressing operation unit 303 is in an on state, but since the operation effective period has not started, the post-operation performance is not executed.

[0157] In FIG. 14(C3), the operation valid period of the pressing operation unit 303 has started. In FIG. 14(C3), the player is still operating (pressing) the pressing operation unit 303 from FIG. 14(B3). That is, the pressing detection sensor 381 of the pressing operation unit 303 is in the ON state before the operation valid period of the pressing operation unit 303 occurs, and has not changed from the OFF state to the ON state since the operation valid period started. In this case (that is, even if the pressing operation unit 303 is in the operated state at the start of the operation valid period of the pressing operation unit 303, if there is no change from the non-operated state to the operated state during the operation valid period), the post-operation performance does not occur. In addition, when the pressing operation unit 303 is operated at the same time as the operation valid period starts in FIG. 14(C3) (that is, the pressing detection sensor 381 of the pressing operation unit 303 is in the ON state just at the start of the operation valid period), the same performance as that in FIG. 14(C3) and after is performed.

[0158] In FIG. 15(D3), the player is still operating (keeps pressing) the pressing operation unit 303 from FIG. 14(B3). In this way, when the pressing operation unit 303 is in an operating state at the start of the operation effective period of the pressing operation unit 303 and the operation of the pressing operation unit 303 is continued thereafter, the pressing detection sensor 381 provided in the pressing operation unit 303 does not change from the OFF state to the ON state during the operation effective period of the pressing operation unit 303, so that the post-operation performance is not executed even though the pressing operation unit 303 is being operated. Therefore, the sound corresponding to the display mode of the post-operation performance is not output from the speaker 354, and the lamp is not illuminated in the illumination mode corresponding to the display mode of the post-operation performance. In FIG. 15(D3), the same performance as that in FIG. 12(D) is executed. In addition, if the pachinko machine 1 is equipped with a lamp that is illuminated when the press operation unit 303 is being operated (press detection sensor 381 is in the on state), the lamp is illuminated when the press operation unit 303 is being operated at the start of the effective operation period of the press operation unit 303, and also illuminates when the press operation unit 303 is operated at the start of the effective operation period of the press operation unit 303 and the operation of the press operation unit 303 is continuing.

[0159] In Fig. 15 (E3), the player continues to operate (keep pressing) the pressing operation unit 303 from Fig. 14 (B3). The pressing detection sensor 381 equipped to the pressing operation unit 303 does not change from the off state to the on state during the effective operation period of the pressing operation unit 303, so the post-operation performance is not executed. Therefore, no sound corresponding to the display mode of the post-operation performance is output from the speaker 354, and the lamp is not illuminated in the light-emitting mode corresponding to the display mode of the post-operation performance. In Fig. 15 (E3), the effective operation period of the pressing operation unit 303 has progressed further, and the remaining time indicated by the gauge 1603 has further decreased.

[0160] In Fig. 15(F3), the entire operation valid period has elapsed. Also, in Fig. 15(F3), the player is still operating (pressing) the pressing operation unit 303 from Fig. 14(B3), and the pressing detection sensor 381 of the pressing operation unit 303 has not changed from the OFF state to the ON state during the operation valid period of the pressing operation unit 303, so no post-operation performance is performed. Following the performance in Fig. 15(F3), the decorative symbols stop in a combination that indicates that the result of the special lottery is a miss, and the ongoing special symbol variation ends (not shown).

[0161] Up to Fig. 14 (B3), a common effect is performed for both the first and second effect patterns, so the player does not know which effect pattern is being executed. If it is determined that the first effect pattern is to be executed, and the pressing operation unit 303 is operated before the operation effective period of the pressing operation unit 303 occurs and the pressing detection sensor 381 is in an on state at the start of the operation effective period, if a post-operation effect is executed, a reach suggestion effect (an effect in which a friendly character throws a punch or kick) is suddenly executed at the same time as the operation effective period begins, which will extremely surprise the player. Therefore, when it is determined that the first effect pattern is to be executed, even if the pressing operation unit 303 is operated before the operation effective period of the pressing operation unit 303 occurs and the pressing detection sensor 381 is in an on state at the start of the operation effective period, the post-operation effect is not executed. In addition, if it has been decided that the first presentation pattern will be executed, and the pressing operation unit 303 is operated before the effective operation period of the pressing operation unit 303 occurs and the pressing detection sensor 381 is in the on state at the start of the effective operation period, the post-operation presentation will not be executed if the operation is continued, and even if the operation is stopped (i.e., even if the pressing detection sensor 381 changes from the on state to the off state), the post-operation presentation will not be executed.

[0162] In addition, if the pressing operation unit 303 is in an operating state before the valid operation period occurs, if the operation is stopped during the valid operation period and the pressing operation unit 303 is operated again (i.e., if the pressing detection sensor 381 changes from an on state to an off state and then changes from the off state to an on state), the post-operation performance will be executed.

[0163] Next, an example of transition to Fig. 14(B'3) (where it has been decided that the second presentation pattern will be executed) will be described. Following Fig. 14(A), in Fig. 14(B'3), the same presentation as in Fig. 11(B) is being performed, and the player has already rotated the rotary operation unit 302 five or more steps to the right. In Fig. 14(B'3), the rotary operation unit 302 has been rotated five or more steps to the right, but the effective operation period of the rotary operation unit 302 has not yet started, so the presentation during operation is not being executed.

[0164] In FIG. 14(C'3), the effective operation period of the rotation operation unit 302 has started. In FIG. 14(C'3), the player is still operating the rotation operation unit 302 (rotating it to the right for 5 steps or more) from FIG. 14(B'3). In other words, the right rotation of the rotation operation unit 302 for 5 steps or more has been detected before the effective operation period of the rotation operation unit 302 occurs, and the rotation detection sensor 347 is still detecting the rotation of 5 steps or more at the start of the effective operation period of the rotation operation unit 302. As long as the right rotation of the rotation operation unit 302 for 5 steps or more is detected during the effective operation period of the rotation operation unit 302 (in other words, there is no need to change the rotation detection sensor 347 of the rotation operation unit 302 from the off state), an operation-in-progress performance in which an ally character is surrounded by an aura similar to that in FIG. 12(D') appears. 14(C'3), a right rotation of five or more steps of the rotation operation unit 302 is detected at the start of the valid operation period of the rotation operation unit 302, and so the during operation effect appears from the start of the valid operation period. Note that if the rotation operation unit 302 has not been operated before the start of the valid operation period of Fig. 14(B'3), and the rotation operation unit 302 has been rotated to the right by five or more steps from the start of the valid operation period in Fig. 14(C'3), the during operation effect will start at the point in time when the right rotation of five or more steps of the rotation operation unit 302 is detected.

[0165] In Figure 15 (D'3), continuing from Figure 14 (B'3), the rotation operation unit 302 is still being operated (rotated to the right more than five steps), but the right rotation of the rotation operation unit 302 more than five steps does not continue for three seconds during the valid operation period of the rotation operation unit 302 (three seconds have not yet elapsed from the start of the valid operation period), so the during-operation performance continues but the post-operation performance is not performed, and the valid operation period of the rotation operation unit 302 progresses further, with the remaining time indicated by the gauge 1603 decreasing.

[0166] In FIG. 15(E'3), continuing from FIG. 14(B'3), the rotation of the rotation operation unit 302 to the right for 5 steps or more continues for 3 seconds during the operation effective period of the rotation operation unit 302, and the operation effective period of the rotation operation unit 302 ends, and the post-operation performance starts. Specifically, a reach suggestion performance in which the ally character throws a punch (which has a lower expectation of reaching than a kick) at the enemy character is performed, and it has not yet been notified whether the punch will hit the enemy character. FIG. 15(F'3) is a continuation of the post-operation performance, in which the enemy character avoids the punch of the ally character by backstepping, and it is notified that the performance will not progress to a reach performance, and the post-operation performance ends. Following the performance of FIG. 15(F'3), the decorative symbols stop with a combination indicating that the result of the special lottery is a miss, and the special symbol variation being performed ends (not shown).

[0167] In the second presentation pattern, when the rotation operation unit 302 has been rotated to the right by 5 steps or more before the start of the effective operation period of the rotation operation unit 302 and the effective operation period starts, the presentation during operation in which the ally character is covered with an aura is executed. Therefore, even if a player who gets extremely nervous when seeing the reach suggestion presentation rotates the rotation operation unit 302 to the right by 5 steps or more before the start of the effective operation period and the effective operation period starts, if the rotation operation unit 302 is stopped to the right by 5 steps or more before continuing the right rotation of the rotation operation unit 302 for 3 seconds during the effective operation period (by rotating the rotation operation unit 302 by less than 5 steps or by not rotating it at all), the player does not need to see the reach suggestion presentation. Note that in the second presentation pattern, when the rotation operation unit 302 has been rotated to the right by 5 steps or more before the start of the effective operation period of the rotation operation unit 302 and the effective operation period starts, the presentation during operation in which the ally character is covered with an aura may not be executed. In the second presentation pattern, if the rotation operation unit 302 has been rotated to the right by five steps or more before the start of the effective operation period of the rotation operation unit 302 and the effective operation period begins, even if the operation in progress presentation in which the ally character is surrounded by an aura is not executed, if the rotation operation unit 302 is stopped to the right by five steps or more before continuing to rotate to the right for three seconds during the effective operation period (by rotating the rotation operation unit 302 by an amount less than five steps, or by not rotating it at all), then the reach suggestion presentation will not be seen.

[0168] In the second presentation pattern, if the rotation operation unit 302 is rotated right by 5 steps or more at the start of the effective operation period of the rotation operation unit 302 and the rotation is stopped before the post-operation performance appears, and the right rotation of the rotation operation unit 302 is restarted for 5 steps or more during the effective operation period, but the right rotation of the rotation operation unit 302 cannot be continued for 3 seconds by the end of the effective operation period, the post-operation performance is not performed as shown in Fig. 15 (F3). In other words, in the second presentation pattern, if the rotation operation unit 302 is rotated right by 5 steps or more at the start of the effective operation period of the rotation operation unit 302 and the rotation is stopped before the post-operation performance appears, the reach suggestion performance cannot be made to appear unless the right rotation of the rotation operation unit 302 is resumed for 5 steps or more by 3 seconds before the end timing of the effective operation period.

[0169] In the above example, the attack effect is a pre-reach effect that indicates whether it will develop into a reach effect, but it may also be possible to execute an attack effect as a reach effect. Also, when an attack effect that is a pre-reach effect that indicates whether it will develop into a reach effect is executed and it is announced that it will develop into a reach effect, an attack effect as a reach effect may be executed in the same change (i.e., in the reach effect to which it will develop).

[0170] In the attack performance as the reach performance, the ally character launches either a punch or a kick attack, and if the ally character's attack hits the enemy character, it is announced that the jackpot has been won, and if the ally character's attack is avoided by the enemy character, it is announced that the jackpot has been lost. For example, in the attack performance in the jackpot fluctuation (the fluctuation in which the jackpot flag is set), the allocation in which the ally character executes the performance of throwing a punch is smaller than the allocation in which the ally character executes the performance of throwing a kick (for example, the allocation in which the ally character executes the performance of throwing a punch is 1 / 3 of the allocation in which the ally character executes the performance of throwing a kick), and in the attack performance in the fluctuation that is not the jackpot fluctuation, the allocation in which the ally character executes the performance of throwing a punch is larger than the allocation in which the ally character executes the performance of throwing a kick (for example, the allocation in which the ally character executes the performance of throwing a punch is 3 times the allocation in which the ally character executes the performance of throwing a kick).

[0171] In the first pattern of the attack performance as the reach performance, when the pressing detection sensor 381 changes from the OFF state to the ON state during the operation effective period of the pressing operation unit 303, a performance in which the friendly character attacks the enemy character (the rate at which a big hit is notified varies depending on whether a punch or a kick appears) and a performance in which the attack hits the enemy character or is avoided by the enemy character are executed as the post-operation performance. Note that the operation effective period of the pressing operation unit 303 in the first pattern of the attack performance as the reach performance may be the same length as or different from the operation effective period in the first performance pattern of the attack performance (the performance in FIG. 11(A) to FIG. 12(F)), which is the performance before the reach that indicates whether it will develop into the reach performance.

[0172] In the second pattern of the attack effect as the reach effect, when the rotation operation unit 302 is rotated to the right by 5 steps or more during the operation effective period of the rotation operation unit 302, an effect in which the ally character is covered with an aura is executed as an during-operation effect. The operation effective period of the rotation operation unit 302 in the second pattern of the attack effect as the reach effect is a second effect pattern of the attack effect that is a pre-reach effect indicating whether it will develop into a reach effect (it may be the same length as or different from the operation effective period in the effects of Fig. 11 (A) to Fig. 12 (F')). In the second pattern of the attack effect as the reach effect, when the rotation operation unit 302 continues to rotate to the right by 5 steps or more for 3 seconds during the operation effective period of the rotation operation unit 302, an effect in which the ally character attacks the enemy character (the rate at which a jackpot is notified varies depending on whether a punch or kick appears) and an effect in which the attack hits the enemy character or is avoided by the enemy character are executed as a post-operation effect.

[0173] In the first presentation pattern of the attack presentation as the reach presentation, even if the pressing operation unit 303 is kept pressed before the operation effective period of the pressing operation unit 303 starts and the pressing operation unit 303 is pressed at the start of the operation effective period as shown in Fig. 14 (B3) to (C3) (because the pressing detection sensor 381 provided in the pressing operation unit 303 does not change from the off state to the on state during the operation effective period), the post-operation presentation is not executed at the start of the operation effective period. However, since whether or not the jackpot notified by the attack presentation as the reach presentation is won is important information for the player, it is desirable to perform at least a part of the post-operation presentation (for example, both the presentation of punching or kicking in Fig. 12 (E) (presentation suggesting the expectation of the jackpot) and the presentation of notifying whether or not the jackpot is won in Fig. 12 (F), or only the presentation of Fig. 12 (F)) when the operation effective period of the pressing operation unit 303 ends because a predetermined time has elapsed since the start of the operation effective period.

[0174] In addition, since whether or not a jackpot has been won is important information for a player, in the second presentation pattern of the attack presentation as a reach presentation, when the effective operation period of the rotation operation unit 302 ends because a predetermined time has elapsed since the start of the effective operation period of the rotation operation unit 302, it is desirable to perform at least a part of the post-operation presentation (for example, both the presentation of throwing a punch or kick (presentation suggesting the expectation of a jackpot) in FIG. 12(E) and the presentation of notifying whether or not a jackpot has been won in FIG. 12(F), or only the presentation in FIG. 12(F)). For example, even if the rotation operation unit 302 has been rotated right for 5 steps or more at the start of the effective operation period of the rotation operation unit 302, but the right rotation is stopped and the right rotation of the rotation operation unit 302 for 5 steps or more is resumed during the effective operation period, but the duration of the right rotation of the rotation operation unit 302 for 5 steps or more is less than 3 seconds by the end of the effective operation period, it is desirable to perform at least a part of the post-operation presentation when the effective operation period ends.

[0175] In addition, in the second performance pattern of the attack performance, an operation of another operation unit may be prompted instead of the rotation operation unit 302. This other operation unit is, for example, an operation unit capable of a rotation operation, other than the rotation operation unit 302. This other operation unit may also be an operation unit capable of an operation different from the rotation operation (i.e., an operation different from the rotation operation is prompted). In addition, the operation unit for which an operation is prompted in the first and second performance patterns of the attack performance may be the same operation unit or different operation units.

[0176] For example, in the second presentation pattern of the attack presentation, an operation may be prompted to be made on the pressing operation unit 303 (i.e., the same operation unit as the operation prompted to be operated in the first presentation pattern) instead of the rotation operation unit 302 (the effective operation period of the pressing operation unit 303 occurs instead of the effective operation period of the rotation operation unit 302).In this case, in the second presentation pattern of the attack presentation, for example, instead of continuing a right rotation of five or more steps for three seconds with the rotation operation unit 302, an operation of the pressing operation unit 303 is prompted to be long pressed or repeatedly tapped (continuous operations on the pressing operation unit 303).

[0177] In the case where a long press of the pressing operation unit 303 is prompted instead of continuing the right rotation of the rotation operation unit 302 for 5 steps or more for 3 seconds in the second pattern of the attack performance, if the pressing detection sensor 381 is in the on state during the operation effective period of the pressing operation unit 303 (regardless of the change of the pressing detection sensor 381 from the off state to the on state), an effect in which the ally character is covered with an aura is executed as an effect during operation. In other words, in the case where a long press of the pressing operation unit 303 is prompted instead of continuing the right rotation of the rotation operation unit 302 for 5 steps or more for 3 seconds in the second pattern of the attack performance, the pressing detection sensor 381 being in the on state during the operation effective period of the pressing operation unit 303 corresponds to the rotation operation unit 302 being rotated right by 5 steps or more during the operation effective period of the rotation operation unit 302 when the rotation of the rotation operation unit 302 is prompted in the second pattern of the attack performance.

[0178] In addition, in the case where a long press of the pressing operation unit 303 is prompted instead of continuing the right rotation of the rotation operation unit 302 for 5 steps or more for 3 seconds in the second pattern of the attack performance, if the pressing operation unit 303 continues to be pressed for a predetermined time during the effective operation period (if the pressing detection sensor 381 continues to be in the on state for a predetermined time), the post-operation performance appears. In other words, in the case where a long press of the pressing operation unit 303 is prompted instead of continuing the right rotation of the rotation operation unit 302 for 5 steps or more for 3 seconds in the second pattern of the attack performance, the pressing detection sensor 381 continuing to be in the on state for a predetermined time during the effective operation period of the pressing operation unit 303 corresponds to the rotation operation unit 302 continuing to rotate right for 5 steps or more for 3 seconds during the effective operation period of the rotation operation unit 302 when the rotation of the rotation operation unit 302 is prompted in the second pattern of the attack performance.

[0179] In the case where the pressing operation unit 303 is prompted to be repeatedly hit instead of continuing the right rotation of the rotation operation unit 302 for 5 steps or more for 3 seconds in the second pattern of the attack performance, an effect in which the ally character is covered in an aura is executed as an effect during operation when the pressing detection sensor 381 changes from the OFF state to the ON state during the effective operation period of the pressing operation unit 303. In other words, in the case where the pressing operation unit 303 is prompted to be repeatedly hit instead of continuing the right rotation of the rotation operation unit 302 for 5 steps or more for 3 seconds in the second pattern of the attack performance, the change of the pressing detection sensor 381 from the OFF state to the ON state during the effective operation period of the pressing operation unit 303 corresponds to the rotation operation unit 302 being rotated to the right by 5 steps or more during the effective operation period of the rotation operation unit 302 in the case where the rotation of the rotation operation unit 302 is prompted in the second pattern of the attack performance. However, in the case where the pressing operation unit 303 is prompted to be repeatedly hit instead of rotating the rotation operation unit 302 to the right for 5 steps or more for 3 seconds in the second pattern of the attack performance, if the pressing detection sensor 381 is in the on state at the start of the effective operation period of the pressing operation unit 303, a performance in which the ally character is covered with an aura is executed as an in-operation performance. Note that the in-operation performance in the case where the pressing operation unit 303 is prompted to be repeatedly hit in the second pattern of the attack performance is erased when a predetermined time has elapsed since the pressing detection sensor 381 became in the on state. However, when the pressing detection sensor 381 is changed to the off state and then changed to the on state again during the in-operation performance in the case where the pressing operation unit 303 is prompted to be repeatedly hit instead of rotating the rotation operation unit 302 to the right for 5 steps or more for 3 seconds in the second pattern of the attack performance, the in-operation performance is started again. In other words, if the pressure detection sensor 381 changes to the OFF state and then changes to the ON state again before a predetermined time has elapsed since the start of the during-operation performance, the during-operation performance will continue without ending.

[0180] In addition, in the case where the pressing operation unit 303 is prompted to be repeatedly hit instead of continuing the right rotation of the rotation operation unit 302 for 5 steps or more for 3 seconds in the second pattern of the attack performance, if the pressing operation unit 303 is pressed a predetermined number of times during the effective operation period (if the pressing detection sensor 381 is turned on a predetermined number of times), the post-operation performance appears. In other words, in the case where the pressing operation unit 303 is prompted to be repeatedly hit instead of continuing the right rotation of the rotation operation unit 302 for 5 steps or more for 3 seconds in the second pattern of the attack performance, the pressing detection sensor 381 being turned on a predetermined number of times during the effective operation period of the pressing operation unit 303 corresponds to the rotation operation unit 302 continuing to rotate right for 5 steps or more for 3 seconds during the effective operation period of the rotation operation unit 302 when the rotation of the rotation operation unit 302 is prompted in the second pattern of the attack performance.

[0181] In addition, the second attack performance pattern may be performed after the first attack performance pattern is performed in the same variation. For example, the first attack performance pattern is performed as a performance before the reach performance indicating whether it will develop into a reach performance, and the second attack performance pattern as a reach performance is executed in the same variation after the first performance pattern.

[0182] Also, the first attack performance pattern may be performed after the second attack performance pattern is performed in the same variation. For example, the second attack performance pattern is performed as a performance before the reach performance indicating whether it will develop into a reach performance, and the first attack performance pattern as a reach performance is executed in the same variation after the second performance pattern.

[0183] Fig. 16 is an explanatory diagram showing another example of the presentation in the second presentation pattern of the attack presentation in which the operation of the rotation operation unit 302 has started at the start of the effective operation period of the rotation operation unit 302. In the second presentation pattern of the attack presentation in Fig. 16, if the rotation operation unit 302 is rotated five steps or more to the right at the start of the effective operation period of the rotation operation unit 302, a penalty is incurred in which the operation of the rotation operation unit 302 is invalid for a predetermined time (hereinafter, eight seconds) from the start of the effective operation period.

[0184] Fig. 16(A) is the same as Fig. 11(A). Following Fig. 16(A), in Fig. 16(B'4), the effective operation period of the rotary operation unit 302 has not started, and a message ("Don't turn it until the gauge appears!!") is displayed on the effect display device 1600 to encourage the player not to operate the rotary operation unit 302 before the effective operation period starts.

[0185] In FIG. 16(C'4), the effective operation period of the rotation operation unit 302 has not yet started, and the same effect as in FIG. 11(B) is being performed, but the rotation operation unit 302 has been rotated five or more steps to the right. FIG. 16(D'4) shows the state in which the effective operation period of the rotation operation unit 302 has started. Because the rotation operation unit 302 has been rotated five or more steps to the right at the start of the effective operation period of the rotation operation unit 302, a penalty has occurred in which operation of the rotation operation unit 302 is invalid for eight seconds from the start of the effective operation period. In FIG. 16(D'4), a message indicating that the penalty has occurred ("Rotation is invalid for eight seconds because it was rotated before the gauge appeared") is displayed on the effect display device 1600, superimposed on the effect display of FIG. 13(D'2).

[0186] Also, in Figure 16 (D'4), due to a penalty that makes the operation invalid, the rotation operation unit 302 is rotated to the right by five steps or more, but the effect of the ally character being surrounded by an aura as an effect during the operation is not performed, and this is not counted toward the duration of the right rotation of five steps or more as a condition for causing the post-operation effect to appear.

[0187] In Fig. 16(E'4), because 8 seconds have passed since the start of the valid operation period (i.e., since the penalty started), the penalty is released and operation of the rotary operation unit 302 is now valid. Note that since the valid operation period of the rotary operation unit 302 continues to progress even while the penalty is occurring, the initial 10-second valid operation period has only 2 seconds remaining when the penalty is released in Fig. 16(E'4).

[0188] Therefore, when a penalty occurs, even if rotation of rotation operation unit 302 to the right for 5 steps or more is continued from the time the penalty is released until the end of the valid operation period, the post-operation effect cannot be made to appear (because there are 2 seconds remaining in the valid operation period when the penalty is released, and the condition for making the post-operation effect appear is that rotation of rotation operation unit 302 to the right for 5 steps or more is continued for 3 seconds during the valid operation period of rotation operation unit 302). Note that if rotation operation unit 302 is rotated to the right for 5 steps or more during the valid operation period of rotation operation unit 302 after the penalty is released, the effect of an ally character being surrounded by an aura as an during-operation effect is executed.

[0189] In Fig. 16(E'4), the effective operation period of the rotary operation unit 302 has elapsed, and the effective operation period has ended, so the attack effect ends without performing the post-operation effect. Following the effect in Fig. 16(E'4), the decorative symbols stop in a combination that indicates that the result of the special lottery is a miss, and the ongoing special symbol variation ends (not shown).

[0190] In the above example, the penalty time is set to 8 seconds from the start of the valid operation period, but the penalty time may be set to 7 seconds or less from the start of the valid operation period so that the reach suggestion effect can appear even if operation of the rotation operation unit 302 is started after the penalty has ended.

[0191] Fig. 17 is a schematic diagram showing another configuration example of the pressing operation unit 303 and the rotation operation unit 302. The rotation operation unit 302 in this example can be rotated clockwise from the initial position within a range of up to 360 degrees (for example, when rotated clockwise 360 ​​degrees, a stopper is activated so that it cannot be rotated further clockwise), and one step of rotation clockwise rotates 10 degrees, allowing a maximum of 36 steps to be rotated, which is similar to the rotation operation unit 302 in Figs. 11 to 16. The rotation operation unit 302 is also similar to the rotation operation unit 302 in Figs. 11 to 16 in that it includes a sensor that can detect the amount of rotation (how many steps it has been rotated).

[0192] The rotary operation unit 302 in this example further includes a specific detection unit (not shown) capable of detecting a specific operation. The specific operation detected by the specific detection unit may be, for example, a touch by the player, or a pressing or rotation by the player. The specific detection unit may be provided so as to cover the entire rotary operation unit 302 (i.e., if the specific operation is a touch, the specific detection unit will come into contact with the rotary operation unit 302 when the rotary operation unit 302 is operated), or may be provided so as to cover a part of the rotary operation unit 302 (i.e., if the specific operation is a touch, the rotary operation unit 302 can be operated without touching the specific detection unit). The pachinko machine 1 also includes a movable body 310 that is mounted on the game board 5, for example, and that imitates a chicken character and is located outside the play area 5a (it may be located above, below, to the right, or to the left of the play area 5a).

[0193] In FIG. 17(a), the rotating operation unit 302 is in the initial position, that is, the amount of rotation is zero. At this time, the pressing operation unit 303 is in the initial position (the initial position in this example is the lowest position, and in the initial position, a part of the pressing operation unit 303 is hidden by the rotating operation unit 302 (that is, the part is not visible to the player because of the rotating operation unit 302), and a part of the pressing operation unit 303 protrudes from the rotating operation unit 302), and cannot be pressed. Note that when the pressing operation unit 303 is in the initial position, the entire pressing operation unit 303 may be hidden by the rotating operation unit 302 (that is, the entire pressing operation unit 303 is not visible to the player because of the rotating operation unit 302). Also, in FIG. 17(a), the movable body 310 is not moving.

[0194] In FIG. 17(b), the rotating operation unit 302 is rotated clockwise by r1 steps from the initial position. When the rotating operation unit 302 is rotated clockwise from the initial position, the pressing operation unit 303 starts to protrude, and when the rotating operation unit 302 is rotated to r1 steps, the pressing operation unit 303 protrudes by t1 from the initial position (i.e., the area of ​​the pressing operation unit 303 that is not visible due to the rotating operation unit 302 is reduced compared to the state of FIG. 17(a)). Note that if the pressing operation unit 303 protrudes from the initial position (i.e., as long as the rotating operation unit 302 has only rotated clockwise from the initial position, regardless of the presence or absence of a specific operation for the specific detection unit), the pressing operation unit 303 can be pressed. In this way, the pressing operation unit 303 can be operated only when the rotating operation unit 302 is rotated clockwise, so that the player can enjoy complex operations.

[0195] When the rotation operation unit 302 is rotated right by r1 steps or more, and the specific detection unit provided in the rotation operation unit 302 detects the specific operation, the movable body 310 performs a periodic operation (here, a swinging operation from side to side). In FIG. 17(b), the rotation operation unit 302 is rotated right by r1 steps, and the specific detection unit provided in the rotation operation unit 302 detects the specific operation, so the movable body 310 swings left and right, and the swing width is w1. If the specific detection unit does not detect the specific operation, the movable body 310 does not move even if the rotation operation unit 302 rotates by r1 steps or more. In addition, as described above, the specific detection unit may be arranged to cover the entire outer circumferential surface of the rotation operation unit 302. In this case, for example, if the specific operation detected by the specific detection unit is contact, the player will inevitably come into contact with the specific detection unit when he rotates the rotation operation unit 302, and therefore the movable body 310 will move when the player rotates the rotation operation unit 302 by r1 steps or more.

[0196] When a specific detection unit provided in rotary operation unit 302 detects a specific operation, the greater the amount of rotation of rotary operation unit 302, the greater the range of movement of movable body 310. Furthermore, if a specific detection unit provided in rotary operation unit 302 detects a specific operation, the movement of movable body 310 may start at the point when rotation starts even if the amount of rotation of rotary operation unit 302 is less than r1 steps.

[0197] In FIG. 17(c), the rotating operation unit 302 is rotated clockwise by r2 (>r1) steps from the initial position (that is, the rotating operation unit 302 is rotated clockwise by r2-r1 steps from the state in FIG. 17(b) in which the rotating operation unit 302 is rotated clockwise by r1 steps from the initial position), and the player is performing a specific operation on the specific detection unit provided in the rotating operation unit 302. When the rotating operation unit 302 is rotated to r2 steps, the pressing operation unit 303 protrudes by tmax (>t1), which is the maximum protrusion amount, from the initial position (that is, the area of ​​the pressing operation unit 303 that is not visible due to the rotating operation unit 302 is reduced compared to the state in FIG. 17(b)). Furthermore, in FIG. 17(c), the rotating operation unit 302 is rotated by r2 (>r1) steps, and the specific detection unit provided in the rotating operation unit 302 detects the specific operation, so the movable body 310 swings left and right, and the swing width is w2 (>w1).

[0198] Note that within the range of 0 to r2 steps of the right rotation of the rotary operation unit 302, the larger the amount of rotation, the larger the amount of protrusion of the press operation unit 303, but even if the rotary operation unit 302 is rotated right by more than r2 steps, the amount of protrusion of the press operation unit 303 remains at tmax. On the other hand, when the rotary operation unit 302 is rotated right by an amount of rotation greater than r2 steps, the amplitude by which the movable body 310 swings continues to increase until the rotary operation unit 302 is rotated right by the maximum amount of rotation rmax. When the rotary operation unit 302 is rotating right by the maximum amount of rotation rmax, the movable body 310 swings left and right by the maximum swing amplitude wmax.

[0199] In FIG. 17(d), the rotating operation unit 302 is rotated clockwise (r2<)r3 (<maximum rotation amount rmax) steps from the initial position (that is, the rotating operation unit 302 is rotated clockwise r3-r2 steps from the state in FIG. 17(c) in which the rotating operation unit 302 is rotated clockwise r2 steps from the initial position), and the player is performing a specific operation on the specific detection unit provided in the rotating operation unit 302. Even if the rotating operation unit 302 is rotated clockwise up to r3 steps (which is r2 steps or more), the pressing operation unit 303 remains in a state of protruding tmax, which is the maximum protrusion amount, from the initial position. In addition, when the rotating operation unit 302 is rotated r3 (>r2) steps and the specific detection unit provided in the rotating operation unit 302 detects a specific operation, the movable body 310 swings left and right, and the swing width is (maximum swing width wmax>)w3 (>w2).

[0200] In FIG. 17(e), the rotating operation unit 302 is rotated clockwise (r3<)r4 (<maximum rotation amount rmax) steps from the initial position (that is, in FIG. 17(d), the rotating operation unit 302 is rotated clockwise r4-r3 steps from the state where it is rotated clockwise r3 steps from the initial position), and the player is performing a specific operation on the specific detection unit provided in the rotating operation unit 302. Even if the rotating operation unit 302 is rotated up to r4 steps (which is r2 steps or more), the pressing operation unit 303 remains in a state of protruding tmax, which is the maximum protrusion amount, from the initial position. In addition, when the rotating operation unit 302 is rotated clockwise r4 (>r3) steps, if the specific detection unit provided in the rotating operation unit 302 detects a specific operation, the movable body 310 swings left and right, and the swing width is (maximum swing width wmax>)w4 (>w3).

[0201] Note that even if the rotation operation unit 302 is rotated right, when the specific detection unit does not detect a specific operation, the movable body 310 does not move, but when a specific operation is performed on the specific detection unit while maintaining the right rotation of the rotation operation unit 302, the movable body 310 suddenly moves with a width according to the amount of rotation. Specifically, for example, even if the rotation operation unit 302 is rotated right by r4 steps, when the specific detection unit does not detect a specific operation, the movable body 310 does not move, but when a specific operation is performed on the specific detection unit while maintaining the right rotation of the rotation operation unit 302 by r4 steps, the movable body 310 suddenly swings with a swing width w4.

[0202] In FIG. 17(f), the rotating operation unit 302 is rotated clockwise from the initial position by r4 steps, the player is performing a specific operation on the specific detection unit provided in the rotating operation unit 302, and the pressing operation unit 303 is pressed to the initial position. When the pressing operation unit 303 is pressed to the initial position, the operation of the movable body 310 stops regardless of the amount of rotation of the rotating operation unit 302 and even if the specific detection unit detects a specific operation. Note that when the pressing operation unit 303 is stopped from a state in which the rotating operation unit 302 is rotated clockwise from the initial position, the player is performing a specific operation on the specific detection unit provided in the rotating operation unit 302, and the pressing operation unit 303 is pressed to the initial position, the movable body 310 operates according to the amount of rotation of the rotating operation unit 302. In addition, the drive member for rocking movable body 310 left and right operates with a strength corresponding to the amount of rotation of rotation operation unit 302, and when pressing operation unit 303 is pressed to the initial position while movable body 310 is operating, for example, stoppers are activated on the left and right sides of movable body 310 when movable body 310 returns to the initial position, thereby stopping the operation of movable body 310.

[0203] Also, when the rotation operation unit 302 is rotated clockwise from the initial position, a specific operation is being performed on the specific detection unit, and the pressing operation unit 303 is pressed to the initial position, the detection of the specific operation by the specific detection unit is configured to be invalidated by the operation of the pressing operation unit 303, or the detection of the specific operation is blocked from input (that is, the specific operation on the specific detection unit is invalidated in a state in which the pressing operation unit 303 is being operated), thereby stopping the operation of the movable body 310. Also, if the rotation operation unit 302 is rotated while pressing the pressing operation unit 303, the pressing operation unit 303 will not protrude as long as the pressure on the pressing operation unit 303 is maintained.

[0204] In the illustrated example, the volume of the rotation operation unit 302 is drawn smaller than the volume of the pressing operation unit 303, but the volume of the protruding portion when the pressing operation unit 303 protrudes up to tmax may be smaller than the volume of the rotation operation unit 302.

[0205] In addition, when the rotary operation unit 302 is rotated clockwise from the initial position by r1 steps or more and the specific detection unit provided in the rotary operation unit 302 detects a specific operation and the movable body 310 operates periodically, it is desirable that the operation mode of the movable body 310 changes, such as the operation speed of the movable body 310 becoming faster or the operation range becoming wider, as the number of steps by which the rotary operation unit 302 is rotated clockwise increases. In the example of FIG. 17, an example is described in which the operation range of the movable body 310 becomes larger as the number of steps by which the rotary operation unit 302 is rotated clockwise increases, but the operation range and operation period of the movable body 310 are the same, but the speed at which the movable body 310 starts moving from the initial position and moves to the maximum operation range may be increased. Specifically, for example, when the movable body 310 operates, the movable body 310 repeats a series of operations in which it moves from the initial position to the right, returns to the initial position, stops at the initial position, moves from the initial position to the left, and returns to the initial position. At this time, for example, the movable body 310 moves from the initial position to the maximum operating range on the right side taking time t1-kr (where t1 and k are positive constants, r is the number of steps by which the rotation operation unit 302 is rotated to the right, and t1 and k are determined so that t1-kr>0 even when r is the maximum value), returns from the maximum operating range on the right side to the initial position taking time t2 (a positive constant), stops at the initial position for time t3+2kr (where t3 is a positive constant), moves from the initial position to the maximum operating range on the left side taking time t1-kr, and returns from the maximum operating range on the right side to the initial position taking time t2 (a positive constant). As a result, the greater the amount of rotation of the rotary operation unit 302, the smaller the value of time t1-kr. Therefore, the speed at which the movable body 310 moves from the initial position to the maximum operating range on the right and left sides increases. However, the operating range of the series of operations and the time required for the series of operations, i.e., the operating period of the series of operations, (t1-kr)+t2+(t3+2kr)+(t1-kr)+t2=2t1+2t2+t3, can be kept constant regardless of the amount of rotation of the rotary operation unit 302.In addition, as the number of steps by which the rotation operation unit 302 is rotated clockwise increases, the operating range and operating period of the movable body 310 remain the same, but the speed at which the movable body 310 moves from the initial position to the maximum operating range increases. In this case, when the pressing operation unit 303 is pressed to the initial position while the movable body 310 is performing periodic operation, the periodic operation of the movable body 310 is stopped regardless of the speed of the movable body 310.

[0206] Furthermore, when the pressing operation unit 303 does not protrude to the maximum protrusion amount tmax, pulling the pressing operation unit 303 (i.e., performing an operation on the pressing operation unit 303 to apply a force in the opposite direction to the direction of the force applied to the pressing operation unit 303 when pressing) can cause the pressing operation unit 303 to protrude to the maximum protrusion amount tmax, and at this time, the rotation operation unit 302 may rotate clockwise according to the protrusion amount of the pressing operation unit 303. In other words, when the pressing operation unit 303 does not protrude to the maximum protrusion amount tmax in response to the operation of the rotation operation unit 302, pulling the pressing operation unit 303 to the maximum protrusion amount tmax without operating the rotation operation unit 302 can cause the rotation operation unit 302 to rotate to r2 steps even without the operation of the rotation operation unit 302 by the player. Furthermore, by pulling the pressing operation unit 303 to perform a specific operation on the specific detection unit, the state shown in Figure 17(c) can be achieved without the player operating the rotation operation unit 302, and periodic movement of the movable body 310 can be started.

[0207] 17(b), the operation of the movable body 310 can be started even if the amount of rotation of the rotation operation unit 302 is less than the minimum amount of rotation (r2 steps) for making the pressing operation unit 303 reach the maximum protrusion amount tmax, but the movable body 310 may be prevented from operating until the amount of rightward rotation of the rotation operation unit 302 reaches a predetermined amount of rotation (e.g., r3 steps) that is greater than the r2 steps, which is the minimum amount of rotation for making the pressing operation unit 303 reach the maximum protrusion amount tmax. In other words, the movable body 310 can be prevented from operating even if the pressing operation unit 303 protrudes to the maximum protrusion amount tmax. In addition, if the movable body 310 can start operating for the first time when the rotation operation unit 302 is rotated beyond the state in which the pressing operation unit 303 first protrudes to the maximum protrusion amount tmax (for example, when the pressing operation unit 303 is rotated r3 steps, which is larger than the r2 steps that are the rotation amount of the rotation operation unit 302 for the pressing operation unit 303 to first protrude to the maximum protrusion amount tmax), then even if the pressing operation unit 303 is pulled to the maximum protrusion amount tmax and a specific detection unit provided in the rotation operation unit 302 detects a specific operation, the movable body 310 will not operate.

[0208] In the example of FIG. 17, the protruding pressing operation unit 303 is described as protruding upward from the upper surface of the rotation operation unit 302. However, the protruding pressing operation unit 303 may be provided so as to protrude from a part of the side surface of the rotation operation unit 302 in the outward direction of the side surface. The protruding pressing operation unit 303 may be attached to the rotation operation unit 302, or the protruding pressing operation unit 303 and the rotation operation unit 302 may be integrated. In the case where the protruding pressing operation unit 303 is provided so as to protrude from a part of the side surface of the rotation operation unit 302 in the outward direction of the side surface, it is preferable that the surface area exposed to the outside of the rotation operation unit 302 when the pressing operation unit 303 is in the initial position is about 1 / 30 to 1 / 5 of the surface area of ​​the side surface of the rotation operation unit 302.

[0209] 18 and 19 are explanatory diagrams showing an example of a cancelable attack effect. The cancellation of an attack effect means that the attack effect is stopped and another effect is performed instead, or the effect is not performed at all. A cancelable effect is an effect that can be determined in both a variation pattern in which a reach is executed and a variation pattern in which a reach is not executed. In FIG. 19, the effects are branched into an upper section and a lower section according to the operation on the operation unit. In the example of FIG. 18 and FIG. 19, the pachinko machine 1 includes the pressing operation unit 303, the rotating operation unit 302, and the movable body 310 shown in FIG. 17, as well as a specific detection unit.

[0210] A cancelable attack effect is cancelled when a right rotation of the rotation operation unit 302 is detected during the effective operation period of the rotation operation unit 302 (i.e., the attack effect is stopped and ends at that point. For example, if it is cancelled before a reach suggestion effect in which an ally character launches a punch or kick attack, the reach suggestion effect will not be performed, and no effect will be performed to notify whether the attack will develop into a reach depending on whether it hits). Note that, in a cancelable attack effect, if force is applied so that the pressing operation unit 303 does not protrude (i.e., if the pressing operation unit 303 is not moved from its initial position), the attack effect will not be cancelled even if the rotation operation unit 302 detects a right rotation. If the detection of a rotation operation by the rotation operation unit 302 is configured to be invalidated by the operation of the pressing operation unit 303, or if the detection of a specific operation is blocked for input, even if the pressing operation unit 303 does not have a sensor for detecting pressing, even if the rotation operation unit 302 is rotated to the right while the pressing operation unit 303 is pressed (i.e., with the pressing operation unit 303 not protruding), the right rotation of the rotation operation unit 302 is invalidated, and the attack effect is not canceled.

[0211] In addition, in a cancelable attack effect, the attack effect can always be cancelled during the valid operation period of the rotation operation unit 302, and the attack effect can be cancelled by operating the rotation operation unit 302 at any timing from the start of the attack effect (from the time when a message similar to that in FIG. 11(A) is displayed) to the end of the attack effect (until the end of the effect in which the attack hits or is avoided by the enemy character similar to that in FIG. 12(F) and FIG. 12(F')). In addition, if a predetermined time has passed since the start of a cancelable attack effect without the attack effect being cancelled, a reach suggestion effect is displayed in which the ally character launches an attack (punch or kick) at the enemy character, and an effect is displayed in which the enemy character is about to avoid the attack of the ally character or the attack is about to hit the enemy character.

[0212] In Fig. 18(A), the same effect as in Fig. 11(A) is being performed. In Fig. 18(A), since the rotation operation unit 302 is not being operated, the pressing operation unit 303 is in the initial position and is not protruding, so the pressing operation unit 303 cannot be pressed, the movable body 310 is not moving, and the attack effect continues without being canceled.

[0213] In FIG. 18(B), a message indicating that the attack effect will be cancelled when the rotation operation unit 302 is operated ("Turn if you don't want to see the effect!") is displayed on the effect display device 1600. In FIG. 18(B), the rotation operation unit 302 is not operated either, so the pressing operation unit 303 is not protruding from the initial position and cannot be pressed, the movable body 310 is not moving, and the attack effect continues without being cancelled. Note that if a cancelable attack effect has started even before the message in FIG. 18(B) is displayed (for example, even at the timing of FIG. 18(A)), the attack effect can be cancelled. Note that the effect in FIG. 18(B), which displays a message indicating the operation to cancel the attack effect, does not have to be performed.

[0214] In Fig. 18(C), the same effect as in Fig. 11(B) is being performed, but the gauge 1603 indicating the remaining time of the effective operation period of the rotation operation unit 302 is not displayed because the entire attack effect is during the effective operation period of the rotation operation unit 302. In Fig. 18(C), since the rotation operation unit 302 is not being operated, the pressing operation unit 303 is not protruding from the initial position and cannot be pressed, the movable body 310 is not operating, and the attack effect continues without being canceled.

[0215] First, an example of transition to FIG. 19(D) (an example of canceling an attack performance) will be described. FIG. 19(D) shows a state in which the rotation operation unit 302 is rotated clockwise by r1 steps in the state of FIG. 18(C), and the specific detection unit of the rotation operation unit 302 detects a specific operation. However, the pressing operation unit 303 is not operated in FIG. 19(D). At this time, the right rotation of the rotation operation unit 302 is detected without detecting the pressing of the pressing operation unit 303, so the attack performance is canceled (ended). Note that in FIG. 19(D), the attack performance is canceled and only the changing decorative pattern is displayed on the performance display device 1600, but when the attack performance is canceled, the stopped decorative pattern and an image that is not displayed in a cancelable attack performance (for example, an image different from either the ally character or the enemy character displayed in a cancelable attack performance) may be displayed. 19(D), the rotation operation unit 302 has been rotated clockwise by r1 steps, so the pressing operation unit 303 has protruded to t1, and the specific detection unit has detected a specific operation, so the movable body 310 has moved to a width w1. In this way, when the conditions for canceling the attack effect are met, the movable body 310 is moving, so even if the attack effect is canceled, the player's interest in the game will not decrease as long as he or she watches the movement of the movable body 310.

[0216] As described above, when a cancelable attack performance is being performed, the attack performance may be canceled simply by detecting a specific operation on the specific detection unit provided in the rotation operation unit 302. In this case, the attack performance can be canceled without the pressing operation unit 303 protruding, and further without operating the movable body 310, and the attack performance is necessarily canceled in order to operate the movable body 310 (because the condition for operating the movable body 310 includes the specific detection unit detecting a specific operation) (that is, when a cancelable attack performance is being performed, the movable body 310 cannot be operated). Also, in a cancelable attack performance, there may be a timing when the attack performance is not canceled even if a specific operation on the specific detection unit provided in the rotation operation unit 302 is detected.

[0217] FIG. 19(E) shows a state in which the attack effect is cancelled, but the rotary operation unit 302 is rotated clockwise by r3 steps, and the specific detection unit of the rotary operation unit 302 detects a specific operation. Some players may feel bored if nothing is displayed on the effect display device 1600 after the attack effect is cancelled. Therefore, on the condition that the amount of right rotation of the rotary operation unit 302 is within a predetermined range (here, it is assumed to be r3 steps or more and less than r4 steps) and the specific detection unit of the rotary operation unit 302 detects a specific operation, an effect in which the ally character swings a punch is displayed on the effect display device 1600. Also, in FIG. 19(E), the rotary operation unit 302 is rotated clockwise by r3 (>r2) steps, so the pressing operation unit 303 protrudes to tmax, and the specific detection unit detects a specific operation, so the movable body 310 operates with a width w3. When this ally character is practicing a punch, the color of the fist may indicate the probability of a big win in the ongoing variation (for example, when an ally character is punching with a white fist, the probability of a big win in the ongoing variation is lower than when the ally character is punching with a red fist). Note that instead of the performance of an ally character practicing a punch, the attack performance described in Figs. 11 to 16 may be executed, or a performance different from the cancelable attack performance (a performance in which a display different from the ally character or enemy character displayed in the attack performance is displayed) may be executed.

[0218] The effect of an ally character practicing a punch may be executed immediately when the amount of right rotation of rotation operation unit 302 is r3 steps or more and less than r4 steps and the specific detection unit included in rotation operation unit 302 detects a specific operation, or it does not have to be executed immediately after these operations are detected, such as when the amount of right rotation of rotation operation unit 302 is r3 steps or more and less than r4 steps and the specific detection unit included in rotation operation unit 302 detects a specific operation and a predetermined time has elapsed since the specific detection unit included in rotation operation unit 302 detects the specific operation. Also, the effect of an ally character practicing a punch may be executed with a predetermined probability when the amount of right rotation of rotation operation unit 302 is r3 steps or more and less than r4 steps and the specific detection unit included in rotation operation unit 302 detects a specific operation (i.e., it does not necessarily have to be executed even if these operations are detected).

[0219] Also, after a cancelable attack effect is cancelled, the next special pattern variation may start and an effect in which an ally character practices a punch may be performed, on condition that the amount of right rotation of the rotation operation unit 302 is r3 steps or more and less than r4 steps, and a specific detection unit included in the rotation operation unit 302 detects a specific operation. Also, in the special variation that starts next after a cancelable attack effect is cancelled, an effect may be performed in which an ally character makes a fighting pose but does not practice a punch (one example of an effect that suggests that an effect in which an ally character practices a punch will be performed in the next special pattern variation), on condition that the amount of right rotation of the rotation operation unit 302 is r3 steps or more and less than r4 steps, and a specific detection unit included in the rotation operation unit 302 detects a specific operation, and further an effect in which an ally character practices a punch may be performed in the next special pattern variation.

[0220] FIG. 19(F) shows a state in which the rotation operation unit 302 is rotated clockwise by r4 steps after the attack effect is canceled, and the specific detection unit of the rotation operation unit 302 detects a specific operation. In FIG. 19(F), the rotation operation unit 302 is rotated clockwise by r4 (>r2) steps, so the pressing operation unit 303 protrudes to tmax, and the specific detection unit detects a specific operation, so the movable body 310 operates with a width w4. In addition, when the rotation amount of the rotation operation unit 302 is r4 steps or more, and the specific detection unit of the rotation operation unit 302 detects a specific operation, a message is displayed on the effect display device 1600. This message may be displayed so that it appears to the player as if the chicken of the movable body 310 is emitting a sound. The message "You're shaking too much and you're getting dizzy, stop it, fall..." in FIG. 19(F) is a message that encourages the player to reduce the amount of rotation of the rotary operation unit 302, and the player can enjoy the message even more. If the player follows the message to reduce the amount of rotation of the rotary operation unit 302, the amount of movement of the movable body 310 will be reduced, and the load on the movable body 310 can be reduced. The message may be, for example, a message that encourages the player to reduce the amount of rotation of the rotary operation unit 302, such as "You're shaking too much and you're getting dizzy, so reduce the amount of rotation...", and the message may also suggest to what extent the amount of rotation of the rotary operation unit 302 should be reduced (for example, to less than r4 steps). The message is not displayed unless the conditions that the amount of rotation of the rotary operation unit 302 is r4 steps or more and the specific detection unit of the rotary operation unit 302 detects a specific operation are satisfied.

[0221] In addition, when the condition for displaying the message of Fig. 19(F) is satisfied while the display of Fig. 19(E) is continuing, the message of Fig. 19(F) may be displayed overlapping the display of Fig. 19(E). However, in order to make the message of Fig. 19(F) easier for the player to recognize and to quickly reduce the load on the movable body 310, when the display of Fig. 19(E) and the message of Fig. 19(F) are displayed overlapping, it is desirable that the message of Fig. 19(F) has a higher display priority in the area where the display of Fig. 19(E) and the message of Fig. 19(F) are displayed overlapping (i.e., the message of Fig. 19(F) is displayed in front of the display of Fig. 19(E)).

[0222] Note that the message in Figure 19 (F) is a message conveying that the amount of movement of movable body 310 is too large, and therefore it is desirable for it to be displayed immediately when the amount of rotation of rotation operation unit 302 is r4 steps or more and the specific detection unit provided in rotation operation unit 302 detects a specific operation; however, it may also be displayed a predetermined time after the amount of rotation of rotation operation unit 302 is r4 steps or more and the specific detection unit provided in rotation operation unit 302 detects a specific operation (i.e. it does not have to be displayed immediately), or it may be displayed with a predetermined probability when the amount of rotation of rotation operation unit 302 is r4 steps or more and the specific detection unit provided in rotation operation unit 302 detects a specific operation (i.e. it does not necessarily have to be displayed even if these operations are detected).

[0223] 19(E) and 19(F), an effect was described in which an ally character practices a punch only when the amount of right rotation of the rotation operation unit 302 is r3 steps or more and less than r4 steps and the specific detection unit detects a specific operation, and a message is displayed encouraging the player to reduce the amount of rotation of the rotation operation unit 302 when the amount of right rotation of the rotation operation unit 302 is r4 steps or more and the specific detection unit detects a specific operation. In addition to this effect, a message encouraging the player to increase the amount of rotation of the rotation operation unit 302, such as "If you turn it more, a kick practice effect will occur!", may be displayed only when the amount of rotation of the rotation operation unit 302 is r3 steps or more and less than r4 steps and the specific detection unit detects a specific operation, and an effect in which an ally character practices a kick may be displayed when the amount of rotation of the rotation operation unit 302 is r4 steps or more and the specific detection unit detects a specific operation.

[0224] The effect of the ally character practicing a punch in FIG. 19(E) ends when a predetermined time has elapsed since the effect started. The message in FIG. 19(F) is erased when a predetermined time has elapsed since the display of the message started. When the pressing operation unit 303 is operated while the display of the ally character practicing a punch in FIG. 19(E) or the message in FIG. 19(F) is displayed, the movement of the movable body 310 stops, but the effect of the ally character practicing a punch in FIG. 19(E) or the display of the message in FIG. 19(F) does not end until the predetermined time has elapsed. In other words, the movement of the movable body 310 stops even when the effect of the ally character practicing a punch in FIG. 19(E) or the message in FIG. 19(F) is displayed.

[0225] Note that the predetermined time from the start to the end of the performance in which the ally character practices a punch in Fig. 19(E) and the predetermined time from the display to the disappearance of the message in Fig. 19(F) may be the same as or different from each other. Also, the predetermined time from the start to the end of the performance in which the ally character practices a punch in Fig. 19(E) may be a time determined from a plurality of times. Each of the plurality of times may be different from the predetermined time from the display to the disappearance of the message in Fig. 19(F), or some of the plurality of times may be the same as the predetermined time for displaying the message in Fig. 19(F).

[0226] Also, the effect of the ally character practicing a punch in Fig. 19(E) ends after a predetermined time has elapsed, but if the conditions for executing the effect of the ally character practicing a punch in Fig. 19(E) are satisfied again after the effect ends, the effect of the ally character practicing a punch in Fig. 19(E) may be executed again. Also, if the conditions for executing the effect of the ally character practicing a punch in Fig. 19(E) are satisfied again while the effect of the ally character practicing a punch in Fig. 19(E) is being executed, the count of the predetermined time may be cleared and the count may be reset and restarted when the condition is satisfied again (i.e., the time for which the effect of the ally character practicing a punch is executed may be extended), or the count of the predetermined time may be continued without being cleared (i.e., the time for which the effect of the ally character practicing a punch is executed may not be extended). Similarly, the message in Fig. 19(F) is erased after a predetermined time has elapsed, but if the condition for displaying the message in Fig. 19(F) is satisfied again after the message in Fig. 19(F) has been erased, the message in Fig. 19(F) may be displayed again. Also, if the condition for displaying the message in Fig. 19(F) is satisfied again while the message in Fig. 19(F) is being displayed, the count of the predetermined time may be cleared and the predetermined time may be reset and counting may be resumed when the condition is satisfied again (i.e., the display time of the message may be extended), or the count may continue without clearing the predetermined time (i.e., the display time of the message may not be extended).

[0227] It is desirable that the effect of the teammate character practicing a punch in FIG. 19(E) and the effect of the message in FIG. 19(F) are not cancelable (i.e., they cannot be stopped by the player's operation). When the message in FIG. 19(F) is displayed, if the condition for starting the display of the teammate character practicing a punch in FIG. 19(E) is satisfied, the message in FIG. 19(F) may be erased (i.e., the display of the message in FIG. 19(F) may be canceled on the condition that the rotation operation unit 302 is rotated right by r3 steps or more but less than r4 steps and the specific detection unit detects a specific operation). The fact that the condition for starting the display of the teammate character practicing a punch in FIG. 19(E) is satisfied means that the amount of rotation of the rotation operation unit 302 has become less than r4 steps, and it is considered that the player has reduced the amount of rotation of the rotation operation unit 302 in accordance with the message in FIG. 19(F).

[0228] An example of transition from FIG. 18(C) to FIG. 19(D') (an example in which the attack effect is not cancelled) will be described. FIG. 19(D') shows a state in which, in the state of FIG. 18(C), a force is applied to the pressing operation unit 303 so that the pressing operation unit 303 does not protrude, the rotation operation unit 302 is rotated clockwise by r1 steps, and the specific detection unit of the rotation operation unit 302 detects a specific operation. In a cancelable attack effect, even if the rotation operation unit 302 rotates clockwise, the pressing operation unit 303 is not protruded (i.e., the pressing operation unit 303 is not moved from the initial position), so that the attack effect continues without being cancelled, and the same effect as FIG. 12(E) is performed, and the movable body 310 is not moved.

[0229] If the pressing operation unit 303 does not protrude in this way, the attack effect will not be canceled even if the rotation operation unit 302 is operated (even if the operation necessary to cancel is performed), so a player who does not want to accidentally cancel an attack effect can simply not protrude the pressing operation unit 303 during a cancelable attack effect.

[0230] In Fig. 19(E'), the rotation operation unit 302 remains rotated clockwise by r1 steps, and no force is applied to the pressing operation unit 303, so the pressing operation unit 303 protrudes to t1. In other words, since the pressing operation unit 303 protrudes and only the rotation operation unit 302 rotates clockwise, the same effect as in Fig. 12(F) is not performed, and the attack effect is canceled as in Fig. 19(D), and the movable body 310 also moves with a width w1.

[0231] In addition, in FIG. 19(D) and FIG. 19(E'), when the attack effect is canceled, a dedicated sound may be output from the speaker 354, or a dedicated image may be displayed on the effect display device 1600. The output of the dedicated sound and / or the display of the dedicated image may be performed instead of the cancelable attack effect. For example, a dedicated sound may be output from the speaker 354 or a dedicated image may be displayed on the effect display device 1600 simply by performing a specific operation on the specific detection unit of the rotation operation unit 302 during the operation effective period of the rotation operation unit 302. In this case, it is possible for the dedicated sound to be output or the dedicated image to be displayed even though the movable body 310 is not moving. This allows the player to concentrate on the dedicated sound or the dedicated image without being distracted by the movement of the movable body 310.

[0232] Furthermore, following the performance of Figure 19(E'), if the rotation operation unit 302 is rotated by r3 steps or more and less than r4 steps and the specific detection unit detects a specific operation, the performance of Figure 19(E) can be executed, and if the rotation operation unit 302 is rotated by r4 steps or more and the specific detection unit detects a specific operation, the performance of Figure 19(F) can be executed.

[0233] In the cancelable attack effects in Fig. 18 and Fig. 19, not only is it possible to prevent the reach suggestive effect from appearing like the attack effect in Fig. 13, but it is also possible to cancel the effects before the reach suggestive effect (such as the display of the message explaining the cancelable attack effect in Fig. 18(A) and Fig. 18(B), and the display of the ally character and enemy character in Fig. 19(C) before the ally character starts attacking, etc.), so that a player who tends to get tense when watching an attack effect can calmly proceed with the game by canceling the effects before the reach suggestive effect. Also, in the cancelable attack effects in Fig. 18 and Fig. 19, the effect can be canceled even after the reach suggestive effect has started, so that a player can cancel the effect even at a timing after the reach suggestive effect has started when the reach suggestive effect does not suggest that the reach suggestive effect will be executed.

[0234] Also, it is desirable that the operation unit for canceling the attack effect is limited to some of the operation units of the pachinko machine 1 (for example, the only operation unit for canceling the attack effect is the rotation operation unit 302). If the attack effect could be cancelled by operating any operation unit of the pachinko machine 1 during the attack effect, there is a risk that a player who did not intend to cancel the attack effect may unintentionally cancel the attack effect. However, in order to make it easy to cancel the attack effect, it is also possible to make it possible to cancel the attack effect by operating any operation unit of the pachinko machine 1.

[0235] 18 and 19 may appear in the normal state, the time-saving state, and the probability-varying state, but it is preferable that they not appear during a jackpot game. This is because if a player accidentally cancels an effect midway during a jackpot game, the player's sense of elation at winning the jackpot will decrease. Note that not all effects that cause an effective period of the rotating operation unit 302 are cancelled by the rotation of the rotating operation unit 302 during the effective period or by a specific operation on the specific detection unit of the rotating operation unit 302 during the effective period (i.e., there are some effects that cannot be cancelled among the effects that cause an effective period of operation of the rotating operation unit 302).

[0236] In addition, since some players do not want to see any attack effects at all because the attack effects increase the tension too much, for example, if the right rotation of the rotation operation unit 302 is maintained (a state in which an operation for canceling a cancelable attack effect is being performed) when a cancelable attack effect is not being performed (this may be before the cancelable attack effect starts or after the cancelable attack effect is canceled), the cancelable attack effect itself may not appear. Since the operation for canceling a cancelable attack effect (whether the operation is the right rotation of the rotation operation unit 302 or the specific detection unit detects a specific operation) is included in the conditions for operating the movable body 310, the cancelable attack effect is not executed when the movable body 310 is operating (the operation of the movable body 310 and the cancelable attack effect are not executed simultaneously). However, a player who rotates the rotation operation unit 302 to the right without protruding the press operation unit 303 when a cancellable attack effect is not being performed is considered to be a player who intends to see a cancellable attack effect. Therefore, it is desirable that a cancellable attack effect be able to appear if the rotation operation unit 302 is maintained in the right direction when a cancellable attack effect is not being performed, but the press operation unit 303 is not protruding.

[0237] As described above, when pressing operation unit 303 is pulled from its initial position, rotation operation unit 302 rotates right in accordance with the protruding amount of pressing operation unit 303 without directly operating rotation operation unit 302. Therefore, in the case where the condition for canceling the attack effect is the detection of a specific operation by the specific detection unit, the specific operation is contact, and the specific detection unit is provided so as to cover the entire outer circumferential surface of rotation operation unit 302, when pressing operation unit 303 is pulled without operating rotation operation unit 302 and without the specific detection unit detecting the specific operation, rotation operation unit 302 rotates right, but the specific detection unit provided on rotation operation unit 302 does not detect the specific operation (contact), so that even though rotation operation unit 302 rotates right and pressing operation unit 303 protrudes, the attack effect can be continued without being canceled.

[0238] 18 and 19 may be performed when the game is not in progress (when neither a winning game, including a big win game and a small win game, nor a special symbol variation is being performed). In a cancelable attack performance performed when the game is not in progress, for example, a fortune-telling performance (not showing the result of a special lottery) is performed. A cancelable attack performance performed when the game is not in progress is started, for example, when a predetermined time has passed since the game is not in progress and without detecting the rotation of the rotation operation unit 302 (i.e., without performing an operation to cancel the cancelable attack performance). If the rotation operation unit 302 is operated during a cancelable attack performance performed when the game is not in progress, the attack performance is canceled. When a predetermined operation unit other than the rotation operation unit 302 (operation unit for canceling a cancelable attack effect) is operated during a cancelable attack effect performed when a game is not in progress, an effect in which an ally character launches an attack (punch or kick) on an enemy character and an effect in which the enemy character avoids the ally character's attack or the attack hits the enemy character (for example, according to a predetermined distribution, it is determined whether the enemy character avoids the ally character's attack or the attack hits the enemy character) are performed, and if the enemy character avoids the ally character's attack, a "bad luck" is announced as the fortune-telling result, and if the ally character's attack hits the enemy character, a "good luck" is announced as the fortune-telling result. Note that, in a cancelable attack effect performed when a game is not in progress, the condition for executing the effect in which an ally character launches an attack (punch or kick) on an enemy character and the effect in which the enemy character avoids the ally character's attack or the attack hits the enemy character may be that a predetermined time has passed since the start of the attack effect without being canceled. In addition, when a cancelable attack effect is being performed while the game is not progressing, if the pressing operation unit 303 is not protruded so that the attack effect is not canceled, the game progress may remain halted as long as the operation is maintained.

[0239] For players who want to see a cancelable attack effect even after canceling the attack effect, the cancelable attack effect may be executed again after a predetermined time has elapsed since the attack effect was cancelled (or after the attack effect ended without being cancelled) unless the rotation control unit 302 is rotated right (unless the same operation as that for cancelling the attack effect is performed). During this predetermined time, the stopped decorative pattern and an image that is not displayed in the cancelable attack effect (for example, an image different from either the ally character or the enemy character displayed in the cancelable attack effect) may be displayed. Even if the rotation control unit 302 is rotated right after cancelling the attack effect, the cancelable attack effect may be displayed again with a predetermined probability after a predetermined time has elapsed since the cancellation.

[0240] For example, when an operation that can execute the effects of Fig. 19(E) and Fig. 19(F), which are the effects after canceling an attack effect (rotation of r3 steps or more and detection of a specific operation by the specific detection unit) is performed on the rotation operation unit 302, the player may be given a privilege such as an increased likelihood of starting winning or receiving a special lottery that is advantageous. Also, for example, the effect in which an ally character practices a punch in Fig. 19(E) and the effect in which a message is displayed in Fig. 19(F) may be effects that are performed under predetermined conditions. The state in which game ball B is being launched is an example of the predetermined condition, and the strength with which game ball B is launched determines whether the effect of an ally character practicing a punch in FIG. 19(E) is executed or the message in FIG. 19(F) is displayed (for example, the strength with which game ball B is launched needs to be within a first predetermined range in order for the effect of an ally character practicing a punch in FIG. 19(E) to be executed, and the strength with which game ball B is launched needs to be within a second predetermined range (the minimum value of the second predetermined range is equal to or greater than the maximum value of the first predetermined range) in order for the message in FIG. 19(F) to be displayed). In addition, the effect of an ally character practicing a punch in FIG. 19(E) and the effect with the message in FIG. 19(F) displayed may be executed not only after a cancelable attack effect is canceled, but also if the above-mentioned predetermined conditions are satisfied.

[0241] 11 to 16, the pressing operation unit 303, the rotating operation unit 302 including the specific detection unit, and the movable body 310 shown in FIG. 17 may be used.

[0242] In the case where the pressing operation unit 303, the rotating operation unit 302 having a specific detection unit, and the movable body 310 shown in FIG. 17 are applied instead of the pressing operation unit 303 and the rotating operation unit 302 in FIG. 11 to FIG. 16, in the first performance pattern of the attack performance, when the operation effective period of the pressing operation unit 303 starts in FIG. 11 (C) and FIG. 14 (C3), and the pressing detection sensor 381 changes from the OFF state to the ON state during the pressing operation effective period, the post-operation performance is executed. However, in a state where the rotating operation unit 302 is not rotated rightward, the pressing operation unit 303 does not protrude. Therefore, in order to execute the post-operation performance in the first performance pattern of the attack performance, it is necessary to rotate the rotating operation unit 302 rightward to make the pressing operation unit 303 protrude and turn the pressing detection sensor 381 into the OFF state, and then operate the pressing operation unit 303 to turn the pressing detection sensor 381 into the ON state during the operation effective period of the pressing operation unit 303.

[0243] In the case where the pressing operation unit 303, the rotating operation unit 302 having a specific detection unit, and the movable body 310 shown in FIG. 17 are applied instead of the pressing operation unit 303 and the rotating operation unit 302 in FIG. 11 to FIG. 16, in the second performance pattern of the attack performance, when the operation effective period of the rotating operation unit 302 occurs in FIG. 11 (C'), FIG. 14 (C'3), and FIG. 16 (D'4), and the right rotation of the rotating operation unit 302 of a predetermined amount or more (hereinafter, r1 steps or more at which the movable body 310 can start moving) is detected during the operation effective period, the operation during performance is executed. Also, when the right rotation of the rotating operation unit 302 of a predetermined amount or more (hereinafter, r1 steps or more at which the movable body 310 can start moving) is continuously detected for a predetermined time (hereinafter, 3 seconds) during the operation effective period of the rotating operation unit 302, the post-operation performance is executed. However, in Figure 16, if the rotation operation unit 302 is rotated to the right by a predetermined amount or more (r1 steps or more) after the start of the attack effect (the start of the display of the message in Figure 16 (A)) and before the start of the valid operation period of the rotation operation unit 302, a penalty of a predetermined time begins from the start of the valid operation period in Figure 16 (D'4), and until the predetermined time has elapsed, even if the rotation operation unit 302 is rotated to the right by the predetermined amount or more (r1 steps or more), the during-operation effect will not be executed, and it will not be counted towards the duration of the right rotation of the predetermined amount or more (r1 steps or more) that is a condition for causing the post-operation effect to appear.

[0244] 11 to 16, when the pressing operation unit 303, the rotating operation unit 302 having a specific detection unit, and the movable body 310 shown in FIG. 17 are applied, in the second performance pattern of the attack performance, a performance during operation may be executed on the condition that a right rotation of the rotating operation unit 302 of a predetermined amount or more (hereinafter, r1 steps or more at which the operation of the movable body 310 can start) is detected during the effective operation period of the rotating operation unit 302, and the specific detection unit detects a specific operation. In this case, when the performance during operation is being performed in the second performance pattern, the condition for the movable body 310 to move is also satisfied, so the movable body 310 moves. However, in Fig. 16, if the rotation operation unit 302 is rotated right by a predetermined amount or more (r1 steps or more) after the start of the attack performance (start of displaying the message in Fig. 16(A)) and before the start of the effective operation period of the rotation operation unit 302, a penalty of a predetermined time is started from the start of the effective operation period, and until the predetermined time has elapsed, even if the rotation operation unit 302 is rotated right by a predetermined amount or more (r1 steps or more) and the specific detection unit detects a specific operation, the movable body 310 operates but the operation-in-progress performance is not executed. Also, in the second performance pattern of the attack performance, a post-operation performance may be executed on the condition that, during the effective operation period of the rotation operation unit 302, the detection of the right rotation of the rotation operation unit 302 by a predetermined amount or more (hereinafter, r1 steps or more at which the operation of the movable body 310 can start) and the detection of the specific operation by the specific detection unit are simultaneously and continuously detected for a predetermined time (hereinafter, 3 seconds). However, in Figure 16, if the rotation operation unit 302 is rotated to the right by a predetermined amount or more (r1 steps or more) after the start of the attack effect (the start of the display of the message in Figure 16 (A)) and before the start of the valid operation period of the rotation operation unit 302, a penalty of a predetermined time begins from the start of the valid operation period in Figure 16 (D'4), and until the predetermined time has elapsed, it will not be counted towards the duration of the detection of the right rotation of a predetermined amount or more (r1 steps or more) and the detection of a specific operation by the specific detection unit, which are conditions for causing the post-operation effect to appear.

[0245] In addition, when the pressing operation unit 303, the rotation operation unit 302 equipped with a specific detection unit, and the movable body 310 shown in FIG. 17 are applied instead of the pressing operation unit 303 and the rotation operation unit 302 in FIG. 11 to FIG. 16, the minimum rotation amount of the rotation operation unit 302 required for the during-operation performance to be performed in the second performance pattern of the attack performance and the rotation amount required for the attack performance to be canceled in the cancelable attack performance in FIG. 18 and FIG. 19 may be the same or different. In addition, when the pressing operation unit 303, the rotation operation unit 302 equipped with a specific detection unit, and the movable body 310 shown in FIG. 17 are applied instead of the pressing operation unit 303 and the rotation operation unit 302 in FIG. 11 to FIG. 16, the minimum rotation amount of the rotation operation unit 302 required for the after-operation performance to be performed in the second performance pattern of the attack performance and the rotation amount required for the attack performance to be canceled in the cancelable attack performance in FIG. 18 and FIG. 19 may be the same or different. It should be noted that the cancelable attack effects in Figures 18 and 19 may be performed when the game is not progressing (when neither a winning game, including a big win game and a small win game, nor a special pattern change is being performed), but it is desirable that the attack effects in Figures 11 to 16 be performed only when a special pattern change is being performed.

[0246] In the case where the pressing operation unit 303, the rotating operation unit 302 equipped with a specific detection unit, and the movable body 310 shown in FIG. 17 are applied instead of the pressing operation unit 303 and the rotating operation unit 302 in FIG. 11 to FIG. 16, it is desirable that a specific operation is required to execute the attacking performance of FIG. 11 to FIG. 16 for a player who does not want to see the attacking performance. Specifically, for example, in order to execute the attacking performance of FIG. 11 to FIG. 16, the rotating operation unit 302 must be rotated right by r3 steps or more and less than r4 steps, the specific detection unit must detect the specific operation, and the pressing operation unit 303 must not be operated (protruding from the initial position). On the other hand, the cancelable attacking performance of FIG. 18 and FIG. 19 may be cancelable at any time even by a player who does not want to see the attacking performance, and may be made to appear regardless of the amount of rotation of the rotating operation unit 302.

[0247] In addition, when the pressing operation unit 303, the rotating operation unit 302 having a specific detection unit, and the movable body 310 shown in Fig. 17 are applied instead of the pressing operation unit 303 and the rotating operation unit 302 in Fig. 11 to Fig. 16, the condition for executing the first performance pattern of the attack performance and the condition for executing the second performance pattern of the attack performance may be different. For example, the first performance pattern of the attack performance may be executed on the condition that the rotating operation unit 302 is rotated right by r3 steps or more and less than r4 steps, the specific detection unit detects the specific operation, and the pressing operation unit 303 is not operated (i.e., the movable body 310 operates with a width of w3 or more and less than w4), and the second performance pattern of the attack performance may be executed on the condition that the rotating operation unit 302 is rotated right by r4 steps or more, the specific detection unit detects the specific operation, and the pressing operation unit 303 is not operated (i.e., the movable body 310 operates with a width of w4 or more and wmax or less).

[0248] In this case, the shortest time required for the second pattern of the attack performance (the time required for the performance of FIG. 12(E') and FIG. 12(F') to end after the performance of FIG. 11(A) starts and the rotation of the rotation operation unit 302 continues for 3 seconds from the start of the effective operation period of the rotation operation unit 302 by 5 steps or more) is shorter than the shortest time required for the first pattern of the attack performance (the time required for the performance of FIG. 12(E') and FIG. 12(F') to end after the performance of FIG. 11(A) starts and the pressing operation unit 303 is changed from the OFF state to the ON state at the start of the effective operation period of the pressing operation unit 303). In other words, the shortest time required for the performance performed when the rotation operation unit 302 is rotated to the right by r4 steps or more and the pressing operation unit 303 is not operated is shorter than the shortest time required for the performance performed when the rotation operation unit 302 is rotated to the right by r3 steps or more and less than r4 steps and the pressing operation unit 303 is not operated.

[0249] 17, the rotation operation unit 302 having a specific detection unit, and the movable body 310 are applied instead of the pressing operation unit 303 and the rotation operation unit 302. In other words, the expectation of a reach effect being executed is higher when the first performance pattern of the attack performance is executed than when the second performance pattern of the attack performance is executed (i.e., the probability that the attack of the ally character hits the enemy character is higher). In other words, the expectation of a reach effect being executed is higher when the rotation operation unit 302 is rotated right by r3 steps or more and less than r4 steps and the pressing operation unit 303 is not operated than when the rotation operation unit 302 is rotated right by r4 steps or more and the pressing operation unit 303 is not operated.

[0250] In addition, when the pressing operation unit 303, the rotating operation unit 302 having a specific detection unit, and the movable body 310 shown in FIG. 17 are applied instead of the pressing operation unit 303 and the rotating operation unit 302 in FIG. 11 to FIG. 16, the expectation of a big win is higher when the second performance pattern of the attack performance (for example, the performance in FIG. 11(A) to FIG. 12(F')) is executed than when the first performance pattern of the attack performance (for example, the performance in FIG. 11(A) to FIG. 12(F)) is executed. In other words, the expectation of a big win is higher in the performance performed when the rotating operation unit 302 is rotated right by r4 steps or more and the pressing operation unit 303 is not operated than in the performance performed when the rotating operation unit 302 is rotated right by r3 steps or more and less than r4 steps and the pressing operation unit 303 is not operated.

[0251] 11 to 16, even if the pressing operation unit 303, the rotating operation unit 302 equipped with a specific detection unit, and the movable body 310 shown in Fig. 17 are applied instead of the pressing operation unit 303 and the rotating operation unit 302 in Fig. 11 to 16, the attack presentation in Fig. 11 to 16 is an presentation that cannot be cancelled (i.e., cannot be stopped by the operation by the player). In addition, after the rotation operation unit 302 is operated in the cancelable attack presentation in Fig. 18 and Fig. 19 to cancel the cancelable attack presentation, the first presentation pattern of the attack presentation may be executed under the condition that the rotation operation unit 302 is rotated right by r3 steps or more and less than r4 steps, the specific detection unit detects the specific operation, and the pressing operation unit 303 is not operated (protruding from the initial position). In addition, after the rotation operation unit 302 is operated to cancel the cancellable attack performance in Figures 18 and 19, a second performance pattern of the attack performance may be executed under the conditions that the rotation operation unit 302 is rotated to the right by r4 steps or more, the specific detection unit detects a specific operation, and the pressing operation unit 303 is not operated.

[0252] [3. Exploration Quest Production] Hereinafter, unless otherwise specified, the first special symbol variation and the second special symbol variation are collectively referred to simply as "variation". The search quest performance will be explained. The search quest performance is, for example, a performance that starts after the variation start time and before the decorative symbol forms a reach, ends before the decorative symbol forms a reach, or continues after the decorative symbol forms a reach.

[0253] In the exploration quest performance, two characters are selected from multiple types of characters (here, "hunters" or "villagers"), and the two selected characters search for and defeat rare animals. If the two selected characters discover a rare animal, attack it, and defeat it, a big win is announced. Also, if the two characters fail to discover a rare animal in the exploration quest performance, a loss is announced.

[0254] In addition, in the exploration quest presentation, when the two characters discover a rare animal and are attacked by the rare animal, an endurance presentation is executed. In the endurance presentation, if the two characters endure the attack from the rare animal, a big win is announced, and if they do not, a loss is announced.

[0255] In addition, when the endurance performance of the exploration quest performance is successful and a jackpot is announced, a reward performance (for example, a message that is only displayed if the endurance performance is successful is displayed) should always be executed, or a special benefit that is advantageous to the player (for example, transitioning to a jackpot game state with the largest number of rounds) should always be granted.

[0256] In addition, in the exploration quest presentation, there are strong bosses and weak bosses as rare beasts that the two characters can discover, and the probability of winning is higher when the weak boss is discovered than when the strong boss is discovered.

[0257] In addition, in the exploration quest performance, if two different characters are selected, the two different characters may not be able to find the rare animal and a loss may be notified (i.e., two different characters may be selected only when a loss is selected). Also, in the exploration quest performance, if the background at least at the start of the exploration quest performance is the same, it is desirable that the jackpot expectation rate (the rate of a jackpot) is higher when two hunters are selected than when two villagers are selected.

[0258] 20 and 21 are explanatory diagrams showing an example of a presentation in which a strong boss is encountered in a search quest presentation. In FIG. 20 and FIG. 21, a search quest presentation executed in a normal game state in which the time-saving state and the probability change state are not present are described.

[0259] Fig. 20(A) shows a state where the change has started, and a display indicating that the search quest effect has started is displayed on the effect display device 1600. Also, in Fig. 20(A), a pending display corresponding to a pending change and a pending display corresponding to an active change (hereinafter, these are collectively referred to simply as pending displays) are displayed on the effect display device 1600.

[0260] Also, a first background hatched with vertical lines is displayed as a background image displayed on the effect display device 1600. The first background is a background image that can only be displayed in a normal game state, and is the background with the lowest expectation of a big win. Also, when the search quest effect of FIG. 20(A) starts, BGM1 is output from the speaker 354. BGM1 is the BGM that can only be output in a normal game state, and is the BGM with the lowest expectation of a big win.

[0261] FIG. 20(B) shows a state in which a hunter 1601 has been selected as the first character. The hunter 1601 is a white character in the figure, and holds a sword as a weapon. When the first character is selected, the first background and the hold display are displayed on the performance display device 1600, as in FIG. 20(A), and BGM1 continues to be output from the speaker 354. Also, in FIG. 20(B), a line is displayed on the performance display device 1600 indicating that the first character, the hunter 1601, is looking for a partner character to search for rare animals together.

[0262] In FIG. 20(C), in addition to the first hunter 1601, another hunter 1601 is displayed as a second character on the effect display device 1600. Both of the two hunters 1601 are holding swords, and when the second hunter 1601 is displayed (when the same character is displayed as the first and second hunters), an effect selected from a plurality of effects (in the example shown in the figure, a star is displayed, and the probability of a jackpot varies depending on the type of this effect) is displayed on the weapon (here, the sword) he is holding. Note that the swords held by the first hunter 1601 and the second hunter 1601 may have different designs. Also, in FIG. 20(C), decorative patterns form a reach.

[0263] In addition, in the exploration quest presentation, the expectation of a jackpot is higher when the first and second characters are both Hunters 1601 than when they are both Villagers. However, when Background 1 is displayed as the background image and BGM 1 is output at the start of the exploration quest presentation as shown in FIG. 20, it is desirable that a jackpot is not guaranteed even if the first and second characters are both Hunters 1601 (in other words, it is desirable that the first and second characters can both become Hunters 1601 even in the case of a miss).

[0264] In FIG. 20(C), when a second hunter 1601 is displayed in addition to the first hunter 1601, the background music output from the speaker 354 is changed to BGM2. Furthermore, when a second hunter 1601 is displayed in addition to the first hunter 1601 (when the same character is displayed as the first and second hunters), a special sound may be output in an output mode selected from a plurality of output modes. The probability of winning a jackpot differs depending on the output mode of the special sound (for example, the length of the output time). This change in background music and output of a special sound can make the player understand that the displayed character is about to begin searching for rare animals in earnest.

[0265] It is desirable that the above-mentioned special sounds are output only when two of the same characters (two hunters 1601 or two villagers) are displayed on the performance display device 1600 (in other words, it is desirable that they are not output when one hunter 1601 and one villager are displayed).

[0266] In Fig. 20(D), the two hunters 1601 hide their weapons (i.e., the swords that were displayed up to Fig. 20(C) are no longer displayed), and the scene shifts to a full-scale search for rare animals. However, in order to let the player recognize that the characters have not changed between Fig. 20(C) and Fig. 20(D), the display mode of the two hunters 1601 themselves has not changed (i.e., the hunters 1601 themselves are displayed in the same manner in Fig. 20(C) and Fig. 20(D)).

[0267] In this way, each character (hunter 1601 and villager) has a display mode in which it holds a weapon and a display mode in which it does not hold a weapon, and when multiple characters are displayed simultaneously, they are displayed in the same display mode (i.e., when multiple characters are displayed simultaneously, either all of the multiple characters are holding weapons, or none of the multiple characters are holding weapons).

[0268] Also, in Fig. 20(D), the background displayed on the performance display device 1600 changes to a second background hatched with dots. While the second background is displayed on the performance display device 1600, the weapon held by the character is not displayed, and the reserved display corresponding to the reserved change is not displayed (only the reserved display corresponding to the change being executed is displayed). By not displaying the reserved display corresponding to the reserved change in this way, the player can concentrate on the performance of searching for the rare animal.

[0269] When the background displayed on the performance display device 1600 is the second background, not only the reserved display corresponding to the reserved variation but also the reserved display corresponding to the variation being executed may be hidden. Also, in FIG. 20(D), the BGM output from the speaker 354 changes to BGM3.

[0270] It is preferable that the display size of the character when the second background is displayed on the performance display device 1600 is smaller than the display size of the character when the first background before Fig. 20(C) is displayed. This is because there is a possibility of encountering a rare animal when the second background is displayed, and the player is made to pay attention to the display of the rare animal rather than the character.

[0271] Also, as between Figures 20(C) and 20(D), when a character changes from a state in which it is holding a weapon to a state in which it is not holding a weapon, the character (and the weapon) may go through a state in which it is not visible (for example, the character may not be displayed on the performance display device 1600, or a predetermined movable body provided on the pachinko machine 1 may become invisible by moving to a position that overlaps with the display area of ​​the character on the performance display device 1600). When a character changes from a state in which it is holding a weapon to a state in which it is not holding a weapon, the tension of the player can be alleviated by temporarily hiding the character. Also, it is desirable to also hide the background (for example, a single-color background) at the time when the character is temporarily hidden.

[0272] Fig. 20(E) shows a state where the hunter 1601 has found a rare animal. In Fig. 20(E), two hunters 1601 without weapons and a strong boss 1610 with a crest and a beak as a rare animal are displayed on the performance display device 1600. Also, BGM3 is output from the speaker 354. Note that, instead of suddenly displaying the rare animal, for example, a valid operation period of a predetermined operation unit (for example, the pressing operation unit 303) may be generated, and the rare animal (either the strong boss 1610 or the weak boss) may be displayed when either the operation of the predetermined operation unit during the valid operation period or the end of the valid operation period is satisfied.

[0273] Fig. 20(F) shows a state in which two hunters 1601 are being attacked by a strong boss 1610. After the two characters are attacked by a rare animal, the game transitions to an endurance performance. Also, in Fig. 20(F), BGM3 is being output from the speaker 354.

[0274] In addition, when a character without a weapon is displayed and a predetermined effect (for example, an effect of encountering and battling a rare animal) is being performed, for example, a dropped weapon (i.e., an object displayed together with the character displayed when the first background is displayed) may be displayed. This allows the player to have a sense of expectation that the character will utilize the weapon. In addition, it is desirable that the probability of a big win is higher when a dropped weapon is displayed than when it is not displayed.

[0275] Fig. 21(G) shows the state where the endurance performance has started. In Fig. 21(G), the two hunters 1601 (characters attacked by rare animals) are shown using their weapons to keep their balance so that they do not fall. Furthermore, a cut-in of a character other than the two hunters 1601 (i.e., a villager 1602 who is not selected) occurs, and a performance is executed in which the cut-in villager 1602 is trying to help the two hunters 1601 who are about to fall.

[0276] It is desirable that the two hunters 1601 (characters attacked by rare animals) who are about to fall and the cut-in character perform dynamic effects. Specifically, for example, by repeating the motion of the two hunters 1601 who are about to fall stumbling from side to side, the player can easily recognize that the two hunters 1601 have not yet fallen. Also, for example, by repeating the motion of the cut-in character stamping his / her feet, the player can expect that the cut-in character will come to the rescue of the two hunters 1601 and succeed in the endurance performance. Also, the length of time for which this dynamic effect is performed may suggest whether the endurance performance will be successful (for example, the dynamic effect is performed for a longer period of time if the endurance performance is successful than if it fails).

[0277] 21(G), the character displayed in the cut-in is holding a weapon just like the hunter 1601 (the weapon held by the villager 1602 is a metal club). In this way, in addition to the hunter 1601 who is about to fall in the endurance performance, the villager 1602 is displayed as a helper character, and the displayed character is holding the weapon again, giving the player a sense of anticipation that the hunter 1601 will not fall but will get up.

[0278] Also, in Fig. 21(G), in order to draw the player's attention to whether the hunter 1601 will fall or not, no background music is being output from the speaker 354. Note that in Fig. 21(G), a special background music may be output when a character attacked by a rare animal uses a weapon to maintain balance so as not to fall, and when a cut-in of a character that was not selected occurs.

[0279] Also, in Fig. 21(G), in order to prevent the player from excessively expecting that the hunter 1601 will not be defeated, the background displayed on the performance display device 1600 is returned to the first background. Furthermore, in Fig. 21(G), a reserved display corresponding to an active change and a reserved display corresponding to a reserved change are displayed on the performance display device 1600. In other words, when the first background is displayed, the displayed character is holding a weapon, and when the first background is displayed, all reserved displays are displayed.

[0280] In order to indicate to the player that the endurance performance will start, two hunters 1601 (characters attacked by rare animals) carrying weapons and a villager 1602 (helper character) carrying a weapon may be displayed after Fig. 20(F) and before Fig. 21(G). Then, for example, the endurance performance of Fig. 21(G) starts after a predetermined time (e.g., 3 seconds) has elapsed since the start of the display of the two hunters 1601 (characters attacked by rare animals) carrying weapons and the villager 1602 (helper character).

[0281] In addition, in FIG. 21(G), in order to make the player hope that the arrival of the help character will lead to success in the endurance performance, it is desirable for the display size of the help character to be larger than the display size of the two hunters 1601, who are the first and second characters.

[0282] In addition, if the same character as the character attacked by the rare animal comes to the rescue in the endurance performance, the expectation of a big win is higher than if a different character comes to the rescue. Therefore, a different character is always displayed in the cut-in in FIG. 21(G), and a message suggesting that the same character will come to the rescue is displayed in FIG. 21(H) described later, so that the player can feel a sense of excitement. In addition, if the same character as the character attacked by the rare animal comes to the rescue in the endurance performance, a big win is confirmed, and if a different character comes to the rescue, a loss is confirmed.

[0283] Also, as between FIG. 20(F) and FIG. 21(G), when a character changes from not holding a weapon to holding a weapon, the character (and weapon) may go through a state in which it is not visible (for example, the character may not be displayed on the performance display device 1600, or a predetermined movable body provided on the pachinko machine 1 may move to a position overlapping the display area of ​​the character on the performance display device 1600, making it invisible). When a character changes from not holding a weapon to holding a weapon, the tension of the player can be alleviated by temporarily hiding the character. Also, it is desirable to also hide the background (for example, a single-color background) at the time when the character is temporarily hidden.

[0284] Following Fig. 21(G), a transition occurs to Fig. 21(H) or Fig. 21(J). In Fig. 21(H), a message saying "I'll arrive first!" (a message suggesting that a character other than the help character displayed in Fig. 21(G), i.e., a hunter 1601, will come to help) is displayed on the performance display device 1600. Note that, although the first background is displayed as the background image of the performance display device 1600 in Fig. 21(H), a background different from the first background (for example, a background dedicated to displaying the message) may be displayed in order to give the player a sense of expectation that a character other than the help character displayed in Fig. 21(G) will come to help.

[0285] Also, in FIG. 21(H), in order to give the player a sense of elation that the hunter 1601 is coming to the player's rescue, BGM4 (i.e., BGM different from BGM1 to BGM3) is output from the speaker 354. Also, in FIG. 21(H), the first background continues to be displayed on the performance display device 1600, but a special background different from the first background and the second background may be displayed to give the player a sense of elation. Also, in FIG. 21(H), all reserved displays are hidden to draw the player's attention to the above-mentioned message (if the conditions for additionally reserving a variation are met while the reserved displays are hidden, the variation is additionally reserved but the reserved displays remain hidden).

[0286] FIG. 21(I) shows a state where two hunters 1601 do not fall because a new hunter 1601 comes to help, that is, the durability performance is successful, and the decorative symbols stop in a combination of big wins. In FIG. 21(I), three hunters 1601 (three identical characters) are displayed, including two hunters 1601 attacked by rare animals and one hunter 1601 who comes to help, and all of the hunters 1601 are holding weapons (swords). In order to keep the player excited, the speaker 354 continues to output BGM4. It is preferable that a display indicating that the game state has been controlled (transitioned) to the big win game state (an example of an advantageous state) be displayed at the timing when the game state is controlled to the big win game state (an example of an advantageous state) after the display of FIG. 21(I).

[0287] In Fig. 21(J), which transitions from Fig. 21(G), the two hunters 1601 have fallen despite the villager 1602 coming to their rescue, i.e., the endurance performance has failed, and the decorative symbols stop in a losing combination. In Fig. 21(J), two hunters who have fallen after being attacked by a rare animal and one villager 1602 who has come to their rescue (i.e., two of the same characters and one different character) are displayed, and both characters are holding weapons (the hunter 1601 has a sword, and the villager 1602 has a metal club). In Fig. 21(J), no background music is output from the speaker 354 so as not to stimulate the player's sense of dejection.

[0288] The time from the start of the state of Fig. 21(G) until the state of Fig. 21(J) is reached and the change ends is within a predetermined time (for example, within 3 seconds), and the time from the start of the state of Fig. 21(G) until the state of Fig. 21(I) is reached and the change ends via the state of Fig. 21(H) is longer than the predetermined time (for example, 5 seconds). As a result, the time from the start of the endurance performance to the end of the change is longer when the endurance performance is successful compared to when it is unsuccessful, so the player can enjoy the successful endurance performance for a longer period of time.

[0289] Also, the expectation of a big win in the change may be indicated by the length of time from when the character holding the weapon in Fig. 21(G) is displayed again until the transition to the next presentation (Fig. 21(H) or Fig. 21(J)). For example, if the time from when the character holding the weapon in Fig. 21(G) is displayed again until the presentation changes to that in Fig. 21(H) is 5 seconds, and the time from when the character holding the weapon in Fig. 21(G) is displayed again until the presentation changes to that in Fig. 21(J) is 3 seconds, if the presentation does not change even after 3 seconds or more have passed since the character holding the weapon in Fig. 21(G) was displayed again, it is indicated that the endurance presentation was successful (i.e., it is indicated that a big win will be announced).

[0290] In addition, it is desirable that the rate at which the durability performance fails is higher than the rate at which the durability performance succeeds, because if the rate at which the durability performance succeeds is high, the player will be less likely to appreciate the reward performance that is executed when the durability performance succeeds and the advantageous benefits that are given to the player.

[0291] 21(I) and 21(J), the display size of the help character may be larger than the display size of the two hunters 1601, which are the first and second characters, in order to allow the player to easily recognize whether the hunter 1601 or the villager 1602 has appeared as the help character, or the display size of all the characters may be the same in order to make all the displayed characters easier to recognize. After displaying the display size of the help character larger than the display size of the two hunters 1601, which are the first and second characters, all the characters may be displayed at the same size (the display size of the first and second characters may be matched to the display size of the help character, the display size of the first and second characters may be matched to the display size of the help character, or the display size of all the characters may be matched to a size different from the size in which the first and second characters were displayed and the size in which the help character was displayed).

[0292] Also, it is desirable that the display size of the characters when it is determined that the endurance performance in Fig. 21(I) and Fig. 21(H) has succeeded or failed be larger than the display size of the characters at the start of the endurance performance in Fig. 21(G) in order to allow the player to recognize which character's endurance performance has succeeded or failed.

[0293] For example, a zone effect related to a search quest effect may be executable. For example, when a rare animal discovery confirmation zone effect is executed, the character can always find a rare animal, suggesting a higher chance of winning compared to when the rare animal discovery confirmation zone effect is not executed. This rare animal discovery confirmation zone effect may be executed in a change in which a search quest effect is executed (however, it starts from a timing before the rare animal is discovered), or may be executed as a look-ahead effect from a change before the change in which a search quest effect is executed. The zone display indicating that a rare animal discovery confirmation zone effect is being executed has a higher display priority than the background display (i.e., the zone display is displayed in the foreground in an overlapping display area of ​​the zone display and the background display), but has a lower display priority than the character or weapon (i.e., the character or weapon is displayed in the foreground in an overlapping display area of ​​the zone display and the character or weapon).

[0294] In addition, it is preferable that the rate at which the first background is displayed and then a character holding a weapon is displayed as in Figures 20(B) to 20(C) is not changed (as in the presentation explained in Figure 24 below) is higher than the rate at which the situation changes to a character not holding a weapon as in Figures 20(D) and onwards. This can increase the player's sense of expectation when the situation changes to a character not holding a weapon.

[0295] Also, when the display changes from one in which a character is holding a weapon to one in which a character is not holding a weapon, such as when transitioning from Figure 20(C) to Figure 20(D), it is desirable to change from the one in which a character is holding a weapon to the one in which a character is not holding a weapon without a period in between in which no character is displayed. This makes it easier for the player to notice the change in whether the character has a weapon or not, as a character without a weapon suddenly changes to one holding a weapon, making it easier to build anticipation.

[0296] On the other hand, when there is a change from a situation in which a character not holding a weapon is displayed to a situation in which a character holding a weapon is displayed, such as when transitioning from Figure 20 (F) to Figure 21 (G), it is desirable to change from a situation in which a character not holding a weapon is displayed to a situation in which a character holding a weapon is displayed, after a period in which the character itself (including the weapon) is not displayed.

[0297] Furthermore, even when there is a change from a situation in which a character holding a weapon is displayed to a situation in which a character not holding a weapon is displayed, such as when transitioning from Figure 20(C) to Figure 20(D), it may be possible to make it possible to change from a situation in which a character holding a weapon is displayed to a situation in which a character not holding a weapon is displayed, after a period of time in which the character itself (including the weapon) is not displayed.

[0298] FIG. 22 is an explanatory diagram showing an example of a performance when a character discovers a weak boss that is a rare animal in a search quest performance. FIG. 22(E2), which transitions from FIG. 20(D), shows a state in which a hunter 1601 has discovered a rare animal. In FIG. 22(E2), two hunters 1601 without weapons and a weak boss 1611 that does not have a crest or beak as a rare animal are displayed on the performance display device 1600. It is assumed that the probability of a big win is higher when a character discovers a weak boss 1611 than when a character discovers a strong boss 1610. Also, in FIG. 22(E2), a second background is displayed as the background on the performance display device 1600, and BGM3 continues to be output from the speaker 354.

[0299] In FIG. 22(F2), in addition to two unarmed hunters 1601 (characters from FIG. 22(E2)), one unarmed helper hunter 1601 also joins the battle, making a total of three characters launching a preemptive attack on the weak boss 1611. When a character launches a preemptive attack on a rare animal, the durability performance is not executed. Also, when a character launches a preemptive attack on a rare animal, it is preferable that the expectation of a big win is higher than when the durability performance is executed. Note that the one helper character without a weapon is displayed in an area overlapping with the weak boss 1611, but the display priority of the helper character is higher (i.e., the helper character is displayed closer to the weak boss 1611).

[0300] In addition, when the hunter 1601 is selected as the first and second characters, the character is more likely to launch a preemptive attack on a rare animal (i.e., the character is less likely to be attacked by a rare animal) than when the villager 1602 is selected. Also, when the weak boss 1611 is selected as the rare animal, the character is more likely to launch a preemptive attack on a rare animal (i.e., the character is less likely to be attacked by a rare animal) than when the strong boss 1610 is selected as the rare animal.

[0301] In Fig. 22(G2), an effect is performed showing that a total of three characters, two hunters 1601 and one helper hunter 1601, have defeated a weak boss 1611, and the decorative symbols stop in a winning combination. Also, in Fig. 22(G2), the second background is displayed as the background on the effect display device 1600, and BGM3 continues to be output from the speaker 354. Note that after Fig. 22(G2), an effect may be executed in which the hunter 1601 not holding a weapon changes to the hunter 1601 holding a weapon.

[0302] In addition, at the timing when the game state is controlled to the jackpot game state after FIG. 22 (G2), a display indicating that the game state has been controlled (transitioned) to the jackpot game state (one example of an advantageous state) may be displayed. This. The display indicating that the game state has been controlled to the jackpot game state can give the player a sense of elation all at once. In addition, a display indicating that the game state is controlled (transitioned) to the jackpot game state (one example of an advantageous state) may be displayed before the game state is controlled to the jackpot game state (specifically, for example, at the start of the fluctuation at which the search quest performance is executed, or at the time when the special random number corresponding to the fluctuation at which the search quest performance is executed is reserved). This allows the player to be notified of the jackpot at an early timing, giving a sense of surprise.

[0303] In addition, in Fig. 22 (F2), if a character different from the first and second characters (here, villager 1602) is selected as the helper character, the expectation of a big win is lower than when the same character is selected (or a miss may be confirmed). In addition, in Fig. 22 (F2), if the same character as the first and second characters is selected as the helper character, a big win may be confirmed (i.e., a transition to Fig. 22 (H2) may not be made).

[0304] In addition, in FIG. 22(H2), a presentation is given to show that a total of three characters, two hunters 1601 and one hunter 1601 as a helper character, have been escaped by the weak boss 1611, and further, the background image displayed on the presentation display device 1600 returns to the first background, and no background music is output from the speaker 354.

[0305] In addition, in the exploration quest presentation, various background images such as the first background, the second background, and the third background described below can be displayed on the presentation display device 1600, so the transparency of the character and image may be changed to allow the player to enjoy the background images.

[0306] Fig. 23 is an explanatory diagram showing another example of the exploration quest presentation. In the exploration quest presentation in Fig. 23, the BGM3 output when the character encounters a rare animal in the exploration quest presentation in Fig. 20 to Fig. 22 is output from the speaker 354 at the start of the change (BGM3 can suggest that a rare animal will be encountered, that is, BGM3 functions as a premonition presentation for an encounter with a rare animal), and the background displayed on the presentation display device 1600 is a third background hatched with horizontal straight lines.

[0307] In the exploration quest presentation of Figure 23 (an exploration quest presentation in which BGM3 is output at the start of the change and the background is the third background), it is desirable that the character will always be able to encounter a rare animal (or that the probability of encountering a rare animal is higher than in the exploration quest presentations of Figures 20 to 22).

[0308] As a result, when the exploration quest presentation in Figure 23 begins, the player who hears BGM3 (which is output when a rare animal is encountered in the exploration quest presentation in Figures 21 to 22) can get a sense of anticipation that the character will encounter a rare animal.

[0309] FIG. 23(A3) is similar to FIG. 20(A) except that the third background is displayed as the background image on the performance display device 1600 and BGM3 is output from the speaker 354.

[0310] In Fig. 23(B3), the third background is displayed as a background image on the performance display device 1600, and BGM3 is output from the speaker 354. Furthermore, in Fig. 23(B3), the character Hunter 1601 is hiding his weapon (i.e., the weapon is not displayed) when he is searching for his companions.

[0311] As described above, in the presentations of Figures 20 and 22, when the character encounters a rare animal, the weapon is hidden, so by having the hunter 1601 hide the weapon in advance in Figure 23 (B3), the player can feel a sense of anticipation that the character will encounter a rare animal. Note that the character displayed in the exploration quest presentation of Figure 23 does not always carry a weapon.

[0312] Fig. 23(C3) is the same as Fig. 20(C), except that the third background is displayed as the background image on the performance display device 1600, BGM5 is output from the speaker 354, and the character is hiding a weapon. In other words, in Fig. 23(C3), when the second hunter 1601 is displayed in addition to the first hunter 1601 (when the same character is displayed as the first and second hunters), the same special sound as Fig. 20(C) may be output. Note that BGM3 may continue to be output instead of BGM5 even after Fig. 23(C3).

[0313] 23(D3) to 23(F3) are similar to FIG. 22(E2) to FIG. 22(G2), except that the third background is displayed as a background image on the performance display device 1600 and BGM5 is output from the speaker. In the search performance in which the first background is displayed at the start of the change, when the second character identical to the first character is additionally displayed in FIG. 20(C3), BGM2, which is not output at other timings, is output from the speaker 354, but when the second character identical to the first character is additionally displayed in FIG. 23(C3), BGM5, which is also output from FIG. 23(D3) onwards, is output from the speaker 354. In FIG. 23(C3), BGM2 (BGM output when the display of two identical characters starts in the search quest performance that starts with the display of the first background) may be output, or a dedicated BGM for when the display of two identical characters starts in the search quest performance that starts with the output of BGM3 may be output.

[0314] Note that BGM3 may be output from the speaker 354 throughout the entire exploration quest presentation in FIG. 23. In other words, in the exploration quest presentation in FIG. 23, the BGM may change and BGM3 may continue to be output, so the length of time BGM3 is output is indefinite. For example, if the length of time BGM3 is output is indefinite, and the longer the time BGM3 is output, the higher the chance of a jackpot, the player can wait with tension for when BGM3 will end. On the other hand, in FIG. 20, BGM3 is output when the two characters are seriously searching for and battling rare animals, so the length of time BGM3 is output is constant.

[0315] In the exploration quest presentation of FIG. 23, i.e., in which the third background is displayed as the background image on the presentation display device 1600 and BGM3 is output from the speaker 354 from the start of the fluctuation, in order not to ruin the player's sense of anticipation heightened by the third background and BGM3, it may be arranged so that a jackpot is confirmed when two hunters 1601 (who inspire a stronger sense of anticipation than the villagers 1602) search for a rare animal.

[0316] Furthermore, when the exploration quest presentation in Figure 23 is executed, the player's sense of anticipation is heightened by the third background and the BGM3 that has been output since the start of the fluctuation, so it is desirable that the rate of winning a jackpot is higher than when the exploration quest presentation in Figures 20 to 22 (an exploration quest presentation in which the first background is displayed as the background image on the presentation display device 1600 and BGM1 is output from the speaker 354) is executed.

[0317] In addition, in the exploration quest presentation in which the third background of FIG. 23 is displayed, when a predetermined presentation (for example, a presentation after an encounter with a rare animal or a presentation in which two or more of the same characters are displayed) is not being performed, the BGM output from the speaker 354 is interrupted (the BGM simply stops or changes to another BGM) by operating a predetermined operation unit (for example, the pressing operation unit 303), and the BGM can be output again when the predetermined operation unit is operated again. In addition, in order to draw the player's attention to the fact that the BGM will be interrupted by the operation, an operation sound associated with the operation to interrupt the BGM is not output. On the other hand, in the exploration quest presentation in which the third background is not displayed as in FIG. 20 to FIG. 22, the BGM output from the speaker 354 is not interrupted even if a predetermined operation unit (for example, the pressing operation unit 303) is operated.

[0318] Also, in the exploration quest presentation in which the third background of FIG. 23 is displayed, when a predetermined presentation (for example, a presentation after an encounter with a rare animal or a presentation in which two or more identical characters are displayed) is not being performed, an icon display whose appearance can be changed according to the operation of a predetermined operation unit (for example, the pressing operation unit 303) may be displayed on the presentation display device 1600. Therefore, when the predetermined operation unit is operated when the predetermined presentation is not being performed, the output of the BGM output from the speaker is interrupted and the appearance of the icon display changes. Then, when the predetermined operation unit is operated again, the BGM is output again and the appearance of the icon display can be changed again (it may return to the original appearance or may change to a different appearance). On the other hand, in the exploration quest presentation in which the third background is not displayed as in FIG. 20 to FIG. 22, the icon display is not displayed on the presentation display device 1600 regardless of the operation on the predetermined operation unit. The icon display may include information related to the BGM being output from the speaker 354.

[0319] In addition, in order to heighten the player's sense of anticipation with the third background and BGM3, it is desirable for the exploration quest presentation in Figure 23 to be executed in a game state that is advantageous to a player in a time-saving state or a special probability state (for example, a game state in which the probability of hitting a jackpot is higher than in the game state in which the exploration quest presentation in which the first background is displayed is executed), whereas it is desirable for the exploration quest presentation in Figures 20 to 22 to be executed in a normal game state which is neither a time-saving state nor a special probability state.

[0320] Fig. 24 is an explanatory diagram showing an example of a presentation in which two selected characters cannot find a rare animal in a search quest presentation. Fig. 24(A4) is similar to Fig. 20(A). Fig. 24(B4) is similar to Fig. 20(B), except that a villager 1602 holding a weapon (hammer) is selected as the first character.

[0321] In FIG. 24(C4), in addition to the first villager 1602, a hunter 1601 is displayed on the effect display device 1600 as a second character, and the villager 1602 holds a metal club, and the hunter 1601 holds a sword. In FIG. 20(C), when the same character as the first character is displayed as the second character, a predetermined effect is displayed on the weapon he is holding. However, if the first character and the second character are different, the player will not encounter a rare animal and will eventually be notified of a miss, so the predetermined effect is not displayed in order to avoid unnecessarily increasing the player's expectations. In FIG. 24(C4), the decorative pattern forms a reach. In FIG. 24(C4), the background music output from the speaker 354 remains as BGM1, and no special sound is output in order to avoid unnecessarily increasing the player's expectations.

[0322] In Fig. 24(D4), unlike Fig. 20(D), the two characters search for the rare animal without hiding their weapons to avoid being noticed by the rare animal (i.e., their weapons remain visible), suggesting to the player that the two characters will not encounter the rare animal.

[0323] Also, in Figure 24 (D4), in order to avoid unnecessarily increasing the player's expectations, the background image displayed on the performance display device 1600 remains as the first background, all hold displays remain displayed, and the BGM output from the speaker 354 remains as BGM1.

[0324] In Fig. 24 (E4), when it seems that the two characters have found a rare animal, it turns out that it is the other villager 1602 who has found it (i.e., the rare animal was not found), and the decorative patterns stop in a losing combination. Also, in Fig. 24 (E4), the background image displayed on the performance display device 1600 remains the first background, and BGM is not output from the speaker 354.

[0325] In addition, in Fig. 24, the effect in which two different characters are selected and a rare animal cannot be encountered is described, but even if the same two characters are selected, an effect in which a rare animal cannot be encountered may be executed. That is, for example, the effects in Fig. 20(A) to Fig. 20(C) may be executed, followed by the effects in Fig. 24(D4) and Fig. 24(E4) (however, the first and second characters in Fig. 24(D4) and Fig. 24(E4) are hunters 1601 as in Fig. 20(C), and the third character is a villager 1602 different from the first and second characters).

[0326] In addition, instead of transitioning from FIG. 24(C4) to FIG. 24(D4), the selected first and second characters may be temporarily hidden, and then the first and second characters may be reselected. This reselection of characters may be repeated multiple times. In addition, it is desirable that the more times the character reselection is performed, the higher the jackpot expectation. In the reselection of characters, the same combination of characters as the combination of the first and second characters selected immediately before may be selected, or a different combination of characters may be selected. For example, if reselection is repeated in which the first and second characters are both hunters, the special sound described in FIG. 20(C) is output each time the second hunter 1601 is displayed in addition to the first hunter 1601, that is, the special sound can be output multiple times in one change.

[0327] Also, instead of transitioning to Figure 20(D) or Figure 20(D4) after the first and second characters are selected as in Figure 20(C) or Figure 24(C4), a specified character other than hunter 1601 or villager 1602 may be displayed as the third character, and then the first and second characters may be reselected.

[0328] 25 and 26 are explanatory diagrams showing another example of the exploration quest presentation. In the exploration quest presentation of Fig. 25 and Fig. 256, similar to the exploration quest presentation of Fig. 23, the third background is displayed as a background image on the presentation display device 1600 from the start of the fluctuation, and BGM3 is output from the speaker 354. Also, in the exploration quest presentation of Fig. 25 and Fig. 26, an endurance presentation is performed.

[0329] 25(A5) to 25(D5) are similar to FIG. 23(A3) to FIG. 23(D3) except that a villager 1602 is selected as the first and second characters, respectively.

[0330] 25(E5) shows a state in which two villagers 1602 are being attacked by a weak boss 1611. The performance display device 1600 continues to display the third background as a background image, and only the pending display corresponding to the change being executed is displayed among the pending displays, and BGM5 is output from the speaker 354.

[0331] In Fig. 25 (F5), the endurance performance is being executed. In Fig. 25 (F5), the performance display device 1600 continues to display the third background as a background image, all pending displays are displayed, and BGM is not being output from the speaker 354. Also, in the endurance performance when the performance display device 1600 displays the third background, the characters (the two villagers 1602 who are characters attacked by rare animals, and the hunter 1601 (different from the villagers 1602) who is a cut-in character) do not have weapons. This is because the player's expectations have already been raised by the third background, and by not allowing the characters to have weapons, the player's expectations are not made excessive.

[0332] In FIG. 26 (G5), a display (message saying "Looks like you won't make it in time...") indicating that the jackpot has not been won (failure in the endurance performance) is displayed on the performance display device 1600. Also, a fourth background hatched in a grid pattern is displayed on the performance display device 1600 as a background image. The fourth background is a background image dedicated to when the message is displayed. Also, all pending displays are displayed on the performance display device 1600, but in order to make it easier for the player to recognize the message and the fourth background, the pending display corresponding to the change being executed may be hidden, or both the pending display corresponding to the change being executed and the pending display corresponding to the change being held may be hidden. Also, BGM6 is output from the speaker 354. BGM6 is BGM dedicated to when the message is displayed.

[0333] In FIG. 26 (G5), by displaying a message indicating that the jackpot has not been won, and further displaying the fourth background, which is a dedicated background image, and outputting BGM6, which is dedicated BGM, the player is made to realize that he or she has not won the jackpot before the exploration quest presentation has completely ended, thereby preventing the player from becoming suddenly disappointed.

[0334] However, it is desirable that the effect of FIG. 26(G5) can be executed only when the third background is displayed from the start of the search quest effect and the characters selected as the first and second characters are not the hunter 1601 with the highest expectation of a jackpot (that is, one of the characters is a villager 1602). In the search quest effect starting from the first background with a low expectation of a jackpot as in FIG. 21, the player is prepared for no jackpot to occur in the first place, so even if the effect of FIG. 26(G5) is not executed and a loss is notified, the player will not be suddenly disappointed. In addition, in the search quest effect starting from the third background with a high expectation of a jackpot, if two hunters 1601 with a high expectation of a jackpot are selected as the first and second characters, the jackpot is already confirmed, so the effect of FIG. 26(G5) is not executed.

[0335] In FIG. 26(H5), the endurance performance has failed, and the decorative symbols are stopped in a losing combination. The performance display device 1600 displays the first background as a background image, and all the reserved displays are displayed. Note that in FIG. 26(H5), instead of the first background, the fifth background, which can be displayed only after the fourth background of FIG. 26(G5) is displayed, may be displayed. Note that the fifth background can be displayed continuously even in the next and subsequent variations, and can be displayed, for example, from the fifth background being displayed until a predetermined number of variations are completed. Both the two villagers 1602 and the one helper character, the hunter 1601, have weapons. Also, no BGM is output from the speaker 354. When the fifth background is displayed from when it is displayed until a predetermined number of changes are completed, it is preferable that BGM (a dedicated BGM different from any of BGM1 to BGM6) can be output from speaker 354 at least when the predetermined number of changes are being executed (a switch to another BGM may be performed during the predetermined number of changes, and the switched BGM may be returned to the dedicated BGM during the predetermined number of changes).

[0336] In addition, if a search quest presentation is performed in the next variation after the variation that ended in Fig. 26 (H5), the search quest presentation starts from the presentation in Fig. 20. In other words, the search presentation for the next variation starts with the first background displayed, and the characters selected as the first and second players are holding weapons. Therefore, in Fig. 26 (H5), the first background is displayed in advance and the characters are made to hold weapons in preparation for the search quest presentation that may be performed in the next variation.

[0337] In addition, in the exploration quest performance, if the background image and BGM at the start of the exploration quest performance are the same, the expectation of a jackpot is higher when a hunter 1601 is selected as the first and second characters than when a villager 1602 is selected as the first and second characters.

[0338] However, it is desirable that the expectation of a jackpot is higher when a villager 1602 is selected as both the first and second characters in an exploration quest presentation that begins with the third background being displayed and BGM3 being output (for example, the exploration quest presentation in Figures 25 and 26), than when a hunter 1601 is selected as both the first and second characters in an exploration quest presentation that begins with the first background being displayed and BGM1 being output (for example, the exploration quest presentation in Figures 20 and 21).

[0339] In addition, when the third background is displayed and BGM3 is output and a loss is notified in the exploration quest presentation that starts, the presentation of FIG. 26(G5) may be omitted. When the presentation of FIG. 26(G5) is omitted, it is preferable to return to the presentation of FIG. 25(A5) again following FIG. 26(H5). In this case, in FIG. 25(F5) and FIG. 26(H5), BGM may not be output, or BGM3 may be output. In addition, in the exploration quest presentation that starts with the third background being displayed and BGM3 being output, when the character encounters a rare animal (FIG. 23(D3) to FIG. 23(F3), FIG. 25(D5) to FIG. 25(E5)), a background different from the third background (for example, the second background or a dedicated background) may be displayed.

[0340] In addition, in FIG. 21, FIG. 22, and FIG. 23, an example in which the two same characters encounter a rare animal before a jackpot is announced has been described, but the jackpot may be announced when the two same characters are selected but do not encounter a rare animal. Specifically, for example, the jackpot may be announced by performing the performance of FIG. 21(I) following FIG. 20(C). Also, the jackpot may be announced by performing the performance of FIG. 21(I) (wherein the background image is the third background) following FIG. 23(C3). This can give the player a sense of surprise. However, it is desirable that the jackpot expectation is higher when the two same characters encounter a rare animal than when the two same characters are selected but do not encounter a rare animal.

[0341] In addition, in the exploration quest presentation which begins with the first background being displayed and BGM1 being output, even if a hunter 1601 is selected as both the first and second characters (for example, the exploration quest presentation in Figures 20 and 21), or even if a villager 1602 is selected as both the first and second characters, a loss may be announced (in other words, these presentations may be selected whether a jackpot is selected or a loss is selected).

[0342] On the other hand, in the exploration quest presentation which starts with the third background being displayed and BGM3 being output, if the hunter 1601 is selected as both the first and second characters (for example, the exploration quest presentation in FIG. 23), a jackpot is confirmed (i.e., the presentation can only be selected if a jackpot is selected), but if the villager 1602 is selected as both the first and second characters, a miss may be announced (i.e., the presentation can be selected whether a jackpot is selected or a miss is selected).

[0343] Also, for example, in an exploration quest presentation which begins with the third background being displayed and BGM3 being output, it is desirable that the minimum time period of the advantageous state (jackpot play) controlled when a villager 1602 is selected as both the first and second characters and a jackpot is announced be shorter than the minimum time period of the advantageous state (jackpot play) controlled when a hunter 1601 is selected as both the first and second characters and a jackpot is announced.

[0344] In addition, in the exploration quest presentation that starts with the third background being displayed and BGM3 being output, a jackpot may be announced even if a different combination of characters (a combination of a hunter 1601 and a villager 1602) is selected as the first and second characters. Specifically, for example, in the exploration quest presentation that starts with the third background being displayed and BGM3 being output, after the different combination of characters is selected, a jackpot is announced without encountering a rare animal (for example, the presentation of FIG. 21(I) is executed). This allows the player's emotions to fluctuate greatly, such that the player's sense of expectation rises when the third background is displayed and BGM3 is output, the sense of expectation falls when a different combination of characters is selected, and the player's sense of elation rises sharply when a jackpot is announced without discovering a rare animal.

[0345] On the other hand, in an exploration quest presentation that begins with the first background being displayed and BGM1 being output, if a combination of different characters is selected as the first and second characters, it is preferable that a jackpot is not announced (for example, as in the exploration quest presentation of Figure 24) (in other words, a combination of different characters is selected as the first and second characters only if a miss is selected, and when a jackpot is announced, the same characters are always selected as the first and second characters).

[0346] In addition, in an exploration quest presentation that begins with the first background being displayed and BGM1 being output, after different characters are selected as the first and second characters (for example, as in Figure 24 (C4)), the second character may be reselected to be the same character as the first character (for example, a transition to Figure 20 (C) may occur).

[0347] Also, for example, in a search quest presentation that starts with the first background being displayed and BGM1 being output, a presentation may be executed in which a total of four characters, two hunters 1601 and two villagers 1602, gather (for example, at the timing of FIG. 20(C)) to go in search of a rare animal and defeat it. For example, it is desirable that the probability of a jackpot increases in the following order: when two villagers 1602 gather < when a total of four characters, two hunters 1601 and two villagers 1602, gather < when two hunters 1601 gather.

[0348] In addition, in such an effect where multiple characters (three or more characters) gather, characters other than the hunter 1601 and the villager 1602 may also be displayed. Even in this case, the expectation of a big win is higher when an effect in which only two hunters 1601 are displayed is executed than when an effect in which multiple characters including the hunter 1601 gather is executed. However, the expectation may be higher only when all characters gather in an effect in which multiple characters (three or more characters) gather (when all types of characters are gathered) than when an effect in which only two hunters 1601 are displayed.

[0349] In addition, it is desirable that the change time for which a jackpot is notified in a search quest presentation that starts with the third background being displayed and BGM3 being output is shorter than the change time for which a jackpot is notified in a search quest presentation that starts with the first background being displayed and BGM1 being output. In a search quest presentation that starts with the first background being displayed and BGM1 being output, the player's expectations are not high at the start of the search quest presentation, and the player's expectations can be gradually increased by performing the change presentation over a long period of time. On the other hand, in a search quest presentation that starts with the third background being displayed and BGM3 being output, the player's expectations are already high from the start of the search quest presentation, so the short change time can maintain the player's expectations and reduce fatigue.

[0350] Also, for the same reason, it is desirable that the change time during which a miss is notified in an exploration quest presentation that begins with the third background being displayed and BGM3 being output be shorter than the change time during which a miss is notified in an exploration quest presentation that begins with the first background being displayed and BGM1 being output.

[0351] In addition, it is preferable that the shortest change time for a jackpot to be notified in a search quest presentation that starts with the third background displayed and BGM3 output is shorter than the shortest change time for a jackpot to be notified in a search quest presentation that starts with the first background displayed and BGM1 output. In addition, it is preferable that the shortest change time for a search quest presentation that starts with the third background displayed and BGM3 output is shorter than the shortest change time for a search quest presentation that starts with the first background displayed and BGM1 output, regardless of whether a jackpot is notified. In this way, in a search quest presentation that starts with the first background displayed and BGM1 output, various presentation patterns can be realized over time, regardless of whether a jackpot is notified, and the player's expectations, which are not high at the start of the search quest presentation, can be gradually increased.

[0352] In addition, in the exploration quest performance, a maximum of three characters can be displayed at the same time, but a jackpot may be determined when a predetermined combination of three characters is displayed at the same time. For example, the predetermined combination may be three hunters 1601 or three villagers 1602.

[0353] In addition, in the search quest performance, after the two characters who fought the rare animal and the helper character become the above-mentioned predetermined combination of characters and a jackpot is announced, a character change performance in which these characters change to other characters may be executed. For example, in FIG. 21(I), when the rare animal is defeated by three villagers 1602 holding weapons instead of the three hunters 1601 holding weapons, a character change performance in which all three villagers 1602 holding weapons change to the hunters 1601 holding weapons at the same time may be executed. However, since the player feels more excited when the hunters 1601 are displayed rather than the villagers 1602 are displayed, it is preferable not to execute a performance in which all three hunters 1601 holding weapons change to the three villagers 1602 holding weapons at the same time when the three hunters 1601 holding weapons are displayed and a jackpot is announced.

[0354] Similarly, in Fig. 22 (G2), when three unarmed villagers 1602, not three unarmed hunters 1601, defeat a rare animal, a character change effect may be performed in which all three unarmed villagers 1602 simultaneously change into unarmed hunters 1601. However, because the player feels more excited when the hunters 1601 are displayed than when the villagers 1602 are displayed, it is preferable not to perform an effect in which all of these characters simultaneously change into three unarmed villagers 1602 when the three unarmed hunters 1601 are displayed and a jackpot is announced.

[0355] In order to give the player a sense of exhilaration through the character change presentation, it is desirable that the character change presentation is executed only when a predetermined advantageous state (such as a jackpot that transitions to a time-saving state) is granted. In the character change presentation, the presence or absence of weapons of the characters may change, for example, by changing the three villagers 1602 without weapons into the hunters 1601 holding weapons, or the three villagers 1602 holding weapons into the hunters 1601 without weapons.

[0356] In addition, when the three villagers 1602 change into the three hunters 1601 in the character change presentation, a special presentation movie or the like may be displayed to give the player a sense of elation. In order to further enhance the sense of elation given to the player when the character change presentation appears, it is preferable that the rate at which the character change presentation appears when a jackpot is announced in the search quest presentation is lower than the rate at which the character change presentation does not appear.

[0357] In addition, in the character change presentation, when the three villagers 1602 holding weapons change to the three hunters 1601 holding weapons, the dedicated presentation movie displayed and the benefits given to the player may be different from those when the three villagers 1602 unarmed change to the three hunters 1601 unarmed. For example, in the character change presentation, when the three villagers 1602 unarmed change to the three hunters 1601 unarmed, a more luxurious dedicated presentation movie (for example, the presentation movie is displayed for a longer time, the number of characters displayed in the presentation movie is greater, or the volume of the sound output simultaneously with the presentation movie is greater, etc.) may be displayed, or a more advantageous benefit (for example, the number of rounds of the jackpot game that starts immediately afterwards, etc.) may be given to the player.

[0358] In Figures 21(G) and 25(F5), at the start of the endurance performance, the two characters attacked by the rare animal and the cut-in character are displayed simultaneously, but at the start of the endurance performance, in order to ensure that the player recognizes who the cut-in character is, first only the cut-in character is displayed (without changing the background image from when the rare animal attacked), and then, as in Figures 21(G) and 25(F5), the two characters attacked by the rare animal and the cut-in character are displayed.

[0359] In addition, in the exploration quest performance that starts with the third background being displayed and BGM3 being output, two villagers 1602 without weapons are attacked by a weak boss 1611, and the two villagers 1602 without weapons are made invisible by the fourth background in FIG. 26(G5), and the two villagers 1602 redisplayed in FIG. 26(H5) are holding weapons. However, in the exploration quest performance that starts with the third background being displayed and BGM3 being output, if two hunters 1601 without weapons find a rare animal, it is preferable that the fourth background in FIG. 26(G5) is not displayed, and the two hunters 1601 without weapons in FIG. 26(H5) do not change to hunters 1601 holding weapons. This is to prevent the player's expectations from being dampened by the fourth background including a display indicating that the jackpot has not been won when the two hunters 1601 encounter a rare animal, since the player's expectations are high due to a high probability of winning.

[0360] Furthermore, in an exploration quest presentation that starts with the first background being displayed and BGM1 being output, as in the examples of Figures 20 and 21, it is possible to have two unarmed hunters 1601 fight a rare animal and then pick up their weapons again, or to have two unarmed villagers 1602 fight a rare animal and then pick up their weapons again. However, since the expectation of a jackpot is not high to begin with in an exploration quest presentation that starts with the first background being displayed and BGM1 being output, when there is a change in the presence or absence of weapons, it is desirable not to display the fourth background, which would further reduce the player's sense of expectation, as shown in Figure 21.

[0361] Fig. 27 is another example of a search quest presentation. In the search quest presentation of Fig. 27, a predetermined operation is prompted to be performed on the pressing operation unit 303 during a battle between a character and a rare animal, and when the predetermined operation is performed on the pressing operation unit 303, a presentation in which the character attacks the rare animal or a presentation in which the character is attacked by the rare animal is executed. Fig. 27(E) is a presentation transitioning from Fig. 20(D), and a presentation similar to Fig. 20(E) is executed. From Fig. 27(E), a transition to Fig. 27(F6), Fig. 27(F7), or Fig. 27(F8) is possible.

[0362] In Fig. 27(F6), similarly to Fig. 27(E), two hunters 1601 without weapons, a strong boss 1610, a first background as a background image, and a hold display corresponding to the change being executed are displayed on the performance display device 1600, and BGM3 is output from the speaker 354. Furthermore, in Fig. 27(F6), a first button image (an image consisting of an image of a button with "PUSH" written on it and an image of an arrow) instructing the pressing operation unit 303 to be pressed (so-called single press) is displayed in the center of the performance display device 1600, and an instruction sound ("Press!") instructing the pressing operation unit 303 to be pressed (i.e., indicating the instruction content of the first button image) is output from the speaker 354.

[0363] In order to make it easier for the player to recognize that he is instructing an operation on the pressing operation unit 303, the display priority of the first button image is higher than the display priority of other images such as characters and rare animals. Note that the display of the first button image and the output of an instruction sound indicating the instruction content of the first button image may be executed when a predetermined condition is satisfied (for example, when a predetermined operation (for example, a long press other than a simple press) is performed on the pressing operation unit 303).

[0364] In Fig. 27(F6), when the pressing operation unit 303 is pressed according to the instruction shown by the first button image, the first button image is erased and the display transitions to Fig. 27(F). In Fig. 27(F), the same effect as Fig. 20(F) is performed, and then the display transitions to the endurance effect of Fig. 21(G) (i.e., an effect in which a character holding a weapon is displayed).

[0365] In Fig. 27 (F6), if the pressing operation unit 303 is not pressed in accordance with the instruction indicated by the first button image, the display transitions to Fig. 27 (F7). Fig. 27 (F7) shows a performance during a specific period in which performance images such as images of characters and rare animals are not displayed, and the first button image continues to be displayed on the performance display device 1600, and an instruction sound instructing the pressing of the pressing operation unit 303 indicated by the first button image continues to be output from the speaker 354, but in order to make the player more aware of the pressing instruction of the pressing operation unit 303, the images of the characters and rare animals are erased from the performance display device 1600 and the output of the BGM is stopped. In this way, during a specific period in which performance images such as images of characters and rare animals are not displayed, the player can increase his or her sense of expectation that the character may be able to defeat the rare animal by operating the pressing operation unit 303. In addition, in FIG. 27 (F7), instead of stopping the output of the BGM, the volume of the BGM may be suppressed (for example, lower than the volume at the start of the exploration quest presentation).

[0366] In FIG. 27(F7), the background image may be changed to a single-color image of a predetermined color to make the first button image easier to recognize. In FIG. 27(F7), all hold displays may also be erased from the performance display device 1600. In FIG. 27(F7), it is preferable that no performance sound other than the instruction sound indicating the instruction content of the first button image is output from the speaker 354. Examples of the performance sound other than the instruction sound indicating the instruction content of the first button image include, for example, the voices of the two characters or rare animals, and the performance sound related to the two characters, such as sound effects in a battle with the two characters or rare animals. The performance sound related to the two characters includes, for example, the performance sound accompanying the actions of the two characters, the performance sound when the character is determined, which is output in FIG. 20(B) and FIG. 20(C), and the performance sound output when the same two characters are selected, which is output in FIG. 20(C), and the like. In addition, as described above, a transition from FIG. 27(E) to FIG. 27(F7) may be made without passing through FIG. 27(F6).

[0367] In Fig. 27(F7), when the pressing operation unit 303 is pressed according to the instruction content indicated by the first button image, the specific period ends and the display transitions to Fig. 27(F). That is, in this case, the character not holding a weapon is hidden, and the next time the character is displayed again, it will not be holding a weapon.

[0368] In Fig. 27 (F7), if pressing operation unit 303 is not pressed in accordance with the instruction content indicated by the first button image, the specific period ends and a transition is made to Fig. 27 (F8). Note that in Fig. 27 (F7), if pressing operation unit 303 is pressed in accordance with the instruction content indicated by the first button image, the specific period may end after the first button image is erased, or the first button image may be erased after the specific period ends.

[0369] In addition, in Fig. 27(F7), even if the instruction contents indicated by the first button image are not followed and the pressing operation unit 303 is not pressed (even if a predetermined time has passed since the first button image was displayed), the specific period may end and transition to Fig. 27(F). Also, if the instruction contents indicated by the first button image are not followed and the pressing operation unit 303 is not pressed (even if a predetermined time has passed since the display of the first button image began), the player is not interested in the presentation in which the character attacks the rare animal and the character is attacked by the rare animal, so after Fig. 27(F7), the specific period may end and Fig. 27(F) may be omitted and transition to the endurance presentation of Fig. 21(G). In other words, in this case, the character without a weapon is hidden, and the next time the character is redisplayed, it will be in a state of holding a weapon.

[0370] Also, for example, the first button image may be able to be displayed (continuing from FIG. 27(F7) or from after the start of the endurance performance) even during the endurance performance (a situation in which three characters are displayed). In this case, for example, when a predetermined time (e.g., 3 seconds) has elapsed since the start of the endurance performance, the first button image is made non-displayed, and when a predetermined time (e.g., 5 seconds) has elapsed since the first button image was erased, the images of the three characters are also made non-displayed. Note that after the three characters are also erased, a predetermined movie is displayed on the performance display device 1600, but for example, when an operation of a predetermined operation unit (e.g., pressing operation unit 303) is detected, the predetermined movie is ended.

[0371] It is preferable that when the predetermined movie is displayed, no sound is output from the speaker 354 in order to maintain the sense of tension given to the player by the endurance presentation. The three characters may be hidden and the predetermined movie may be displayed on the condition that a predetermined time (5 seconds) has elapsed since the endurance presentation started. The time from when the three characters are displayed until they are hidden in the endurance presentation is longer than the time until the first button image is erased. In the above example, the predetermined movie is displayed after the three characters are hidden, but the three characters may be hidden by displaying the predetermined movie.

[0372] Figure 27 (F8) shows a performance during a specific period when performance images such as images of characters and rare animals are not displayed, and a second button image (an image consisting of an image of a button labeled "long press" and an image of an arrow) instructing a long press of the pressing operation unit 303 (an operation different from a single press) is displayed in the upper left corner of the performance display device 1600 (a position different from the position (center) where the first button image is displayed).

[0373] In FIG. 27(F8), in order to allow the player to easily recognize the long press instruction of the pressing operation unit 303 indicated by the second button image, the images of the character and the rare animal are not displayed on the effect display device 1600, and the BGM is not output. Also, unlike when the first button image is displayed, when the second button image is displayed, the instruction sound indicating the instruction content of the second button image is not output. In this way, during a specific period when the effect images such as the images of the character and the rare animal are not displayed, the output of the BGM is stopped, so that the player can increase the expectation that the character may be able to defeat the rare animal by pressing the pressing operation unit 303 for a long time. Also, since the instruction sound indicating the instruction content of the second button image is not output, the player is given a sense of tension, and the instruction effect by the second button image can be treated as a hidden effect. Note that in FIG. 27(F8), instead of stopping the output of the BGM, the volume of the BGM may be suppressed (for example, lower than the volume at the start of the exploration quest effect).

[0374] Also, the display size of the second button image is smaller than the display size of the first button image. Also, in Fig. 27 (F8), it is desirable that not only the BGM and the instruction sound indicating the instruction of the second button image, but also other production sounds (for example, the voices of the characters and rare animals, and sound effects in battles with the characters and rare animals) are not output from speaker 354.

[0375] In Fig. 27(F8), when a predetermined time has passed since the second button image was displayed, or when the pressing operation unit 303 is pressed and held down (for example, pressed for 3 seconds or more), the specific period ends and the display transitions to Fig. 27(F). In other words, in this case, the character without a weapon is hidden, and the next time the character is displayed again, he or she will not be holding a weapon.

[0376] In Fig. 27(F8), when a predetermined time has elapsed since the second button image was displayed, or when the pressing operation unit 303 is pressed and held (for example, pressed for 3 seconds or more), the specific period ends, and Fig. 27(F) may be omitted and a transition may be made to the endurance presentation of Fig. 21(G). In other words, in this case, the character without a weapon is hidden, and the next time the character is displayed again, it will be holding a weapon.

[0377] 27(F8), after the second button image is displayed during a specific period in which the two characters and the rare animal are not displayed, when the specific period ends and the two characters and the rare animal are redisplayed, the first button image may be displayed in place of the second button image (or the second button image may be redisplayed and then erased).In this way, when the display is changed from the second button image to the first button image, a specific production image may be always displayed.

[0378] In addition, the second button image has a smaller display size than the first button image, is displayed in a corner of the display area of ​​the performance display device 1600, and no instruction sound indicating the instruction content of the second button image is output. Therefore, the second button image is less noticeable than the first button image, and the second button image may remain displayed even before the transition to Figure 27 (F8) occurs (for example, from the time when the fluctuation in which the exploration quest performance is executed begins or when the character encounters a rare animal, etc.).

[0379] In addition, for example, when the second button image is kept displayed from the start of the change that executes the exploration quest presentation, a sound indicating the instruction content of the second button image may be output at the start of the change or before the change starts (for example, a specified number of seconds before).

[0380] In addition, in Figure 27 (F8), a command sound indicating the instruction content of the second button image may be output, but it is desirable that the rate at which a performance in Figure 27 (F8) is executed in which a command sound indicating the instruction content of the second button image is output is higher than the rate at which a performance in Figure 27 (F8) in which a command sound indicating the instruction content of the second button image is output.

[0381] In addition, in FIG. 27 (F8), when an operation other than a long press (for example, repeated tapping) is performed on the pressing operation unit 303, an instruction sound indicating the instruction content of the second button image may be additionally output so that the player can recognize the operation content.

[0382] In addition, in FIG. 27 (F6), the second button image may be displayed instead of the first button image. In this case, although BGM3 is output from the speaker 354, an instruction sound indicating the instruction content of the second button image is not output. In addition, the second button image may be displayable only in a search quest performance that starts with the third background being displayed and BGM3 being output. In addition, the display priority of the second button image is higher than the display priority of other images such as characters and rare animals, and may be higher or lower than the display priority of the first button image.

[0383] In order to heighten the player's sense of anticipation, a sound exclusive to the specific period may be output from speaker 354 during the specific period in Figures 27 (F7) and 27 (F8), and at this time, a special effect image that is different from the first button image and the second button image and is displayed only during the specific period may be displayed.

[0384] In addition, in Figures 27 (F6), 27 (F7), and 27 (F8), when the pressing operation unit 303 is operated in accordance with the instructions on the first button image or the second button image, the first button image or the second button image may not be hidden until a predetermined time has passed since the operation (i.e., they may not be hidden at the time the operation is detected) so that the player can confirm what instructions were displayed.

[0385] For example, the pachinko machine 1 may have a movable body at a predetermined position. For example, as in the transition from FIG. 27(F6) to FIG. 27(F7), the movable body may start moving from a standby position (initial position) at the timing when the two characters and the rare animal are hidden, and the movable body may move to a position where the two characters and the rare animal are not displayed, and the movable body may move to a position where the two characters and the rare animal are not displayed, and the movable body may move to a position where the two characters and the rare animal are not displayed, and the movable body may move to a position where the two characters and the rare animal are not displayed, and the movable body may move to a position where the two characters and the rare animal are not displayed, and the movable body may move to a position where the two characters and the rare animal are not displayed, and the movable body may move to a position where the movable body is ...

[0386] It is preferable that the standby position of the movable body does not overlap with the display area of ​​the first button image or the display area of ​​the second button image. Also, for example, the movable body may overlap with the display area of ​​the first button image or the display area of ​​the second button image at the maximum operation position of the movable body, or the movable body may overlap with the display area of ​​the first button image or the display area of ​​the second button image only during the operation of the movable body to the maximum operation position of the movable body without overlapping with the display area of ​​the first button image or the display area of ​​the second button image at the maximum operation position of the movable body. Also, there may be a timing when the movable body completely covers the first button image or the second button image, or at least a part of the first button image or the second button image may be visible no matter what position the movable body is in.

[0387] For example, when two characters and a first button image are displayed as in FIG. 27 (F6), the output state (e.g. the length of time it is output) of a predetermined effect sound (e.g. an effect sound accompanying the actions of the two characters) may be changeable by operating a predetermined operation unit (e.g. pressing operation unit 303); however, it is desirable that the output state of the instruction sound indicating the instruction content of the first button image or the second button image does not change (i.e. the output state does not change even if the predetermined operation unit is operated) in order to ensure that the player recognizes the instruction content.

[0388] For example, as shown in FIG. 27(F6), when two characters and a first button image are displayed, the above-mentioned character reselection can be performed, and the expectation of a big win is higher when the character reselection is performed than when the character reselection is not performed. When two different characters and a first button image are displayed, a character reselection performance may be performed, and the two different characters can be changed into two identical characters by this rese...

Claims

[Claim 1] An acquisition means for acquiring start information when a start condition is satisfied; A determination means for determining whether to grant a privilege based on the start information for which the start condition is satisfied among the start information acquired by the acquisition means; A symbol variation means for performing symbol variation when the determination by the determination means is made; A storage means for storing, up to a predetermined number, the start information for which the start condition is not satisfied among the start information acquired by the acquisition means; A pre-discrimination means for discriminating, based on the start information acquired by the acquisition means when the start condition is satisfied, whether the determination means determines to grant a privilege, before the determination by the determination means; An effect control means capable of controlling an effect based on the start information; An effect display device on which the effect is displayed; An operation means operable by a player, comprising: The effect includes a first special effect; In the first special effect, the display inside a special area, which is a part of the display area of the effect display device, is displayed in a first special display mode, and the display mode of the display inside the special area changes from the first special display mode to a second special display mode, but the degree of expectation for the grant of the privilege does not change even when changing from the first special display mode to the second special display mode; In the first special effect, it is possible to change from the first special display mode to the second special display mode and then change back to the first special display mode; In the first special effect, the operation of the operation means is made effective; In the situation where the first special effect is being performed, a second special effect different from the first special effect can be performed, and the second special effect is executable based on the fact that the start condition is satisfied at least when the predetermined number of the start information is not stored by the storage means; When the storage means has not stored the predetermined number of the start information in the situation where the first special effect is being performed, even if the start condition is satisfied, the ratio that the second special effect based on the satisfaction of the start condition may not be performed is higher for the symbol variation for which the privilege is granted than for the symbol variation for which the privilege is not granted; The second special effect performs a cycle display in which the outer shape line of a special display object changes within a predetermined time period on the effect display device, and it can be displayed even when the decorative symbol is not in a reach state. Based on the satisfaction of the start condition, an immediate effect different from the second special effect can be executed, furthermore, when the start condition is satisfied during a symbol variation in which the first special effect is executed but the privilege is not granted, based on the satisfaction of the start condition, the second special effect and the immediate effect can be started simultaneously, furthermore, when the start condition is satisfied during a symbol variation in which the first special effect is executed and the privilege is granted, based on the satisfaction of the start condition, the second special effect can be started, but the immediate effect is not performed, furthermore, when the symbol variation being performed at the timing when the start condition is satisfied is a symbol variation that grants the privilege, the immediate effect is not started based on the satisfaction of the start condition A gaming machine characterized by the above.