Game machine

JP2025032436A5Pending Publication Date: 2026-09-04SANSEI R&D KK
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
JP2023137694
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-08-28
Publication Date
2026-09-04

Smart Images

  • Figure 00000000_0000_ABST
    Figure 00000000_0000_ABST
Patent Text Reader

Abstract

To increase amusement of a game.SOLUTION: A dinosaur notice performance is suggested to a player according to execution of a smoke screen notice performance during a performance pattern game, and a jackpot is suggested to the player according to execution of a dinosaur notice performance. Smoke screen notice performances 1 to 2 are set to the smoke screen notice performance, and the probability of a dinosaur notice performance is suggested to the player according to any of the smoke screen notice performances 1 to 2 is executed. As a result, since a stochastic relationship among a smoke screen notice performance, a dinosaur notice performance, and a jackpot becomes unknown, the amusement of a game is enhanced. Moreover, since the visibility of a performance pattern game is reduced according to execution of the smoke screen notice performances 1 to 2, visual amusement is also enhanced.SELECTED DRAWING: Figure 35
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

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

[0002] The gaming machine has a configuration in which a win or loss is judged each time a start condition is satisfied, and the result of the win or loss is notified to the player in response to displaying an image of the symbol game each time a win or loss is judged. This gaming machine is set with a plurality of types of advance notice effects, and the player is notified of the high probability of a win depending on which of the plurality of advance notice effects is executed. [Prior art documents] [Patent documents]

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

[0004] The above-mentioned conventional gaming machines only provide the player with the monotonous entertainment of expecting the execution of a preview performance with a high probability of winning, and there is still room for improvement in terms of the entertainment of the game.

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

[0006] The gaming machine (embodiments 4 to 6) described in claim 1 includes a determination means (main control circuit 40) for determining whether or not a win has been won each time a starting condition is satisfied (all of the special pattern 1 game, the special pattern 2 game, the small win game, and the big win game are stopped), a pattern game means (sub-control circuit 60) for displaying an image of a pattern game (a pattern game) for notifying a player of the result of the determination of whether or not a win has been won, a notice performance means (sub-control circuit 60) for performing a notice performance (dinosaur notice performance) that suggests to the player in advance that a win will be notified by an image of the pattern game, and a means for executing the notice performance. The system is characterized in that it is equipped with a pre-notice performance means (sub-control circuit 60) which displays an image of a pre-notice performance (smoke screen pre-notice performance 1-2) which suggests to the player in advance that the pre-notice performance will be executed, before the pre-notice performance is executed, and the pre-notice performance means displays a plurality of types of images which reduce the visibility of the image of the pattern game to a plurality of different degrees as the images of the pre-notice performance, and suggests to the player with one of a plurality of different probabilities that the pre-notice performance will be executed depending on which of the plurality of types of images is displayed for the pre-notice performance. According to the above means, the player is suggested that the advance notice performance will be executed in response to the image of the advance notice performance being displayed during the symbol game, and the player is suggested that a win will be notified by the image of the symbol game in response to the execution of the advance notice performance. A plurality of types of images of the advance notice performance are set, and the probability of the advance notice performance being executed is suggested to the player depending on which of the images of the advance notice performance is displayed. Therefore, the player cannot see the probabilistic correlation between the advance notice performance, the advance notice performance, and the win from his / her line of sight, and the entertainment value of the game is improved. Moreover, any of a plurality of images that reduce the visibility of the image of the symbol game to a plurality of different degrees is displayed as the advance notice performance. Therefore, the player can know the probability of the advance notice performance being executed depending on the degree of reduction in the visibility of the image of the symbol game, and the entertainment value of the game is further improved. [Brief description of the drawings]

[0007] [Figure 1] FIG. 1 is a diagram showing a first embodiment of the present invention (a perspective view showing the appearance of a pachinko game machine); [Diagram 2] A diagram showing a game board [Diagram 3]Diagram showing the front frame [Figure 4] Block diagram showing electrical configuration [Diagram 5] (a) is a diagram showing a list of random number counters, (b) is a diagram showing a normal winning judgment table, (c) is a diagram showing a normal winning display time table, (d) is a diagram showing a normal winning pattern table, (e) is a diagram showing a jackpot judgment table, (f) is a diagram showing a fall judgment table, (g) is a diagram showing a special winning type table for special winning 1, (h) is a diagram showing a special winning type table for special winning 2, (i) is a diagram showing a special winning 1 area, and (j) is a diagram showing a special winning 2 area. [Figure 6] (a) is a diagram showing a special chart 1 variation pattern table, and (b) is a diagram showing a special chart 2 variation pattern table. [Figure 7] FIG. 1A is a diagram showing a game pattern table, and FIG. 1B is a flowchart showing the main processing of a main control circuit. [Figure 8] Flowchart showing timer interrupt processing of the main control circuit [Figure 9] (a) is a flowchart showing the special diagram 2 processing of the main control circuit, (b) is a flowchart showing the special diagram 1 processing [Figure 10] Flowchart showing the time-saving count update process of the main control circuit [Figure 11] Flowchart showing the fall determination process of the main control circuit [Figure 12] FIG. 1A is a diagram for explaining the transition of game modes, and FIG. 1B and FIG. 1C are diagrams for explaining the transition of presentation modes. [Figure 13] (a) to (d) are diagrams showing background images of the effect pattern game, and (e) is a diagram showing a list of the effect contents of the effect pattern game. [Figure 14] A diagram to explain normal effects and simultaneous stop effects for all figures [Figure 15] A diagram to explain the normal reach performance [Figure 16] A diagram to explain the pseudo-variation performance [Figure 17] A diagram to explain the special reach effect (battle effect) [Figure 18](a) is a diagram for explaining the big win game performance, (b) and (c) are diagrams showing a special chart pre-reading reception area, and (d) is a diagram for explaining the reserved performance. [Figure 19] Diagram to explain button effects [Figure 20] A diagram to explain the hold notice performance [Figure 21] (a) is a diagram showing a list of preview performances, and (b) is a diagram showing the start timing of the preview performances. [Figure 22] 1A is a flowchart showing a preview performance process, FIG. 1B is a diagram showing a list of performance names in an undeleted state, and FIG. 1C is a diagram showing a list of performance names in an erased state. [Figure 23] (a) and (b) are diagrams for explaining the name deletion notice effect, and (c) to (f) are diagrams showing how the effect name changes from an unerased state to an erased state. [Figure 24] A diagram to explain the behavior of the performance name window during the name erasure notice performance [Diagram 25] 1A is a flowchart showing a name deletion notice effect process, and FIG. 1B and FIG. 1C are diagrams showing an effect table. [Figure 26] FIG. 1A is a flowchart showing the name erasure notice performance process 1; FIG. 1B is a diagram showing an example of a result of the notice performance setting; FIG. 1C is a diagram showing an example of a performance name window (at the start of the name erasure notice performance 1); and FIG. 1D is a diagram showing an example of a performance name window (at the end of the name erasure notice performance 1). [Figure 27] FIG. 1A is a flowchart showing the name erasure notice performance process 2; FIG. 1B is a diagram showing an example of a result of the notice performance setting; FIG. 1C is a diagram showing an example of a performance name window (at the start of the name erasure notice performance 2); and FIG. 1D is a diagram showing an example of a performance name window (at the end of the name erasure notice performance 2). [Figure 28] FIG. 1A is a flowchart showing the name erasure notice performance process 3; FIG. 1B is a diagram showing an example of a result of the notice performance setting; FIG. 1C is a diagram showing an example of a performance name window (at the start of the name erasure notice performance 3); and FIG. 1D is a diagram showing an example of a performance name window (at the end of the name erasure notice performance 3). [Figure 29]1A is a flowchart showing a main process, and FIG. 1B is a flowchart showing a timer interrupt process. [Diagram 30] 1A is a flowchart showing a received command analysis process, and FIG. 1B is a flowchart showing a symbol game performance start process. [Diagram 31] FIG. 26 shows the second embodiment. [Diagram 32] FIG. 3 shows the third embodiment (a to d are diagrams for explaining the name deletion notice performance, and e is a diagram showing the display timing of the performance name window) [Diagram 33] A diagram to explain the flow of the name erasure notice performance [Diagram 34] FIG. 11 shows the fourth embodiment (a diagram for explaining the dinosaur advance notice performance) [Diagram 35] A diagram to explain the smoke screen preview effect [Diagram 36] (a) to (c) are diagrams for explaining the start timing of the smoke screen preview performance, and (d) and (e) are diagrams showing the reliability of the smoke screen preview performance with respect to the execution of the dinosaur preview performance. [Figure 37] Flowchart showing dinosaur notice production processing [Figure 38] 1A is a flowchart showing a smoke screen preview effect process, and FIG. 1B and FIG. 1C are diagrams showing a preview pattern table. [Figure 39] FIG. 11 shows a fifth embodiment (a diagram for explaining a smoke screen preview effect) [Diagram 40] FIG. 6 shows the sixth embodiment (a diagram for explaining pseudo consecutive performances) [Diagram 41] A diagram to explain the pseudo consecutive performance [Diagram 42] A diagram to explain the pseudo consecutive performance [Diagram 43] A diagram to explain the pseudo consecutive performance [Diagram 44] (a) is a flowchart showing the super hot preview production process, (b) and (c) are diagrams showing the reliability of the smoke screen preview production relative to the dinosaur preview production. [Diagram 45] Flowchart showing smoke screen preview processing [Figure 46] A diagram showing the forecast species table [Figure 47] FIG. 13 shows the seventh embodiment (a diagram for explaining the movable preview performance) [Figure 48] A diagram to explain the moving preview performance [Figure 49] 1A is a flowchart showing a movable advance notice effect process, and FIG. 1C is a diagram showing a movable advance notice effect table. [Figure 50] FIG. 13 shows an eighth embodiment (a diagram for explaining a dialogue preview performance) [Figure 51] 1A is a flowchart showing a dialogue preview effect process, and FIG. 1C is a diagram showing a dialogue preview effect table. [Figure 52] FIG. 9 shows the ninth embodiment (a diagram for explaining the hold change notice performance) [Diagram 53] A diagram to explain the hold change notice performance [Figure 54] 1A is a flowchart showing a hold change notice presentation process, and FIG. 1B and FIG. 1C are diagrams showing a hold change notice presentation table. [Figure 55] FIG. 48 shows the tenth embodiment. [Figure 56] FIG. 11 shows an embodiment (a is a flowchart showing a movable notice performance process, and b is a diagram for selecting a pattern of pseudo consecutive performance). [Figure 57] FIG. 12 shows a twelfth embodiment (a diagram for explaining battle performance 0) [Figure 58] A diagram to explain battle direction 0 [Figure 59] 1A is a diagram for explaining the flow of battle performance 0, and FIG. 1B is a diagram for explaining the display timing of performance in battle performance 0. [Figure 60] FIG. 1(a) is a diagram for explaining the battle start performance, and FIG. 1(b) to FIG. 1(d) are diagrams for explaining the battle commentary performance. [Figure 61] Flowchart showing battle commentary production processing [Figure 62] 1A and 1B are diagrams showing a performance pattern table, and 1C and 1D are diagrams showing a live performance table. [Figure 63]FIG. 13 shows the thirteenth embodiment (a diagram for explaining pseudo consecutive chance performance) [Figure 64] A diagram to explain the pseudo consecutive number of times performance [Figure 65] FIG. 13 is a diagram for explaining the execution timing of the pseudo consecutive chance performance and the pseudo consecutive number performance. [Figure 66] Flowchart showing pseudo consecutive number of times production process [Figure 67] A diagram showing a pseudo consecutive performance table DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0095] There are three types of combinations when the three-column scroll display is stopped: "jackpot combinations," "miss reach combinations," and "complete miss combinations." Miss reach combinations are combinations in which the left and right columns are identical to each other and the middle column is different, and are set by the sub-control circuit 60 when the main control circuit 40 transmits a special chart variation pattern for a miss (PH01-PH05, PH08). Complete miss combinations are combinations in which the left and right columns are different, and are set by the sub-control circuit 60 when the main control circuit 40 transmits a special chart variation pattern for a miss (PH06-PH07). Jackpot combinations are combinations in which the three columns are identical to each other, and are set by the sub-control circuit 60 when the main control circuit 40 transmits a special chart variation pattern for a jackpot (PO00-PO05, PO08). This sub-control circuit 60 sets the three rows of performance symbols to an odd-numbered jackpot combination when it receives the jackpot type "jackpot symbol 1" or "jackpot symbol 3" from the main control circuit 40, and sets the three rows of performance symbols to either an odd-numbered jackpot combination or an even-numbered jackpot combination when it receives the jackpot type "jackpot symbol 2" from the main control circuit 40. In other words, an odd-numbered jackpot combination suggests to the player that a high-probability electric support mode is set, an even-numbered jackpot combination suggests to the player that either a high-probability electric support mode or a low-probability electric support mode is set, and neither an odd-numbered jackpot combination nor an even-numbered jackpot combination suggests to the player the number of rounds of jackpot play.

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

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

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

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

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

[0101] As shown in Fig. 13(d), the pseudo-variation performance is started by "start of three-column scroll display", and "temporary stop of scroll display" is set after "start of three-column scroll display". This pseudo-variation performance is set by the sub-control circuit 60 when the main control circuit 40 transmits the special chart variation pattern PO08 for a big win and when the main control circuit 40 transmits the special chart variation pattern PH08 for a miss (see Fig. 6). When the sub-control circuit 60 receives the special chart variation pattern PO08 for a big win, it sets two types of combinations of three-column performance patterns, a provisional combination of a miss reach and a combination of a big win, and when it receives the special chart variation pattern PH08 for a miss, it sets two types of combinations of three-column performance patterns, a provisional combination of a miss reach and a combination of a miss reach. This sub-control circuit 60 performs "provisional stopping of the scrolling display" in the order of "left column," "right column," and "middle column." As shown in Figures 16(a) to (c), the "provisional stopping of the scrolling display" is performed so that the three columns of performance symbols are missed, resulting in the setting of a provisional combination of a reach.

[0102] As shown in Fig. 13(d), the pseudo-variable performance is set to "restart of the three-column scroll display" after "temporary stop of the scroll display", and as shown in Fig. 16(d)(e), the sub-control circuit 60 resumes the scroll display of the three-column performance patterns after setting the three-column performance patterns as a temporary combination setting result of a miss-reach, and stops the scroll display of the left-column performance patterns and the right-column performance patterns in order. When the sub-control circuit 60 receives the special pattern variation pattern PO08 for a big win, it stops the scroll display of the left-column performance patterns and the scroll display of the right-column performance patterns with the setting result of the big win combination, and when the special pattern variation pattern PH08 for a miss is received, it stops the scroll display of the left-column performance patterns and the scroll display of the right-column performance patterns with the setting result of the miss-reach combination, and when the scroll display of the left-column performance patterns and the scroll display of the right-column performance patterns are stopped, the three-column performance patterns are in a reach state.

[0103] As shown in Fig. 13(d), the pseudo-variable performance is set to "restart of scroll display" in the order of the left and right columns, and then "reduction of scroll speed", and the sub-control circuit 60 starts a normal reach performance by reducing the scroll speed of the middle row performance pattern in the reach state of the three rows of performance patterns. After this "reduction of scroll speed", as shown in Fig. 13(d), the scroll display of the middle row performance pattern is set to stop, and when the sub-control circuit 60 receives a special pattern variation pattern PO08 for a big win, the sub-control circuit 60 sets the three rows of performance patterns as the setting result of a big win combination by changing the middle row performance pattern from the slow scroll state to the scroll stop state (see Fig. 16(f)), and when the sub-control circuit 60 receives a special pattern variation pattern PH08 for a loss, the sub-control circuit 60 sets the three rows of performance patterns as the setting result of a reach combination by changing the middle row performance pattern from the slow scroll state to the scroll stop state (see Fig. 16(g)).

[0104] As shown in FIG. 13(d), the special reach effect is set with "reduced scroll speed" for the "middle row" followed by "removal of three rows," and in the special reach effect, the three rows of effect symbols are removed in the reach state. This special reach effect is set with "removal of three rows" and "battle effect" after the normal reach effect. FIG. 17 shows battle images BL1 to BL4 that are displayed as battle effects. Each of these battle images BL1 to BL4 starts to be displayed with the three rows of effect symbols removed, and is set to show the silhouette of a woman wearing a karate uniform fighting an enemy dinosaur with her bare hands.

[0105] As shown in FIG. 17(a), the battle image BL1 is set to an enemy "dinosaur D1". This battle image BL1 is set to a dinosaur D1 fighting with a female silhouette W, and is displayed when the main control circuit 40 transmits a "special chart change pattern PO01" for a big win and when the main control circuit 40 transmits a "special chart change pattern PH01" for a miss. This battle image BL1 is called battle performance 1. As shown in FIG. 17(b), the battle image BL2 is set to an enemy "dinosaur D2", and is displayed when the main control circuit 40 transmits a "special chart change pattern PO02" for a big win and when the main control circuit 40 transmits a "special chart change pattern PH02" for a miss. This battle image BL2 is called battle performance 2. As shown in FIG. 17(c), the battle image BL3 is set to an enemy "dinosaur D3", and is displayed when the main control circuit 40 transmits a "special chart change pattern PO03" for a big win and when the main control circuit 40 transmits a "special chart change pattern PH03" for a miss. This battle image BL3 is called battle effect 3. As shown in FIG. 17(d), the enemy in the battle image BL4 is set to "dinosaur D4", and is displayed when the main control circuit 40 transmits "special chart variation pattern PO04" for a big win and when it transmits "special chart variation pattern PH04" for a miss. This battle image BL4 is called battle effect 4. The reliability of a big win for these battle images BL1 to BL4 is set in the order of "battle image BL4", "battle image BL3", "battle image BL2", and "battle image BL1" (see FIG. 6).

[0106] Each of the battle images BL1 to BL4 has two types of endings set: a winning ending and a losing ending. As shown in FIG. 17(e), a winning ending suggests that the female protagonist's silhouette W has won, and is displayed when the "special chart variation patterns PO01 to PO04" for a big win are transmitted. As shown in FIG. 17(f), a losing ending suggests that the female protagonist's silhouette W has lost, and is displayed when the "special chart variation patterns PH01 to PH04" for a losing reach are transmitted. This losing ending corresponds to a losing ending, and a winning ending corresponds to a winning ending.

[0107] As shown in Figure 13(d), the special reach performance is a "battle performance" followed by a "three-row still display." As shown in Figure 17(e), in the special reach performance for a jackpot, after the protagonist wins a fight in each of the battle images BL1 to BL4, a victory ending image is displayed, followed by three rows of performance symbols in a jackpot combination. As shown in Figure 17(f), in the special reach performance for a miss, after the protagonist loses a fight in each of the battle images BL1 to BL4, a defeat ending image is displayed, followed by three rows of performance symbols in a miss reach combination.

[0108] 6-3. Big Win Game Performance The jackpot game presentation displays a background image for the jackpot game presentation within the display area E of the presentation symbol display 28, and begins when the jackpot game starts and ends when the jackpot game ends. Fig. 18(a) shows an image of the jackpot game presentation. The image of this jackpot game presentation consists of an image of two dancing female silhouettes, and in front of the image of the jackpot game presentation, an image of "Right Hit" encouraging the player to hit right and an image of "X (X is the number of rounds) R" informing the player of the current round number are superimposed.

[0109] 6-4. Prize ball winning performance During the big win game performance, a prize ball acquisition performance is performed. As shown in Fig. 18(a), this prize ball acquisition performance displays prize ball acquisition information superimposed on the image of the big win game performance, and the prize ball acquisition information counts up the number of prize balls that the player can acquire in the currently ongoing big win game from the initial value "0" to the end value by "80" per round, and in the big win game of 16 rounds of big win game pattern L, the end value of the prize ball acquisition information is set to "1280", and in the big win game of 8 rounds of big win game pattern S, the end value of the prize ball acquisition information is set to "640".

[0110] 6-5. Read-ahead function As shown in Fig. 18(b), the RAM of the sub-control circuit 60 has special drawing 1 pre-reading receiving areas 1 to 4 set, and the sub-control circuit 60 stores the reception result of the special drawing 1 pre-reading data in one of the special drawing 1 pre-reading receiving areas 1 to 4 every time it receives the special drawing 1 pre-reading data from the main control circuit 40. The special drawing 1 pre-reading receiving areas 1 to 4 are set with a higher storage priority in the order of "special drawing 1 pre-reading receiving area 1", "special drawing 1 pre-reading receiving area 2", "special drawing 1 pre-reading receiving area 3", and "special drawing 1 pre-reading receiving area 4", and the storage process of the special drawing 1 pre-reading data is performed in the blank special drawing 1 pre-reading receiving areas 1 to 4 with the highest priority, which has the highest number.

[0111] When the sub-control circuit 60 starts displaying the image of the performance pattern game in response to receiving the special figure 1 game data, it organizes the "special figure 1 pre-reading receiving area 1-4". This process erases the special figure 1 pre-reading data from the "special figure 1 pre-reading receiving area 4". If the special figure 1 pre-reading data is stored in the "special figure 1 pre-reading receiving area 3", the special figure 1 pre-reading data is shifted to the "special figure 1 pre-reading receiving area 4", if the special figure 1 pre-reading data is stored in the "special figure 1 pre-reading receiving area 2", the special figure 1 pre-reading data is shifted to the "special figure 1 pre-reading receiving area 3", if the special figure 1 pre-reading data is stored in the "special figure 1 pre-reading receiving area 1", the special figure 1 pre-reading data is shifted to the "special figure 1 pre-reading receiving area 2". In other words, the special figure 1 pre-reading receiving areas 1-4 of the sub-control circuit 60 always store the same special figure 1 pre-reading data as the special figure 1 pre-reading areas 1-4 of the main control circuit 40 in the same order.

[0112] As shown in Fig. 18(c), the RAM of the sub-control circuit 60 has special drawing 2 pre-reading receiving areas 1 to 4 set, and the sub-control circuit 60 stores the reception result of the special drawing 2 pre-reading data in one of the special drawing 2 pre-reading receiving areas 1 to 4 every time it receives the special drawing 2 pre-reading data from the main control circuit 40. The special drawing 2 pre-reading receiving areas 1 to 4 are set with a higher storage priority in the order of "special drawing 2 pre-reading receiving area 1", "special drawing 2 pre-reading receiving area 2", "special drawing 2 pre-reading receiving area 3", and "special drawing 2 pre-reading receiving area 4", and the storage process of the special drawing 2 pre-reading data is performed in the blank special drawing 2 pre-reading receiving areas 1 to 4 with the highest priority, which has the highest number.

[0113] When the sub-control circuit 60 starts displaying the image of the performance pattern game in response to receiving the special pattern 2 game data, it organizes the "special pattern 2 pre-reading receiving areas 1-4". This process is executed in the same procedure as the special pattern 1 pre-reading receiving areas 1-4, and the special pattern 2 pre-reading receiving areas 1-4 of the sub-control circuit 60 always store the same special pattern 2 pre-reading data as the special pattern 2 pre-reading areas 1-4 of the main control circuit 40 in the same order.

[0114] 6-6.Hold performance As shown in Fig. 18(d), a reserved display area H0 is set within the display area E of the performance symbol display 28, and the sub-control circuit 60 starts displaying one cloud image C within the reserved display area H0 in response to starting to display the image of the current performance symbol game in each of the normal mode, chance mode, and speed mode. This sub-control circuit 60 erases the cloud image C from the reserved display area H0 in response to stopping the display of the image of the current performance symbol game, and while the image of the performance symbol game is being displayed, the cloud image C is continuously displayed within the reserved display area H0.

[0115] As shown in Fig. 18(d), reserved display areas H1 to H4 are set in the display area E of the performance pattern display 28. These reserved display areas H1 to H4 are arranged in a horizontal row, and in the normal mode, the sub-control circuit 60 displays one cloud image C in the reserved display area H1 when special chart 1 pre-reading data is stored in the special chart 1 pre-reading receiving area 4, displays one cloud image C in the reserved display area H2 when special chart 1 pre-reading data is stored in the special chart 1 pre-reading receiving area 3, displays one cloud image C in the reserved display area H3 when special chart 1 pre-reading data is stored in the special chart 1 pre-reading receiving area 2, and displays one cloud image C in the reserved display area H4 when special chart 1 pre-reading data is stored in the special chart 1 pre-reading receiving area 1.

[0116] In the chance mode and the speed mode, the sub-control circuit 60 displays one cloud image C in the reserved display area H1 when the special chart 2 pre-reading data is stored in the special chart 2 pre-reading receiving area 4, displays one cloud image C in the reserved display area H2 when the special chart 2 pre-reading data is stored in the special chart 2 pre-reading receiving area 3, displays one cloud image C in the reserved display area H3 when the special chart 2 pre-reading data is stored in the special chart 2 pre-reading receiving area 2, and displays one cloud image C in the reserved display area H4 when the special chart 2 pre-reading data is stored in the special chart 2 pre-reading receiving area 1. That is, the reserved performance is a performance in which the number of cloud images C corresponding to the number of reserved special charts 1 is displayed in the normal mode, and a performance in which the number of cloud images C corresponding to the number of reserved special charts 2 is displayed in the chance mode and the speed mode.

[0117] An operation button group (not shown) consisting of a plurality of operation buttons is attached to the upper tray 8. This operation button group has an operation button for adjusting the volume of the speaker 32 and an operation button for adjusting the brightness of the performance pattern display 28, and each of the plurality of operation buttons of the operation button group is visible and operable by the player. As shown in FIG. 19, this operation button group has an operation button 10 (see g). This operation button 10 is semi-transparent and white in color and has a hemispherical shape, and is attached to the surface of the upper tray 8 so that the player can operate it. A full-color LED 10a is housed inside this operation button 10, and the sub-control circuit 60 drives and controls the LED 10a to cause the operation button 10 to emit light in multiple colors.

[0118] 6-7. Button effects The button effects encourage the player to operate the operation button 10 during the effect pattern play, and when the operation button 10 is operated effectively, the image of the effect pattern play is changed, thereby increasing the player's anticipation of a big win. Two patterns of button effects are set: Button Effects 1 and Button Effects 2.

[0119] 6-7-1. Button performance 1 19 explains button performance 1, which starts in response to the button pattern B being displayed in red (R) instead of the performance pattern in the middle row being scrolled at a slow speed during a normal reach performance (see a→b). This button pattern B has a semicircular outline shape imitating the operation button 10, and when button performance 1 starts, the operation button 10 is switched from a non-illuminating state to a red illuminating state that is the same as the button pattern B. When this operation button 10 is operated in a red illuminating state, the operation button 10 is switched from a red illuminating state to a non-illuminating state, and the red button pattern B is erased from the performance pattern display 28. When this button pattern B is erased, one of the battle performances 1 to 4 starts to be displayed (see d). Each of these battle effects 1 to 4 ends in a winning outcome (see e) or a losing outcome (see f). If each of the battle effects 1 to 4 ends in a winning outcome, the three rows of performance symbols are displayed in a winning combination, and if it ends in a losing outcome, the three rows of performance symbols are displayed in a losing combination.

[0120] 6-7-2. Button performance 2 19 explains button performance 2, which proceeds in the same manner as button performance 1, except that button symbol B is displayed in blue (see a→c) and the operation button 10 is illuminated in the same blue color as button symbol B. This button performance 2 has a higher probability of winning compared to button performance 1, and when button performance 2 starts during the current performance pattern play, the three rows of performance symbols will have a higher probability of winning the combination compared to when button performance 1 starts.

[0121] 6-8. Hold notice performance The reserved notice performance is intended to heighten the player's expectation of a big win by displaying the cloud image C in a color different from the normal white color, and three patterns, reserved notice performance 1 to 3, are set for the reserved notice performance. FIG. 20 explains the reserved notice performance, and the reserved notice performance is performed when a normal reach performance is performed in the current performance pattern game. This reserved notice performance changes the color of the cloud image C in the reserved display area H0 from the normal white color to one of "blue", "red", and "rainbow" (see a → b), and is performed when the cloud image C is displayed in the reserved display area H0 in white color. This reserved notice performance is intended to suggest to the player in advance the probability that the three columns of performance patterns corresponding to the cloud image C in the reserved display area H0 will be a combination of big wins in the current performance pattern game, and the start timing of the reserved notice performance is set to "T1 (see FIG. 21 (b))" between the time when the scroll display of the performance pattern in the left column stops and the time when the scroll display of the performance pattern in the right column stops.

[0122] Hold notice performance 1 changes the cloud image C in the hold display area H0 to a "blue" color, and is set to the lowest jackpot probability among hold notice performances 1 to 3. Hold notice performance 2 changes the cloud image C in the hold display area H0 to a "red" color, and is set to the middle jackpot probability among hold notice performances 1 to 3. Hold notice performance 3 changes the cloud image C in the hold display area H0 to a "rainbow" color, and is set to the highest jackpot probability among hold notice performances 1 to 3.

[0123] Fig. 21(a) is a list of advance notice effects, and Fig. 21(b) is a list of the start timing of advance notice effects. This advance notice effect is intended to suggest to the player that the three rows of effect symbols will be a winning combination in the current effect symbol game, and the advance notice effects include normal reach effects, battle effects 1-4, pseudo-variable effects, button effects 1-2, and reserved advance notice effects 1-3. All of these advance notice effects are performed on the condition that a normal reach effect is performed in the current effect symbol game, and are intended to suggest to the player in advance that a normal reach effect will be performed in the current effect symbol game. The start timing of the hold notice effects 1 to 3 is set to "T1" before the start timing T2 of the normal reach effect, the start timing of each of the button effects 1 to 2 is set to "T3" after the start timing "T2" of the normal reach effect, the start timing of each of the battle effects 1 to 4 is set to "T4" after the start timing "T3" of the button effects 1 to 2, and the start timing of the pseudo-variation effect (the start timing of the second unit pattern play) is set to "T5" when the three rows of effect patterns in the first unit pattern play are missed and a provisional reach combination is formed.

[0124] The notice performance process in Fig. 22(a) is started every time the sub-control circuit 60 receives special game data from the main control circuit 40, and the sub-control circuit 60 judges whether or not to execute each of the reserved notice performances 1-3 and the button performances 1-2 in the notice performance process, and starts the notice performances that it has judged to execute among the reserved notice performances 1-3 and the button performances 1-2 at the start timing of Fig. 21 during the current performance pattern play. When the sub-control circuit 60 starts the notice performance process, it judges in S211 whether or not the current performance mode is normal mode. If it is judged here that the current performance mode is normal mode, it moves to S212 and judges whether or not the normal reach performance is executed in the current performance pattern play. Here, if the reception result of the special chart 1 game data includes any of the 12 types of special chart change patterns for misses "PH01-PH05, PH08" and special chart change patterns for big wins "PO01-PO05, PO08", it is determined that a normal reach effect will be executed in this performance pattern game, and in S213 it is determined whether or not to execute any one of the pending notice effects 1-3, and in S214 it is determined whether or not to execute any one of the button effects 1-2.

[0125] That is, each of the reserved notice performances 1-3, button performances 1-2, battle performances 1-4, and pseudo-variable performances is a notice performance that may be executed during the current performance pattern play if a normal reach performance is performed in the current performance pattern play, and from the player's perspective, if any of the reserved notice performances 1-3 are executed in the current performance pattern play, the normal reach performance will always be executed. When this normal reach performance is executed, there is a possibility that any of the button performances 1-2 will be executed, a possibility that any of the battle performances 1-4 will be executed, and a possibility that the pseudo-variable performance will be executed.

[0126] 6-8. Name erasure notice FIG. 23 explains the name deletion notice performance. This name deletion notice performance is started in response to displaying the performance name window Wp in front of the performance pattern in the middle row while three rows of performance patterns are being scrolled (see a→b), and the display start timing "Ts" of the performance name window Wp is set before the start timing "T1" of each of the earliest reserved notice performances 1 to 3 among all the start timings of the notice performances (see FIG. 21(b)). This performance name window Wp is an area in which performance name 1, performance name 2, and performance name 3 are displayed in three rows from top to bottom, and is set to a colored rectangular shape. FIG. 22(b) is a list of performance names displayed in the performance name window Wp. There are 11 types of performance names set, and each of the 11 types of performance names specifies a notice performance that may be executed during the current performance pattern game by letters.

[0127] The name erasure notice performance informs the player of the high probability that the three rows of performance patterns will be a winning combination depending on whether or not the notice performance corresponding to the performance name in the performance name window Wp is executed in this performance pattern game, and has three patterns: name erasure notice performance 1, name erasure notice performance 2, and name erasure notice performance 3. The name erasure notice performance 1 executes all three notice performances corresponding to the performance name in the performance name window Wp, and the probability of a big win when the name erasure notice performance 1 is executed is set to "high". The name erasure notice performance 2 executes two of the three notice performances corresponding to the performance name in the performance name window Wp and does not execute one, and the probability of a big win when the name erasure notice performance 2 is executed is set to "medium (< high)". The name erasure notice performance 3 executes one of the three notice performances corresponding to the performance name in the performance name window Wp and does not execute the other two, and the probability of a big win when the name erasure notice performance 3 is executed is set to "low (< medium)". In this performance name window Wp, of the three performance names 1 to 3, the one with the earliest start timing corresponding to the preview performance is displayed in the upper row, the one with the latest start timing is displayed in the lower row, and the one with the intermediate start timing is displayed in the middle row.

[0128] In each of the name erase preview effects 1 to 3, the effect names 1 to 3 are displayed in either an unerased state or an erased state in the effect name window Wp. In the unerased state, as shown in FIG. 22(b), only the effect name is displayed in text, and this notifies the player that the preview effect corresponding to the effect name has not been executed in the current performance pattern game. In the erased state, as shown in FIG. 22(c), the symbol "x" is superimposed on the effect name, and this notifies the player that the preview effect corresponding to the effect name has been executed in the current performance pattern game. For example, as shown in Figure 23(c), when "Hold notice performance 1," "Button performance 1," and "Pseudo-fluctuation performance" are displayed in the performance name window Wp in an unerased state, if "Hold notice performance 1" is started, the performance name "Hold notice performance 1" is changed from an unerased state to an erased state (see c → d), when "Button performance 1" is started, the performance name "Button performance 1" is changed from an unerased state to an erased state (see d → e), and when "Pseudo-fluctuation performance" is started, the performance name "Pseudo-fluctuation performance" is changed from an unerased state to an erased state (see e → f).

[0129] The name deletion notice performance informs the player of the probability of a big win according to the number of performance names in the erased state in the performance name window Wp, and the performance name window Wp starts to be displayed at the display start timing Ts during the current performance pattern play, and then moves and is displayed at the moving display timing Tm in the upper left corner of the display area E of the performance pattern display device 28. This moving display timing Tm is set after the scroll display of the left column of performance patterns before the start timing T1 of the reserved notice performances 1 to 3 is stopped (see FIG. 21(b)). As shown in FIG. 24, the performance name window Wp is displayed in a reduced state in the reduced area in the upper left corner from the center of the display area E of the performance pattern display device 28 at the moving display timing Tm together with the internal performance names 1 to 3 (see a→b), and is continuously displayed in a reduced state in the reduced area in the upper left corner of the display area E until the current performance pattern play ends (see b→c).

[0130] The name erasure notice performance process in Fig. 25 is started every time the sub-control circuit 60 receives special symbol 1 game data from the main control circuit 40, and the sub-control circuit 60 judges whether or not to execute any of the name erasure notice performances 1 to 3 in the name erasure notice performance process. If the sub-control circuit 60 judges that any of the name erasure notice performances 1 to 3 is executed, the name erasure notice performance starts in one of the patterns 1 to 3 according to the judgment result at the display start timing Ts of the current performance symbol game.

[0131] When the sub-control circuit 60 starts the name erasure notice performance process, it moves to S221 and judges whether the current performance mode is normal mode or not. If it judges that the current performance mode is normal mode, it moves to S222 and judges whether the normal reach performance is executed in the current performance pattern play. If the reception result of the special chart 1 game data has any of the 12 types of special chart variation patterns for normal reach performance, it judges that the normal reach performance is executed in the current performance pattern play, and judges whether the name erasure notice performance is executed in S223. This process is performed so that it is judged that the name erasure notice performance is executed with a probability of "1 / 20 times", and when the sub-control circuit 60 finishes S223, it moves to S224.

[0132] When the sub-control circuit 60 moves to S224, it judges whether or not it has been determined that the name erasure notice performance is to be executed. If it is determined that the name erasure notice performance is to be executed, it moves to S225, and judges whether or not there is a jackpot judgment result in the reception result of the special chart 1 game data. If it is determined that there is a jackpot judgment result, it detects the performance table 1 from the ROM in S226, and if there is a miss judgment result, it detects the performance table 2 from the ROM in S230. Figure 25 (b) is the performance table 1, and the performance table 1 is set by assigning a high selection probability to the name erasure notice performance 1, a low selection probability to the name erasure notice performance 3, and an intermediate selection probability to the name erasure notice performance 2. Figure 25 (c) is the performance table 2, and the performance table 2 is set by assigning a low selection probability to the name erasure notice performance 1, a high selection probability to the name erasure notice performance 3, and an intermediate selection probability to the name erasure notice performance 2.

[0133] When the sub-control circuit 60 finishes S226 or S230, it shifts to S227 and selects one of the name erasure notice performances 1 to 3 with a probability according to the selection probability from the detection result of the performance table. That is, a high jackpot probability is set for the name erasure notice performance 1, a low jackpot probability is set for the name erasure notice performance 3, and an intermediate jackpot probability is set for the name erasure notice performance 2. When the sub-control circuit 60 selects one of the name erasure notice performances 1 to 3 in S227, it shifts to S228 and judges whether the selection result of the name erasure notice performance is the name erasure notice performance 1. Here, if it is judged that the selection result of the name erasure notice performance is the name erasure notice performance 1, it shifts to the name erasure notice performance process 1 in S229, and if it is judged that the selection result of the name erasure notice performance is not the name erasure notice performance 1, it judges whether the selection result of the name erasure notice performance is the name erasure notice performance 2 in S231. If it is determined here that the selection result of the name erasure notice performance is name erasure notice performance 2, the process proceeds to name erasure notice performance processing 2 in S232, and if the selection result of the name erasure notice performance is name erasure notice performance 3, the process proceeds to name erasure notice performance processing 3 in S233.

[0134] 26(a) shows the name deletion notice performance process 1, and the sub-control circuit 60 sets the performance name 1 in the performance name process 1 of S241. This performance name process 1 selects one of the performance names "Reserved notice performance 1", "Reserved notice performance 2", and "Reserved notice performance 3" to be executed in the current performance symbol game, and the sub-control circuit 60 sets the performance name 1 to "Reserved notice performance 1" when the reserved notice performance 1 is executed in the current performance symbol game, sets the performance name 1 to "Reserved notice performance 2" when the reserved notice performance 2 is executed, sets the performance name 1 to "Reserved notice performance 3" when the reserved notice performance 3 is executed, and sets the performance name 1 to "???" when none of the reserved notice performances 1 to 3 are executed.

[0135] When S241 is completed, the sub-control circuit 60 sets the effect name 2 in the effect name process 2 in S242. This effect name process 2 selects one of the effect names "button effect 1" and "button effect 2" to be executed in the current effect pattern game, and the sub-control circuit 60 sets the effect name 2 to "???" if none of button effects 1-2 are executed in the current effect pattern game, sets the effect name 2 to "button effect 1" if button effect 1 is executed, and sets the effect name 2 to "button effect 2" if button effect 2 is executed.

[0136] When S242 is finished, the sub-control circuit 60 proceeds to S243, where it judges whether or not a pseudo-variation performance is executed in the current performance pattern game. If the reception result of the special chart 1 variation pattern contains either "PH08" or "PO08" for the pseudo-variation performance, it judges that the pseudo-variation performance is executed in S243, and sets the performance name 3 to "pseudo-variation performance" in S244. If there is no special chart 1 variation pattern for the pseudo-variation performance, the sub-control circuit 60 proceeds from S243 to performance name processing 3 in S245, and sets the performance name 3. This performance name processing 3 selects one of the performance names "battle performance 1", "battle performance 2", "battle performance 3", and "battle performance 4" to be executed in the current performance pattern game, and if there is none of the eight "PH01 to PH04" and "PO01 to PO04" for the battle performance in the reception result of the special chart 1 variation pattern, the sub-control circuit 60 sets the performance name 3 to "???". This sub-control circuit 60 sets the effect name 3 to "battle effect 1" if the special chart change pattern for battle effect 1 is present in the received result of the special chart 1 game data, sets the effect name 3 to "battle effect 2" if there is a special chart change pattern for battle effect 2, sets the effect name 3 to "battle effect 3" if there is a special chart change pattern for battle effect 3, and sets the effect name 3 to "battle effect 4" if there is a special chart change pattern for battle effect 4.

[0137] FIG. 26(c) shows the effect name displayed in the effect name window Wp in the name erase notice effect 1 when the reserved notice effect 1, button effect 1, and battle effect 1 are set for the current effect pattern game (see b). In this case, "reserved notice effect 1" is displayed in the effect name window Wp as the effect name 1 in an unerased state, "button effect 1" is displayed in an unerased state as the effect name 2, and "battle effect 1" is displayed in an unerased state as the effect name 3. In contrast, in the current effect pattern game, the reserved notice effect 1, button effect 1, and battle effect 1 are executed in order, and when the reserved notice effect 1 starts, the effect name 1 "reserved notice effect 1" is switched from an unerased state to an erased state, when the button effect 1 starts, the effect name 2 "button effect 1" is switched from an unerased state to an erased state, and when the battle effect 1 starts, the effect name 3 "battle effect 1" is switched from an unerased state to an erased state (see d).

[0138] 27(a) shows the name deletion notice performance process 2. This name deletion notice performance process 2 sets the performance name 1 in the same procedure as S241 of the name deletion notice performance process 1, and sets the performance name 2 in the same procedure as S242 of the name deletion notice performance process 1. When the sub-control circuit 60 finishes S242, it judges in S243A whether or not there is a special chart change pattern for pseudo-change performance in the reception result of the special chart 1 game data. If it is judged that there is no special chart change pattern for pseudo-change performance here, it sets the performance name 3 to "pseudo-change performance" in S244, and if it is judged that there is a special chart change pattern for pseudo-change performance, it proceeds to S251.

[0139] When the sub-control circuit 60 moves to S251, it judges whether or not there is any special chart change pattern for battle performances 1 to 4 in the reception result of the special chart 1 game data. If it is judged that there is no special chart change pattern for battle performances 1 to 4, it sets the performance name 3 to "battle performance 1" in S252, and if it is judged that there is any special chart change pattern for battle performances 1 to 4, it moves to performance name processing 3A of S245A. If there is a special chart change pattern for battle performance 1, it sets the performance name 3 to "battle performance 2", if there is a special chart change pattern for battle performance 2, it sets the performance name 3 to "battle performance 3", if there is a special chart change pattern for battle performance 3, it sets the performance name 3 to "battle performance 4", and if there is a special chart change pattern for battle performance 4, it sets the performance name 3 to "battle performance 1".

[0140] FIG. 27(c) shows the effect name displayed in the effect name window Wp in the name erase notice effect 2 when the reserved notice effect 1, button effect 1, and battle effect 1 are set for the current effect pattern game (see b). In this case, "reserved notice effect 1" is displayed in the effect name window Wp in an unerased state as effect name 1, "button effect 1" is displayed in an unerased state as effect name 2, and "battle effect 2" is displayed in an unerased state as effect name 3. In contrast, in the current effect pattern game, the reserved notice effect 1, button effect 1, and battle effect 1 are executed in order, and in response to the start of the reserved notice effect 1, the effect name 1 "reserved notice effect 1" is switched from an unerased state to an erased state, and in response to the start of the button effect 1, the effect name 2 "button effect 1" is switched from an unerased state to an erased state, and although the battle effect 1 starts, the battle effect 2 does not start, and the effect name 3 "battle effect 2" is continuously displayed in an unerased state (see d).

[0141] FIG. 28(a) shows the name deletion notice performance process 3. This name deletion notice performance process 3 sets the performance name 1 to one of the reserved notice performances 1-3 to be executed (S241), and sets the performance name 3 to one of the pseudo consecutive performances and the battle performances 1-4 to be not executed (S243A-S252). When the sub-control circuit 60 finishes the performance name process 1 of S241, it judges in S261 whether or not either the button performance 1 or the button performance 2 is set for the current performance pattern game. If it is judged that neither the button performance 1-2 is set here, it sets the performance name 2 to "button performance 1" in S262, and if it is judged that either the button performance 1-2 is set, it moves to the performance name process 2A of S263. If the button performance 1 is set here, it sets the performance name 2 to "button performance 2", and if the button performance 2 is set, it sets the performance name 2 to "button performance 1".

[0142] FIG. 28(c) shows the effect name displayed in the effect name window Wp in the name erase notice effect 3 when the reserved notice effect 1, button effect 1, and battle effect 1 are set for the current effect pattern game (see b). In this case, "reserved notice effect 1" is displayed in the effect name window Wp in an unerased state as effect name 1, "button effect 2" is displayed in an unerased state as effect name 2, and "battle effect 2" is displayed in an unerased state as effect name 3. In contrast, in the current effect pattern game, reserved notice effect 1, button effect 1, and battle effect 1 are executed in order, and as reserved notice effect 1 starts, effect name 1 "reserved notice effect 1" is switched from an unerased state to an erased state, button effect 1 starts but button effect 1 does not start and effect name 2 "button effect 2" is continuously displayed in an unerased state, and battle effect 1 starts but battle effect 2 does not start and effect name 3 "battle effect 2" is continuously displayed in an unerased state (see d).

[0143] 7-1.Main processing 29(a) from the ROM in response to power-on, and sets access permission to the RAM in S101 and sets interrupt prohibition in S102. Then, in a random number update process in S103, the values ​​of multiple random numbers in the RAM are updated, and after interrupts are permitted in S104, S102 to S104 are repeated. During this interrupt permission, start of the reception interrupt process in S105 and the timer interrupt process in S106 are permitted. 8-2. Reception interrupt processing The sub-control circuit 60 starts a reception interrupt process in S105 every time the STB signal from the main control circuit 40 is input to the INT terminal. This reception interrupt process is executed in priority to the timer interrupt process in S106, and the sub-control circuit 60 stores the command, etc., transmitted by the main control circuit 40 in the output process of S11 in Fig. 8 in the reception buffer of the RAM by the reception interrupt process.

[0144] 8-3. Timer interrupt processing The sub-control circuit 60 starts the timer interrupt process of S106 every time the timer interrupt signal is input at a fixed cycle. Fig. 29(b) shows the timer interrupt process of S106, in which the sub-control circuit 60 performs the received command analysis process of S111 and the prize ball acquisition presentation process of S112 in the timer interrupt process. This sub-control circuit 60 displays an image of the prize ball acquisition presentation on the presentation pattern display 28 in response to the prize ball acquisition presentation process of S112.

[0145] 8-3-1. Received command analysis process 30(a) shows the reception command analysis process of S111, and the sub-control circuit 60 judges whether the special drawing 1 pre-read data or the special drawing 2 pre-read data from the main control circuit 40 is stored in the reception buffer in S121. If it is judged that the special drawing 1 pre-read data or the special drawing 2 pre-read data is stored here, the process proceeds to S122, and the special drawing 1 pre-read data or the special drawing 2 pre-read data in the reception buffer is shifted to the special drawing pre-read area of ​​the RAM. In this special drawing pre-read area, the special drawing 1 pre-read receiving areas 1-4 and the special drawing 2 pre-read receiving areas 1-4 are set, and the sub-control circuit 60 shifts the special drawing 1 pre-read data to one of the special drawing 1 pre-read receiving areas 1-4 in the same procedure as the main control circuit 40, and shifts the special drawing 2 pre-read data to one of the special drawing 2 pre-read receiving areas 1-4 in the same procedure as the main control circuit 40. That is, the same special drawing 1 pre-read data and special drawing 2 pre-read data as the main control circuit 40 are stored in the RAM of the sub-control circuit 60.

[0146] The sub-control circuit 60 judges whether the special game data 1 or the special game data 2 from the main control circuit 40 is stored in the reception buffer in S123 of Fig. 30(a). If it is judged that the special game data 1 or the special game data 2 is stored, the sub-control circuit 60 executes the pattern game performance start process of S124. Fig. 30(b) is the pattern game performance start process of S124, and the sub-control circuit 60 detects the reception result of the special game data 1 (the judgment result of whether or not it is a hit, the judgment result of the type of the big hit, the judgment result of the special game pattern, and the judgment result of the presence or absence of a fall) or the reception result of the special game data 2 (the judgment result of whether or not it is a hit, the judgment result of the type of the big hit, the judgment result of the special game pattern, and the judgment result of the presence or absence of a fall) from the reception buffer in S141. The preview performance processing of Figure 22(a), the name deletion preview performance processing of Figure 25(a), the name deletion preview performance processing 1 of Figure 26(a), the name deletion preview performance processing 2 of Figure 27(a), and the name deletion preview performance processing 3 of Figure 28(a) are executed in the pattern game performance start processing of S124.

[0147] When the sub-control circuit 60 finishes S141 in Fig. 30(b), it sets a combination of three rows of performance symbols in S142. The three rows of performance symbols are set to an odd-numbered "jackpot combination" when the result of the hit / miss detection is "jackpot" and the result of the hit type detection is "jackpot symbol 1" or "jackpot symbol 3", and are set to either an even-numbered "jackpot combination" or an odd-numbered "jackpot combination" when the result of the hit / miss detection is "jackpot" and the result of the hit type detection is "jackpot symbol 2". When the result of the detection of whether or not the winning or losing is "miss", this performance symbol is set to a "miss reach combination" when the result of the detection of the fluctuation pattern is "PH01-PH05" for miss, set to a "complete miss combination" when the result of the detection of the fluctuation pattern is "PH06-PH07" for complete miss, and set to an additional "temporary miss reach combination" when the result of the detection of the fluctuation pattern is "PH08, PO08" for pseudo fluctuation performance. When this sub-control circuit 60 has finished S142, it detects video data corresponding to the result of the detection of the fluctuation pattern from the CGROM in S143, and starts displaying the image of the performance symbol game on the performance symbol display 28 in response to starting the playback of the detection result of the video data.

[0148] The sub-control circuit 60 determines in S125 of Figure 30(a) whether or not the fluctuation stop command 1 or the fluctuation stop command 2 from the main control circuit 40 is stored in the receiving buffer, and if it determines that the fluctuation stop command 1 or the fluctuation stop command 2 is stored, it displays the three columns of performance patterns in accordance with the combination setting result of S124 in the pattern game performance stop processing of S126.

[0149] The sub-control circuit 60 judges whether or not a jackpot game start command from the main control circuit 40 is stored in the receiving buffer in S127 of Fig. 30(a), and if it judges that a jackpot game start command is stored, it starts displaying a background image for the jackpot game performance on the performance pattern display 28 in response to starting playback of video data for the jackpot game performance in the jackpot game performance start process in S128, and displays an image of the round promotion performance in the 8th round if a round promotion performance is set. This sub-control circuit 60 judges whether or not a jackpot game stop command from the main control circuit 40 is stored in the receiving buffer in S129, and if it judges that a jackpot game stop command is stored, it erases the background image for the jackpot game performance in response to stopping playback of video data for the jackpot game performance in the jackpot game performance stop process in S130.

[0150] According to the above-mentioned embodiment 1, the following effects are obtained. When the image of the performance name window Wp is displayed, the name erasure notice performances 2 to 3 are executed for the image of the performance pattern game that is the subject of the suggestion of the images of the performance names 1 to 3 in the performance name window Wp. The name erasure notice performances 2 to 3 include both notice performances with the same contents as those suggested by the images of the performance names 1 to 3 and notice performances with different contents. Therefore, notice performances contrary to the player's expectations are executed, improving the entertainment value of the game.

[0151] [Example 2] Fig. 31(a) shows the name deletion notice performance process 4. This name deletion notice performance process 4 differs from the name deletion notice performance process 3 in that the performance name 1 is set to one of the reserved notice performances 1 to 3 that are not scheduled to be executed. This name deletion notice performance process 4 is executed only when the three rows of performance patterns in the current performance pattern game form a jackpot combination, and the probability of a jackpot is set to "100%", the highest among the name deletion notice performances 1 to 4.

[0152] The sub-control circuit 60 judges whether or not any of the reserved notice performances 1 to 3 are set for the current performance symbol game in S271 of the name deletion notice performance process 4. If it is judged that none of the reserved notice performances 1 to 3 are set here, it sets the performance name 1 to "reserved notice performance 1" in S272, and if it is judged that any of the reserved notice performances 1 to 3 are set, it moves to S273. If the reserved notice performance 1 is set here, it sets the performance name 1 to "reserved notice performance 2", if the reserved notice performance 2 is set, it sets the performance name 1 to "reserved notice performance 3", and if the reserved notice performance 3 is set, it sets the performance name 1 to "reserved notice performance 1".

[0153] FIG. 31(c) shows the effect name displayed in the effect name window Wp in the name erase notice effect 4 when the reserved notice effect 1, button effect 1, and battle effect 1 are set for the current effect pattern game (see b). In this case, "reserved notice effect 2" is displayed in the effect name window Wp as the effect name 1 in an unerased state, "button effect 2" is displayed in an unerased state as the effect name 2, and "battle effect 2" is displayed in an unerased state as the effect name 3. In contrast, in the current effect pattern game, the reserved notice effect 1, button effect 1, and battle effect 1 are executed in order, the reserved notice effect 1 starts but the reserved notice effect 2 does not start and the effect name 1 "reserved notice effect 2" is continuously displayed in an unerased state, the button effect 1 starts but the button effect 1 does not start and the effect name 2 "button effect 2" is continuously displayed in an unerased state, and the battle effect 1 starts but the battle effect 2 does not start and the effect name 3 "battle effect 2" is continuously displayed in an unerased state (see d). In other words, from the player's point of view, if none of the preview effects corresponding to the three effect names in the effect name window Wp start, the three rows of effect symbols will form a jackpot combination with a 100% probability.

[0154] [Example 3] In each of the name deletion notice effects 1 to 4, as shown in FIG. 32, a notice window Wp1 is displayed in place of the notice window Wp. This notice window Wp1 is an area in which one of the notice names 1 to 3 is displayed (see b to d), and in each of the name deletion notice effects 1 to 4, three display timings, "Ta to Tc," are set for the notice window Wp1 (see e). The display timing "Ta" is a timing before the start timing T1 of each of the hold notice effects 1 to 3, and at the display timing "Ta," one of the setting results of the notice name 1, "hold notice effects 1 to 3" or "???," is displayed. The display timing "Tb" is a timing before the start timing T3 of each of the button effects 1 to 2, and at the display timing "Tb," one of the setting results of the notice name 2, "button effects 1 to 2" or "???," is displayed. The display timing "Tc" is earlier than the start timing T4 of each of battle effects 1 to 4, and at the display timing "Tc", one of the setting results of effect name 3, "Battle effects 1 to 4", "Pseudo-variable effect", or "???", is displayed.

[0155] Each of the name erasure notice effects 1 to 4 suggests one effect name (including "???") to the player just before the notice effect is executed, and as shown in FIG. 33(a), in the name erasure notice effect 1, immediately after one of "reserved notice effects 1 to 3" is displayed as the effect name 1, one notice effect according to the effect name 1 is executed or immediately after "???" is displayed as the effect name 1, the notice effect is not executed, immediately after one of "button effects 1 to 2" is displayed as the effect name 2, one notice effect according to the effect name 2 is executed or immediately after "???" is displayed as the effect name 2, the notice effect is not executed, and immediately after "battle effects 1 to 4" or "pseudo consecutive effects" are displayed as the effect name 3, one notice effect according to the effect name 3 is executed or immediately after "???" is displayed as the effect name 3, the notice effect is not executed. In this case, the probability of a big win is set to be the second highest among the name erasure notice effects 1 to 4.

[0156] In the name deletion preview performance 2, as shown in Fig. 33(b), the first time, one of the "reserved preview performances 1-3" is displayed as performance name 1, immediately after which one preview performance corresponding to performance name 1 is executed, or "???" is displayed as performance name 1 and immediately after which no preview performance is executed, the second time, one of the "button performances 1-2" is displayed as performance name 2, immediately after which one preview performance corresponding to performance name 2 is executed, or "???" is displayed as performance name 2 and immediately after which no preview performance is executed, and the third time, "battle performances 1-4" or "pseudo consecutive performance" is displayed as performance name 3 and immediately after which one preview performance corresponding to performance name 3 is not executed. The probability of a big win in this case is set to the third highest among the name deletion preview performances 1-4.

[0157] In the name deletion preview performance 3, as shown in Fig. 33(c), the first time, one of the "reserved preview performances 1-3" is displayed as performance name 1, immediately after which one preview performance corresponding to performance name 1 is executed, or immediately after "???" is displayed as performance name 1, no preview performance is executed, the second time, one of the "button performances 1-2" is displayed as performance name 2, immediately after which one of the "battle performances 1-4" or "pseudo consecutive performances" is displayed as performance name 3, no preview performance corresponding to performance name 3 is executed. In this case, the probability of a big win is set to the lowest among the name deletion preview performances 1-4.

[0158] In the name erasure notice performance 4, as shown in Fig. 33(d), the first time, one of the "reserved notice performances 1-3" is displayed as performance name 1, immediately after which one of the notice performances corresponding to performance name 1 is not executed, the second time, one of the "button performances 1-2" is displayed as performance name 2, immediately after which one of the notice performances corresponding to performance name 2 is not executed, and the third time, one of the "battle performances 1-4" or "pseudo consecutive performances" is displayed as performance name 3, immediately after which one of the notice performances corresponding to performance name 3 is not executed. The probability of a big win in this case is set to the highest among the name erasure notice performances 1-4.

[0159] In the above-mentioned embodiments 1 to 3, the sub-control circuit 60 may display an infeasible fictitious performance name (power-up performance) as the performance name 3 in the name-deleting notice performance 2, or may display an infeasible fictitious performance name as each of the performance names 2 to 3 in the name-deleting notice performance 3, or may display an infeasible fictitious performance name as each of the performance names 1 to 3 in the name-deleting notice performance 4. In this configuration, it is preferable to suggest a big win with a 100% probability in response to displaying the fictitious performance name. In this case, the performance names 1 to 3 suggesting three mutually different notice performances are displayed in the performance name window Wp. The image of this performance name window Wp includes the notice performance scheduled to be executed in the current performance pattern game and the infeasible fictitious notice performance, which can give the player a sense of surprise, thereby improving the entertainment value of the game.

[0160] In addition to the inventions described in the claims, the above-mentioned Examples 1 to 3 also describe the following [Reference Invention 1-1] to [Reference Invention 1-6]. Some gaming machines are configured to determine whether a game is won or lost each time a start condition is met, and to notify the player of the result of the determination of whether a game is won or lost by displaying an image of a symbol game each time a game is determined. In the case of this gaming machine, the type of performance to be executed during the symbol game is suggested to the player in advance in response to a preview performance (see JP Patent Publication 2010-17425). This conventional gaming machine provides a fun factor that only heightens the player's expectation that the performance suggested in the preview performance will be executed in response to the execution of the preview performance, and there is still room for improvement in terms of the fun factor of the game.

[0161] [Reference Invention 1-1] A determination means for determining whether or not a start condition is satisfied each time the start condition is satisfied; A symbol game means for displaying an image of a symbol game to inform a player of a winning or losing judgment result; An information display means for displaying images suggesting a plurality of different types of effects as performance information for suggesting in advance to a player the content of the performance to be executed while the image of the symbol game is being displayed; A presentation means for presenting an image of a symbol game is provided, The production means is This gaming machine is characterized in that when the image of the performance information is displayed, it is possible to execute a performance in a correct / incorrect pattern including both a performance with the same content as that suggested by the image of the performance information and a performance with a different content. In the embodiment, "the special chart 1 game, the special chart 2 game, the small hit game, and the big hit game all stop" corresponds to the start condition being met, the "main control circuit 40" corresponds to the judgment means, the "image of the performance pattern game" corresponds to the image of the pattern game, the "sub-control circuit 60" corresponds to the pattern game means, the information display means, and the performance means, "performance names 1 to 3" correspond to performance information, "name erasure notice performance 2 to 3" corresponds to the performance of the correct or incorrect pattern, the "performance name window Wp" corresponds to the image, and the "notice performance" corresponds to the performance content. According to the above means, an image suggesting a plurality of different effects is displayed as the effect information. When the image of the effect information is displayed, the effect is executed in a correct / incorrect pattern including both the same effect as the image of the effect information and the different effect for the image of the symbol game that is the subject of the suggestion. Therefore, the effect is executed contrary to the player's expectation, improving the entertainment value of the game.

[0162] [Reference Invention 1-2] the production means starts a production having the same content as that suggested by the image of the production information and a production having a different content at different timings; The gaming machine described in [Reference Invention 1-1] is characterized in that the information display means displays the image of the performance information at a timing before the earliest one of a performance having the same content as that suggested by the image of the performance information and a performance having a different content is started. In the embodiment, the "display start timing Ts" corresponds to the previous timing. [Reference Invention 1-3] The gaming machine described in [Reference Invention 1-1] is characterized in that the presentation means is capable of executing a presentation for the image of the pattern game suggested by the image of the presentation information in either a correct pattern consisting of only the same multiple presentations as those suggested by the image of the presentation information, or the correct / incorrect pattern. The "Name Erasure Notice Performance 1" in this embodiment corresponds to the positive pattern performance.

[0163] [Reference Inventions 1-4] The gaming machine described in [Reference Invention 1-1] is characterized in that the presentation means is capable of executing presentations in either a correct pattern consisting of only multiple presentations that are the same as those suggested by the image of the presentation information, an incorrect pattern consisting of only presentations different from those suggested by the image of the presentation information, or the correct / incorrect pattern, for the image of the pattern game that is the subject of suggestion by the image of the presentation information. In the embodiment, "Name erasure notice performance 4" corresponds to the performance of an incorrect pattern. [Reference Inventions 1-5] The gaming machine described in [Reference Invention 1-3] or [Reference Invention 1-4] is characterized in that the presentation means suggests to the player the probability that the image of the pattern game that is the subject of the suggestion by the image of the presentation information will indicate a win depending on which of the multiple patterns is used to execute the presentation.

[0164] [Reference Inventions 1-6] A determination means for determining whether or not a start condition is satisfied each time the start condition is satisfied; A symbol game means for displaying an image of a symbol game to inform a player of a winning or losing judgment result; A presentation means for presenting the image of the current symbol game with different N (N is an integer of 2 or more) kinds of content; The information display means displays images suggesting N kinds of different effects as performance information for suggesting the content of the image of the current symbol game to the player in advance, The information display means includes: The gaming machine is characterized in that, as the performance information, the performance means is capable of displaying images including both a performance that is planned to be executed in the current symbol game and a fictitious performance that cannot be executed. In the embodiment, "the stopping of all of the special chart 1 game, special chart 2 game, small hit game, and big hit game" corresponds to the start condition being met, the "main control circuit 40" corresponds to the judgment means, the "image of the performance pattern game" corresponds to the image of the pattern game, the "sub-control circuit 60" corresponds to the pattern game means, information display means, and performance means, "performance names 1 to 3" correspond to performance information, "hold notice performance 1 to button performance 2 (see Figure 22)" correspond to the performances that are scheduled to be executed, the "performance name window Wp" corresponds to an image, and the "power-up performance" corresponds to a fictitious performance that cannot be executed. According to the above means, an image suggesting N kinds of different effects is displayed as the effect information. The image of this effect information includes the effects to be executed in the current symbol game and imaginary effects that cannot be executed, which can give a sense of surprise to the player, thereby improving the entertainment value of the game.

[0165] [Example 4] FIG. 34 explains the dinosaur advance notice performance. This dinosaur advance notice performance is a performance that indicates to the player in advance that either battle performance 1 or 2 will start to be displayed, and starts to be displayed at the advance notice timing before the display of each of battle performance 1 and 2 starts. This dinosaur advance notice performance alternately displays the pattern D1 of "dinosaur 1" (see b) and the pattern D2 of "dinosaur 2" (see c) in the display area E of the performance pattern display device 28, and has a favorable ending (see d) and a disadvantageous ending (see e). The favorable ending is a performance that stops the alternating display of the pattern D1 and the pattern D2 at the pattern D1, and after the dinosaur advance notice performance ends with the favorable ending, the image of battle performance 1, which has the highest reliability among battle performances 1 to 4, starts to be displayed (see f). The disadvantageous ending is achieved by stopping the alternating display of patterns D1 and D2 at pattern D2, and after the Dinosaur preview performance ends with the disadvantageous ending, an image of battle performance 2, which has the second highest reliability among battle performances 1 to 4, begins to be displayed (see g).

[0166] FIG. 35 explains smoke screen preview performances 1 and 2. Smoke screen preview performance 1 notifies the player in advance of the high probability that the dinosaur preview performance will start, and is displayed superimposed on a normal background image that imitates the background of a group of buildings. This smoke screen preview performance 1 starts in response to the display of a preview pattern Ws of a woman brandishing a sword at the preview timing before the dinosaur preview performance starts (see a → b), and the display start position of the preview pattern Ws is set to the left side of the display area E of the performance pattern display 28. This smoke screen preview performance 1 progresses to an image in which the preview pattern Ws progresses to an image of walking to the right while stabbing the sword into multiple buildings, and the preview pattern Ws is erased in response to reaching the right side of the display area E. This smoke screen preview performance 1 ends in response to the display of a smoke pattern SS after the preview pattern Ws is erased. This smoke pattern SS is displayed in red (R) and hides part of the normal background image and the left, middle and right row performance patterns from the player's view. Smoke screen notice performance 2 is set up the same as smoke screen notice performance 1, except that the smoke image SS is displayed in blue (B).

[0167] FIG. 36 explains the start timing of each of the smoke screen preview performances 1 and 2, and two types of start timings, forward timing TA and rear timing TB, are set for the smoke screen preview performances 1-2 (see c). The forward timing TA is set during the normal reach performance immediately after the normal reach performance starts, and in the forward timing TA, the character pattern ZA of "Oh? x 2" is displayed in the scheduled area Ep of the performance pattern display 28 (see a). This scheduled area Ep is the area where the preview pattern Ws starts to be displayed in each of the smoke screen preview performances 1-2, and the character pattern ZA notifies the player that the current timing is the forward timing TA. This character pattern ZA is erased as a certain time (1 second) elapses based on the start of display, and the preview pattern Ws is displayed in the scheduled area Ep after the character pattern ZA is erased. The later timing TB is set during the normal reach performance after the earlier timing TA, and at the later timing TB, the character pattern ZB "Oh? x 3" is displayed in the scheduled area Ep, thereby informing the player that the current timing is later timing TB (see b). This character pattern ZB is erased when a certain time (1 second) has elapsed since it started to be displayed, and the preview pattern Ws is displayed in the scheduled area Ep after the character pattern ZB is erased.

[0168] FIG. 36(d) shows the reliability of the smoke screen notice performance 1. This reliability indicates the probability that the dinosaur notice performance will be executed when the smoke screen notice performance 1 is executed in the current performance pattern game, and the reliability of the smoke screen notice performance 1 is set to the maximum value Xmax when executed at the later timing TB, and is set to the minimum value Xmin when executed at the earlier timing TA. FIG. 36(e) shows the reliability of the smoke screen notice performance 2. This reliability indicates the probability that the dinosaur notice performance will be executed when the smoke screen notice performance 2 is executed in the current performance pattern game, and the reliability of the smoke screen notice performance 2 is set to a low value Xl (>Xmin) when executed at the earlier timing TA, and is set to a high value Xh (>Xl) that is higher than the low value Xl and lower than the maximum value Xmax when executed at the later timing TB. In other words, from the player's perspective, the later the start timing of each of the smoke screen preview performances 1 and 2, the higher the reliability of the dinosaur preview performance, and the difference between the reliability at the earlier timing TA and the later timing TB for the smoke screen preview performance 1 is set to be large, while the difference between the reliability at the earlier timing TA and the later timing TB for the smoke screen preview performance 2 is set to be small.

[0169] The dinosaur notice performance process in FIG. 37 is started every time the sub-control circuit 60 receives the special chart 1 game data from the main control circuit 40, and the sub-control circuit 60 judges whether or not to perform the dinosaur notice performance in the dinosaur notice performance process. If the sub-control circuit 60 judges that the dinosaur notice performance is to be performed, it judges the outcome of the dinosaur notice performance, and starts displaying the dinosaur notice performance with the performance content according to the outcome judgment result at the notice timing of the current performance pattern game. If the sub-control circuit 60 starts the dinosaur notice performance process, it judges in S301 whether or not the current performance mode is normal mode. If it is judged that the current performance mode is normal mode, it moves to S302 and judges whether or not the reception result of the special chart 1 game data includes any of the four special chart variation patterns "PO01, PH01" for battle performance 1 and "PO02, PH02" for battle performance 2. If it is determined that there is one of the four special chart change patterns here, the process proceeds to S303, and a dinosaur preview performance is executed with a probability of "1 in 5 times."

[0170] When the sub-control circuit 60 finishes S303, it moves to S304 and judges whether or not it has judged that the dinosaur notice performance is to be executed. If it judges that it has judged that the dinosaur notice performance is to be executed, it moves to S305 and judges whether or not there is a special chart variation pattern for battle performance 1 in the reception result of the special chart 1 game data. If it judges that there is a special chart variation pattern for battle performance 1, it sets the ending of the dinosaur notice performance to a favorable ending in S306, and if there is a special chart variation pattern for battle performance 2 in the reception result of the special chart 1 game data, it sets the ending of the dinosaur notice performance to a disadvantageous ending in S307. That is, if the dinosaur notice performance with a favorable ending is executed in this performance pattern game, the battle performance 1 is executed with a 100% probability, and if the dinosaur notice performance with a disadvantageous ending is executed in this performance pattern game, the battle performance 2 is executed with a 100% probability.

[0171] The smoke screen notice performance process of FIG. 38(a) is started after the dinosaur notice performance process is completed every time the sub-control circuit 60 receives the special chart 1 game data from the main control circuit 40, and the sub-control circuit 60 judges whether or not to perform the smoke screen notice performance in the smoke screen notice performance process. If the sub-control circuit 60 judges that the smoke screen notice performance is to be performed, it judges the type and notice timing of the smoke screen notice performance, and starts displaying the smoke screen performance with the type judgment result according to the judgment result of the notice timing during the current performance pattern play. If the sub-control circuit 60 starts the smoke screen notice performance process, it judges whether or not the current performance mode is normal mode in S311. If it is judged that the current performance mode is normal mode here, it moves to S312 and judges whether or not it is judged that the dinosaur notice performance is to be performed. If it is judged that the dinosaur notice performance is to be performed here, it detects the notice pattern table 1 from the ROM in S313, and if it is judged that the dinosaur notice performance is not to be performed, it detects the notice judgment pattern table 2 from the ROM in S314.

[0172] FIG. 38(b) shows preview pattern table 1, which is set by assigning a selection probability to each of the highest probability pattern, high probability pattern, low probability pattern, and lowest probability pattern. The highest probability pattern is a pattern in which smoke screen preview performance 1 is executed at a later timing, and the highest selection probability is assigned to the highest probability pattern. The high probability pattern is a pattern in which smoke screen preview performance 2 is executed at a later timing, and a high selection probability is assigned to the high probability pattern. The low probability pattern is a pattern in which smoke screen preview performance 2 is executed at an earlier timing, and a low selection probability is assigned to the low probability pattern. The lowest probability pattern is a pattern in which smoke screen preview performance 1 is executed at an earlier timing, and the lowest selection probability is assigned to the lowest probability pattern.

[0173] 38(c) shows the preview pattern table 2, which is set by allocating a selection probability to each of the highest probability pattern, high probability pattern, low probability pattern, lowest probability pattern, and no preview pattern. This no preview pattern does not execute any of the smoke screen preview effects 1 and 2, and the highest selection probability is assigned to the no preview pattern, while the remaining highest probability pattern, high probability pattern, low probability pattern, and lowest probability pattern are each assigned a common extremely low probability.

[0174] When the sub-control circuit 60 detects the notice pattern table 1 in S313, it selects one of the highest probability pattern to the lowest probability pattern from the notice pattern table 1 in S315 with a probability corresponding to the selection probability, and when the sub-control circuit 60 detects the notice pattern table 2 in S314, it selects one of the highest probability pattern to the no notice pattern from the notice pattern table 2 in S315 with a probability corresponding to the selection probability. When the sub-control circuit 60 finishes S315, it moves to S316 and judges whether or not one of the smoke screen notice performances 1 to 2 will be executed in the current performance pattern game. Here, when it is judged that the selection result of the notice pattern is one of the highest probability pattern to the lowest probability pattern, it judges that one of the smoke screen notice performances 1 to 2 will be executed, and moves to S317. Here, when the selection result of the notice pattern is one of the low probability pattern and the lowest probability pattern, it sets the character pattern ZA to be displayed at the previous timing TA with a probability of 100%, and when the selection result of the notice pattern is one of the highest probability pattern and the high probability pattern, it sets the character pattern ZB to be displayed at the later timing TB with a probability of 100%.

[0175] If the no-notice pattern is determined, the sub-control circuit 60 determines that the smoke screen notice effect will not be executed in the current effect pattern game, and proceeds from S316 to S318. Here, the display of the character pattern ZA at the preceding timing TA is set with an extremely low probability, and if the display of the character pattern ZA at the preceding timing TA is not set, the display of the character pattern ZB at the following timing TB is set with an extremely low probability. In other words, the display of the character pattern ZA at the preceding timing TA is a notice effect that non-deterministically notifies the player that either the smoke screen notice effect 1 or 2 will start at the preceding timing TA, and the display of the character pattern ZB at the following timing TB is a notice effect that non-deterministically notifies the player that either the smoke screen notice effect 1 or 2 will start at the following timing TB.

[0176] According to the above-mentioned fourth embodiment, the following effects are obtained. In response to displaying an image of the smoke screen notice during the current performance pattern game, the player is suggested that the dinosaur notice performance will be executed, and in response to executing the dinosaur notice performance, the player is suggested that the three rows of performance patterns will be a big win combination in the current performance pattern game. Two types of smoke screen notice performances, smoke screen notice performances 1 and 2, are set for this smoke screen notice performance, and the probability of the dinosaur notice performance being executed is suggested to the player depending on which of the two types of smoke screen notice performances is executed. Therefore, the probability correlation between the smoke screen notice performance, the dinosaur notice performance, and the big win becomes unclear from the player's line of sight, improving the entertainment value of the game. Moreover, the visibility of the image of the performance pattern game is reduced in response to executing the smoke screen notice performance, so the visual entertainment value of the image of the performance pattern game is also improved.

[0177] [Example 5] FIG. 39 explains the smoke screen notice performance 3. This smoke screen notice performance 3 is started in response to displaying the notice pattern Ws in the planned area Ep of the performance pattern display device 28, similar to the smoke screen notice performances 1-2 (see a), and the start timing of the smoke screen notice performance 3 is set to the final timing TC, which is later than the later timing TB. This smoke screen notice performance 3 progresses to an image in which the notice pattern Ws walks to the right while stabbing a sword into multiple buildings, similar to the smoke screen notice performances 1-2, and differs from the smoke screen notice performances 1-2 in that the smoke image SS is displayed in rainbow colors (Rw) (see b). This smoke screen notice performance 3 is started during a normal reach performance in which the performance patterns in the left column and the performance patterns in the right column stop scrolling at the same odd number, and when the smoke screen notice performance 3 ends, the dinosaur notice performance starts, and the dinosaur notice performance ends with either a favorable ending (see c) or a disadvantageous ending (see d).

[0178] If the Dinosaur Pre-Announcement ends with a favorable ending, then Battle Presentation 1 starts (see e), and if Battle Presentation 1 starts, then Battle Presentation 1 ends with a winning ending with 100% probability, and then the three rows of presentation symbols are displayed in an odd-numbered jackpot combination (see g). If the Dinosaur Pre-Announcement ends with a disadvantageous ending, then Battle Presentation 2 starts (see f), and if Battle Presentation 2 starts, then Battle Presentation 2 ends with a winning ending with 100% probability, and then the three rows of presentation symbols are displayed in an odd-numbered jackpot combination (see g). In other words, the Smoke Screen Pre-Announcement 3 suggests to the player with 100% probability that the three rows of presentation symbols will be an odd-numbered jackpot combination in this presentation symbol game, and suggests to the player that the sure-change electric support mode will definitely occur.

[0179] [Example 6] 40 and 41 are diagrams for explaining the pseudo consecutive performance 2. This pseudo consecutive performance 2 is determined to be executed with a probability of "30%" when the sub-control circuit 60 receives the special pattern variation pattern "PO08" of a big win for the pseudo variation performance from the main control circuit 40, and is determined to be executed with a probability of "70%" when the sub-control circuit 60 receives the special pattern variation pattern "PH08" of a miss for the pseudo variation performance. This pseudo consecutive performance 2 is composed of a combination of two unit symbol games, and the first unit symbol game of the pseudo consecutive performance 2 is set to the same content as the first unit symbol game of the pseudo variation performance of the first to fifth embodiments (see FIG. 40(a)→(c)), and the second unit symbol game of the pseudo consecutive performance 2 is set to the same content as the second unit symbol game of the pseudo variation performance of the first to fifth embodiments (see FIG. 41(b)→(c)→(d1) / (d2)).

[0180] Each of the smoke screen preview effects 1 and 2 starts to be displayed at the timing Ta when the three rows of performance symbols are determined to be a provisional miss reach combination in the first unit pattern play of the pseudo consecutive performance 2 (see FIG. 40(d)). Each of these smoke screen preview effects 1 and 2 proceeds with the same content as in the fourth to fifth embodiments (see FIG. 40(e)→FIG. 41(a1)(a2)), and ends when the smoke pattern SS is erased. When this smoke pattern SS is erased, the three rows of performance symbols and the normal background image become visible to the player, and the second unit pattern play starts when the scrolling display of each of the three rows of performance symbols is resumed (see FIG. 41(b)), and a normal reach performance occurs (see FIG. 41(c)).

[0181] 42 and 43 are diagrams for explaining the pseudo consecutive performance 3. This pseudo consecutive performance 3 is made up of a combination of three unit symbol plays, and when the sub-control circuit 60 receives the special symbol variation pattern "PO08" for the pseudo variation performance from the main control circuit 40, it determines that the pseudo consecutive performance 3 will be executed with a probability of "70%", and when it receives the special symbol variation pattern "PH08" for the pseudo variation performance, it determines that the pseudo consecutive performance 3 will be executed with a probability of "30%". This pseudo consecutive performance 3 is set to have a higher probability of winning than the pseudo consecutive performance 2, and the first unit symbol play of the pseudo consecutive performance 3 is set to the same performance as the first unit symbol play of the pseudo consecutive performance 2. The second unit symbol play of this pseudo consecutive performance 3 is started in response to the resumption of the scroll display of the three rows of performance symbols after the end of the first unit symbol play, and in the second unit symbol play, the three rows of performance symbols go through a normal reach performance and become a provisional miss reach combination (see Fig. 42(a)→(c)). The third unit symbol play of this pseudo consecutive performance 3 is started in response to the resumption of the scroll display of the three rows of performance symbols after the end of the second unit symbol play. In this third unit symbol play, a normal reach performance occurs (see Fig. 43(b)→(c)), and if it is determined to be a jackpot, the three rows of performance symbols become a jackpot combination (see Fig. 43(c)→(d1)), and if it is determined to be a miss, the three rows of performance symbols become a miss reach combination (see Fig. 43(c)→(d2)).

[0182] Each of the smoke screen notice effects 1 and 2 starts to be displayed at timing Tb after the three rows of performance symbols are determined to be a provisional miss reach combination in the second unit symbol play of the pseudo consecutive performance 3 (see FIG. 42(d)). Each of these smoke screen notice effects 1 and 2 proceeds with the same content as in the embodiments 4 to 5 (see FIG. 42(e) → FIG. 43(a1)(a2)), and ends when the smoke pattern SS is erased. When this smoke pattern SS is erased, the three rows of performance symbols and the normal background image become visible to the player, and the third unit symbol play starts when the scrolling display of each of the three rows of performance symbols is resumed (see FIG. 43(b)), and develops into a normal reach performance in the third unit symbol play (see FIG. 43(c)).

[0183] FIG. 41(c) explains the super hot notice performance. This super hot notice performance is performed by displaying a notice image YG of "It might be super hot..." during the normal reach performance in the second unit symbol game of the pseudo consecutive performance 2, and the notice image YG is erased before the slow scrolling display of the middle row of performance symbols is stopped. This super hot notice performance is a pre-indication to the player that the three rows of performance symbols will be a big hit combination in the current performance symbol game, and the big hit probability when the super hot notice performance is performed is set to a high value (70%). This super hot notice performance is performed during the normal reach performance in the third unit symbol game of the pseudo consecutive performance 3, as shown in FIG. 43(c), and notifies the player that the three rows of performance symbols will be a big hit combination with a high probability (70%) in the current performance symbol game.

[0184] The super hot notice performance process in Fig. 44(a) is started every time the sub-control circuit 60 receives special pattern 1 game data from the main control circuit 40, and the sub-control circuit 60 judges whether or not to execute the super hot notice performance in the super hot notice performance process. When the sub-control circuit 60 judges that the super hot notice performance is to be executed, the super hot notice performance is executed in the current performance pattern game, and when the pseudo consecutive performance 2 is executed in the current performance pattern game, the execution timing of the super hot notice performance is set during the normal reach performance of the second unit pattern game, and when the pseudo consecutive performance 3 is executed in the current performance pattern game, the execution timing of the super hot notice performance is set during the normal reach performance of the third unit pattern game.

[0185] When the sub-control circuit 60 starts the super hot announcement performance process, it transitions to S321 and judges whether the current performance mode is normal mode or not. If it is judged to be normal mode, it judges whether either of the pseudo consecutive performances 2 and 3 will be executed in this performance pattern game. If it is judged to be either of the pseudo consecutive performances 2 and 3 will be executed, it transitions to S323 and judges whether there is a jackpot judgment result in the reception result of the special chart 1 game data. If it is judged to be a jackpot judgment result, it is judged with a high probability that the super hot announcement performance will be executed in S324, and if there is a miss judgment result, it is judged with a low probability that the super hot announcement performance will be executed in S325.

[0186] FIG. 44(b) shows the reliability of the smoke screen notice performance 1. This reliability indicates the probability that the super hot notice performance will be executed when the smoke screen notice performance 1 is executed in the current performance pattern game, and the reliability of the smoke screen notice performance 1 is set to the highest value Xmax when executed at the later timing Tb at the end of the second unit pattern game, and is set to the lowest value Xl when executed at the earlier timing Ta at the end of the first unit pattern game. FIG. 44(c) shows the reliability of the smoke screen notice performance 2. This reliability indicates the probability that the super hot notice performance will be executed when the smoke screen notice performance 2 is executed in the current performance pattern game, and the reliability of the smoke screen notice performance 2 is set to a high value Xh (Xmax>Xh>Xl) that is higher than the low value Xl and lower than the maximum value Xmax when executed at the later timing Tb, and is set to the lowest value Xmin when executed at the earlier timing Ta.

[0187] The smoke screen notice performance process in Fig. 45(a) is started every time the sub-control circuit 60 receives special pattern 1 game data from the main control circuit 40, and the sub-control circuit 60 judges whether or not to execute the smoke screen notice performance in the smoke screen notice performance process. When the sub-control circuit 60 judges that the smoke screen notice performance is to be executed, it judges the type and notice timing of the smoke screen notice performance, and executes one of the smoke screen notice performances 1 and 2 according to the judgment result of the type in the current performance pattern game at one of the forward timing Ta and the rear timing Tb according to the judgment result of the notice timing.

[0188] When the sub-control circuit 60 starts the smoke screen notice performance process, it shifts to S331 and judges whether the current performance mode is set to normal mode. If it is judged that the current performance mode is set to normal mode, it shifts to S332 and judges whether it is judged that the current performance pattern game will be performed with pseudo consecutive performance 3. If it is judged that the pseudo consecutive performance 3 is judged, it shifts to S333 and judges whether it is judged that the current performance pattern game will be performed with the super hot notice performance. If it is judged that the super hot notice performance is to be performed, it detects the notice type table 31 from the ROM in S334, and if it is judged that the super hot notice performance is not to be performed, it detects the notice type table 32 from the ROM in S335. Figure 46 (a) is the notice type table 31, and the notice type table 31 is set by assigning the notice timing "later timing Tb" and the selection probability "60%" to the smoke screen notice performance 1, and the notice timing "later timing Tb" and the selection probability "40%" to the smoke screen notice performance 2. Figure 46 (b) shows the preview type table 32, which is set by assigning a preview timing of "later timing Tb" and a selection probability of "1%" to smoke screen preview performance 1, a preview timing of "later timing Tb" and a selection probability of "1%" to smoke screen preview performance 2, and a selection probability of "98%" to no smoke screen preview performance.

[0189] If the sub-control circuit 60 determines in S332 that the pseudo consecutive performance 3 has not been determined, it proceeds to S336, where it determines whether or not it has been determined that the current performance symbol game will be performed with the pseudo consecutive performance 2. If it determines that the pseudo consecutive performance 2 has been determined, it proceeds to S337, where it determines whether or not it has been determined that the current performance symbol game will be performed with the super hot notice performance. If it determines that the super hot notice performance is to be performed, it detects the notice type table 21 from the ROM in S338, and if it determines that the super hot notice performance is not to be performed, it detects the notice type table 22 from the ROM in S339. Figure 46(c) shows the notice type table 21, which is set by allocating the notice timing "advance timing Ta" and the selection probability "50%" to the smoke screen notice performance 1, the notice timing "advance timing Ta" and the selection probability "30%" to the smoke screen notice performance 2, and the selection probability "20%" to no smoke screen notice performance. Figure 46 (d) shows the preview type table 22, which is set by assigning a preview timing of "advanced timing Ta" and a selection probability of "1%" to smoke screen preview performance 1, a preview timing of "advanced timing Ta" and a selection probability of "1%" to smoke screen preview performance 2, and a selection probability of "98%" to no smoke screen preview performance.

[0190] When the sub-control circuit 60 detects the notice type table in any of S334, S335, S338, and S339, it proceeds to S340, and selects one of the smoke screen notice performance 1, the smoke screen notice performance 2, and no smoke screen notice performance from the result of the detection of the notice type table with a probability corresponding to the selection probability, and selects the notice timing according to the selection result of the notice type. When the sub-control circuit 60 finishes S340, it proceeds to S341, and judges whether or not any of the smoke screen notice performances 1 to 2 will be executed in the current performance pattern game. Here, if it is judged that any of the smoke screen notice performances 1 to 2 will be executed, it proceeds to S342, and if the first timing Ta is selected as the notice timing, it sets the character pattern ZA to be displayed at the first timing Ta with a probability of 100%, and if the second timing Tb is selected as the notice timing, it sets the character pattern ZB to be displayed at the second timing Tb with a probability of 100%. If it is determined that there is no smoke screen advance notice, the sub-control circuit 60 shifts from S341 to S343. Here, it determines with an extremely low probability that the character pattern ZA will be displayed at the preceding timing Ta, and if it is not determined that the character pattern ZA will be displayed at the preceding timing Ta, it determines with an extremely low probability that the character pattern ZB will be displayed at the following timing Tb.

[0191] In the above-mentioned embodiments 4 to 6, the smoke screen notice performance 1 may hide most of the three rows of performance symbols and the normal background image in an indiscernible manner in response to displaying a large-sized smoke symbol SS, and the smoke screen notice performance 2 may hide a small part of the three rows of performance symbols and the normal background image in an indiscernible manner in response to displaying a small-sized smoke symbol SS. That is, two types of smoke screen notice performances that reduce the visibility of the performance symbol game to different degrees may be executed, and the player may be suggested the high probability of the dinosaur notice performance being executed according to the degree of reduction in the visibility of the performance symbol game. In this configuration, the player can know the probability of the dinosaur notice performance being executed according to the degree of reduction in the visibility of the performance symbol game image, so that the entertainment value of the game is further improved.

[0192] In addition to the inventions described in the claims, the above-mentioned Examples 4 to 6 also describe the following [Reference Invention 2-1] to [Reference Invention 2-5]. There is a gaming machine that judges whether or not a win has been won each time a start condition is satisfied, and notifies the player of the result of the judgment of whether or not a win has been won by displaying an image of a pattern game each time a win or lose judgment is made. This gaming machine is set with a plurality of types of advance notice performances, and the player is notified of the high probability of a win being notified depending on which of the plurality of advance notice performances has been executed (see JP Patent Publication 2010-17425). This conventional gaming machine only provides the player with a monotonous entertainment of expecting the execution of an advance notice performance with a high probability of winning, and there is still room for improvement in terms of entertainment of the game.

[0193] [Reference Invention 2-1] A determination means for determining whether or not a start condition is satisfied each time the start condition is satisfied; A symbol game means for displaying an image of a symbol game to inform a player of a winning or losing judgment result; A notice performance means for performing a notice performance that suggests to a player in advance that a winning will be notified by an image of a symbol game; a pre-notification performance means for displaying an image of a pre-notification performance that indicates to a player in advance that the pre-notification performance will be executed before the pre-notification performance is executed; The pre-notice performance means displays an image as the pre-notice performance image that reduces the visibility of the image of the pattern game compared to a state in which the image of the pre-notice performance is not displayed, and the gaming machine is characterized in that the image of the pre-notice performance is displayed in one of a number of types that suggest to the player with different probabilities when the pre-notice performance is executed. In the embodiment, "the stopping of all of the special chart 1 game, the special chart 2 game, the small hit game, and the big hit game" corresponds to the start condition being met, the "main control circuit 40" corresponds to the judgment means, the "image of the performance pattern game" corresponds to the image of the pattern game, the "sub-control circuit 60" corresponds to the pattern game means, the advance notice performance means, and the pre-advance notice performance means, the "dinosaur advance notice performance" corresponds to the advance notice performance, and the "smoke screen advance notice performance 1-2" correspond to the pre-advance notice performance. According to the above means, the player is suggested that the preview performance will be performed in response to the image of the preview performance being displayed during the symbol game, and the player is suggested that a win will be notified by the image of the symbol game in response to the preview performance being performed. A plurality of types of images of the preview performance are set, and the probability of the preview performance being performed is suggested to the player depending on which of the plurality of types of images of the preview performance is displayed. Therefore, the player's line of sight becomes unclear about the probabilistic correlation between the preview performance, the preview performance, and the win, improving the entertainment value of the game. Moreover, the visibility of the image of the symbol game is reduced in response to the execution of the preview performance, improving the visual entertainment value of the image of the symbol game.

[0194] [Reference Invention 2-2] The gaming machine described in [Reference Invention 2-1] is characterized in that the pre-notice performance means executes each of the pre-notice performances at one of a plurality of different timings, and indicates to the player the probability that the pre-notice performance will be executed depending on which of the plurality of types of pre-notice performances is executed at which of the plurality of timings. In the embodiment, "early timing TA" and "late timing TB" correspond to a plurality of timings. [Reference Invention 2-3] a reach effect means for displaying an image of a reach effect for increasing a player's expectation of a win before a result of a win or loss judgment is notified by an image of a symbol game; The gaming machine described in [Reference Invention 2-1] is characterized in that the advance notice performance means suggests to the player that the image of the reach performance will be displayed in response to executing the advance notice performance before the image of the reach performance begins to be displayed. In the embodiment, "battle effects 1 and 2" correspond to images of reach effects.

[0195] [Reference Invention 2-4] The symbol game means displays an image of the identification symbol in a variable state and then stops the variable state in a manner according to the result of the judgment of whether or not the identification symbol is a winning symbol, as an image of the symbol game, and changes the identification symbol to either a winning symbol or a losing symbol through a reaching symbol, The gaming machine described in [Reference Invention 2-1] is characterized in that the pre-notification performance means displays an image that hides the identification pattern in a reach-like manner as each pre-notification performance. [Reference Invention 2-5] A determination means for determining whether or not a start condition is satisfied each time the start condition is satisfied; A symbol game means for displaying an image of a symbol game to inform a player of a winning or losing judgment result; A notice performance means for performing a notice performance that suggests to a player in advance that a winning will be notified by an image of a symbol game; a pre-notification performance means for displaying an image of a pre-notification performance that indicates to a player in advance that the pre-notification performance will be executed before the pre-notification performance is executed; The pre-notification performance means displays a plurality of types of images as images for the pre-notification performance that reduce the visibility of the image of the pattern game to a plurality of different degrees, and suggests to the player with one of a plurality of different probabilities that the pre-notification performance will be executed depending on which of the plurality of types of images for the pre-notification performance is displayed. In the embodiment, "the stopping of all of the special chart 1 game, the special chart 2 game, the small hit game, and the big hit game" corresponds to the start condition being met, the "main control circuit 40" corresponds to the judgment means, the "image of the performance pattern game" corresponds to the image of the pattern game, the "sub-control circuit 60" corresponds to the pattern game means, the advance notice performance means, and the pre-advance notice performance means, the "dinosaur advance notice performance" corresponds to the advance notice performance, and the "smoke screen advance notice performance 1-2" correspond to the pre-advance notice performance. According to the above means, the player is suggested that the advance notice performance will be executed in response to the image of the advance notice performance being displayed during the symbol game, and the player is suggested that a win will be notified by the image of the symbol game in response to the execution of the advance notice performance. A plurality of types of images of the advance notice performance are set, and the probability of the advance notice performance being executed is suggested to the player depending on which of the images of the advance notice performance is displayed. Therefore, the player cannot see the probabilistic correlation between the advance notice performance, the advance notice performance, and the win from his / her line of sight, and the entertainment value of the game is improved. Moreover, any of a plurality of images that reduce the visibility of the image of the symbol game to a plurality of different degrees is displayed as the advance notice performance. Therefore, the player can know the probability of the advance notice performance being executed depending on the degree of reduction in the visibility of the image of the symbol game, and the entertainment value of the game is further improved.

[0196] [Example 7] FIG. 47 explains the movable notice performances 1F to 3F. Each of these movable notice performances 1F to 3F notifies the player with a 100% probability that a battle performance image will be displayed in the current performance symbol game, and starts after the scrolling display of the three columns of performance symbols starts, and ends before the scrolling display of the left column of performance symbols stops. Each of these movable notice performances 1F to 3F suggests to the player that the probability of the three columns of performance symbols forming a jackpot combination in the current performance symbol game is low, and starts in response to the lowering operation of the notice performance device 33 in a non-illuminating state from the upper limit position to the lower limit position (see a → b). The following [1F] to [3F] explain the movable notice performances 1F to 3F.

[0197] [1F] Movable preview performance 1F is ended by lowering the preview performance device 33 from the upper limit position to the lower limit position in a non-illuminated state, and then by raising the preview performance device 33 from the lower limit position to the upper limit position while still in a non-illuminated state (see b→c). [2F] Movable preview performance 2F involves lowering the preview performance device 33 from the upper limit position to the lower limit position in a non-illuminated state, and changing the preview performance device 33 from a non-illuminated state at the lower limit position to a blue illuminated state (B), and ends when the preview performance device 33 is raised from the lower limit position to the upper limit position while still illuminated in blue (see a→b→d→e). [3F] Movable preview performance 3F is a process in which the preview performance device 33 is lowered from the upper limit position to the lower limit position in a non-illuminating state, and the preview performance device 33 is changed from a non-illuminating state at the lower limit position to a blue illuminating state (B). This movable preview performance 3F is a process in which the preview performance device 33 is raised from the lower limit position to the upper limit position in a blue illuminating state, and ends when the preview image YT "There may be a next one?" is displayed (see a→b→d→f→g).

[0198] Figure 48 explains the movable advance notice effects 2S and 3S. Each of these movable advance notice effects 2S and 3S notifies the player with a 100% probability that a battle effect image will be displayed in the current effect symbol game, and is executed while the three rows of effect symbols are scrolling. Each of these movable advance notice effects 2S and 3S suggests to the player that the probability of a jackpot in the current effect symbol game is high. The following [2S] and [3S] explain the movable advance notice effects 2S and 3S.

[0199] [2S] Movable preview performance 2S involves lowering the preview performance device 33 from the upper limit position to the lower limit position in a non-illuminated state, and changing the preview performance device 33 from a non-illuminated state at the lower limit position to a green illumination state (G), and ends when the preview performance device 33 is raised from the lower limit position to the upper limit position while still in the green illumination state (see a→b→c). [3S] Movable preview performance 3S involves lowering the preview performance device 33 from the upper limit position to the lower limit position in a non-illuminating state, and changing the preview performance device 33 from a non-illuminating state at the lower limit position to a blue illumination state (B). Movable preview performance 3S involves raising the preview performance device 33 from the lower limit position to the upper limit position while it is still illuminating in blue, then displaying the preview image YT "There might be a next one?", and lowering the preview performance device 33 again in a non-illuminating state from the upper limit position to the lower limit position. This movable preview performance 3S involves changing the preview performance device 33 from a non-illuminating state at the lower limit position to a red illumination state (R), and ends when the preview performance device 33 is raised from the lower limit position to the upper limit position while still illuminating in red (see a→d→e→f→g).

[0200] The movable notice performance process of FIG. 49(a) is started every time the sub-control circuit 60 receives the special chart 2 game data from the main control circuit 40, and the sub-control circuit 60 judges whether or not to execute the movable notice performance in the movable notice performance process. When the sub-control circuit 60 judges that the movable notice performance is to be executed, it selects one of the movable notice performances 1F-3F, 2S, and 3S, and executes one of the movable notice performances 1F-3F, 2S, and 3S according to the selection result in the current performance pattern game. When the sub-control circuit 60 starts the movable notice performance process, it judges in S401 whether or not the current performance mode is the speed mode. If it is judged that it is the speed mode here, it moves to S402, and judges whether or not there is any of the eight types of special chart variation patterns "PO01-PO04" and "PH01-PH04" for battle performance in the reception result of the special chart 2 game data. If it is judged that there is a special chart variation pattern for battle performance here, it moves to S403.

[0201] When the sub-control circuit 60 moves to S403, it judges whether or not to execute the movable notice performance. This process is performed so that the execution of the movable notice performance is judged with a probability of "1 / 5 times", and when the sub-control circuit 60 finishes S403, it judges whether or not the execution of the movable notice performance is judged in S404. If it is judged that the execution of the movable notice performance is judged here, it moves to S405 and judges whether or not there is a jackpot judgment result in the reception result of the special chart 2 game data. If it is judged that there is a jackpot judgment result here, it detects the movable notice performance table 1 from the ROM in S406, and if there is a miss judgment result, it detects the movable notice performance table 2 from the ROM in S407.

[0202] Fig. 49(b) is the movable notice performance table 1, which is set by allocating a low selection probability to each of the movable notice performances 1F to 3F and a high selection probability to each of the movable notice performances 2S and 3S. Fig. 49(c) is the movable notice performance table 2, which is set by allocating a high selection probability to each of the movable notice performances 1F to 3F and a low selection probability to each of the movable notice performances 2S and 3S. When the sub-control circuit 60 finishes S406 or S407, it moves to S408 and selects one of the five types of movable notice performances 1F to 3F, 2S, and 3S from one of the movable notice performance tables 1 and 2 according to the detection result with a probability according to the selection probability.

[0203] According to the seventh embodiment, the following effects are obtained. During the current performance symbol game, the player is informed that a jackpot will be announced in the current performance symbol game by lowering the notice performance device 33 from the upper limit position to the lower limit position, and the player is informed that the notice performance device 33 will be lowered again by displaying the notice image YT of "Maybe there's a next one?" after the notice performance device 33 is lowered to the lower limit position. When the notice performance device 33 is lowered again, the notice performance device 33 is illuminated in a color different from the first time, so that the player's expectation of a jackpot can be greatly increased.

[0204] [Example 8] Figure 50 explains the dialogue preview effects 1 to 3. Each of these dialogue preview effects 1 to 3 notifies the player of the probability of winning in the current performance pattern game, and is executed while the three rows of performance patterns are scrolled. The following [1] to [3] explain the dialogue preview effects 1 to 3. [1] The dialogue preview performance 1 displays a female image Ws together with a speech bubble image H saying “Oh my goodness” for a certain period of time (see a→b→c). When the dialogue preview performance 1 occurs during this performance pattern play, the probability of a jackpot is set to a low value. [2] The dialogue preview performance 2 is a performance in which a female image Ws is displayed together with a speech bubble image H saying “Oh my goodness...”, followed by a preview image YT for a fixed period of time (see a→b→d→e). The probability of a jackpot occurring when the dialogue preview performance 2 occurs during this performance pattern play is set to a low value. [3] In the dialogue preview performance 3, a female image Ws is displayed together with a speech bubble image H saying "Oh dear...", followed by a preview image YT for a certain period of time, and then the female image Ws is displayed again together with a speech bubble image H saying "Maybe it's a jackpot??" for a certain period of time (see a→b→d→f→g). When the dialogue preview performance 3 occurs during this performance pattern play, the probability of a jackpot is set to a high value.

[0205] The sub-control circuit 60 executes the line notice performance process in FIG. 51(a) in place of the movable notice performance process in FIG. 49(a), and the sub-control circuit 60 judges whether or not to execute the line notice performance in the line notice performance process. If the sub-control circuit 60 judges that the line notice performance is to be executed, it selects one of the line notice performances 1 to 3, and executes one of the line notice performances 1 to 3 according to the selection result in the current performance pattern game. If the sub-control circuit 60 judges that there is a special chart variable pattern for battle performance in the reception result of the special chart 2 game data in the speed mode, it proceeds to S411, and judges the execution of the line notice performance with a probability of "1 / 5 times". If the sub-control circuit 60 finishes S411, it judges whether or not the execution of the line notice performance is judged in S412. If it judges that the execution of the line notice performance is judged here, it proceeds to S413, and judges whether or not there is a jackpot judgment result in the reception result of the special chart 2 game data. If it is determined that there is a jackpot, then in S414, line advance notice performance table 1 is detected from the ROM, and if there is a miss, then in S415, line advance notice performance table 2 is detected from the ROM.

[0206] Fig. 51(b) shows the dialogue preview performance table 1, which is set by allocating a low selection probability to the dialogue preview performances 1 and 2, and a high selection probability to the dialogue preview performance 3. Fig. 51(c) shows the dialogue preview performance table 2, which is set by allocating a high selection probability to the dialogue preview performances 1 and 2, and a low selection probability to the dialogue preview performance 3. When S414 or S415 is completed, the sub-control circuit 60 proceeds to S416, and selects one of the three types of dialogue preview performances 1 to 3 from one of the dialogue preview performance tables 1 and 2 according to the detection result, with a probability according to the selection probability.

[0207] [Example 9] Figure 52 explains the reserved change notice performances 1F to 3F. Each of these reserved change notice performances 1F to 3F indicates to the player that the probability of winning in the current performance pattern play is low, and begins by displaying a woman image Ws together with a speech bubble image H saying "Oh dear..." for a certain period of time while the three rows of performance patterns are scrolled (see a → b → c). [1F] to [3F] below explain reserved change notice performances 1F to 3F.

[0208] [1] The hold change notice performance 1F ends by displaying an image of a woman Ws together with a speech bubble image H saying "Oh my..." for a certain period of time (see a→b→c). [2] The hold change notice performance 2F ends by displaying a woman's image Ws together with a speech bubble image H saying "Oh my..." for a certain period of time, and then displaying the notice image YT for a certain period of time (see a→b→d→e). [3] The hold change notice performance 3F displays the image of a woman Ws together with the bubble image H saying "Oh dear..." for a certain period of time, then displays the notice image YT for a certain period of time, and ends by displaying the image of a woman Ws again together with the bubble image H saying "Maybe it's a jackpot??" for a certain period of time (see a→b→d→f→g).

[0209] Figure 53 explains the reserved change notice performances 1S and 3S, and each of the reserved change notice performances 1S and 3S suggests to the player that the probability of winning in this performance pattern game is high. The following [1S] and [3S] explain the reserved change notice performances 1S and 3S. [1S] Hold change notice performance 1S ends by displaying a woman image Ws along with a speech bubble image H saying "Oh my..." for a certain period of time, and then changing the cloud image C in the hold display area H0 from its normal color to a different color (see a→b→c). [5] The hold change notice performance 3S displays a female image Ws together with a bubble image H saying "Oh dear..." for a certain period of time, then displays the notice image YT for a certain period of time, and then displays the female image Ws again together with a bubble image H saying "Maybe a jackpot??" for a certain period of time. It ends by changing the cloud image C in the hold display area H0 from its normal color to a different color (see a→b→d→e→f).

[0210] The reserve change notice performance process of Fig. 54(a) is executed by the sub-control circuit 60 in place of the movable notice performance process of Fig. 49(a), and the sub-control circuit 60 judges whether or not to execute the reserve change notice performance in the reserve change notice performance process. If the sub-control circuit 60 judges that the reserve change notice performance is executed, it selects the type of the reserve change notice performance, and executes the reserve change notice performance according to the selection result of the type in the current performance pattern game. If the sub-control circuit 60 judges that there is a special chart change pattern for battle performance in the reception result of the special chart 2 game data in the speed mode, it moves from S401 to S402 and then to S421, and judges that the reserve change notice performance will be executed with a probability of "1 / 5 times".

[0211] When the sub-control circuit 60 finishes S421, it judges whether or not the execution of the reserved change notice performance is judged in S422. If it judges that the execution of the reserved change notice performance is judged here, it moves to S423 and judges whether or not there is a judgment result of a big hit in the reception result of the special chart 2 game data. If it judges that there is a judgment result of a big hit here, it detects the reserved change notice performance table 1 from the ROM in S424, and if there is a judgment result of a miss, it detects the reserved change notice performance table 2 from the ROM in S425. Figure 54 (b) is the reserved change notice performance table 1, and the reserved change notice performance table 1 is set by assigning a low selection probability to each of the reserved change notice performances 1F to 3F and a high selection probability to each of the reserved change notice performances 1S and 3S. Figure 54 (c) is the reserved change notice performance table 2, and the reserved change notice performance table 2 is set by assigning a high selection probability to each of the reserved change notice performances 1F to 3F and a low selection probability to each of the reserved change notice performances 1S and 3S. When this sub-control circuit 60 finishes S424 or S425, it proceeds to S426 and selects one of the hold change notice performances 1F to 3F, 1S, and 3S from one of the hold change notice performance tables 1 and 2 according to the detection result with a probability according to the selection probability.

[0212] [Example 10] FIG. 55 explains the movable notice performance 3S'. This movable notice performance 3S' is set in addition to the five types of movable notice performances 1F to 3F, 2S, and 3S of the seventh embodiment, and is different from the movable notice performance 3S in that when the notice performance device 33 is lowered from the upper limit position to the lower limit position again in a non-illuminating state after the notice image YT is displayed, the notice performance device 33 is changed from a non-illuminating state to a gold illuminating state (G) at the lower limit position (see a → c → d → f). A higher value is set for this movable notice performance 3S' as the jackpot probability for this performance pattern game compared to the movable notice performances 1F to 3F, 2S, and 3S, respectively, and a new idea is given to make the player expect that the notice performance device 33 will be in a gold (G) illuminating state when it is lowered from the upper limit position to the lower limit position again.

[0213] [Example 11] The movable notice performance process of Fig. 56(a) is executed by the sub-control circuit 60 in place of the movable notice performance process of Fig. 49(a), and when the sub-control circuit 60 starts the movable notice performance process of Fig. 56(a), it judges whether the current performance mode is the speed mode in S431. If it is judged that the current performance mode is the speed mode, it moves to S432 and judges whether the special chart fluctuation pattern "PO08" or "PH08" for the pseudo-variable performance is present in the reception result of the special chart 2 game data. If it is judged that there is a special chart fluctuation pattern for the pseudo-variable performance, it moves to S433 and judges which of the pseudo consecutive performances 2 and 3 (see Example 6) is to be executed in the current performance pattern game. In this process, when the reception result of the special chart 2 game data indicates a jackpot, pseudo consecutive performance 2 is executed with a 30% probability and pseudo consecutive performance 3 is executed with a 70% probability, and when the reception result of the special chart 2 game data indicates a miss, pseudo consecutive performance 2 is executed with a 70% probability and pseudo consecutive performance 3 is executed with a 30% probability (see b), thereby giving pseudo consecutive performance 3 a higher probability of jackpot than pseudo consecutive performance 2.

[0214] When the sub-control circuit 60 finishes S433, it moves to S434 and judges whether or not it has been determined that the pseudo consecutive performance 2 is to be executed. If it is determined that the pseudo consecutive performance 2 is to be executed, it moves to S435 and selects one of the five types of movable notice performances, 1F to 3F, 2S, and 3S, as the movable notice performance. This process is performed by selecting one of the five types of movable notice performances from the movable notice performance table 1 in FIG. 49(b) when the reception result of the special chart 2 game data includes a jackpot determination result, and by selecting one of the five types of movable notice performances from the movable notice performance table 2 in FIG. 49(c) when the reception result of the special chart 2 game data includes a miss determination result. When the sub-control circuit 60 finishes S435, it moves to S436 and sets the execution timing of the movable notice performance when the three columns of performance patterns are a miss and a reach combination in the first unit pattern game. In this case, pseudo consecutive performance 2 is executed in the current performance symbol play, and the selection result of the movable advance notice performance is executed when the three rows of performance symbols are missed in the first unit symbol play of pseudo consecutive performance 2, resulting in a reach combination.

[0215] When the sub-control circuit 60 judges that the pseudo consecutive performance 3 is to be executed, it shifts from S434 to S437 and selects one of two types of movable notice performance 2S and 3S. This process is executed with the same contents when the reception result of the special pattern 2 game data has a jackpot judgment result and when the reception result has a miss judgment result, and the selection probability of the movable notice performance 2S and the selection probability of the movable notice performance 3S are both set to 50%. When the sub-control circuit 60 finishes S437, it shifts to S438 and sets the execution timing of the selection result of the movable notice performance in S437 when the performance pattern of three rows is a miss in the first unit pattern play and is a reach combination.

[0216] When the sub-control circuit 60 finishes S438, it transitions to S439 and selects one of five types of movable notice performances, 1F to 3F, 2S, and 3S. This process is performed by selecting one of five types of movable notice performances from the movable notice performance table 1 in FIG. 49(b) when the reception result of the special chart 2 game data has a jackpot judgment result, and by selecting one of five types of movable notice performances from the movable notice performance table 2 in FIG. 49(c) when the reception result of the special chart 2 game data has a miss judgment result. When the sub-control circuit 60 finishes S439, it transitions to S440 and sets the execution timing of the selection result of the movable notice performance in S439 when the three columns of performance patterns are missed and are a reach combination in the second unit pattern game. In this case, pseudo consecutive performance 3 is executed in the current performance symbol play, and the selection result of the movable notice performance in S437 is executed when the three rows of performance symbols are missed and a reach combination is formed in the first unit symbol play of pseudo consecutive performance 3, and the selection result of the movable notice performance in S439 is executed when the three rows of performance symbols are missed and a reach combination is formed in the second unit symbol play of pseudo consecutive performance 3.

[0217] That is, when the first unit symbol game ends in the pseudo consecutive performance 2, one of the five types of movable notice performances 1F-3F, 2S, and 3S is executed, and the player is notified of the high probability that the three rows of performance symbols will become a jackpot combination in the second unit symbol game. When the first unit symbol game ends in the pseudo consecutive performance 3, one of the five types of movable notice performances 2S and 3S is executed, and the player is notified of the high probability that the three rows of performance symbols will become a jackpot combination in the third unit symbol game.

[0218] According to the above-mentioned embodiment 11, the following effects are obtained. When the first unit symbol game of the pseudo consecutive performance 3 ends, the player is suggested that the second unit symbol game will start in response to the execution of either the movable notice performance 2S or 3S, and when the second unit symbol game ends, the player is suggested the probability of a big win in response to the execution of either the movable notice performance 1F to 3F, 2S, or 3S. Therefore, from the player's point of view, the down performance suggests the resumption of the second unit symbol game before the number of executions of the down performance in which the notice performance device 33 descends from the upper limit position to the lower limit position exceeds two, and the down performance suggests a big win after the number of executions of the down performance exceeds two, improving the entertainment value of the game.

[0219] In addition to the inventions described in the claims, the above-mentioned Examples 7 to 11 also describe the following [Reference Invention 3-1] to [Reference Invention 3-5]. Some gaming machines are configured to determine whether a game has been won or not each time a start condition is met, and to notify the player of the result of the determination of whether a game has been won or not by displaying an image of a symbol game each time a game has been determined. Some gaming machines are configured to perform a variable number of advance notice performances during one symbol game (see JP Patent Publication 2010-17425). These conventional gaming machines only provide players with a monotonous entertainment that suggests a high probability of a win being notified depending on the number of advance notice performances that are performed, and there is still room for improvement in terms of the entertainment of the game.

[0220] [Reference Invention 3-1] A determination means for determining whether or not a start condition is satisfied each time the start condition is satisfied; A symbol game means for displaying an image of a symbol game to inform a player of a winning or losing judgment result; A notice performance means for performing a notice performance once or more times during one symbol game in order to suggest information regarding the symbol game to a player in advance; A repeat notice performance is performed after the notice performance is performed during the current symbol game, and a repeat notice performance means is provided for notifying a player in advance that the notice performance will be performed again during the current symbol game in response to the repeat notice performance being performed; The gaming machine is characterized in that when the repeating preview performance is executed, the preview performance is executed again in a manner different from that before the repeating preview performance was executed. In the embodiment, "all of the special chart 1 game, special chart 2 game, small hit game and big hit game stop" corresponds to the start condition being satisfied, the "main control circuit 40" corresponds to the determination means, the "performance symbol game" corresponds to the symbol game, the "sub control circuit 60" corresponds to the symbol game means, the advance notice performance means and the repeated advance notice performance means, "the performance of lowering the advance notice performance device 33 from the upper limit position to the lower limit position in a non-illuminating state and then turning it on" corresponds to the advance notice performance, "big hit" corresponds to information suggested by the advance notice performance, "the performance of displaying the advance notice image YT "Maybe there's another one?"'" corresponds to the repeated advance notice performance, and "a difference in the luminous color of the advance notice performance device 33" corresponds to a different mode. According to the above-mentioned means, information regarding the symbol game is suggested to the player in advance in response to the execution of the preview performance during the symbol game, and the execution of the preview performance again is suggested to the player in response to the execution of the preview performance again after the preview performance. In this case, the preview performance again is executed in a different manner from the previous preview performance, so that the player's expectation for the information regarding the symbol game can be greatly increased.

[0221] [Reference Invention 3-2] The advance notice performance means indicates that a win will be announced as information regarding a symbol game, The gaming machine described in [Reference Invention 3-1] is characterized in that when the preview performance is executed again after the repeated preview performance, a win is suggested with a different probability than when the preview performance is not executed. [Reference Invention 3-3] The gaming machine is characterized in that, when the repeating preview performance is executed, the preview performance means executes the preview performance again in a manner different from that before the repeating preview performance was executed [Reference Invention 3-1]. [Reference Invention 3-4] The advance notice performance means indicates that a win will be notified as information regarding a symbol game, and when the repeat advance notice performance is executed, the advance notice performance is executed again in any one of a plurality of modes different from that before the execution of the repeat advance notice performance, The gaming machine described in [Reference Invention 3-1] is characterized in that when the preview performance is followed by the repeated preview performance and then the preview performance is executed again, a win is suggested with one of a number of mutually different probabilities that are higher than when the preview performance is not executed.

[0222] [Reference Invention 3-5] A determination means for determining whether or not a start condition is satisfied each time the start condition is satisfied; A symbol game means for displaying an image of a symbol game to inform a player of a winning or losing judgment result; A notice performance means is provided for performing a notice performance once or more times during one symbol game in order to give a player advance notice of information regarding the symbol game, The advance notice performance means, when executing two or more advance notice performances during one symbol play, performs each advance notice performance from the second performance onwards in a manner different from the previous one, and when the number of times the advance notice performance is repeated exceeds a threshold value, suggests information different from that before the threshold value was exceeded. In the embodiment, "all of the special chart 1 game, special chart 2 game, small hit game and big hit game stop" corresponds to the start condition being satisfied, the "main control circuit 40" corresponds to the determination means, the "performance pattern game" corresponds to the pattern game, the "sub control circuit 60" corresponds to the pattern game means and the advance notice performance means, "the performance in which the advance notice performance device 33 is operated to be lowered from the upper limit position to the lower limit position in a non-illuminating state and then turned on" corresponds to the advance notice performance, "the resumption of the second unit pattern game in the pseudo consecutive performance 3" corresponds to information regarding the pattern game, "the number of times (2 times) in which the performance in which the advance notice performance device 33 is operated to be lowered from the upper limit position to the lower limit position in a non-illuminating state and then turned on" corresponds to a threshold value, and "the big hit in the pseudo consecutive performance 3" corresponds to different information regarding the pattern game. According to the above means, information about the symbol game is suggested to the player in advance in response to the execution of a variable number of preview performances, which are one or more times during one symbol game. In this case, the second preview performance is executed in a manner different from the previous preview performance, so that the player's expectations for the information about the symbol game can be greatly increased. Moreover, when the number of times the preview performance is repeated exceeds a threshold, information different from that before the threshold is exceeded is suggested, so that a new idea of ​​expecting the number of times the preview performance is repeated to exceed the threshold can be provided to the player.

[0223] [Example 12] As shown in Fig. 57, the effect symbol display 28 has a mini symbol game area Em set at the upper right corner, and an image of the mini symbol game is displayed in the mini symbol game area Em. The image of the mini symbol game is that nine kinds of mini symbols from "1" to "9" are scrolled in three horizontal rows, the left row, the middle row, and the right row, and then the scroll display of the mini symbols in each row is stopped, and the scroll display of the mini symbols in the left row is stopped at the same timing as the left row effect symbol with the same kind of number symbol, the scroll display of the mini symbols in the middle row is stopped at the same timing as the middle row effect symbol with the same kind of number symbol, and the scroll display of the mini symbols in the right row is stopped at the same timing as the right row effect symbol with the same kind of number symbol.

[0224] 57 and 58 are diagrams for explaining the flow of images in battle performance 0. The image in battle performance 0 is displayed in place of the image in battle performance 1 when the sub-control circuit 60 receives the special pattern variation pattern "PO01" of a big win for battle performance 1 from the main control circuit 40, and when the sub-control circuit 60 receives the special pattern variation pattern "PH01" of a miss for battle performance 1, and is set to a content in which the dinosaur D1 fights with the silhouette W of a woman, just like the image in battle performance 1 (see FIG. 57(a)). The image in battle performance 0 is developed from the image in the normal reach performance, and while the image in battle performance 0 is being displayed, three rows of mini symbols are continuously displayed in the mini symbol play area Em in a reach state.

[0225] A tentative victory ending (see FIG. 57(b)) and a tentative defeat ending (see FIG. 57(c)) are set in the image of battle performance 0. The tentative victory ending is displayed after the female silhouette W wins the fight against the dinosaur D1, and in the tentative victory ending, three rows of performance symbols are erased and three rows of mini symbols are displayed in a reach state. The tentative defeat ending is displayed after the female silhouette W loses the fight against the dinosaur D1, and in the tentative defeat ending, three rows of performance symbols are erased and three rows of mini symbols are displayed in a reach state. This image of battle performance 0 has a definite victory ending (see FIG. 57(d)) ​​and a definite defeat ending (see FIG. 57(e)). The definite victory ending differs from the tentative victory ending in that the three rows of performance symbols and the three rows of mini symbols are each displayed in a jackpot combination, and also differs from the tentative victory ending in that the word "WIN" is displayed. The final outcome of a loss differs from the provisional outcome of a loss in that the three rows of performance symbols and the three rows of mini symbols are each displayed in a miss reach combination, and it also differs from the provisional outcome of a loss in that the word "LOST" is displayed.

[0226] The image of battle performance 0 is set with the process of restarting the battle. This process of restarting the battle develops only from the provisional ending of defeat (see FIG. 58(a)→(b)), and does not develop from the provisional ending of victory. This process of restarting the battle is set with the female silhouette W raising a cheer, and a speech bubble saying "Battle resumed!" is attached to the female silhouette W. This process of restarting the battle is displayed after the provisional ending of defeat and before the final ending of victory and the final ending of defeat, and during the process of restarting the battle, three rows of performance symbols are erased and three rows of mini symbols are displayed in a reach state. When this process of restarting the battle is displayed, the fight between the female silhouette W and the dinosaur D1 is always restarted, and either the final ending of victory is displayed after the female silhouette W wins (see FIG. 58(c)), or the final ending of defeat is displayed after the female silhouette W is defeated (see FIG. 58(d)).

[0227] Figures 59(a) and (b) explain the flow of battle performance 0. Here, the provisional display timing (see b) is the display timing of the provisional victory ending and the provisional defeat ending, the restart timing (see b) is the display timing of the process of restarting the battle, and the final display timing (see b) is the display timing of the final victory ending and the final defeat ending. Performance pattern 1F, performance pattern 2F, performance pattern 1S, and performance pattern 2S are set for this battle performance 0. Performance pattern 1F develops from a provisional defeat ending to a final defeat ending, and performance pattern 1S develops from a provisional victory ending to a final victory ending. Performance pattern 2F develops from a provisional defeat ending to a final defeat ending through the process of restarting the battle, and performance pattern 2S develops from a provisional defeat ending to a final victory ending through the process of restarting the battle.

[0228] FIG. 60(a) explains the battle start effect. This battle start effect indicates to the player that an image of battle effect 0 will be displayed in the current effect symbol play, and is displayed during the normal reach effect before the image of battle effect 0 starts to be displayed (see FIG. 59(b)). This battle start effect is set to an image of a female silhouette W brandishing a sword, and a speech bubble saying "Stay tuned!" is attached to the female silhouette W. FIG. 60(b)-(d) explain the images of the battle commentary effect. This battle commentary effect indicates to the player the outcome of the image of battle effect 0, and there are three types of battle commentary effects set, battle commentary effects 1-3. Each of these battle commentary performances 1 to 3 has a speech bubble attached to a female silhouette W, and in battle commentary performance 1, the speech bubble says "You're doing great" (see b), in battle commentary performance 2, the speech bubble says "You're weak" (see c), and in battle commentary performance 3, the speech bubble says "Next time I'm serious" (see d).

[0229] Each of the battle commentary presentations 1 to 3 is displayed at display timing T1, as shown in Fig. 59(b). This display timing T1 is set from after the image of battle presentation 0 starts to be displayed until before the provisional ending of victory and the provisional ending of defeat are displayed, respectively, and each of the battle commentary presentations 1 and 2 is displayed only at display timing T1. Display timing T2 is set for the battle commentary presentation 3 in addition to display timing T1. This display timing T2 is set from after the provisional ending of victory and the provisional ending of defeat are displayed until before the process of restarting the battle is displayed, and the battle commentary presentation 3 is displayed at either display timing T1 or T2.

[0230] The battle commentary performance process in FIG. 61 is started every time the sub-control circuit 60 receives the special chart 2 game data from the main control circuit 40, and the sub-control circuit 60 judges whether or not to execute the battle start performance in the battle commentary performance process. When the sub-control circuit 60 judges that the battle start performance is to be executed, it selects the type and display timing of the battle commentary performance, and executes the battle commentary performance in the current performance pattern game according to the selection result of the type and the selection result of the display timing. When the sub-control circuit 60 starts the battle commentary performance process, it judges in S501 whether or not the current performance mode is the speed mode. If it is judged that the current performance mode is the speed mode, it moves to S502 and judges whether or not the special chart variation pattern "PO01" or "PH01" for battle performance 0 is present in the reception result of the special chart 2 game data. If it is judged that there is a special chart variation pattern for battle performance 0, it moves to S503 and judges that the battle start performance is to be executed in the current performance pattern game.

[0231] When S503 is finished, the sub-control circuit 60 proceeds to S504, and judges whether or not there is a jackpot judgment result in the reception result of the special chart 2 game data. If it is judged that there is a jackpot judgment result, in S505, the performance pattern table 1 is detected from the ROM, and if there is a miss judgment result, in S506, the performance pattern table 2 is detected from the ROM. Figure 62(a) is the performance pattern table 1, which is set by allocating a selection probability of "50%" to each of the performance patterns 1S and 2S. Figure 62(b) is the performance pattern table 2, which is set by allocating a selection probability of "70%" to the performance pattern 1F and a selection probability of "30%" to the performance pattern 2F. In other words, when the battle restart process is displayed in battle performance 0, the three columns of performance patterns are a high probability combination of jackpots compared to when it is not displayed.

[0232] When S505 is completed, the sub-control circuit 60 selects the effect pattern 1S or 2S from the effect pattern table 1 with a probability corresponding to the selection probability in S507, and when S506 is completed, the sub-control circuit 60 selects the effect pattern 1F or 2F from the effect pattern table 2 with a probability corresponding to the selection probability in S507. When S507 is completed, the sub-control circuit 60 proceeds to S508 and judges whether the selected effect pattern is either 1S or 1F. Each of these effect patterns 1S and 1F does not include the process of restarting the battle, and when the sub-control circuit 60 judges in S508 that the selected effect pattern does not include the process of restarting the battle, it proceeds to S509 and detects the live effect table 1 from the ROM. When the selected effect pattern is either 2S or 2F, the sub-control circuit 60 judges in S508 that the selected effect pattern includes the process of restarting the battle, and detects the live effect table 2 from the ROM in S510.

[0233] FIG. 62(c) shows live commentary performance table 1. This live commentary performance table 1 is set by allocating display timing "T1" and selection probability "45%" to battle live commentary performance 1, display timing "T1" and selection probability "45%" to battle live commentary performance 2, and display timing "T1" and selection probability "10%" to battle live commentary performance 3, and the live commentary performance table 1 does not have battle live commentary performance 3 at display timing "T2". FIG. 62(d) shows live commentary performance table 2. This live commentary performance table 2 is set by allocating display timing "T2" and selection probability "70%" to battle live commentary performance 3, and selection probability "30%" without battle live commentary preview performance, and the live commentary performance table 2 does not have battle live commentary performances 1-2 and battle live commentary performance 3 at display timing "T1".

[0234] When the sub-control circuit 60 finishes S509, it shifts to S511. Here, it selects one of the battle commentary effects 1 to 3 from the commentary effect table 1 with a probability corresponding to the selection probability, and selects the display timing "T1" corresponding to the selection result of the battle commentary effect from the commentary effect table 1 in S512. When the sub-control circuit 60 finishes S510, it shifts to S511. Here, it selects one of the battle commentary effect 3 and no battle commentary preview effect from the commentary effect table 2 with a probability corresponding to the selection probability, and when the battle commentary effect 3 is selected in S511, it selects the display timing "T2" in S512. That is, each of the images of the battle commentary effects 1 to 3 is displayed before the provisional ending of defeat or the provisional ending of victory is displayed at the provisional display timing of the battle effect 0, and the probability of a big win when any of the images of the battle commentary effects 1 to 3 is displayed before the provisional display timing is set to a low value. The image of the battle commentary performance 3 is displayed at the restart timing after the provisional display timing if none of the images of the battle commentary performances 1 to 3 are displayed before the provisional display timing, and if the image of the battle commentary performance 3 is displayed at the restart timing, the display of the image of the battle performance 0 is resumed. In this case, the probability of winning is set to a high value.

[0235] According to the above embodiment 12, the following effects are obtained. The player is given a hint in advance that the display of the images of the battle effects will be resumed in response to displaying the image of the battle commentary effect 3 while the image of the battle effect 0 is being displayed. The image of this battle commentary effect 3 is displayed before the provisional display timing at which the image of the provisional ending of defeat is displayed, and the player can gaze at the image of the battle effect 0 in the hope that the image of the battle commentary effect 3 will be displayed until the image of the provisional ending of defeat is displayed. If the image of this battle commentary effect 3 is not displayed before the provisional display timing, the image of the battle commentary effect 3 is displayed after the provisional display timing, so if the image of the battle commentary effect 3 is not displayed before the image of the provisional ending of defeat is displayed, the player can continue to gaze at the image of the battle effect 0 in the strong hope that the image of the battle commentary effect 3 will be displayed.

[0236] [Example 13] 63 explains the pseudo consecutive chance performance. This pseudo consecutive chance performance is a performance that indicates to the player in advance that either pseudo consecutive performance 2 or 3 (see Example 6) will be executed in the current performance symbol game, and is performed by displaying the character pattern Z1 of "pseudo consecutive chance" at the end of the first unit symbol game of pseudo consecutive performance 2 and at the end of the first unit symbol game of pseudo consecutive performance 3 (see d).

[0237] FIG. 64 explains the pseudo consecutive number of times performance. This pseudo consecutive number of times performance is performed after erasing the character pattern Z1 of "pseudo consecutive chance" at the end of the first unit pattern game of pseudo consecutive number of times performance 2 and at the end of the first unit pattern game of pseudo consecutive number of times performance 3, and three types of pseudo consecutive number of times performance 1 to 3 are set for the pseudo consecutive number of times performance. Each of these pseudo consecutive number of times performance 1 to 3 is performed in the state where the scroll of the three rows of performance patterns is stopped at the end of the first unit pattern game, and the second unit pattern game starts after the end of each of the pseudo consecutive number of times performance 1 to 3.

[0238] The pseudo consecutive number of times effect 1 displays the character pattern Z2 "x2?" (see b), suggesting to the player that two unit pattern plays will be performed in this performance pattern play. The pseudo consecutive number of times effect 2 displays the character pattern Z3 "x3?" (see c), suggesting to the player that three unit pattern plays will be performed in this performance pattern play. The pseudo consecutive number of times effect 3 displays the character pattern Z4 "x5?" (see c), suggesting to the player that five unit pattern plays will be performed in this performance pattern play. These five unit pattern plays will not be performed in one performance pattern play, and the pseudo consecutive number of times effect 3 is a fictitious one with a probability of realization set to "0%". This pseudo consecutive number of times performance 3 is executed during the normal reach performance in the third unit symbol game only if none of the pseudo consecutive number of times performances 1 to 3 are executed at the end of the first unit symbol game, and the pseudo consecutive number of times performance 3 during the third unit symbol game is not given a function to suggest to the player the number of unit symbol games, but is given a function to suggest to the player that the three rows of performance symbols will be a combination of big wins with a high probability in this performance symbol game. Figure 65 shows the execution timing of the pseudo consecutive number of times performances 1 to 3, and only "TA", which is the end of the first unit symbol game, is set as the execution timing for each of the pseudo consecutive number of times performances 1 to 2, and two types of execution timings are set for the pseudo consecutive number of times performance 3: "TA", which is the end of the first unit symbol game, and "TB", which is during the third unit symbol game.

[0239] The pseudo consecutive number of times performance process in Fig. 66 is started every time the sub-control circuit 60 receives the special pattern 2 game data from the main control circuit 40, and the sub-control circuit 60 judges whether or not to execute the pseudo consecutive chance performance and the pseudo consecutive number of times performance in the pseudo consecutive number of times performance process, and if it is judged that the pseudo consecutive chance performance is executed, it executes the pseudo consecutive chance performance when the first unit pattern game in the current performance pattern game ends. If it is judged that the pseudo consecutive number of times performance is executed, the sub-control circuit 60 selects the type and execution timing of the pseudo consecutive number of times performance, and executes the selection result of the type of pseudo consecutive number of times performance in the current performance pattern game with the selection result of the execution timing.

[0240] When the sub-control circuit 60 starts the pseudo consecutive number of times performance process, it judges whether the current performance mode is the speed mode or not in S521. If it judges that the current performance mode is the speed mode, it moves to S522 and judges whether either of the pseudo consecutive performances 2 and 3 will be executed in the current performance pattern game. If it judges that either of the pseudo consecutive performances 2 and 3 will be executed, it moves to S523 and judges that the pseudo consecutive chance performance will be executed in the current performance pattern game.

[0241] When the sub-control circuit 60 finishes S523, it moves to S524 and judges whether or not the pseudo consecutive performance 2 is executed in the current performance symbol game. If it judges that the pseudo consecutive performance 2 is executed, it moves to S525 and detects the pseudo consecutive performance table 1 from the ROM. This pseudo consecutive performance table 1 is set by allocating "display timing TA" and "selection probability 70%" to the pseudo consecutive number of times performance 1, "display timing TA" and "selection probability 25%" to the pseudo consecutive number of times performance 2, and "display timing TA" and "selection probability 5%" to the pseudo consecutive number of times performance 3. When the sub-control circuit 60 detects the pseudo consecutive performance table 1 in S525, it selects one of the pseudo consecutive number of times performances 1 to 3 from the pseudo consecutive performance table 1 in S526 with a probability according to the selection probability, and selects the display timing "TA" from the pseudo consecutive performance table 1 in S527.

[0242] When the pseudo consecutive number of times performance 3 is executed in the current performance pattern game, the sub-control circuit 60 shifts from S524 to S528 and detects the pseudo consecutive number of times performance table 2 from the ROM. FIG. 67(b) shows the pseudo consecutive number of times performance table 2, which is set by allocating "display timing TA" and "selection probability 15%" to the pseudo consecutive number of times performance 1, "display timing TA" and "selection probability 50%" to the pseudo consecutive number of times performance 2, "display timing TA" and "selection probability 5%" to the pseudo consecutive number of times performance 3, and "selection probability 30%" to no pseudo consecutive number of times performance. When the sub-control circuit 60 detects the pseudo consecutive number of times performance table 2 in S528, it selects either the pseudo consecutive number of times performance 1 to 3 or no pseudo consecutive number of times performance from the pseudo consecutive number of times performance table 2 in S529 with a probability according to the selection probability, and when it selects either the pseudo consecutive number of times performance 1 to 3, it selects the display timing "TA" from the pseudo consecutive number of times performance table 2 in S530. That is, the number of times of the unit symbol game is suggested to the player in response to the execution of any one of the pseudo consecutive number effects 1 to 3 at the display timing TA of the current effect symbol game.

[0243] When the sub-control circuit 60 finishes S530, it moves to S531 and judges whether or not the pseudo consecutive number of times effect is selected. If it is judged that the pseudo consecutive number of times effect is selected, it moves to S532 and detects the pseudo consecutive number of times effect table 3 from the ROM. Figure 67 (c) is the pseudo consecutive number of times effect table 3, which is set by assigning "pseudo consecutive number of times effect 3", "display timing TB", and "selection probability 30%" to the judgment result of the big hit, and "pseudo consecutive number of times effect 3", "display timing TB", and "selection probability 5%" to the judgment result of the miss. When this sub-control circuit 60 finishes S532, it proceeds to S533, and if the reception result of the special chart 2 game data indicates a jackpot, it selects "pseudo consecutive number of times performance 3" from the pseudo consecutive number of times performance table 3 with a selection probability of "30%", and if the reception result of the special chart 2 game data indicates a miss, it selects "pseudo consecutive number of times performance 3" from the pseudo consecutive number of times performance table 3 with a selection probability of "5%".

[0244] When the sub-control circuit 60 finishes S533, it proceeds to S534, and when the pseudo consecutive number of times performance 3 is selected in S533, it selects the display timing "TB". In other words, when none of the pseudo consecutive number of times performances 1 to 3 is executed at the display timing TA of the current performance symbol game, the pseudo consecutive number of times performance 3 is executed at the display timing TB, suggesting to the player that the probability of a big win in the current performance symbol game is high. According to the above embodiment 13, the following effects are obtained. By executing the pseudo consecutive number of times production 3 at the display timing TA, the number of unit symbol games in the current production symbol game is suggested to the player, and by executing the pseudo consecutive number of times production 3 at the display timing TB after the display timing TA, the probability of a big win in the current production symbol game is suggested to the player. Therefore, before the second unit symbol game starts, the player can wait for the execution of the pseudo consecutive number of times production 3 in the hope that a large number of unit symbol games will be played, and after the second unit symbol game starts, the player can wait for the execution of the pseudo consecutive number of times production 3 in the hope of a big win, improving the entertainment value of the game. The number of times of unit symbol play is suggested to the player in advance according to the execution of one of the pseudo consecutive number of times effects 1 to 3 during the current performance pattern play, so the entertainment value of the game is improved. Moreover, the pseudo consecutive number of times effect 3 suggests a fictitious number of times "5 times", which is more than the maximum number of times "3 times" that can be executed as the number of unit symbol plays. Therefore, the player's expectation of what will happen in the current performance pattern play can be increased, so the entertainment value of the game is further improved.

[0245] In the above-mentioned Examples 12-13, in addition to the inventions described in the claims, the following [Reference Invention 4-1]-[Reference Invention 4-7] are described. Some gaming machines are configured to judge whether a game is won or lost each time a start condition is satisfied, and to inform the player of the result of the judgment of whether a game is won or lost by displaying an image of the pattern game each time a game is won or lost. Some gaming machines are configured to perform a preview performance during the pattern game (see JP 2010-17425 A). These conventional gaming machines only provide the player with a monotonous entertainment that gives the player a sense of surprise by executing the preview performance at one of multiple timings during the pattern game, and there is still room for improvement in terms of the entertainment of the game.

[0246] [Reference Invention 4-1] A determination means for determining whether or not a start condition is satisfied each time the start condition is satisfied; A symbol game means for displaying an image of a symbol game to inform a player of a winning or losing judgment result; The device includes a notice performance means for suggesting information regarding a symbol game to a player in advance in response to a notice performance during the current symbol game, and for executing the notice performance before a display timing at which a predetermined performance image is displayed in the current symbol game, The notice production means includes: This game machine is characterized in that if the advance notice performance is not executed before the display timing, it can be executed during the current symbol game after the display timing. In the embodiment, "the stopping of all of the special chart 1 game, the special chart 2 game, the small hit game, and the big hit game" corresponds to the start condition being satisfied, the "main control circuit 40" corresponds to the determination means, the "performance pattern game" corresponds to the pattern game, the "sub-control circuit 60" corresponds to the pattern game means and the advance notice performance means, the "battle commentary performance 3" corresponds to the advance notice performance, "resumption of the display of the image of the female silhouette W and the dinosaur D1 fighting in battle performance 0" corresponds to information regarding the current pattern game, "the image of the provisional outcome of victory and the image of the provisional outcome of defeat in battle performance 0" correspond to the performance image, and the "provisional display timing" corresponds to the display timing. According to the above means, information regarding the symbol game is suggested to the player in advance in response to the execution of the preview effect during the current symbol game. This preview effect is executed before the display timing at which a predetermined effect image is displayed in the current symbol game, and the player can gaze at the image of the symbol game in anticipation of the execution of the preview effect until the predetermined effect image is displayed. If the preview effect is not executed before the display timing, it is executed after the display timing, and if the preview effect is not executed before the predetermined effect image is displayed in the current symbol game, the player can continue to gaze at the image of the symbol game in strong anticipation of the execution of the preview effect.

[0247] [Reference Invention 4-2] The gaming machine described in [Reference Invention 4-1] is characterized in that the advance notice performance means suggests to the player information that is different from when the advance notice performance is executed before the display timing by executing the advance notice performance after the display timing. In the embodiment, the "number of times unit symbol play is performed" corresponds to information suggested before the display timing, and the "jackpot probability" corresponds to different information suggested after the display timing. According to the above means, before a specified performance image is displayed, the player can wait for the preview performance to be executed in the hope that one piece of information will be hinted at, and after a specified performance image is displayed, the player can wait for the preview performance to be executed in the hope that different information will be hinted at, thereby improving the entertainment value of the game.

[0248] [Reference Invention 4-3] The gaming machine described in [Reference Invention 4-1] is characterized in that the preview performance means is capable of executing one or more of a plurality of types including the preview performance before the display timing as a performance that suggests information regarding pattern play to the player in advance, and is capable of executing the preview performance after the display timing if none of the plurality of types of performance including the preview performance is executed before the display timing. The "battle commentary effects 1 to 3" in the embodiment correspond to a plurality of types of effects that can be executed before the display timing. [Reference Invention 4-4] The gaming machine described in [Reference Invention 4-3] is characterized in that the preview performance means always executes the preview performance after the display timing if none of the multiple types of performances including the preview performance have been executed before the display timing.

[0249] [Reference Invention 4-5] The gaming machine described in [Reference Invention 4-3] is characterized in that the advance notice performance means is capable of executing a pre-notification performance that suggests to the player in advance that one or more of a plurality of types of performances including the advance notice performance will be executed during the current pattern play. The "battle start effect" in this embodiment corresponds to the pre-notification effect. [Reference Invention 4-6] The gaming machine described in [Reference Invention 4-5] is characterized in that the advance notice performance means indicates to the player in advance that he or she will win by executing the pre-advance notice performance during the current pattern play.

[0250] [Reference Invention 4-7] A determination means for determining whether or not a start condition is satisfied each time the start condition is satisfied; a symbol game means for displaying symbol game images for informing a player of a winning or losing judgment result, the symbol game means being capable of displaying, as an image of one symbol game, an image including an image of one or more temporary unit symbol game in which a discrimination symbol is displayed in a varying state and then stopped in a temporary losing state, and an image of one regular unit symbol game in which a discrimination symbol is displayed in a varying state and then stopped in a state according to a winning or losing judgment result; a notice performance means for suggesting to a player in advance the total number of times the image of the provisional unit symbol game and the image of the real unit symbol game will be displayed in response to the notice performance during the current symbol game; The advance notice performance means is capable of suggesting, in the advance notice performance, a fictitious total number of times to be displayed that is greater than the maximum total number of times to be displayed that the pattern game means can execute, and the game machine is characterized in that, in response to the advance notice performance suggesting the fictitious total number of times to be displayed, the game machine suggests in advance to the player that the identification pattern in the image of the unit pattern game will be in a winning form. In the embodiment, "all of the special symbol 1 game, the special symbol 2 game, the small win game, and the big win game are stopped" corresponds to the start condition being satisfied, the "main control circuit 40" corresponds to the determination means, the "performance symbol game" corresponds to the symbol game, the "sub control circuit 60" corresponds to the symbol game means and the advance notice performance means, the "three rows of performance symbols" correspond to the identification symbols, the "provisional combination of a miss reach" corresponds to the provisional form of a miss, and the "first unit symbol game of pseudo consecutive performance 2 and the first unit game of pseudo consecutive performance 3" corresponds to the "first unit game of pseudo consecutive performance 4". "Pattern play and the second unit pattern play of pseudo consecutive performance 3" corresponds to provisional unit pattern play, "the second unit pattern play of pseudo consecutive performance 2 and the third unit pattern play of pseudo consecutive performance 3" corresponds to real unit pattern play, "pseudo consecutive number of times performances 1 to 3" correspond to preview performances, "3 times" corresponds to the maximum total number of times that the pattern play means can display, and "5 times" corresponds to an imaginary total number of times that is greater than the maximum total number of times that the pattern play means can display. According to the above means, the total number of times the images of the temporary unit symbol game and the images of the real unit symbol game are displayed is suggested to the player in advance in response to the execution of the preview performance during the current symbol game, improving the entertainment value of the game. Moreover, a fictitious number of times is suggested as the total number of times the images of the temporary unit symbol game and the images of the real unit symbol game are displayed, which is greater than the maximum number of times that can be displayed. This increases the player's expectations of what will happen in the current symbol game, further improving the entertainment value of the game. [Explanation of symbols]

[0251] 18 is the first start port, 19 is the big prize port, 23 is the second start port, 28 is the performance pattern display, 40 is the main control circuit, and 60 is the sub-control circuit.

Claims

[Claim 1] A determination means that determines whether the starting condition is met each time, A display unit that shows identification symbols to inform the player of the result of the win or loss determination, It comprises a performance control means for controlling the performance, The aforementioned performance control means is The display unit can display the identification pattern in a variable manner and then stop. In the display of the aforementioned identification symbols, it is possible to perform a pre-announcement effect related to the display of the symbols. Before the execution of the aforementioned announcement sequence, it is possible to perform a pre-announcement sequence that suggests the execution of the aforementioned announcement sequence. The aforementioned pre-announcement effect is performed by displaying a predetermined image on the display device on which the identification symbol is being displayed in a changing manner, thereby obscuring the identification symbol with the predetermined image. The probability of executing the aforementioned pre-announcement sequence is suggested according to the execution pattern of the pre-announcement sequence when it is performed. A gaming machine characterized by the following features.