Game machine
By clearly changing and displaying the status of the game console after the identification pattern distortion stops, the problem of poor experience in the process of traditional game consoles is solved, and a higher gaming appeal and fun is achieved.
Patent Information
- Application Number
- JP2023169032
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-09-29
- Publication Date
- 2025-04-10
AI Technical Summary
When the identification pattern twist stops, the player's expectations disappear, resulting in poor gaming experience and lack of appeal.
By explicitly converting the identification pattern to a determinant state after the first and second design games, and re-displaying the identification pattern through the non-determinant state, conditions that may be switched to a hit mode are created, thereby improving the gaming experience.
This method increases the appeal and fun of the game and improves the player's gaming experience.
Smart Images

Figure 2025059187000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to gaming machines such as pachinko machines. [Background technology]
[0002] The gaming machine has a structure in which a win / loss determination is made each time a start condition is satisfied, and the result of the determination is notified to the player by a symbol game image. The symbol game image is displayed in a state where the identification symbol is changed and then in a state where the change is stopped, and the result of the determination is notified to the player according to the state of the identification symbol in the state where the change is stopped. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2010-17425 A Summary of the Invention [Problem to be solved by the invention]
[0004] In the case of the above-mentioned conventional gaming machines, the player's expectation of winning disappears when the identification symbol is in a miss state and the fluctuation is stopped, so there is still room for improvement in terms of the entertainment value 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 (embodiment 3) according to claim 1 includes a determination means (main control circuit 40) for determining whether or not a win has been won each time a start condition is satisfied (all of special pattern 1 game, special pattern 2 game, small win game, and big win game are stopped), and a first image displaying an image of a first pattern game (pseudo consecutive performance 2) in which a determination step (a shake performance) is performed to indicate to a player that the state of the identified pattern is determined in this step before the identified pattern is determined, in which a determination step (a shake performance) is performed to indicate to a player that the state of the identified pattern is determined in this step, in which a determination step (a shake performance) is performed to indicate to a player that the state of the identified pattern is determined in the step before the identified pattern is determined, is set. The device is provided with a pattern game means (sub-control circuit 60), and a second pattern game means (sub-control circuit 60) for displaying an image of a second pattern game (pseudo consecutive performance 3) in which a non-deterministic step (second unit pattern game of pseudo consecutive performance 3) is set to perform the deterministic suggestion performance before the identified pattern is put into a non-deterministic mode, the non-deterministic step being not bound by the result of the judgment of whether the identified pattern is a win or lose, and the second pattern game means is characterized in that after the non-deterministic step in the second pattern game is completed, the device starts a final step (third unit pattern game of pseudo consecutive performance 3) in which the identified pattern is put into a deterministic mode depending on the result of the judgment of whether the identified pattern is a win or lose. According to the above means, in the first symbol game, the player is notified of the result of the judgment of whether or not the winning has been won in response to the identification symbol being made into a definite state after the definite suggestion performance is executed, and in the second symbol game, the player is notified of the result of the judgment of whether or not the winning has been won in response to the identification symbol being made into a definite state via a non-definite state after the definite suggestion performance is executed. Therefore, when the identification symbol is not made into a winning state in the player's line of sight after the execution of the definite suggestion performance, the possibility of switching to a winning state is generated, improving the entertainment value of the game. [Brief description of the drawings]
[0007] [Figure 1] FIG. 1 is a diagram showing a first embodiment of the present invention (a perspective view showing the appearance of a pachinko game machine); [Diagram 2] A diagram showing a game board [Diagram 3] Diagram showing the front frame [Figure 4] Block diagram showing electrical configuration [Diagram 5] (a) is a diagram showing a list of random number counters, (b) is a diagram showing a normal winning judgment table, (c) is a diagram showing a normal winning display time table, (d) is a diagram showing a normal winning pattern table, (e) is a diagram showing a jackpot judgment table, (f) is a diagram showing a fall judgment table, (g) is a diagram showing a special winning type table for special winning 1, (h) is a diagram showing a special winning type table for special winning 2, (i) is a diagram showing a special winning 1 area, and (j) is a diagram showing a special winning 2 area. [Figure 6] (a) is a diagram showing 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] Flowchart showing special normal reach production processing [Figure 20] A diagram to explain the special normal reach performance [Figure 21] (a) is a diagram showing a list of normal symbols, (b) is a diagram showing a list of special symbols, and (c) is a diagram showing a list of special confirmed symbols. [Figure 22] A diagram to explain the special normal reach performance [Diagram 23] 1A is a flowchart showing a main process, and FIG. 1B is a flowchart showing a timer interrupt process. [Figure 24] 1A is a flowchart showing a received command analysis process, and FIG. 1B is a flowchart showing a symbol game performance start process. [Diagram 25] FIG. 11 shows a second embodiment (a diagram for explaining a cut-in advance notice performance) [Figure 26] FIG. 13 is a diagram for explaining a preview image and a preview end image. [Figure 27] 1A is a flowchart showing a cut-in advance notice performance process, and FIG. 1C is a diagram showing a cut-in advance notice performance table. [Figure 28] FIG. 3 shows the third embodiment ((a) is a flowchart showing the pseudo-variable performance process, (b) and (c) are diagrams showing the pseudo-continuous performance table). [Figure 29] A diagram to explain the first unit symbol game [Diagram 30] A diagram to explain the second unit symbol game [Diagram 31] A diagram to explain the third unit symbol game [Diagram 32] A diagram to explain the flow of pseudo consecutive performances [Diagram 33] FIG. 4 shows Example 4 ((a) is a diagram showing a high expectation background image, (b) is a flowchart showing a high expectation mode setting process, and (c) is a flowchart showing a high expectation mode release process). [Diagram 34] A diagram to explain the pseudo consecutive performance in the high expectation mode [Diagram 35] A diagram for explaining a battle image [Diagram 36] 1A is a flowchart showing the pseudo-variable effect process 1, and FIG. 1B and FIG. 1C are diagrams showing an effect pattern table. [Figure 37] A diagram to explain the big win notice performance [Figure 38] A diagram to explain the big win notice performance [Figure 39] A diagram to explain the big win notice performance [Diagram 40] A diagram to explain the repeat count effect [Diagram 41] 1A is a flowchart showing a high expectation mode notice production process, and FIG. 1B is a diagram showing an ending table. [Diagram 42] A diagram showing the preview table [Diagram 43] A diagram to explain the pseudo consecutive performance for normal mode [Diagram 44] 1A is a flowchart showing the pseudo-variable performance process 2, and FIG. 1B and FIG. 1C are diagrams showing a performance pattern table. [Diagram 45] A diagram to explain the cut-in preview performance [Figure 46] Flowchart showing normal mode notice production process [Figure 47] FIG. 1(a) is a diagram showing a preview table, and FIG. 1(b) to FIG. 1(d) are diagrams for explaining preview patterns. [Figure 48] FIG. 1(a) is a diagram showing a preview table, and FIG. 1(b) to FIG. 1(d) are diagrams for explaining preview patterns. [Figure 49] FIG. 1(a) is a diagram showing a preview table, and FIG. 1(b) to FIG. 1(d) are diagrams for explaining preview patterns. [Figure 50] FIG. 13 shows a fifth embodiment (a diagram for explaining a battle image). [Figure 51] A diagram for explaining a battle image [Figure 52] A diagram for explaining a battle image [Diagram 53] A diagram for explaining the mode selection presentation [Figure 54] A diagram for explaining the mode selection presentation [Figure 55] A diagram for explaining the mode selection presentation [Figure 56] 1A is a flowchart showing a submode setting process, and FIG. 1B is a flowchart showing a submode release process. [Figure 57] FIG. 13 is a diagram for explaining an image of a performance symbol game displayed in a sub-mode setting state. [Figure 58] FIG. 6 shows Example 6 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 the ball will win, a pre-determination of the fluctuation pattern, a pre-determination of the fluctuation display time, a pre-determination of the type of big win, a pre-determination of whether or not the ball will fall, 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 the ball will 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 60 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] 6-7. Special normal reach performance 19(a) explains the special normal reach performance process. This special normal reach performance process 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 the special normal reach performance in the special normal reach performance process, and if it is judged that the special normal reach performance is executed, the special normal reach performance is executed in the current performance pattern game.
[0118] When the sub-control circuit 60 starts the special normal reach performance process, it judges whether the current performance mode is normal mode in S201. If it judges that it is normal mode, it moves to S202 and judges whether the special chart variation pattern "PO05" or "PH05" for normal reach performance is present in the reception result of the special chart 1 game data. If it judges that there is a special chart variation pattern for normal reach performance, it moves to S203 and judges whether the reception result of the special chart 1 game data has a jackpot judgment result. If it judges that there is a jackpot judgment result, it judges that the special normal reach performance is executed with a high probability in S204, and if it judges that there is a miss judgment result, it judges that the special normal reach performance is executed with a low probability in S205. In other words, the special normal reach performance is set to have a higher jackpot probability than the normal reach performance.
[0119] FIG. 20 explains the special normal reach effect. This special normal reach effect starts by scrolling the effect symbols in three horizontal rows, the left, middle, and right rows (see a), and while the three rows of effect symbols are being scrolled, normal symbols Nc are displayed as the effect symbols in each row. FIG. 21(a) shows a list of normal symbols Nc. These normal symbols Nc consist of nine types of filled-in number symbols from "1" to "9," and are scrolled from top to bottom in the cyclical order of "1" → "2" ·· → "9" → "1" → ··.
[0120] The special normal reach effect, as shown in Fig. 20(b), generates a reach state by stopping the scroll display of the left column effect pattern and then stopping the scroll display of the right column effect pattern, and in the reach state, the normal pattern Nc is displayed as the effect pattern of each column. In the reach state, this special normal reach effect reduces the scroll speed of the effect pattern of the middle column from the normal speed to a low speed, and as shown in Fig. 20(c)(d), the special pattern Sc is scrolled from top to bottom at a low speed instead of the normal pattern Nc as the effect pattern of the middle column.
[0121] FIG. 21(b) is a list of special symbols Sc. The special symbols Sc are made up of nine kinds of number symbols from "1" to "9" of the same type as the normal symbols Nc, and are displayed in a slow scrolling manner from top to bottom in the cyclical order of "1" → "2" ·· → "9" → "1" → ··. Each of these nine kinds of special symbols Sc has an outline pattern OL. This outline pattern OL corresponds to the outline of the number, and for example, in the case of the special symbol Sc of "1", the outline pattern OL forms the outline of "1". The outline pattern OL of each of these nine kinds of special symbols Sc forms a hollow number and surrounds a hollow internal area IE. Each of these nine kinds of special symbols Sc has a small star pattern Ss. This small star pattern Ss is star-shaped and is displayed within the internal area IE so as not to protrude outside the outline OL.
[0122] As shown in Fig. 20(d)(e), the special normal reach performance is a performance in which the slow scrolling display of the special symbols Sc in the middle row is stopped, and then the special symbols Sc in the middle row are changed to special confirmed symbols Scc in a stationary state, and Fig. 21(c) is a list of special confirmed symbols Scc. The special confirmed symbols Scc are made up of nine types of number symbols from "1" to "9" similar to the normal symbols Nc and special symbols Sc, and each of the nine types of special confirmed symbols Scc has an outline pattern OL that is the outline of the number and an inner area IE surrounded by the outline pattern OL. Each of these nine types of special confirmed symbols Scc differs from the same type of special symbol Sc in that it has a large star pattern Sb instead of a small star pattern Ss. The large star pattern Sb is a star-shaped symbol that is larger in size than the small star pattern Ss, and is displayed in the inner area IE so as to protrude outside the outline pattern OL.
[0123] In the special normal reach effect, as shown in Fig. 20(c), in the reach state of the three-column effect patterns, the effect pattern in the middle column is changed from the normal pattern Nc to the special pattern Sc, and then the slow scroll display of the effect pattern in the middle column starts with the special pattern Sc. As shown in Fig. 20(d), the slow scroll display of the special pattern Sc in the middle column is stopped with the same number as the normal pattern Nc in the left column and the normal pattern Nc in the right column when it is determined that there is a jackpot, and when the slow scroll display of the special pattern Sc in the middle column is stopped with the same number as the normal pattern Nc in the left column and the normal pattern Nc in the right column, as shown in Fig. 20(e), the special pattern Sc in the middle column is changed to the special determined pattern Scc of the same type as the normal pattern Nc in the left column and the normal pattern Nc in the right column, and the player is notified that the jackpot combination has been determined. As shown in Figure 20(d) → Figure 22(a) → Figure 22(b), if it is determined to be a miss, the slow scrolling display of the special pattern Sc in the middle row will stop at a number different from both the normal pattern Nc in the left column and the normal pattern Nc in the right column.If the slow scrolling display of the special pattern Sc in the middle row stops at a number different from both the normal pattern Nc in the left column and the normal pattern Nc in the right column, as shown in Figure 22(c), the special pattern Sc in the middle row will be changed to a special confirmed pattern Scc of the same type as the special pattern Sc in the middle row, and the player will be notified that a miss reach combination has been confirmed.
[0124] 6-8. Mini symbol game As shown in Fig. 20, 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 this 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 symbols with the same numbers as the left row effect symbols, the scroll display of the mini symbols in the middle row is stopped at the same timing as the middle row effect symbols with the same numbers as the middle row effect symbols, and the scroll display of the mini symbols in the right row is stopped at the same timing as the right row effect symbols with the same numbers as the right row effect symbols.
[0125] When the special normal reach performance is being performed, as shown in FIG. 20, the scroll display of the left column mini symbols is stopped at the same timing as the left column normal symbols Nc, with the same number as the left column normal symbols Nc, and then the scroll display of the right column mini symbols is stopped at the same timing as the right column normal symbols Nc, with the same number as the right column normal symbols Nc, and the three columns of mini symbols are in a reach state (see b). The mini symbols in the middle column are switched from a normal scroll state to a slow scroll state in response to the three columns of mini symbols being in a reach state. This slow scroll display of the middle column mini symbols continues at the time when the slow scroll display of the middle column special symbols Sc is stopped (see d), and is stopped in response to the change of the middle column special symbols Sc to the special confirmed symbols Scc.
[0126] 7-1.Main processing 23(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. 7-2. 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.
[0127] 7-3. 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. 23(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.
[0128] 7-3-1. Received command analysis process 24(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.
[0129] 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. 24(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. 24(b) shows 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 result of the judgment of whether or not it is a hit, the result of the judgment of the type of the big win, the result of the judgment of the special game pattern, and the result of the judgment of the presence or absence of the fall) or the reception result of the special game data 2 (the result of the judgment of whether or not it is a hit, the result of the judgment of the type of the big win, the result of the judgment of the special game pattern, and the result of the judgment of the presence or absence of the fall) from the reception buffer in S141. The special normal reach performance process of FIG. 19(a) is executed in the pattern game performance start process of S124.
[0130] When the sub-control circuit 60 finishes S141 in Fig. 24(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.
[0131] The sub-control circuit 60 determines in S125 of Figure 24(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.
[0132] 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. 24(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.
[0133] According to the above-mentioned embodiment 1, the following effects are obtained. Since the player is notified that the scrolling display of the middle row performance symbols has definitely stopped in response to switching the middle row performance symbols from the special symbol Sc to the special confirmed symbol Scc, it is possible to prevent the player from being confused as to which number "1 to 9" the scrolling display of the middle row performance symbols has stopped at. Moreover, since the player is notified that the scrolling display of the middle row performance symbols has definitely stopped in response to displaying the large star symbol Sb protruding outward from the inner region IE in place of the small star symbol Ss that fits within the inner region IE of the outline symbol OL, it becomes easier for the player to visually recognize that the scrolling display of the middle row performance symbols has definitely stopped. In the above-mentioned Example 1, a special pattern Sc may be scrolled as the performance pattern in the left column, the middle column, and the right column, and the player may be notified that the scrolling display of each column has definitely stopped by switching the special pattern Sc of each column to a special confirmed pattern Scc.
[0134] [Example 2] FIG. 25 explains the step-up notice performance. This step-up notice performance suggests to the player the high probability that the three rows of performance symbols will be a big hit combination in the current performance symbol game, and there are three types of step-up notice performances, step-up notice performances 1 to 3. Step-up notice performance 1 has the lowest probability of a big hit among step-up notice performances 1 to 3, and is performed by cutting in and displaying a notice image SP1 while scrolling the three rows of performance symbols (see a → b). FIG. 26 (a) shows the notice image SP1, which has a frame image F, a woman image W, and a dialogue image L1. The frame image F is a horizontally long rectangular frame, and is composed of a combination of two line images corresponding to the long sides of the rectangle and two line images corresponding to the short sides. The woman image W is an image of a woman sitting while pointing, and is displayed in the inner area of the frame image F without protruding outside the frame image F. The dialogue image L1 consists of the words "Something might happen," and is a transcribed version of the dialogue of the seated woman.
[0135] Step-up notice performance 2 has a higher probability of winning than step-up notice performance 1, and is performed by cutting in notice image SP1 during the scrolling display of three rows of performance patterns, and then cutting in notice image SP2 instead of notice image SP1, as shown in Figure 25 (a) → (b) → (c). Figure 26 (b) shows notice image SP2, which has a frame image F, a woman image W, and a line image L2. Frame image F is the same as frame image F of notice image SP1. Woman image W consists of an image of a woman raising her arms, and is displayed in the internal area of frame image F without going outside frame image F. Line image L2 consists of the words "Look forward to it," which are a written version of the words of the woman raising her arms.
[0136] The step-up notice performance 3 has a higher probability of winning than the step-up notice performance 2, and is performed by cutting in and displaying a notice image SP1 during the scroll display of three rows of performance patterns, and then replacing the notice image SP2 with the notice image SP1 and displaying the notice image SP3 in place of the notice image SP2, as shown in FIG. 25(a)→(b)→(c)→(d). FIG. 26(c) shows the notice image SP3, which has a frame image F, a woman image W, and a line image L3. The frame image F is the same as the frame images F of the notice images SP1 and SP2. The woman image W is an image of a woman jumping, and is displayed in the inner area of the frame image F without protruding outside the frame image F. The line image L3 is made up of the words "It's super hot," and is a text version of the lines of the woman jumping. The woman images W of the step-up notice performances 1 to 3 imitate the same woman with different postures.
[0137] FIG. 26(d) shows a notice end image SP1e. This notice end image SP1e has a frame image F, a female image W, and a dialogue image L1, and the frame image F is set to be the same between the notice image SP1 and the notice end image SP1e, and the dialogue image L1 is also set to be the same between the notice image SP1 and the notice end image SP1e. The female image W in the notice end image SP1e is set to an image of the same woman as in the notice image SP1 walking from right to left, and a part of the hands and feet of the female image W are displayed protruding from the inner area of the frame image F to the outer area, and the remaining part of the female image W except for the part of the hands and feet is displayed in the inner area of the frame image F. This notice end image SP1e notifies the player that the step-up notice performance 1 will end without progressing to the next step-up notice performance 2, and is displayed as a cut-in instead of the notice image SP1 after the notice image SP1 is displayed in the step-up notice performance 1.
[0138] 26(e) shows a notice end image SP2e. This notice end image SP2e has a frame image F, a female image W, and a dialogue image L2, and the frame image F is set to be the same between the notice end image SP2 and the notice end image SP2e, and the dialogue image L2 is also set to be the same between the notice end image SP2 and the notice end image SP2e. The female image W in the notice end image SP2e is set to be the same between the notice end image SP1e and the notice end image SP2e, and a part of the female image W is displayed protruding from the inner area of the frame image F to the outer area. This notice end image SP2e notifies the player that the step-up notice performance 2 will end without progressing to the next step-up notice performance 3, and is displayed as a cut-in in place of the notice image SP2 after the notice image SP2 is displayed in the step-up notice performance 2.
[0139] 26(f) shows the notice end image SP3e. This notice end image SP3e has a frame image F, a female image W, and a dialogue image L3, and the frame image F is set to be the same between the notice end image SP3 and the notice end image SP3e, and the dialogue image L3 is also set to be the same between the notice end image SP3 and the notice end image SP3e. The female image W in the notice end image SP3e is set to be the same between the notice end image SP1e, the notice end image SP2e, and the notice end image SP3e, and a part of the female image W is displayed protruding from the inner area of the frame image F to the outer area. This notice end image SP3e notifies the player that the step-up notice performance 3 will end this time, and is displayed as a cut-in in place of the notice image SP3 after the notice image SP3 is displayed in the step-up notice performance 3.
[0140] [S1]~[S3] below explain the flow of images in Step Up Preview Performances 1~3. [S1] Step-up preview performance 1: Preview image SP1 cuts in → preview end image SP1e cuts in [S2] Step-up preview performance 2: Preview image SP1 cuts in → Preview image SP2 cuts in → Preview end image SP2e cuts in [S3] Step-up preview performance 3: Preview image SP1 cut-in display → Preview image SP2 cut-in display → Preview image SP3 cut-in display → Preview end image SP3e cut-in display
[0141] The cut-in notice performance process in Fig. 27(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 to execute any one of the cut-in notice performances 1 to 3 in the cut-in notice performance process. When the sub-control circuit 60 judges that the cut-in notice performance 1 is to be executed, the cut-in notice performance 1 is executed in the flow of [S1] in the current performance pattern game, when the sub-control circuit 60 judges that the cut-in notice performance 2 is to be executed, the cut-in notice performance 2 is executed in the flow of [S2] in the current performance pattern game, and when the sub-control circuit 60 judges that the cut-in notice performance 3 is to be executed, the cut-in notice performance 3 is executed in the flow of [S3] in the current performance pattern game.
[0142] When the sub-control circuit 60 starts the cut-in notice performance process, it judges whether the current performance mode is normal mode or not in S211. If it judges that it is normal mode, it moves to S212 and judges whether the reception result of the special chart 1 game data has a jackpot judgment result or not. If it judges that there is a jackpot judgment result, it detects the cut-in notice performance table 1 from the ROM in S213, and if there is a miss judgment result, it detects the cut-in notice performance table 2 from the ROM in S214. Figure 27 (b) is the cut-in notice performance table 1, and the cut-in notice performance table 1 is set by assigning a low selection probability to the cut-in notice performance 1, an intermediate selection probability to the cut-in notice performance 2, a high selection probability to the cut-in notice performance 3, and the highest selection probability to no cut-in notice performance. Figure 27(c) shows cut-in preview performance table 2, which is set by assigning a high selection probability to cut-in preview performance 1, an intermediate selection probability to cut-in preview performance 2, a low selection probability to cut-in preview performance 3, and the highest selection probability to no cut-in preview performance.
[0143] If the sub-control circuit 60 detects cut-in advance notice table 1 in S213, it transitions to S215 and selects one of cut-in advance notice 1-3 and no cut-in advance notice from cut-in advance notice table 1 with a probability corresponding to the selection probability. If the sub-control circuit 60 detects cut-in advance notice table 2 in S214, it transitions to S215 and selects one of cut-in advance notice 1-3 and no cut-in advance notice from cut-in advance notice table 2 with a probability corresponding to the selection probability.
[0144] According to the above-mentioned second embodiment, the following effects are obtained. By switching the preview image SP1 of an undefined appearance to the preview end image SP1e of a defined appearance, the player is definitively notified that the step-up preview performance 1 has ended, by switching the preview image SP2 of an undefined appearance to the preview end image SP2e of a defined appearance, and by switching the preview image SP3 of an undefined appearance to the preview end image SP3e of a defined appearance, the player is definitively notified that the step-up preview performance 3 has ended, so that the player can be prevented from feeling confused about the progress of the step-up preview performance. Moreover, by projecting a part of the female image W from the inside to the outside of the frame image F, the preview image SP1 of an undefined appearance, etc. is switched to the preview end image SP1e of a defined appearance, etc., so that the player can easily visually recognize that the preview image SP1 has been switched to the preview end image SP1e, etc.
[0145] In addition to the inventions described in the claims, the above-mentioned Examples 1-2 also describe the following [Reference Invention 1-1]-[Reference Invention 1-4]. Some gaming machines are configured to determine whether a game has been won or lost each time a start condition is met, and to notify the player of the result of the determination of whether a game has been won or lost with an image of a symbol game. Some gaming machines are configured to notify the player of information related to the symbol game, such as the probability of winning, in response to displaying a performance image during the symbol game (see JP 2010-17425 A). In the case of these conventional gaming machines, the player cannot easily grasp whether the performance image is definitive, and there is a risk that the player cannot be confident of the reliability of the information related to the symbol game.
[0146] [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; The device displays an effect image having a main part and an enclosure part surrounding the main part during a pattern game, and is provided with an effect game means for non-deterministically notifying a player of information related to the pattern game in response to displaying the effect image with an "indefinite appearance in which the main part is contained inside the enclosure part", The presentation game means includes: This game machine is characterized in that it definitively notifies a player of information related to a pattern game in response to switching of a performance image from a non-determined appearance to a "determined appearance in which at least a part of the main part projects outside the surrounding part." According to the above means, the information on the symbol game is definitively notified to the player in response to the switching of the effect image from an undetermined appearance to a determined appearance, so that the player can be prevented from being confused about the reliability of the information on the symbol game. Moreover, since the effect image is switched from an undetermined appearance to a determined appearance in response to the main part of the effect image protruding from the inside to the outside of the enclosure, the player can easily visually recognize that the effect image has been switched from an undetermined appearance to a determined appearance. In the embodiment, "all of the special chart 1 game, special chart 2 game, small hit game, and big hit game stop" corresponds to the start condition being met, the "main control circuit 40" corresponds to the determination means, the "performance pattern game" corresponds to the pattern game, the "sub-control circuit 60" corresponds to the pattern game means and the performance game means, the "small star pattern Ss", the "large star pattern Sb", and the "female image W" correspond to the main part, the "outline pattern OL" and the "frame image F" correspond to the enclosure part, the "special pattern Sc" and "preview images SP1 to SP3" correspond to performance images with a non-determined appearance, and the "special confirmed pattern Scc" and "preview end images SP1e to SP3e" correspond to performance images with a confirmed appearance.
[0147] [Reference Invention 1-2] The gaming machine described in [Reference Invention 1-1] is characterized in that the presentation game means executes one or more variable number of preview performances in which the presentation image is displayed in an unconfirmed appearance during one pattern play, and notifies the player that the preview performance will not resume by changing the presentation image from an unconfirmed appearance to a confirmed appearance in the final preview performance. In the embodiment, "Step-up preview performances 1 to 3" correspond to the preview performances. [Reference Invention 1-3] The gaming machine described in [Reference Invention 1-2] is characterized in that the presentation game means completes the final preview performance before the result of the judgment on whether the pattern game is a win or a loss is announced, and indicates to the player in advance the probability of the result of the judgment on whether the pattern game is a win or a loss depending on the number of preview performances executed during one pattern game.
[0148] [Reference Inventions 1-4] A determination means for determining whether or not a start condition is satisfied each time the start condition is satisfied; The game device includes a symbol game means for displaying a symbol game image in a state where each of the plurality of identification elements is displayed in a variable state and then displayed in a state where the variation is stopped, and for notifying a player of a result of a winning or losing judgment according to a combination of the plurality of identification elements in the variable stopped state, The symbol game means includes: A gaming machine that displays an image having a main part and an enclosure part surrounding the main part as at least one of a plurality of identification elements, and in a variable state of the one identification element, displays the one identification element with an "indeterminate appearance with the main part housed within the enclosure part," and in a stopped variable state of the one identification element, displays the one identification element with a "determinate appearance with at least a part of the main part protruding outside the enclosure part." According to the above means, the player is definitively notified that the identification elements have been put into a stopped state in response to the switching of the identification elements from an undetermined appearance to a determined appearance, so that the player is prevented from being confused as to the combination of the identification elements that have been put into a stopped state. Moreover, since the identification elements are switched from an undetermined appearance to a determined appearance in response to the main parts of the identification elements protruding from the inside to the outside of the enclosure, the player can easily visually recognize that the identification elements have been switched from an undetermined appearance to a determined appearance. In the embodiment, "all of the special chart 1 game, special chart 2 game, small hit game, and big hit game stop" corresponds to the start condition being met, the "main control circuit 40" corresponds to the determination means, the "performance pattern game" corresponds to the pattern game, the "left column performance pattern", the "middle column performance pattern", and the "right column performance pattern" correspond to the identification elements, the "scroll display" corresponds to the display in a changing state, "scroll stop" corresponds to the display in a changed state, the "sub-control circuit 60" corresponds to the pattern game means, the "small star pattern Ss" and the "large star pattern Sb" correspond to the main part, the "contour pattern OL" corresponds to the enclosing part, the "special pattern Sc" corresponds to the performance image with a non-determined appearance, and the "special determined pattern Scc" corresponds to the performance image with a determined appearance.
[0149] [Example 3] The pseudo-variation presentation process in Fig. 28(a) is started when the sub-control circuit 60 receives special chart 1 game data from the main control circuit 40, and when the sub-control circuit 60 starts the pseudo-variation presentation process, it judges in S301 whether the current presentation mode is normal mode or not. If it is judged to be normal mode, it judges in S302 whether the reception result of the special chart variation pattern of the special chart 1 game data is either of the special chart variation patterns "PO08" and "PH08" for pseudo-variation presentation. If it is judged that the reception result of the special chart variation pattern is for pseudo-variation presentation, it moves to S303 and judges whether the reception result of the special chart 1 game data has a jackpot judgment result.
[0150] If the sub-control circuit 60 determines in S303 that there is a jackpot, it detects pseudo consecutive performance table 1 from the ROM in S304, and if there is a miss, it detects pseudo consecutive performance table 2 from the ROM in S305. Figure 28(b) shows pseudo consecutive performance table 1, which is set by allocating a low selection probability to pseudo consecutive performance 2 and a high selection probability to pseudo consecutive performance 3. Figure 28(c) shows pseudo consecutive performance table 2, which is set by allocating a high selection probability to pseudo consecutive performance 2 and a low selection probability to pseudo consecutive performance 3.
[0151] When the sub-control circuit 60 detects pseudo consecutive performance table 1 in S304, it selects either pseudo consecutive performance 2 or 3 from pseudo consecutive performance table 1 with a probability corresponding to the selection probability in S306, and when the sub-control circuit 60 detects pseudo consecutive performance table 2 in S305, it selects either pseudo consecutive performance 2 or 3 from pseudo consecutive performance table 2 with a probability corresponding to the selection probability in S306. In other words, the pseudo consecutive performance 3 has a higher probability of winning than the pseudo consecutive performance 2.
[0152] When the sub-control circuit 60 finishes S306, it moves to S307 and sets a tentative combination of three columns of performance symbols and a combination of three columns of performance symbols. The tentative combination of three columns of performance symbols is for displaying three columns of performance symbols in a scroll-stopped state in each of the first unit symbol game of pseudo consecutive performance 2 and the first unit symbol game of pseudo consecutive performance 3, and for displaying the left and right columns of performance symbols in a scroll-stopped state in the scroll state of the middle column of performance symbols in the second unit symbol game of pseudo consecutive performance 3. The combination of three columns of performance symbols is for displaying three columns of performance symbols in a scroll-stopped state in each of the second unit symbol game of pseudo consecutive performance 2 and the third unit symbol game of pseudo consecutive performance 3, and the following [1] to [4] are the processing contents executed by the sub-control circuit 60 in S307.
[0153] [1] When the special chart 1 game data indicates a jackpot, the sub-control circuit 60 selects pseudo consecutive performance 2 to set the three rows of performance symbols to a temporary combination of a complete miss, and sets the three rows of performance symbols to a jackpot combination. [2] When the special chart 1 game data indicates a miss, the sub-control circuit 60 selects pseudo consecutive performance 2 to set the three rows of performance symbols to a temporary combination of a complete miss, and sets the three rows of performance symbols to a miss reach combination. [3] When the special chart 1 game data has a jackpot determination result, the sub-control circuit 60 selects the pseudo consecutive performance 3, sets the three columns of performance symbols to a completely miss provisional combination and a jackpot combination, and sets the left and right columns of performance symbols to a provisional combination of reach. This provisional combination of reach is for the second unit pattern play of pseudo consecutive performance 3. This provisional combination of reach is a combination of the same performance symbols in the left and right columns, and does not have a performance symbol in the middle column. [4] When the special chart 1 game data indicates a miss, the sub-control circuit 60 selects pseudo consecutive performance 3 to set the performance symbols in the three columns to a provisional combination of a complete miss and a miss reach combination, and sets the performance symbols in the left and right columns to a provisional reach combination.
[0154] 29 and 30 (excluding FIG. 30(d3)) are for explaining the pseudo consecutive performance 2. This pseudo consecutive performance 2 is displayed as an image of the current performance pattern play when the sub-control circuit 60 selects the pseudo consecutive performance 2 in the pseudo variable performance process, and is composed of a combination of two unit pattern plays. FIG. 29 is for explaining the first unit pattern play of the pseudo consecutive performance 2. The first unit pattern play of this pseudo consecutive performance 2 starts scrolling the three columns of performance patterns at normal speed, and then stops scrolling the three columns of performance patterns in the order of left column → right column → center column, and the scrolling of each column is stopped so that the three columns of performance patterns become a setting result of a tentative combination of completely missing (see a → b → c). In this pseudo consecutive performance 2, when the first unit pattern play ends, the character pattern ZA of "Oh? x 2" is displayed (see d). This letter pattern ZA is a dedicated restart effect 1 that indicates to the player that a second unit pattern game is about to begin, and is not displayed in the normal effect for a complete miss.
[0155] FIG. 30 explains the second unit symbol game of the pseudo consecutive performance 2. The second unit symbol game of the pseudo consecutive performance 2 is started by restarting the scrolling display of the three columns of performance symbols at normal speed (see a), and the letter symbol ZA is erased before the scrolling display of the three columns of performance symbols is restarted. In the second unit symbol game of the pseudo consecutive performance 2, the scrolling display of the left column of performance symbols is stopped first, and the scrolling display of the right column of performance symbols is stopped second (see a → b). The stopping of the scrolling display of the left column of performance symbols is performed in the left column of the setting result of the combination of the reach to a loss and the setting result of the combination of the big win, and the stopping of the scrolling display of the right column of performance symbols is performed in the right column of the setting result of the combination of the reach to a loss and the setting result of the big win, and in the second unit symbol game of the pseudo consecutive performance 2, the reach state occurs in response to the stopping of the scrolling display of the right column of performance symbols.
[0156] If a reach state occurs in the second unit pattern play of the pseudo consecutive performance 2, a normal reach performance starts. This normal reach performance scrolls the performance symbols in the middle row at a slower speed than the normal speed before the reach state occurs, and develops into a shake performance (see c). This shake performance repeatedly wobbles the performance symbols in the left and right rows in a stopped scroll state, and starts in the slow scroll state of the performance symbols in the middle row when a certain time (Ts) has elapsed based on the start of the slow scroll display of the performance symbols in the middle row. This shake performance indicates to the player that the slow scroll display of the performance symbols in the middle row will stop in the second unit pattern play, and the slow scroll display of the performance symbols in the middle row stops during the shake performance in which the performance symbols in the left and right rows are wobbled.
[0157] The slow-speed scrolling display of the middle row performance symbols stops with the same performance symbols as the left row performance symbols and the right row performance symbols when the three rows of performance symbols are set to a jackpot combination (see FIG. 30(d1)), and stops with performance symbols different from the left row performance symbols and the right row performance symbols when the three rows of performance symbols are set to a miss reach combination (see FIG. 30(d2)). The left row performance symbols and the right row performance symbols are switched from a swinging state to a stationary state in response to the slow-speed scrolling display of the middle row performance symbols being stopped, and each of the three rows of performance symbols becomes a stationary, confirmed state in response to the slow-speed scrolling display of the middle row performance symbols being stopped. That is, in the second unit pattern play of the pseudo consecutive performance 2, the normal reach performance develops into a shake performance, and as the normal reach performance and the shake performance stop simultaneously, the player is notified that the combination of the performance patterns in three rows has been confirmed.
[0158] 29, 30 (excluding (d1) and (d2)), and 31 are for explaining the pseudo consecutive performance 3. This pseudo consecutive performance 3 is displayed as an image of the current performance pattern game when the sub-control circuit 60 selects the pseudo consecutive performance 3 in the pseudo variable performance process, and is composed of a combination of three unit pattern games. FIG. 29 is for explaining the first unit pattern game of the pseudo consecutive performance 3. The first unit pattern game of the pseudo consecutive performance 3 is a setting result of a tentative combination of three columns of performance patterns that are completely misses in response to the scrolling display of the three columns of performance patterns at normal speed stopping in the order of left column → right column → center column, similar to the first unit pattern game of the pseudo consecutive performance 2 (see a → b → c), and when the first unit pattern game of the pseudo consecutive performance 3 is completed, the resume performance 1 is executed, displaying the character pattern ZA of "Oh? x 2" (see d).
[0159] FIG. 30 (excluding (d1) and (d2)) explains the second unit symbol game of pseudo consecutive performance 3. This second unit symbol game of pseudo consecutive performance 3 starts by resuming the scrolling display of the three columns of performance symbols at normal speed after the deletion of the character symbol ZA (see a), and in the second unit symbol game of pseudo consecutive performance 3, the scrolling display of the left column performance symbols is stopped first, and then the scrolling display of the right column performance symbols is stopped second (see a → b). The stopping of the scrolling display of the left column performance symbols and the stopping of the scrolling display of the right column performance symbols are each performed as a result of setting a provisional combination of a reach, and in the second unit symbol game of pseudo consecutive performance 3, a reach state occurs in response to the stopping of the scrolling display of the right column performance symbols.
[0160] If a reach state occurs in the second unit symbol play of pseudo consecutive performance 3, a normal reach performance starts, and the normal reach performance develops into a shake performance (see c). This shake performance starts when a certain time (Ts) has passed based on the start of the slow scrolling display of the performance symbols in the middle row, just like the second unit symbol play of pseudo consecutive performance 2, and starts at the same timing for the second unit symbol play of pseudo consecutive performance 2 and the third unit symbol play of pseudo consecutive performance 3. During the shake performance of pseudo consecutive performance 3, a character pattern ZB of "Oh? x 3" is displayed. This character pattern ZB is exclusive to the second unit symbol play of pseudo consecutive performance 3, and the display of the character pattern ZB is a restart performance 2 that suggests to the player that the third unit symbol play will start. In the second unit pattern game of this pseudo consecutive performance 3, the slow scrolling display of the performance patterns in the middle row is not stopped, and the combination of the performance patterns in the three rows is not displayed.
[0161] Figure 31 explains the third unit symbol game of pseudo consecutive performance 3. This third unit symbol game of pseudo consecutive performance 3 is started by restarting the normal speed scrolling of the left and right column performance symbols during the shake performance (normal reach performance) and switching the middle column performance symbols from a slow scroll state to a normal speed scroll state (see a), and the character symbol ZB is erased before the normal speed scrolling of the three columns of performance symbols is restarted. In this third unit symbol game of pseudo consecutive performance 3, the left column performance symbols are stopped first, and the right column performance symbols are stopped second (see a→b). The stopping of the scrolling display of the performance symbols in the left column is performed in the left column of either the setting result of a jackpot combination or the setting result of a miss reach combination, and the stopping of the scrolling display of the performance symbols in the right column is performed in the right column of either the setting result of a jackpot combination or the setting result of a miss reach combination, and in the third unit pattern play of pseudo consecutive performance 3, a reach state occurs in response to the stopping of the scrolling display of the performance symbols in the right column.
[0162] When a reach state occurs in the third unit pattern play of the pseudo consecutive performance 3, a normal reach performance starts (see FIG. 31(a)→(b)), and the normal reach performance develops into the battle performance 1 of the embodiment 1-2 (see b→c). This battle performance 1 is the one with the highest reliability of the big win among all the reach performances, and the three rows of performance symbols are erased in response to the start of the battle performance 1. This battle performance 1 ends with a winning ending when there is a big win judgment result in the special chart 1 game data (see d1), and ends with a losing ending when there is a losing judgment result in the special chart 1 game data (see d2). When this battle performance 1 ends with a winning ending, the three rows of performance symbols are displayed as a static display with the setting result of the big win combination, and when it ends with a losing ending, the three rows of performance symbols are displayed as a static display with the setting result of the losing reach combination, and in either case, the player is notified that the combination of the three rows of performance symbols has been confirmed.
[0163] 32 explains the flow of normal performance, pseudo consecutive performance 2, and pseudo consecutive performance 3 from the player's point of view, and each of normal performance to pseudo consecutive performance 3 starts with a scrolling display of three rows of performance symbols at normal speed (P1). This first scrolling display ends with the three rows of performance symbols becoming a completely miss combination, whether it is normal performance to pseudo consecutive performance 3 (P2), and in normal performance, after the three rows of performance symbols become a completely miss combination, the character pattern ZA of "Oh? x 2" is not displayed and the combination of the three rows of performance symbols is determined to be a complete miss (P3 → P11).
[0164] In each of pseudo consecutive performances 2 and 3, after the three rows of performance symbols form a completely miss combination, resume performance 1 is executed, displaying the letter pattern ZA "Oh? x 2", and the scrolling display of the three rows of performance symbols at normal speed is resumed (P3 → P4), and when the scrolling display of the three rows of performance symbols is resumed, the three rows of performance symbols enter a reach state, and a normal reach performance is started (P5). This normal reach performance develops into a shake performance regardless of whether it is pseudo consecutive performance 2 or 3 (P6). In pseudo consecutive performance 2, the resume performance 2 is not executed, and the combination of the three rows of performance patterns is determined as either a big win or a miss reach depending on the slow scrolling display of the middle row of performance patterns stopping during the shake performance (P7 → P11). In pseudo consecutive performance 3, the slow scrolling display of the middle row of performance patterns does not stop, and the resume performance 2 is executed to display the character pattern ZB "Oh? x 3" during the shake performance, and the normal speed scrolling display of the three rows of performance patterns is resumed (P7 → P8). When the normal speed scrolling display of the three rows of performance patterns is resumed, a normal reach performance starts (P9). This second normal reach performance develops into battle performance 1 (P10), and after the conclusion of battle performance 1 is displayed, the three rows of performance patterns are definitively displayed as either a big win combination or a miss reach combination (P11).
[0165] According to the above-mentioned third embodiment, the following effects are obtained. In the pseudo consecutive performance 2, the player is notified of the result of the judgment of whether or not the winning combination has been achieved by scrolling and stopping the three rows of performance symbols in a definite combination after executing the shake performance in the second unit pattern game. In the pseudo consecutive performance 3, the three rows of performance symbols are in a non-deterministic reach state after executing the shake performance in the second unit pattern game, and the third unit pattern game is started in the reach state of the three rows of performance symbols, and the player is notified of the result of the judgment of whether or not the winning combination has been achieved by scrolling and stopping the three rows of performance symbols in a definite combination in the third unit pattern game. Therefore, even if the three rows of performance symbols are not scrolled and stopped in a big win combination after the shake performance is executed from the player's line of sight, the scrolling display of the three rows of performance symbols is resumed, and there is a possibility that the three rows of performance symbols will be scrolled and stopped in a big win combination, improving the entertainment value of the game.
[0166] In the above-mentioned Example 3, a configuration is adopted in which it is determined whether or not to execute resume performance 1 in a normal performance, and it is possible to generate both cases in which a second unit pattern play is started or not started depending on whether resume performance 1 is executed in the first unit pattern play from the player's point of view. In the above-mentioned Example 3, a determination is made as to whether or not to execute resume performance 2 during the second unit pattern play of pseudo consecutive performance 2, and depending on whether resume performance 2 has been executed during the second unit pattern play of pseudo consecutive performance 2 from the player's point of view, it may be possible for a third unit pattern play to start or not to start. In the above-mentioned Example 3, the start timing Ts at which the shake effect starts during the second unit pattern play of pseudo consecutive performance 3 may be made earlier or later than the start timing Ts at which the shake effect starts during the second unit pattern play of pseudo consecutive performance 2, and the two may be made different from each other.
[0167] In the above-mentioned Example 3, in each of the pseudo consecutive effects 2 and 3, a shake effect is replaced with an effect in which the performance patterns in the middle row are changed from a slow scrolling state to an ultra-slow scrolling state, or an effect in which the performance patterns in the middle row are flashed while being displayed in slow scrolling, or an effect in which the performance patterns in the left column and the performance patterns in the right column are made semi-transparent, etc., thereby suggesting to the player that the combination of the performance patterns in the three columns will be determined in the current unit pattern play. In the above-mentioned Example 3, in each of the pseudo consecutive performances 2 and 3, the shake performance may be replaced by a performance in which the electric light 29 is illuminated in a special pattern, or a performance in which sound is output in a special pattern from the speaker 32, or a performance in which the advance notice performance device 33 is moved and operated in a special pattern, etc., to suggest to the player that the combination of the three rows of performance patterns will be determined in this unit pattern play.
[0168] In the above-mentioned Example 3, instead of performing resume performance 2 during the second unit pattern play of pseudo consecutive performance 3, it is also possible to indicate to the player that the scrolling display of the three rows of performance patterns will resume by performing a performance in which the electric light 29 is illuminated in a special pattern, or a performance in which sound is output in a special pattern from the speaker 32, or a performance in which the advance notice performance device 33 is moved and operated in a special pattern. In the above-mentioned embodiment 3, the left and right row performance symbols may be switched from the scroll stop state to the scroll state at normal speed without executing the shake performance in the second unit symbol game of the pseudo consecutive performance 3, and the middle row performance symbols may be switched from the slow scroll state to the scroll state at normal speed. In other words, the configuration may be such that the player is not informed in advance that the third unit symbol game will start in the pseudo consecutive performance 3. In the above-mentioned embodiment 3, the third unit symbol game may be started after the middle row's effect symbols are scrolled and stopped from the slow scroll state during the shake effect in the second unit symbol game of the pseudo consecutive effect 3. In this case, it is preferable that the middle row is scrolled and stopped with an effect symbol different from either the left or right row, so that the three rows of effect symbols are always combined to be a miss reach combination.
[0169] In addition to the inventions described in the claims, the above-mentioned embodiment 3 also describes the following [Reference invention 2-1] to [Reference invention 2-7]. The gaming machine has a configuration in which a win or loss is determined each time a starting condition is satisfied, and the player is notified of the result of the determination of the win or loss with an image of the pattern game. The image of this pattern game is displayed in a state where the identification pattern is displayed in a changing state and then in a state where the variation is stopped, and the player is notified of the result of the determination of the win or loss according to the state of the identification pattern in the state where the variation is stopped (see JP2010-17425A). In the case of this conventional gaming machine, the player's expectation of a win disappears when the identification pattern is in a losing state and the variation is stopped, so there is still room for improvement in terms of the entertainment value of the game.
[0170] [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 first symbol game means displays an image of a first symbol game in which "a step of making the identification symbol into a definitive form according to the result of the judgment of whether or not the identification symbol is a win / lose, and a determination step of performing a determination suggestion effect to suggest to the player that the form of the identification symbol is determined in this step before making the identification symbol into a definitive form" is set; A second symbol game means is provided for displaying an image of a second symbol game in which "a step of making the identification symbol into a non-deterministic state that is not bound by the result of the judgment of whether or not the identification symbol is a win / loss symbol, and a non-deterministic step of performing the determination suggestion performance before making the identification symbol into a non-deterministic state" is set; The second symbol game means is characterized in that after completing a non-deterministic step in the second symbol game, it starts a "final step of making the identified symbol a definitive state according to the result of the judgment of whether it is a win or a loss." According to the above means, in the first symbol game, the player is notified of the result of the judgment of whether or not the winning has been won in response to the identification symbol being made into a definite state after the definite suggestion performance is executed, and in the second symbol game, the player is notified of the result of the judgment of whether or not the winning has been won in response to the identification symbol being made into a definite state via a non-definite state after the definite suggestion performance is executed. Therefore, when the identification symbol is not made into a winning state in the player's line of sight after the execution of the definite suggestion performance, the possibility of switching to a winning state is generated, improving the entertainment value of the game. In the embodiment, "the special chart 1 game, the special chart 2 game, the small win game, and the big win game all stop" corresponds to the start condition being satisfied, the "main control circuit 40" corresponds to the determination means, the "three rows of performance symbols" correspond to the identification symbols, the "pseudo consecutive performance 2" corresponds to the first pattern game, the "second unit pattern game of pseudo consecutive performance 2" corresponds to the confirmation step, the "shake performance" corresponds to the confirmation suggestion performance, the "sub-control circuit 60" corresponds to the first pattern game means and the second pattern game means, the "pseudo consecutive performance 3" corresponds to the second pattern game, the "second unit pattern game of pseudo consecutive performance 3" corresponds to the non-confirmation step, and the "third unit pattern game of pseudo consecutive performance 3" corresponds to the final step.
[0171] [Reference Invention 2-2] The first symbol game means displays an image in which a "miss step in which the identification symbol is always in a non-definite miss mode" is set immediately before the determination step as an image of the first symbol game, The gaming machine described in [Reference Invention 2-1] is characterized in that the second pattern game means displays an image in which a miss step is set immediately before a non-confirmed step as the image for the second pattern game. In the embodiment, "the first unit symbol play of pseudo consecutive performance 2" and "the first unit symbol play of pseudo consecutive performance 3" each correspond to a miss step. [Reference Invention 2-3] The gaming machine described in [Reference Invention 2-1] is characterized in that it is equipped with a start suggestion display means for performing a start suggestion display that suggests to the player the start of the final step after the confirmation suggestion display is executed in the non-confirmed step of the second pattern game. The "restart effect 2" in the embodiment corresponds to the start suggestion effect, and the "sub-control circuit 60" corresponds to the start suggestion effect means. [Reference Invention 2-4] The gaming machine described in [Reference Invention 2-1] is characterized in that it is provided with a reach performance means for starting a reach performance to increase the player's anticipation of a win before the start of the confirmation suggestion performance in each of the confirmation step of the first pattern game and the non-confirmation step of the second pattern game. In the embodiment, the "normal reach effect during the second unit pattern play of pseudo consecutive performance 2" and the "normal reach effect during the second unit pattern play of pseudo consecutive performance 3" each correspond to a reach effect, and the "sub-control circuit 60" corresponds to a reach effect means.
[0172] [Reference Invention 2-5] Each of the first symbol game means and the second symbol game means displays a symbol consisting of three identification elements arranged in a row as an identification symbol, The reach effect producing means starts the reach effect in a reach state of a discrimination pattern in which two of the three discrimination elements are the same type, The gaming machine described in [Reference Invention 2-4] is characterized in that the confirmed suggestion presentation means executes a presentation as the confirmed suggestion presentation in which two identical identification elements are visually used when the identification pattern is in a reach state. In the embodiment, each of the "left column performance patterns, middle column performance patterns, and right column performance patterns" corresponds to an identification element. [Reference Invention 2-6] the reach effect producing means produces the same kind of effects as the reach effect in each of a determination step of a first symbol game and a non-determination step of a second symbol game, The gaming machine described in [Reference Invention 2-4] is characterized in that the confirmed suggestion presentation means starts the confirmed suggestion presentation at the same start timing during the reach presentation of the confirmed step of the first pattern game and during the reach presentation of the non-confirmed step of the second pattern game. In the embodiment, "the time when a certain period of time (Ts) has elapsed from the start of the slow scrolling display of the performance patterns in the middle row" corresponds to the start timing.
[0173] [Reference Invention 2-7] A determination means for determining whether or not a start condition is satisfied each time the start condition is satisfied; A first symbol game means for displaying an image of a first symbol game, in which "a step of making the identification symbol a definite state according to the result of the judgment of whether or not it is a win, and a determination step of displaying an image of a reach effect that enhances the player's expectation of a win before making the identification symbol a definite state" is set; A second symbol game means for displaying an image of a second symbol game in which "a step of making the identification symbol into a non-deterministic state that is not bound by the result of the judgment of whether or not the identification symbol is a win, and a non-deterministic step of displaying an image of a reach effect that enhances the player's expectation of a win before making the identification symbol into a non-deterministic state" is set; A determination suggestion effect means is provided for performing a determination suggestion effect that suggests to a player that the form of the identification pattern is determined in the current step, The confirmation suggestion production means is Executing the determination suggestion effect in each of a state in which an image of the reach effect is displayed in a determination step of a first symbol game and a state in which an image of the reach effect is displayed in a non-determining step of a second symbol game; The second symbol game means includes: A gaming machine characterized in that a "final step of making the identification pattern a definitive state depending on the result of the judgment of whether it is a win or a loss" is executed after a non-deterministic step in a second pattern game. According to the above means, in the first symbol game, the player is notified of the result of the judgment of whether or not the winning has been won in response to the identification symbol being made into a definite state after the execution of the definite suggestion effect during the reach performance, and in the second symbol game, the player is notified of the result of the judgment of whether or not the winning has been won in response to the identification symbol being made into a definite state via a non-definite state after the definite suggestion effect is executed during the reach performance. Therefore, even if the identification symbol is not made into a winning state after the execution of the definite suggestion effect during the reach performance from the player's point of view, the possibility of switching to a winning state is generated, thereby improving the entertainment value of the game. In the embodiment, "the special symbol 1 game, the special symbol 2 game, the small win game, and the big win game all stop" corresponds to the start condition being satisfied, the "main control circuit 40" corresponds to the determination means, the "three rows of performance symbols" correspond to the identification symbols, the "pseudo consecutive performance 2" corresponds to the first symbol game, the "second unit symbol game of pseudo consecutive performance 2" corresponds to the confirmed step, the "normal reach performance of the second unit symbol game of pseudo consecutive performance 2" corresponds to the reach performance, the "sub-control circuit 60" corresponds to the first symbol game means, the second symbol game means, and the confirmed suggestion performance means, the "shake performance" corresponds to the confirmed suggestion performance, the "pseudo consecutive performance 3" corresponds to the second symbol game, the "second unit symbol game of pseudo consecutive performance 3" corresponds to the non-confirmed step, and the "third unit symbol game of pseudo consecutive performance 3" corresponds to the final step.
[0174] [Example 4]
[0175] The presentation mode includes a normal mode, a chance mode, a speed mode, and a high expectation mode. This high expectation mode is a presentation mode when the normal game mode is set, and as shown in Fig. 33(a), in the high expectation mode, a high expectation background image different from any of the normal mode to the speed mode is displayed during the presentation pattern play. This high expectation mode is a presentation mode that gives the player the illusion that the jackpot probability is higher than the normal probability even though it is the normal probability, and the sub-control circuit 60 sets the high expectation mode in response to executing the high expectation mode setting process in Fig. 33(b), and cancels the high expectation mode in response to executing the high expectation mode cancel process in Fig. 33(c).
[0176] The high expectation mode setting process in FIG. 33(b) is started every time the sub-control circuit 60 receives special chart 1 pre-read data from the main control circuit 40, and when the sub-control circuit 60 starts the high expectation mode setting process, it judges whether the current performance mode is normal mode or not in S401. If it is judged to be normal mode here, it moves to S402 and judges whether special chart 1 pre-read data is stored in the special chart 1 pre-read receiving area 1. If the special chart 1 reserved number is the maximum "4", it is judged that special chart 1 pre-read data is stored in the special chart 1 pre-read receiving area 1, and it is judged whether the value of the counter N is "0" or not in S403. The value of this counter N measures the remaining number of times of the high expectation mode, and the sub-control circuit 60 judges "N=0" in the normal mode where the high expectation mode is turned off and moves to S404.
[0177] When the sub-control circuit 60 moves to S404, it judges whether or not there is a pre-judgment result of a jackpot in the special chart 1 pre-reading data of the special chart 1 pre-reading receiving area 1. If it is judged that there is a pre-judgment result of a jackpot in the special chart 1 pre-reading data of the special chart 1 pre-reading receiving area 1, the high expectation mode is set to the on state in S405, and the value of the counter N is set to the number of times the high expectation mode continues to be "4" in S407. If there is a pre-judgment result of a miss in the special chart 1 pre-reading data of the special chart 1 pre-reading receiving area 1, the sub-control circuit 60 moves from S404 to S406. If the high expectation mode is set to the on state here, it is judged with a probability of "1 / 20 times", and if it is judged that the high expectation mode is set to the on state, the value of the counter N is set to "4" in S407. That is, the high expectation mode is set to continue for "4 times", and is turned on with a high probability if the three rows of effect symbols form a big win combination in the fourth effect symbol play, and is turned on with a low probability if the combination does not form a big win. Therefore, based on the fact that the normal background image has been switched to the high expectation background image, the fourth effect symbol play has a high probability of a big win occurring in the player's line of sight, despite the normal probability.
[0178] The high expectation mode release process in FIG. 33(c) is started every time the sub-control circuit 60 receives special game data 1 from the main control circuit 40, and when the sub-control circuit 60 starts the high expectation mode release process, it compares the value of the counter N with "0" in S411. If it is determined that "N>0" here, it proceeds to S412, and subtracts "1" from the value of the counter N to subtract the remaining number of times in the high expectation mode. When the sub-control circuit 60 finishes S412, it proceeds to S413, and compares the value of the counter N with "0". If it is determined that "N=0" here, it proceeds to S414, and the high expectation mode is released.
[0179] FIG. 34 explains the images of pseudo consecutive performances 1 to 3. The images of these pseudo consecutive performances 1 to 3 are all displayed only when the performance mode is set to the high expectation mode, and the required time is set to be the same for each. The image of pseudo consecutive performance 1 consists of one unit pattern play that stops after starting the scrolling display of three rows of performance patterns. The image of this pseudo consecutive performance 1 generates a reach state (see a → b) in response to the scrolling display of three rows of performance patterns at normal speed stopping at the same performance patterns in the order of left row → right row, and starts displaying the battle image SP after generating a normal reach performance in response to changing the scrolling speed of the middle row from normal speed to low speed.
[0180] FIG. 35 explains a battle image SP. This battle image SP is set to have the female image W fight the monster image M (see a), and two types of endings are set for the battle image SP: a winning ending (see b) and a losing ending (see c). The winning ending for this battle image SP is set to have the female image W win the fight against the monster image M, and in the winning ending, three rows of performance symbols are statically displayed in a winning combination. The losing ending for this battle image SP is set to have the female image W lose the fight against the monster image M, and in the losing ending, three rows of performance symbols are statically displayed in a losing combination.
[0181] As shown in Fig. 34, the pseudo consecutive performance 2 is composed of two unit symbol games (see a→b→c→d→e). The first unit symbol game of this pseudo consecutive performance 2 generates a reach state in response to the scroll display of three columns of performance symbols at normal speed stopping at the same performance symbols in the order of left column → right column (see a→b), and develops into a normal reach performance by changing the scroll speed of the middle column from normal speed to low speed, and then makes the three columns of performance symbols into a missed reach combination by stopping the scroll display of the middle column at a performance symbol different from either the left column or the right column (see c). The second unit symbol game of this pseudo consecutive performance 2 generates a normal reach performance like the first unit symbol game of pseudo consecutive performance 1, and then develops the image of the normal reach performance into a battle image SP (see d→e). The battle image SP of this pseudo consecutive performance 2 is set to have the same performance contents and the same required time as the battle image SP of pseudo consecutive performance 1, and in pseudo consecutive performance 2, three rows of performance symbols are statically displayed in a jackpot combination via the winning ending of the battle image SP, or in a losing reach combination via the losing ending.
[0182] As shown in Fig. 34, the pseudo consecutive performance 3 is composed of three unit symbol games (see a→b→c→d→e→f→g→h). The first unit symbol game (see a→b→c) and the second unit symbol game (see d→e→f) of this pseudo consecutive performance 3 are similar to the first unit symbol game of the pseudo consecutive performance 2 in that the three rows of performance symbols are made into a combination of miss-reach through a normal reach performance, and are displayed in the same time as the first unit symbol game of the pseudo consecutive performance 2. The third unit symbol game of this pseudo consecutive performance 3 is similar to the second unit symbol game of the pseudo consecutive performance 2 in that the normal reach performance is developed into a battle image SP (see g→h), and in the pseudo consecutive performance 3, the three rows of performance symbols are statically displayed as a combination of a big win through the winning ending of the battle image SP, or as a combination of a miss-reach through the losing ending. The battle image SP of this pseudo consecutive performance 3 is set to be the same as the battle image SP of the pseudo consecutive performance 1 and the battle image SP of the pseudo consecutive performance 2 in terms of both performance content and required time.
[0183] The pseudo-variation performance process 1 in FIG. 36(a) is started every time the sub-control circuit 60 receives the special symbol 1 game data from the main control circuit 40, and the sub-control circuit 60 judges which of the pseudo consecutive performances 1 to 3 will be executed in the current performance pattern game in the pseudo-variation performance process 1. When the sub-control circuit 60 starts the pseudo-variation performance process 1, it shifts to S421 and judges whether the current performance mode is a high expectation mode or not. If it is judged to be a high expectation mode, it shifts to S422 and judges whether the special symbol variation pattern "PO08" or "PH08" for pseudo-variation performance is present in the reception result of the special symbol 1 game data. If it is judged to be present, it shifts to S423 and judges whether the reception result of the special symbol 1 game data is a jackpot judgment result or not.
[0184] If the sub-control circuit 60 judges in S423 that the reception result of the special chart 1 game data includes a jackpot judgment result, it proceeds to S424 and detects the performance pattern table 11 from the ROM. Figure 36(b) shows the performance pattern table 11, which is set by allocating a low selection probability to the pseudo consecutive performance 1, an intermediate selection probability to the pseudo consecutive performance 2, and a high selection probability to the pseudo consecutive performance 3. If the reception result of the special chart 1 game data includes a miss judgment result, the sub-control circuit 60 proceeds from S423 to S425 and detects the performance pattern table 12 from the ROM. Figure 36(c) shows the performance pattern table 12, which is set by allocating a high selection probability to the pseudo consecutive performance 1, an intermediate selection probability to the pseudo consecutive performance 2, and a low selection probability to the pseudo consecutive performance 3.
[0185] If the sub-control circuit 60 detects the effect pattern table 11 in S424, it proceeds to S426 and selects one of the pseudo consecutive effects 1 to 3 from the effect pattern table 11 with a probability corresponding to the selection probability. If the sub-control circuit 60 detects the effect pattern table 12 in S425, it proceeds to S426 and selects one of the pseudo consecutive effects 1 to 3 from the effect pattern table 12 with a probability corresponding to the selection probability. In other words, the pseudo consecutive effect 1 has the lowest jackpot probability set among the pseudo consecutive effects 1 to 3, the pseudo consecutive effect 2 has the intermediate jackpot probability, and the pseudo consecutive effect 3 has the highest jackpot probability set.
[0186] When S426 is completed, the sub-control circuit 60 proceeds to S427, and performs one of the following processes [1] to [3]. [1] When the sub-control circuit 60 selects pseudo consecutive performance 1, it sets the three rows of performance symbols to a jackpot combination for the first unit pattern play in response to the determination result of a jackpot in the special chart 1 game data, and sets the three rows of performance symbols to a miss reach combination for the first unit pattern play in response to the determination result of a miss. [2] When the sub-control circuit 60 selects pseudo consecutive performance 2, it sets the three rows of performance symbols to a miss-reach combination for the first unit pattern play, and if there is a jackpot determination result in the special chart 1 game data, it sets the three rows of performance symbols to a jackpot combination for the second unit pattern play, and if there is a miss determination result in the special chart 1 game data, it sets the three rows of performance symbols to a miss-reach combination for the second unit pattern play. [3] When the sub-control circuit 60 selects pseudo consecutive performance 3, it sets three rows of performance symbols as a combination of misses and reaches for the first unit pattern play and the second unit pattern play, and sets three rows of performance symbols as a combination of jackpots for the third unit pattern play if the special chart 1 play data indicates a jackpot, and sets three rows of performance symbols as a combination of misses and reaches for the third unit pattern play if the special chart 1 play data indicates a miss.
[0187] FIG. 37 explains the image of the big win notice performance 1. The image of the big win notice performance 1 is displayed only when any of the pseudo consecutive performances 1 to 3 is executed in the high expectation mode setting, and is composed of a starting image 1 (see a), a repeat image 1 (see b), and an ending image 1 (see c1 / c2). The starting image 1 notifies the player of the start of the big win notice performance 1, and is started to be displayed in the reach state of the three-row performance pattern. This starting image 1 displays the notice pattern WO1 imitating a woman sitting while pointing her finger for a certain period of time, and the repeat image 1 is started to be displayed in response to the disappearance of the notice pattern WO1 in the reach state of the three-row performance pattern. This repeat image 1 is set to the content of bird pattern B1, bird pattern B2, and bird pattern B3 flying in the sky, and is displayed by repeatedly playing one moving image. Ending image 1 is displayed after repeat image 1, and there are two types of ending image 1: high reliability ending image 1 (see c1) and low reliability ending image 1 (see c2). The high reliability ending image 1 is set to a content in which bird pattern B1 of bird patterns B1 to B3 descends to a woman, suggesting to the player that the three rows of performance patterns will be a jackpot combination with a high probability in the current performance pattern game. The low reliability ending image 1 is set to a content in which bird pattern B2 of bird patterns B1 to B3 descends to a woman, suggesting to the player that the three rows of performance patterns will be a jackpot combination with a low probability in the current performance pattern game compared to the high expectation ending image 1.
[0188] As shown in Fig. 37(d), the image of the big win notice performance 1 starts to be displayed at the display start timing T1s in the pseudo consecutive performance 1. This display start timing T1s is set to the timing when a certain time T has elapsed based on the start of the normal reach performance in the first unit symbol game, and the image of the big win notice performance 1 stops at the display stop timing T1e in either the ending image 1 of high expectation or the ending image 1 of low expectation in the pseudo consecutive performance 1. This display stop timing T1e is set to the timing immediately before the battle image SP starts to be displayed, and in the pseudo consecutive performance 1, the required time for the big win notice performance 1 is set to a long time "T1e-T1s" by adjusting the display time of the repeat image 1.
[0189] As shown in Fig. 37(e), the image of the big win notice performance 1 starts to be displayed at the display start timing T2s in the pseudo consecutive performance 2. This display start timing T2s is set to the timing when a certain time T has elapsed based on the start of the normal reach performance in the second unit symbol game, and the image of the big win notice performance 1 stops at the display stop timing T2e in the pseudo consecutive performance 2 with either the ending image 1 of high expectation or the ending image 1 of low expectation. This display stop timing T2e is set to the timing just before the battle image SP starts to be displayed, and in the pseudo consecutive performance 2, the required time for the big win notice performance 1 is set to a medium time "T2e-T2s" that is shorter than that of the pseudo consecutive performance 1 by adjusting the display time of the repeat image 1.
[0190] As shown in Fig. 37(f), the image of the big win notice performance 1 starts to be displayed at the display start timing T3s in the pseudo consecutive performance 3. This display start timing T3s is set to the timing when a certain time T has elapsed based on the start of the normal reach performance in the third unit pattern game, and the image of the big win notice performance 1 stops at the display stop timing T3e in the pseudo consecutive performance 3 with either the ending image 1 of high expectation or the ending image 1 of low expectation. This display stop timing T3e is set to the timing just before the battle image SP starts to be displayed, and in the pseudo consecutive performance 3, the required time for the big win notice performance 1 is set to a short time "T3e-T3s" that is even shorter than that of the pseudo consecutive performance 2 by adjusting the display time of the repeat image 1.
[0191] FIG. 38 explains the image of the big win notice performance 2. The image of the big win notice performance 2 is displayed only when any of the pseudo consecutive performances 1 to 3 is executed in the high expectation mode setting, and is composed of a starting image 2 (see a), a repeat image 2 (see b), and an ending image 2 (see c1 / c2). The starting image 2 notifies the player of the start of the big win notice performance 2, and is displayed when the three-row performance pattern is in a reach state. The starting image 2 displays the notice pattern WO2, which imitates a woman raising her arms, for a certain period of time, and the repeat image 2 is displayed when the notice pattern WO2 is erased when the three-row performance pattern is in a reach state. The repeat image 2 is set to scroll text images "Super hot!" and "Stay tuned!" from right to left in the window W in the cyclical order of "Super hot!" → "Stay tuned!" → "Super hot!", and is displayed by repeatedly playing one moving image. Ending image 2 is displayed after repeat image 2, and there are two types of ending image 2: high expectation ending image 2 (see c1) and low expectation ending image 2 (see c2). The high expectation ending image 2 stops the scrolling text image with "Super hot!", suggesting to the player that the three rows of performance symbols will be a combination that will result in a big win with a high probability in the current performance symbol game. The low expectation ending image 2 stops the scrolling text image with "Stay tuned!", suggesting to the player that the three rows of performance symbols will be a combination that will result in a big win with a low probability in the current performance symbol game compared to the high expectation ending image 2.
[0192] As shown in Fig. 38(d), the image of the big win notice performance 2 starts to be displayed at the same display start timing T1s as the big win notice performance 1 in the pseudo consecutive performance 1. The image of this big win notice performance 2 stops at either the ending image 2 of high expectation or the ending image 2 of low expectation at the same display stop timing T1e as the big win notice performance 1, and in the pseudo consecutive performance 1, the required time of the big win notice performance 2 is set to the same long time "T1e-T1s" as the big win notice performance 1 by adjusting the display time of the repeat image 2. As shown in Fig. 38(e), the image of this big win notice performance 2 starts to be displayed at the same display start timing T2s as the big win notice performance 1 in the pseudo consecutive performance 2. In the pseudo consecutive performance 2, the image of the big win notice performance 2 is stopped at either the ending image 2 of high expectation or the ending image 2 of low expectation at the same display stop timing T2e as the big win notice performance 1, and in the pseudo consecutive performance 2, the required time of the big win notice performance 2 is set to the same medium time "T2e-T2s" as the big win notice performance 1 by adjusting the display time of the repeat image 2. As shown in FIG. 38(f), the image of the big win notice performance 2 is displayed starting at the same display start timing T3s as the big win notice performance 1 in the pseudo consecutive performance 3. In the pseudo consecutive performance 3, the image of the big win notice performance 2 is stopped at either the ending image 2 of high expectation or the ending image 2 of low expectation at the same display stop timing T3e as the big win notice performance 1, and in the pseudo consecutive performance 3, the required time of the big win notice performance 2 is set to the same short time "T3e-T3s" as the big win notice performance 1 by adjusting the display time of the repeat image 2.
[0193] FIG. 39 explains the image of the big win notice performance 3. The image of the big win notice performance 3 is displayed only when any of the pseudo consecutive performances 1 to 3 is executed in the high expectation mode setting state, and is composed of a starting image 3 (see a), a repeat image 3 (see b), and an ending image 3 (see c1 / c2). The starting image 3 notifies the player of the start of the big win notice performance 3, and is displayed when the three-row performance pattern is in a reach state. The starting image 3 displays the notice pattern WO3 imitating a jumping woman for a certain period of time, and the repeat image 3 is displayed in response to the notice pattern WO3 being erased when the three-row performance pattern is in a reach state. The repeat image 3 is set to the notice pattern WO3 flying in space, and a star pattern S, a Jupiter pattern J, and a Saturn pattern St are displayed in space. This repeat image 3 is displayed by repeatedly playing one moving image, and the ending image 3 is displayed after the repeat image 3. Two types of ending images 3 are set: a high expectation ending image 3 (see c1) and a low expectation ending image 3 (see c2). The high expectation ending image 3 is set so that the preview image WO3 approaches the Saturn pattern St, suggesting to the player that the three rows of performance patterns will be a combination that will result in a big win with a high probability in the current performance pattern game. The low expectation ending image 3 is set so that the preview image WO3 approaches the Jupiter pattern J, suggesting to the player that the three rows of performance patterns will be a combination that will result in a big win with a low probability in the current performance pattern game compared to the high expectation ending image 3.
[0194] As shown in FIG. 39(d), the image of the big win notice performance 3 starts to be displayed at the same display start timing T1s as the big win notice performances 1-2 in the pseudo consecutive performance 1. The image of this big win notice performance 3 stops at either the ending image 3 of high expectation or the ending image 3 of low expectation at the same display stop timing T1e as the big win notice performances 1-2 in the pseudo consecutive performance 1, and the required time of the big win notice performance 3 is set to the same long time "T1e-T1s" as the big win notice performances 1-2 in the pseudo consecutive performance 1 by adjusting the display time of the repeat image 3. The image of this big win notice performance 3 starts to be displayed at the same display start timing T2s as the big win notice performances 1-2 in the pseudo consecutive performance 2 as shown in FIG. In the pseudo consecutive performance 2, the image of this big win notice performance 3 is stopped at either the high expectation ending image 3 or the low expectation ending image 3 at the same display stop timing T2e as the big win notice performances 1-2, and in the pseudo consecutive performance 2, the required time of the big win notice performance 3 is set to the same middle time "T2e-T2s" as the big win notice performances 1-2 by adjusting the display time of the repeat image 3. As shown in FIG. 39(f), in the pseudo consecutive performance 3, the image of this big win notice performance 3 starts to be displayed at the same display start timing T3s as the big win notice performances 1-2. In the pseudo consecutive performance 3, the image of this jackpot prediction performance 3 stops at either a high expectation ending image 3 or a low expectation ending image 3 at the same display stop timing T3e as the jackpot prediction performances 1-2, and in the pseudo consecutive performance 3, the required time for the jackpot prediction performance 3 is set to the same short time "T3e-T3s" as the jackpot prediction performances 1-2 by adjusting the display time of the repeat image 3.
[0195] FIG. 40 explains the repeat count performance. This repeat count performance informs the player of which unit symbol play in the current performance symbol play is the current unit symbol play, and there are three types of repeat count performances, repeat count performances 1 to 3. Repeat count performance 1 informs the player that the current unit symbol play is the first one, and is performed by cutting in and displaying the preview symbol WO1 when the three rows of performance symbols are scrolled in the first unit symbol play of each of pseudo consecutive performances 1 to 3 (see a1 to a2). Repeat count performance 2 informs the player that the current unit symbol play is the second one, and is performed by cutting in and displaying the preview symbol WO2 when the three rows of performance symbols are scrolled in the second unit symbol play of each of pseudo consecutive performances 2 to 3 (see b1 to b2). The repeat count effect 3 notifies the player that the current unit pattern play is the third time, and is performed by displaying a preview pattern WO3 in a cut-in while three rows of performance patterns are scrolled during the third unit pattern play of pseudo consecutive effect 3 (see c1 → c2).
[0196] The high expectation mode notice performance process in Fig. 41(a) is started after the pseudo variable performance process 1 every time the sub-control circuit 60 receives special symbol 1 game data from the main control circuit 40, and when the sub-control circuit 60 executes any of the pseudo consecutive performances 1-3 in the current performance pattern game, it selects which of the big win notice performances 1-3 to indicate the reliability of the big win to the player in the high expectation mode notice performance process. When the sub-control circuit 60 starts the high expectation mode notice performance process, it judges in S431 whether the current performance mode is the high expectation mode. If it is judged to be the high expectation mode here, it moves to the ending selection process in S432 and detects the ending table in Fig. 41(b) from the ROM. This ending table assigns a probability of selecting a high reliability ending image and a probability of selecting a low reliability ending image for each win / lose judgment result, and if the reception result of the special chart 1 game data includes a jackpot judgment result, the sub-control circuit 60 selects either a high reliability ending image or a low reliability ending image from the "jackpot" column of the ending table with a probability corresponding to the selection probability, and if the reception result of the special chart 1 game data includes a miss judgment result, the sub-control circuit 60 selects either a high reliability ending image or a low reliability ending image from the "miss" column of the ending table with a probability corresponding to the selection probability.
[0197] When the sub-control circuit 60 finishes S432, it moves to S433 and judges whether or not the pseudo consecutive performance 1 is executed in the current performance symbol game. If it judges that the pseudo consecutive performance 1 is executed, it moves to the big win notice performance process 1 of S434 and selects one of the big win notice performances 1 to 3 from the notice table 1 of FIG. 42 (a). In this notice table 1, the selection probability of each of the big win notice performances 1 to 3 is assigned to each selection result of the type of ending image, and when the sub-control circuit 60 selects an ending image with a low expectation in S432, it selects one of the big win notice performances 1 to 3 with the same medium probability in S434. When the sub-control circuit 60 selects an ending image with a high expectation in S432, it selects the big win notice performance 1 with a high probability in S434 and selects one of the big win notice performances 2 and 3 with a low probability.
[0198] When the sub-control circuit 60 selects an ending image with high expectation in S432 of Fig. 41 and then selects jackpot notice performance 1 in S434, it sets the ending image 1 of jackpot notice performance 1 to high expectation, starts displaying the image of jackpot notice performance 1 at the display start timing T1s of the current performance pattern game, and then stops displaying the ending image 1 with high expectation at the display stop timing T1e. When the sub-control circuit 60 selects an ending image with low expectation in S432 and then selects jackpot notice performance 1 in S434, it sets the ending image 1 of jackpot notice performance 1 to low expectation, starts displaying the image of jackpot notice performance 1 at the display start timing T1s of the current performance pattern game, and then stops displaying the ending image 1 with low expectation at the display stop timing T1e.
[0199] If the sub-control circuit 60 selects an ending image with a high expectation level in S432 and then selects jackpot notice performance 2 in S434, it sets the ending image 2 of the jackpot notice performance 2 to a high expectation level, starts displaying the image of the jackpot notice performance 2 at the display start timing T1s of the current performance pattern game, and then stops displaying the ending image 2 with a high expectation level at the display stop timing T1e. If the sub-control circuit 60 selects an ending image with a low expectation level in S432 and then selects jackpot notice performance 2 in S434, it sets the ending image 2 of the jackpot notice performance 2 to a low expectation level, starts displaying the image of the jackpot notice performance 2 at the display start timing T1s of the current performance pattern game, and then stops displaying the ending image 2 with a low expectation level at the display stop timing T1e.
[0200] If the sub-control circuit 60 selects an ending image with a high expectation level in S432 and then selects the big win notice performance 3 in S434, it sets the ending image 3 of the big win notice performance 3 to a high expectation level, starts displaying the image of the big win notice performance 3 at the display start timing T1s of the current performance pattern game, and then stops displaying the ending image 3 with a high expectation level at the display stop timing T1e. If the sub-control circuit 60 selects an ending image with a low expectation level in S432 and then selects the big win notice performance 3 in S434, it sets the ending image 3 of the big win notice performance 3 to a low expectation level, starts displaying the image of the big win notice performance 3 at the display start timing T1s of the current performance pattern game, and then stops displaying the ending image 3 with a low expectation level at the display stop timing T1e.
[0201] If the sub-control circuit 60 determines in S433 of FIG. 41(a) that the pseudo consecutive performance 1 will not be executed in the current performance symbol game, it proceeds to S435 and determines whether or not the pseudo consecutive performance 2 will be executed in the current performance symbol game. If it determines that the pseudo consecutive performance 2 will be executed, it proceeds to the big win notice performance process 2 in S436 and selects one of the big win notice performances 1 to 3 from the notice table 2 in FIG. 42(b). In this notice table 2, the selection probability of each of the big win notice performances 1 to 3 is assigned to each selection result of the type of ending image, and if the sub-control circuit 60 selects an ending image with low expectation in S432, it selects one of the big win notice performances 1 to 3 with the same medium probability in S436. If the sub-control circuit 60 selects an ending image with high expectation in S432, it selects the big win notice performance 2 with high probability in S436 and selects one of the big win notice performances 1 and 3 with low probability.
[0202] When the sub-control circuit 60 selects an ending image with high expectation in S432 of Fig. 41 and then selects jackpot notice performance 1 in S436, it sets the ending image 1 of jackpot notice performance 1 to high expectation, starts displaying the image of jackpot notice performance 1 at the display start timing T2s of the current performance pattern game, and then stops displaying the ending image 1 with high expectation at the display stop timing T2e. When the sub-control circuit 60 selects an ending image with low expectation in S432 and then selects jackpot notice performance 1 in S436, it sets the ending image 1 of jackpot notice performance 1 to low expectation, starts displaying the image of jackpot notice performance 1 at the display start timing T2s of the current performance pattern game, and then stops displaying the ending image 1 with low expectation at the display stop timing T2e.
[0203] If the sub-control circuit 60 selects an ending image with a high expectation level in S432 and then selects jackpot notice performance 2 in S436, it sets the ending image 2 of the jackpot notice performance 2 to a high expectation level, starts displaying the image of the jackpot notice performance 2 at the display start timing T2s of the current performance pattern game, and then stops displaying the ending image 2 with a high expectation level at the display stop timing T2e. If the sub-control circuit 60 selects an ending image with a low expectation level in S432 and then selects jackpot notice performance 2 in S436, it sets the ending image 2 of the jackpot notice performance 2 to a low expectation level, starts displaying the image of the jackpot notice performance 2 at the display start timing T2s of the current performance pattern game, and then stops displaying the ending image 2 with a low expectation level at the display stop timing T2e.
[0204] If the sub-control circuit 60 selects an ending image with a high expectation level in S432 and then selects the big win notice performance 3 in S436, it sets the ending image 3 of the big win notice performance 3 to a high expectation level, starts displaying the image of the big win notice performance 3 at the display start timing T2s of the current performance pattern game, and then stops displaying the ending image 3 with a high expectation level at the display stop timing T2e. If the sub-control circuit 60 selects an ending image with a low expectation level in S432 and then selects the big win notice performance 3 in S436, it sets the ending image 3 of the big win notice performance 3 to a low expectation level, starts displaying the image of the big win notice performance 3 at the display start timing T2s of the current performance pattern game, and then stops displaying the ending image 3 with a low expectation level at the display stop timing T2e.
[0205] If the sub-control circuit 60 determines in S435 of FIG. 41 that the pseudo consecutive performance 2 will not be executed, it proceeds to S437, where it determines whether or not the pseudo consecutive performance 3 will be executed in the current performance symbol game. If it determines that the pseudo consecutive performance 3 will be executed, it proceeds to the big win notice performance process 3 in S438, where one of the big win notice performances 1 to 3 is selected from the notice table 3 in FIG. 42(c). In this notice table 3, the selection probability of each of the big win notice performances 1 to 3 is assigned to each selection result of the type of ending image, and if the sub-control circuit 60 selects an ending image with a low expectation in S432, it selects one of the big win notice performances 1 to 3 with the same medium probability in S438. If the sub-control circuit 60 selects an ending image with a high expectation in S432, it selects the big win notice performance 3 with a high probability in S438, and selects one of the big win notice performances 1 and 2 with a low probability.
[0206] If the sub-control circuit 60 selects an ending image with high expectation in S432 and then selects jackpot notice performance 1 in S438, it sets the ending image 1 of jackpot notice performance 1 to high expectation, starts displaying the image of jackpot notice performance 1 at the display start timing T3s of the current performance pattern game, and then stops displaying the ending image 1 with high expectation at the display stop timing T3e. If the sub-control circuit 60 selects an ending image with low expectation in S432 and then selects jackpot notice performance 1 in S438, it sets the ending image 1 of jackpot notice performance 1 to low expectation, starts displaying the image of jackpot notice performance 1 at the display start timing T3s of the current performance pattern game, and then stops displaying the ending image 1 with low expectation at the display stop timing T3e.
[0207] If the sub-control circuit 60 selects an ending image with a high expectation level in S432 and then selects jackpot notice performance 2 in S438, it sets the ending image 2 of the jackpot notice performance 2 to a high expectation level, starts displaying the image of the jackpot notice performance 2 at the display start timing T3s of the current performance pattern game, and then stops displaying the ending image 2 with a high expectation level at the display stop timing T3e. If the sub-control circuit 60 selects an ending image with a low expectation level in S432 and then selects jackpot notice performance 2 in S438, it sets the ending image 2 of the jackpot notice performance 2 to a low expectation level, starts displaying the image of the jackpot notice performance 2 at the display start timing T3s of the current performance pattern game, and then stops displaying the ending image 2 with a low expectation level at the display stop timing T3e.
[0208] If the sub-control circuit 60 selects an ending image with a high expectation level in S432 and then selects the big win notice performance 3 in S438, it sets the ending image 3 of the big win notice performance 3 to a high expectation level, starts displaying the image of the big win notice performance 3 at the display start timing T3s of the current performance pattern game, and then stops displaying the ending image 3 with a high expectation level at the display stop timing T3e. If the sub-control circuit 60 selects an ending image with a low expectation level in S432 and then selects the big win notice performance 3 in S438, it sets the ending image 3 of the big win notice performance 3 to a low expectation level, starts displaying the image of the big win notice performance 3 at the display start timing T3s of the current performance pattern game, and then stops displaying the ending image 3 with a low expectation level at the display stop timing T3e.
[0209] In the high expectation mode, the player is informed of the number of times the unit pattern game is currently being played in response to the cut-in display of any of the preview patterns WO1 to WO3 of a woman for each unit pattern play. In this high expectation mode, if one of the preview patterns WO1 to WO3 of a woman is cut-in and then one of the jackpot preview performances 1 to 3 with the same preview pattern as the woman cut-in starts to be displayed, an ending image with high expectation is displayed with a high probability, and the three rows of performance patterns are highly likely to be a jackpot combination via the normal reach performance and the battle image SP. In this high expectation mode, if one of the preview patterns WO1 to WO3 of a woman is cut-in and then one of the preview patterns 1 to 3 with a different preview pattern from the woman cut-in starts to be displayed, an ending image with high expectation is displayed with a low probability, and the three rows of performance patterns are highly likely to be a jackpot combination via the battle image SP from the normal reach performance. In short, when one of the jackpot prediction effects 1 to 3 corresponding to the number of repetitions of the unit pattern game currently in progress begins to be displayed from the player's point of view, the three rows of performance patterns will be a jackpot combination with a high probability, and when one that does not correspond to the number of repetitions of the unit pattern game currently in progress begins to be displayed, the three rows of performance patterns will be a jackpot combination with a low probability.
[0210] FIG. 43 explains pseudo consecutive performances 4 to 6. Pseudo consecutive performance 4 consists of four unit symbol games (see e), and the first to third unit symbol games of pseudo consecutive performance 4 are a combination of three columns of performance symbols that are completely misses when they stop in the order of left column → right column → center column after starting the scrolling display of three columns of performance symbols (see a → b). The fourth unit symbol game of this pseudo consecutive performance 4 is a combination of three columns of performance symbols that are completely misses when they stop in the order of left column → right column after starting the scrolling display of three columns of performance symbols, generating a reach state, and starting to display a battle image SP via a normal reach performance (see c → d), and the three columns of performance symbols are displayed in a static combination according to the result of the judgment of whether they are win or lose after the image of the ending is displayed in the battle image SP.
[0211] Pseudo consecutive performance 5 consists of five unit symbol plays (see f), and the first to fourth unit symbol plays of pseudo consecutive performance 5 are made into a completely miss combination by displaying three rows of performance symbols in a scrolling state and a scroll-stop state in sequence, similar to the first to third unit symbol plays of pseudo consecutive performance 4 (see a → b). The fifth unit symbol play of this pseudo consecutive performance 5 is made to develop into a battle image SP via a normal reach performance after starting the scrolling display of three rows of performance symbols, similar to the fourth unit symbol play of pseudo consecutive performance 4 (see c → d), and the three rows of performance symbols are displayed in a static combination according to the result of the judgment of whether they were a hit or a miss after the ending image is displayed in the battle image SP.
[0212] Pseudo consecutive performance 6 consists of six unit symbol games (see g), and the first to fifth unit symbol games of pseudo consecutive performance 6 are made into a completely miss combination by displaying three rows of performance symbols in a scrolling state and a scroll-stopped state in sequence, similar to the first to third unit symbol games of pseudo consecutive performance 4 (see a → b). The sixth unit symbol game of this pseudo consecutive performance 6 starts scrolling three rows of performance symbols, similar to the fourth unit symbol game of pseudo consecutive performance 4, and then develops into a battle image SP via a normal reach performance (see c → d), and the three rows of performance symbols are displayed in a static combination according to the result of the win / loss judgment after the conclusion image is displayed in the battle image SP.
[0213] The pseudo-variation performance process 2 in FIG. 44(a) is started every time the sub-control circuit 60 receives the special symbol 1 game data from the main control circuit 40, and the sub-control circuit 60 judges which of the pseudo consecutive performances 4 to 6 will be executed in the current performance pattern game in the pseudo-variation performance process 2. When the sub-control circuit 60 starts the pseudo-variation performance process 2, it shifts to S441 and judges whether the current performance mode is a normal mode with the high expectation mode turned off. If it is judged to be in the normal mode, it shifts to S442 and judges whether the special symbol variation pattern "PO08" or "PH08" for the pseudo-variation performance is present in the reception result of the special symbol 1 game data. If it is judged to be present in the special symbol variation pattern for the pseudo-variation performance, it shifts to S443 and judges whether the reception result of the special symbol 1 game data is a jackpot judgment result. If it is determined that there is a big win, the effect pattern table 21 is detected from the ROM in S444, and if there is a miss, the effect pattern table 22 is detected from the ROM in S445.
[0214] Fig. 44(b) shows the effect pattern table 21, which is set by allocating a low selection probability to the pseudo consecutive performance 4, an intermediate selection probability to the pseudo consecutive performance 5, and a high selection probability to the pseudo consecutive performance 6. Fig. 44(c) shows the effect pattern table 22, which is set by allocating a high selection probability to the pseudo consecutive performance 4, an intermediate selection probability to the pseudo consecutive performance 5, and a low selection probability to the pseudo consecutive performance 6. When the sub-control circuit 60 detects the effect pattern table 21 in S444, it selects one of the pseudo consecutive performances 4 to 6 from the effect pattern table 21 with a probability corresponding to the selection probability in S446, and when the sub-control circuit 60 detects the effect pattern table 22 in S445, it selects one of the pseudo consecutive performances 4 to 6 from the effect pattern table 22 with a probability corresponding to the selection probability in S446. In other words, among pseudo consecutive performances 4 to 6, pseudo consecutive performance 4 has the lowest jackpot probability set, pseudo consecutive performance 5 has the intermediate jackpot probability set, and pseudo consecutive performance 6 has the highest jackpot probability set.
[0215] When S446 is completed, the sub-control circuit 60 proceeds to S447, and performs one of the following processes [1] to [3]. [1] When the sub-control circuit 60 selects the pseudo consecutive performance 4, it sets the three rows of performance symbols to a combination of complete misses for the first to third unit pattern plays, and when the special chart 1 game data indicates a jackpot, it sets the three rows of performance symbols to a combination of jackpots for the fourth unit pattern play, and when the special chart 1 game data indicates a miss, it sets the three rows of performance symbols to a combination of misses for the fourth unit pattern play. [2] When the sub-control circuit 60 selects the pseudo consecutive performance 5, it sets the three rows of performance symbols to a combination of complete misses for the first to fourth unit pattern plays, and when the special chart 1 game data indicates a jackpot, it sets the three rows of performance symbols to a combination of jackpots for the fifth unit pattern play, and when the special chart 1 game data indicates a miss, it sets the three rows of performance symbols to a combination of misses for the fifth unit pattern play. [3] When the sub-control circuit 60 selects the pseudo consecutive performance 6, it sets the three rows of performance symbols to a combination of complete misses for the first to fifth unit pattern plays, and when the special chart 1 game data indicates a jackpot, it sets the three rows of performance symbols to a combination of jackpots for the sixth unit pattern play, and when the special chart 1 game data indicates a miss, it sets the three rows of performance symbols to a combination of misses for the sixth unit pattern play.
[0216] 45(a)-(d) are explanatory diagrams of the cut-in notice performance. This cut-in notice performance suggests to the player that the three rows of performance symbols will be a winning combination in the current performance symbol game, and is performed by displaying a cut-in image while the three rows of performance symbols are being scrolled. There are three types of cut-in notice performances, cut-in notice performances 1-3. Cut-in notice performance 1 displays a cut-in notice symbol W1 in a shrugging pose (see a->b), cut-in notice performance 2 displays a cut-in notice symbol W2 in a thoughtful pose (see a->c), and cut-in notice performance 3 displays a cut-in notice symbol W3 in a pose making an OK sign (see a->d).
[0217] Each of the cut-in notice performances 1 to 3 is displayed only when one of the pseudo consecutive performances 4 to 6 is executed in the normal mode with the high expectation mode turned off, and is not displayed when the high expectation mode is turned on. The normal mode notice performance process in Fig. 46 is started after the pseudo variable performance process 2 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 determines the notice number and notice type of the cut-in notice performance in the normal mode notice performance process, and executes one of the cut-in notice performances 1 to 3 according to the judgment result of the notice type in the current performance pattern game the number of times according to the judgment result of the notice number.
[0218] When the sub-control circuit 60 starts the normal mode notice performance process, it shifts to S451 and judges whether the current performance mode is the normal mode with the high expectation mode turned off. If it judges that it is the normal mode, it shifts to S452 and judges whether any of the pseudo consecutive performances 4 to 6 will be executed in this performance pattern game. If it judges that any of the pseudo consecutive performances 4 to 6 will be executed, it shifts to S453 and selects one notice type from the cut-in notice performances 1 to 3. This process is performed so that each of the three types of cut-in notice performances 1 to 3 is selected with an equal probability of "1 / 3 times", and when the sub-control circuit 60 finishes S453, it shifts to S454.
[0219] When the sub-control circuit 60 moves to S454, it judges whether or not the pseudo consecutive performance 4 is executed in the current performance pattern game. If it judges that the pseudo consecutive performance 4 is executed, it moves to the big win notice performance process 4 of S455, and detects the notice table 4 of FIG. 47(a) from the ROM. In this notice table 4, the selection probability of each of the notice patterns P41 to P43 is set for each judgment result of hit or miss, and the sub-control circuit 60 selects one of the notice patterns P41 to P43 with the selection probability assigned to the judgment result of "big win" when there is a judgment result of a big win in the reception result of the special chart 1 game data, and selects one of the notice patterns P41 to P43 with the selection probability assigned to the judgment result of "miss" when there is a judgment result of a miss. In this notice table 4, the notice pattern P43 has the highest big win probability among the notice patterns P41 to P43, the notice pattern P41 has the lowest big win probability, and the notice pattern P42 has the middle big win probability.
[0220] FIG. 47(d) explains the notice pattern P43. This notice pattern P43 executes the cut-in notice performance only once as a result of the selection of the notice type during the scroll display of the three rows of performance patterns in each of the first to fourth unit pattern games, and when the notice pattern P43 is selected, a total of four cut-in notice performances are performed in the current performance pattern game. FIG. 47(c) explains the notice pattern P42. This notice pattern P42 executes the cut-in notice performance only once as a result of the selection of the notice type during the scroll display of the three rows of performance patterns in each of the first, second, and fourth unit pattern games, and when the notice pattern P42 is selected, a total of three cut-in notice performances are performed in the current performance pattern game. FIG. 47(b) explains the notice pattern P41. This preview pattern P41 executes a cut-in preview performance only once as a result of the selection of a preview type during the scrolling display of three rows of performance patterns during each of the first and fourth unit pattern plays, and when preview pattern P41 is selected, a total of two cut-in preview performances are performed during this performance pattern play.
[0221] If the sub-control circuit 60 determines in S454 of FIG. 46 that the pseudo consecutive performance 4 will not be executed, it proceeds to S456, where it determines whether or not the pseudo consecutive performance 5 will be executed in the current performance pattern game. If it determines that the pseudo consecutive performance 5 will be executed, it proceeds to the big win notice performance process 5 in S457, and detects the notice table 5 in FIG. 48(a) from the ROM. In this notice table 5, the selection probability of each of the notice patterns P51 to P53 is set for each hit or miss judgment result, and the sub-control circuit 60 selects one of the notice patterns P51 to P53 with the selection probability assigned to the "big win" judgment result when there is a hit judgment result in the reception result of the special chart 1 game data, and selects one of the notice patterns P51 to P53 with the selection probability assigned to the "miss" judgment result when there is a miss judgment result. In this notice table 5, among notice patterns P51 to P53, the big hit probability of notice pattern P53 is the highest, the big hit probability of notice pattern P51 is the lowest, and the big hit probability of notice pattern P52 is intermediate.
[0222] FIG. 48(d) explains the notice pattern P53. This notice pattern P53 executes the cut-in notice performance only once as a result of the selection of the notice type during the scroll display of the three rows of performance patterns in each of the first to fifth unit pattern games, and when the notice pattern P53 is selected, a total of five cut-in notice performances are performed in the current performance pattern game. FIG. 48(c) explains the notice pattern P52. This notice pattern P52 executes the cut-in notice performance only once as a result of the selection of the notice type during the scroll display of the three rows of performance patterns in each of the first, second, and fifth unit pattern games, and when the notice pattern P52 is selected, a total of three cut-in notice performances are performed in the current performance pattern game. FIG. 48(b) explains the notice pattern P51. This notice pattern P51 executes a cut-in notice performance only once as a result of the selection of a notice type during the scrolling display of three rows of performance patterns during each of the first and fifth unit pattern plays, and when notice pattern P51 is selected, a total of two cut-in notice performances are performed during this performance pattern play.
[0223] If the sub-control circuit 60 determines in S456 of FIG. 46 that the pseudo consecutive performance 5 will not be executed, it proceeds to S458, and determines whether or not the pseudo consecutive performance 6 will be executed in the current performance pattern game. If it determines that the pseudo consecutive performance 6 will be executed, it proceeds to the big win notice performance process 6 in S459, and detects the notice table 6 in FIG. 49(a) from the ROM. In this notice table 6, the selection probability of each of the notice patterns P61 to P63 is set for each judgment result of hit or miss, and the sub-control circuit 60 selects one of the notice patterns P61 to P63 with the selection probability assigned to the judgment result of "big win" when there is a judgment result of a hit in the reception result of the special chart 1 game data, and selects one of the notice patterns P61 to P63 with the selection probability assigned to the judgment result of "miss" when there is a judgment result of a miss. In this notice table 6, among the notice patterns P61 to P63, the big hit probability of the notice pattern P63 is the highest, the big hit probability of the notice pattern P61 is the lowest, and the big hit probability of the notice pattern P62 is intermediate.
[0224] FIG. 49(d) explains the notice pattern P63. This notice pattern P63 executes the cut-in notice performance only once as a result of the selection of the notice type during the scroll display of the three rows of performance patterns in each of the first to sixth unit pattern games, and when the notice pattern P63 is selected, a total of six cut-in notice performances are performed in the current performance pattern game. FIG. 49(c) explains the notice pattern P62. This notice pattern P62 executes the cut-in notice performance only once as a result of the selection of the notice type during the scroll display of the three rows of performance patterns in each of the first, second, third, fourth, and sixth unit pattern games, and when the notice pattern P62 is selected, a total of five cut-in notice performances are performed in the current performance pattern game. FIG. 49(b) explains the notice pattern P61. This notice pattern P61 executes a cut-in notice performance only once as a result of the selection of a notice type during the scrolling display of three rows of performance patterns in each of the first, second, fourth and sixth unit pattern plays, and when notice pattern P61 is selected, a total of four cut-in notice performances are performed in this performance pattern play.
[0225] In the normal mode with the high expectation mode turned off, the number of times the jackpot notice performance is executed is based on the number of times the unit symbol play is repeated, and the more times the jackpot notice performance is executed, the higher the probability that the three rows of performance symbols will be a jackpot combination. In the normal mode with the high expectation mode turned on, the jackpot notice performance starts at a display start timing based on the number of times the unit symbol play is repeated, and the jackpot notice performance ends just before the battle image SP starts to be displayed, regardless of the number of times the unit symbol play is repeated, as the required time for the jackpot notice performance is adjusted depending on whether the display start timing is delayed or not. In the normal mode with the high expectation mode turned on, the later the display start timing of the jackpot notice performance, the higher the probability that the three rows of performance symbols will be a jackpot combination.
[0226] According to the above-mentioned fourth embodiment, the following effects are obtained. In the case where the pseudo consecutive performance 1 is executed in the current performance pattern game, the big win notice performance 1 starts at the earliest display start timing T1s among the display start timings T1s to T3s, and then ends in the longest "T1e-T1s" among the required times "T1e-T1s" to "T3e-T3s". In the case where the pseudo consecutive performance 3 is executed, the big win notice performance 1 starts at the latest display start timing T3s among the display start timings T1s to T3s, and then ends in the required time "T1e-T1s" to "T3e-T3s". In the case where the pseudo consecutive performance 2 is executed, the big win notice performance 1 is ended at the shortest "T3e-T3s" among "T1s-T3s", and the big win notice performance 1 is started at the intermediate display start timing T2s among the display start timings T1s-T3s, and then ended at the intermediate "T2e-T2s" among the required times "T1e-T1s"-"T3e-T3s". Therefore, the player can guess when the big win notice performance 1 will end depending on how many times the unit pattern play was performed at which the big win notice performance 1 started. Therefore, the player does not need to wait with annoyance for the end of the big win notice performance 1, and the entertainment value of the game is improved. This effect is the same for the big win notice performances 2-3.
[0227] In the above-mentioned embodiment 4, among the pseudo consecutive performances 1 to 3, the pseudo consecutive performance 1 may be completed in the shortest required time, the pseudo consecutive performance 3 may be completed in the longest required time, and the pseudo consecutive performance 2 may be completed in the intermediate required time. In other words, the pseudo consecutive performances 1 to 3 may be configured to be executed in different performance times. In the above embodiment 4, the preview symbol WO1 may be displayed instead of the preview symbol W1, the preview symbol WO2 may be displayed instead of the preview symbol W2, and the preview symbol WO3 may be displayed instead of the preview symbol W3 in each of the pseudo consecutive performances 4 to 6. That is, in the normal mode in which the high expectation mode is turned off, the big win preview performances 4 to 6 may be executed using the same types of preview symbols WO1 to WO3 as in the normal mode in which the high expectation mode is turned on. In the above embodiment 4, in the pseudo consecutive performance 1, only the big win notice performance 1 may be executed in the pattern of Fig. 37(d), in the pseudo consecutive performance 2, only the big win notice performance 2 may be executed in the pattern of Fig. 38(e), and in the pseudo consecutive performance 3, only the big win notice performance 3 may be executed in the pattern of Fig. 39(f). That is, the big win notice performance may be executed with one image according to the number of times of the unit pattern play among the multiple types of notice patterns WO1 to WO3 different from each other.
[0228] In addition to the inventions described in the claims, the above-mentioned Example 4 also describes the following [Reference Invention 3-1] to [Reference Invention 3-8]. Some gaming machines are configured to determine whether or not a win has been won each time a starting condition is met, and to notify the player of the result of the determination using an image of the pattern game (see JP 2010-17425 A). Some gaming machines are configured to suggest a win to the player in advance by performing a preview performance during the pattern game. In the case of these conventional gaming machines, the player must wait impatiently for the end of the long preview performance, and there is still room for improvement in terms of the entertainment value of the game.
[0229] [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 display device that displays an image of a symbol game to inform a player of a winning or losing judgment result; A pseudo consecutive game means for displaying, on the display device, an image of a pseudo consecutive game having one or more variable number of non-deterministic steps in which the identification symbols are in a non-deterministic state that is not bound by the result of the judgment of whether or not the identification symbols are a win or a loss before a deterministic step in which the identification symbols are in a deterministic state that corresponds to the result of the judgment of whether or not the identification symbols are a win or a loss" as an image of a symbol game; A notice performance is executed during the current pseudo consecutive play, which indicates to a player in advance that an identification symbol will be in a winning mode in a determination step of the current pseudo consecutive play, and the device is provided with a notice performance means for starting the notice performance at one of a plurality of mutually different start timings corresponding to the number of non-determined steps executed by the pseudo consecutive play means in the current pseudo consecutive play, The advance notice production means includes: This gaming machine is characterized in that when the preview performance is started, the preview performance ends when one of a plurality of mutually different required times has elapsed, the required time corresponding to the number of non-deterministic steps executed by the pseudo consecutive play means in this pseudo consecutive play. According to the above means, the preview performance starts at one of the multiple different start timings according to the number of non-deterministic steps executed in the current pseudo consecutive play, and ends when one of the multiple different required times according to the number of non-deterministic steps executed in the current pseudo consecutive play has elapsed, so that the player can guess when the preview performance will end depending on the number of non-deterministic steps at which the preview performance started. Therefore, the player does not need to wait impatiently for the preview performance to end, improving the entertainment value of the game. In the embodiment, "all of the special pattern 1 game, the special pattern 2 game, the small win game, and the big win game stop" corresponds to the establishment of the start condition, the "main control circuit 40" corresponds to the determination means, the "image of the performance symbol game" corresponds to the image of the symbol game, the "performance symbol display 28" corresponds to the display, each of the "images of pseudo consecutive performances 2 to 3" corresponds to the image of the pseudo consecutive game, and each of the "first unit symbol game of pseudo consecutive performance 2, the first unit symbol game of pseudo consecutive performance 3, and the second unit symbol game of pseudo consecutive performance 3" is a non-determined sequence. each of "the second unit pattern play of pseudo consecutive performance 2 and the third unit pattern play of pseudo consecutive performance 3" corresponds to a determination step; "sub-control circuit 60" corresponds to the pseudo consecutive play means and the pre-notification performance means; "three rows of performance patterns" corresponds to identification patterns; each of "jackpot pre-notification performances 1 to 3" corresponds to a pre-notification performance; each of "display start timings T1s to T3s" corresponds to a start timing; and each of "T1e-T1s, T2e-T2s, and T3e-T3s" corresponds to a required time.
[0230] [Reference Invention 3-2] a reach effect display means for displaying an image of a reach effect at a determination step to enhance a player's expectation that the identification symbol will become a definite winning pattern; The gaming machine described in [Reference Invention 3-1] is characterized in that the advance notice performance means ends the advance notice performance in response to the lapse of one required time period for the advance notice performance to end before the image of the reach performance begins to be displayed. The "battle image SP" in the embodiment corresponds to an image of a reach effect, and the "sub-control circuit 60" corresponds to the reach effect means. [Reference Invention 3-3] The gaming machine described in [Reference Invention 3-1] is characterized in that when the preview performance is started, the preview performance is ended when one of a plurality of mutually different required times has elapsed, the required time corresponding to whether the start timing of the preview performance is early or late. [Reference Invention 3-4] The pseudo consecutive game means displays an image of a pseudo consecutive game in one game time regardless of the number of non-deterministic steps, The gaming machine described in [Reference Invention 3-1] is characterized in that the preview performance means ends the preview performance within the game time in accordance with the fact that the later the start timing of the preview performance is, the shorter the time required to complete the preview performance.
[0231] [Reference Invention 3-5] The gaming machine described in [Reference Invention 3-1] is characterized in that when multiple non-deterministic steps are executed in the current pseudo consecutive play, each of the multiple non-deterministic steps is displayed in the same amount of time as each other. [Reference Invention 3-6] A presentation mode setting means is provided for setting the presentation mode to one of three or more presentation modes including a first presentation mode and a second presentation mode, The pseudo consecutive play means displays an image of a pseudo consecutive play when the current presentation mode is set to the first presentation mode and when the current presentation mode is set to the second presentation mode, The gaming machine described in [Reference Invention 3-1] is characterized in that the preview performance means executes the preview performance when the current presentation mode setting result is the first presentation mode, and when the current presentation mode setting result is the second presentation mode, executes the same type of preview performance as the preview performance or a different type of preview performance based on rules different from those when the current presentation mode setting result is the first presentation mode. The "high expectation mode" in this embodiment corresponds to the first presentation mode, the "normal mode with the high expectation mode turned off" corresponds to the second presentation mode, and the "sub-control circuit 60" corresponds to the presentation mode setting means. [Reference Invention 3-7] The gaming machine described in [Reference Invention 3-1] is characterized in that the preview performance means executes the preview performance using an image from among a plurality of mutually different types of images corresponding to the number of non-deterministic steps. In the embodiment, the "preview images WO1 to WO3" correspond to a plurality of types of images.
[0232] [Reference Invention 3-8] A determination means for determining whether or not a start condition is satisfied each time the start condition is satisfied; A display device that displays an image of a symbol game to inform a player of a winning or losing judgment result; A pseudo consecutive game means for displaying, on the display device, an image of a pseudo consecutive game having one or more variable number of non-deterministic steps in which the identification symbols are in a non-deterministic state that is not bound by the result of the judgment of whether or not the identification symbols are a win or a loss before a deterministic step in which the identification symbols are in a deterministic state that corresponds to the result of the judgment of whether or not the identification symbols are a win or a loss" as an image of a symbol game; a reach effect display means for displaying an image of a reach effect at a determination step, the reach effect image increasing a player's sense of expectation that the identification symbol will definitely become a winning pattern; A notice performance that suggests to a player in advance that the identification symbol will be a winning pattern in the determination step of the current pseudo consecutive play before the image of the reach performance starts to be displayed in the current pseudo consecutive play, the notice performance is provided with a notice performance means that starts the notice performance at any one of a plurality of start timings that are different from each other, The advance notice production means includes: This gaming machine is characterized in that when the preview performance is started, the preview performance ends when one of a plurality of mutually different required times corresponding to the early or late start timing of the preview performance has elapsed, which ends the preview performance before the image of the reach performance begins to be displayed. According to the above means, the preview performance starts at one of the multiple different start timings according to the number of non-deterministic steps executed in the current pseudo consecutive play, and ends when one of the multiple different required times has elapsed, which ends the preview performance before the image of the reach performance starts to be displayed, so that the player can guess when the preview performance will end depending on the number of non-deterministic steps at which the preview performance started. Therefore, the player does not need to wait impatiently for the end of the preview performance and the start of the reach performance, improving the entertainment value of the game. 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 establishment of the start condition, the "main control circuit 40" corresponds to the determination means, the "image of the performance symbol game" corresponds to the image of the symbol game, the "performance symbol display 28" corresponds to the display, each of the "images of pseudo consecutive performances 2 to 3" corresponds to an image of a pseudo consecutive game, each of the "first unit pattern game of pseudo consecutive performance 2, the first unit pattern game of pseudo consecutive performance 3, and the second unit pattern game of pseudo consecutive performance 3" corresponds to a non-determined step, and the "image of pseudo consecutive performance 2" corresponds to the non-determined step. Each of "the second unit pattern play and the third unit pattern play of pseudo consecutive performance 3" corresponds to a confirmation step, "sub-control circuit 60" corresponds to the pseudo consecutive play means, the advance notice performance means and the reach performance means, "battle image SP" corresponds to the image of the reach performance, "three rows of performance patterns" corresponds to the identification patterns, each of "jackpot advance notice performances 1 to 3" corresponds to the advance notice performances, each of "display start timings T1s to T3s" corresponds to a start timing, and each of "T1e-T1s, T2e-T2s, and T3e-T3s" corresponds to the required time.
[0233] [Example 5] FIG. 50 explains the battle images BL1-1 to BL4-1, and each of the battle images BL1-1 to BL4-1 is displayed only when the presentation mode is set to submode 1. The battle image BL1-1 is set to a content in which a woman symbol WS1 holding a gun in each hand fights a dinosaur symbol D1 (see a), and is displayed in place of the battle image BL1 when the sub-control circuit 60 receives a special symbol variation pattern PH01 for a miss from the main control circuit 40 and when it receives a special symbol variation pattern PO01 for a jackpot from the main control circuit 40. This battle image BL1-1 develops from a normal reach presentation, and when the sub-control circuit 60 receives a special symbol variation pattern PO01 for a jackpot from the main control circuit 40, it is set to a winning ending in which the woman symbol WS1 wins the fight, and at the winning ending, three rows of presentation symbols are displayed statically in a jackpot combination (see e). This battle image BL1-1 is set to a defeat ending in which the female symbol WS1 is defeated in a fight when the sub-control circuit 60 receives a special symbol variation pattern PH01 for a defeat from the main control circuit 40, and in the defeat ending, three rows of performance symbols are displayed as a still combination of a miss and a reach (see f).
[0234] The battle image BL2-1 is displayed in place of the battle image BL2 when the sub-control circuit 60 receives the special pattern PH02 for a miss from the main control circuit 40 and when the special pattern PO02 for a jackpot is received, and is different from the battle image BL1-1 in that the dinosaur pattern D2 is displayed in place of the dinosaur pattern D1 (see b). This battle image BL2-1 is set to a winning ending where the female pattern WS1 wins the fight when the sub-control circuit 60 receives the special pattern PO02 for a jackpot, and in the winning ending, three rows of performance patterns are displayed as still images in a jackpot combination (see e). This battle image BL2-1 is set to a losing ending where the female pattern WS1 loses the fight when the sub-control circuit 60 receives the special pattern PH02 for a miss, and in the losing ending, three rows of performance patterns are displayed as still images in a miss reach combination (see f).
[0235] The battle image BL3-1 is displayed in place of the battle image BL3 when the sub-control circuit 60 receives the special pattern PH03 for a miss from the main control circuit 40 and when the sub-control circuit 60 receives the special pattern PO03 for a jackpot from the main control circuit 40, and is different from the battle image BL1-1 in that the dinosaur pattern D3 is displayed in place of the dinosaur pattern D1 (see c). This battle image BL3-1 is set to a winning ending where the female pattern WS1 wins the fight when the sub-control circuit 60 receives the special pattern PO03 for a jackpot, and in the winning ending, three rows of performance patterns are displayed as still images in a winning combination (see e). This battle image BL3-1 is set to a losing ending where the female pattern WS1 loses the fight when the sub-control circuit 60 receives the special pattern PH03 for a miss, and in the losing ending, three rows of performance patterns are displayed as still images in a losing reach combination (see f).
[0236] The battle image BL4-1 is displayed in place of the battle image BL4 when the sub-control circuit 60 receives the special pattern PH04 for a miss from the main control circuit 40 and when the sub-control circuit 60 receives the special pattern PO04 for a jackpot from the main control circuit 40, and is different from the battle image BL1-1 in that the dinosaur pattern D4 is displayed in place of the dinosaur pattern D1 (see d). This battle image BL4-1 is set to a winning ending where the female pattern WS1 wins the fight when the sub-control circuit 60 receives the special pattern PO04 for a jackpot, and in the winning ending, three rows of performance patterns are displayed as still images in a jackpot combination (see e). This battle image BL4-1 is set to a losing ending where the female pattern WS1 loses the fight when the sub-control circuit 60 receives the special pattern PH04 for a miss, and in the losing ending, three rows of performance patterns are displayed as still images in a miss reach combination (see f).
[0237] FIG. 51 explains the battle images BL1-2 to BL4-2, and each of the battle images BL1-2 to BL4-2 is displayed only when the presentation mode is set to submode 2. The battle image BL1-2 is set to a content in which a female symbol WS2 performing tai chi fights a dinosaur symbol D1 (see a), and is displayed in place of the battle image BL1 when the sub-control circuit 60 receives a special symbol variation pattern PH01 for a miss from the main control circuit 40 and when it receives a special symbol variation pattern PO01 for a jackpot. This battle image BL1-2 develops from a normal reach presentation, and when the sub-control circuit 60 receives a special symbol variation pattern PO01 for a jackpot from the main control circuit 40, it is set to a winning ending in which the female symbol WS2 wins the fight, and at the winning ending, three rows of presentation symbols are displayed statically in a jackpot combination (see e). This battle image BL1-2 is set to a defeat ending in which the female symbol WS2 is defeated in a fight when the sub-control circuit 60 receives a special symbol variation pattern PH01 for a miss from the main control circuit 40, and in the defeat ending, three rows of performance symbols are displayed as a still combination of a miss and a reach (see f).
[0238] The battle image BL2-2 is displayed in place of the battle image BL2 when the sub-control circuit 60 receives the special pattern PH02 for a miss from the main control circuit 40 and when the sub-control circuit 60 receives the special pattern PO02 for a jackpot from the main control circuit 40, and is different from the battle image BL1-2 in that the dinosaur pattern D2 is displayed in place of the dinosaur pattern D1 (see b). This battle image BL2-2 is set to a winning ending where the female pattern WS2 wins the fight when the sub-control circuit 60 receives the special pattern PO02 for a jackpot, and in the winning ending, three rows of performance patterns are displayed as still images in a winning combination (see e). This battle image BL2-2 is set to a losing ending where the female pattern WS2 loses the fight when the sub-control circuit 60 receives the special pattern PH02 for a miss, and in the losing ending, three rows of performance patterns are displayed as still images in a losing reach combination (see f).
[0239] The battle image BL3-2 is displayed in place of the battle image BL3 when the sub-control circuit 60 receives the special pattern PH03 for a miss from the main control circuit 40 and when the sub-control circuit 60 receives the special pattern PO03 for a jackpot, and is different from the battle image BL1-2 in that the dinosaur pattern D3 is displayed in place of the dinosaur pattern D1 (see c). This battle image BL3-2 is set to a winning ending where the female pattern WS2 wins the fight when the sub-control circuit 60 receives the special pattern PO03 for a jackpot, and in the winning ending, three rows of performance patterns are displayed as still images in a jackpot combination (see e). This battle image BL3-2 is set to a losing ending where the female pattern WS2 loses the fight when the sub-control circuit 60 receives the special pattern PH03 for a miss, and in the losing ending, three rows of performance patterns are displayed as still images in a miss reach combination (see f).
[0240] The battle image BL4-2 is displayed in place of the battle image BL4 when the sub-control circuit 60 receives the special pattern PH04 for a miss from the main control circuit 40 and when the sub-control circuit 60 receives the special pattern PO04 for a jackpot from the main control circuit 40, and is different from the battle image BL1-2 in that the dinosaur pattern D4 is displayed in place of the dinosaur pattern D1 (see d). This battle image BL4-2 is set to a winning ending where the female pattern WS2 wins the fight when the sub-control circuit 60 receives the special pattern PO04 for a jackpot, and in the winning ending, three rows of performance patterns are displayed as still images in a winning combination (see e). This battle image BL4-2 is set to a losing ending where the female pattern WS2 loses the fight when the sub-control circuit 60 receives the special pattern PH04 for a miss, and in the losing ending, three rows of performance patterns are displayed as still images in a losing reach combination (see f).
[0241] FIG. 52 explains the battle images BL1-3 to BL4-3, and each of the battle images BL1-3 to BL4-3 is displayed only when the presentation mode is set to submode 3. The battle image BL1-3 is set to a content in which a female symbol WS3 holding a blade fights a dinosaur symbol D1 (see a), and is displayed in place of the battle image BL1 when the sub-control circuit 60 receives a special symbol variation pattern PH01 for a miss from the main control circuit 40 and when it receives a special symbol variation pattern PO01 for a jackpot from the main control circuit 40. This battle image BL1-3 develops from a normal reach presentation, and when the sub-control circuit 60 receives a special symbol variation pattern PO01 for a jackpot from the main control circuit 40, it is set to a winning ending in which the female symbol WS3 wins the fight, and at the winning ending, three rows of presentation symbols are displayed statically in a jackpot combination (see e). This battle image BL1-3 is set to a defeat ending in which the female symbol WS3 is defeated in a fight when the sub-control circuit 60 receives a special symbol variation pattern PH01 for a defeat from the main control circuit 40, and in the defeat ending, three rows of performance symbols are displayed as a still combination of a miss and a reach (see f).
[0242] The battle image BL2-3 is displayed in place of the battle image BL2 when the sub-control circuit 60 receives the special pattern PH02 for a miss from the main control circuit 40 and when the special pattern PO02 for a jackpot is received, and is different from the battle image BL1-3 in that the dinosaur pattern D2 is displayed in place of the dinosaur pattern D1 (see b). This battle image BL2-3 is set to a winning ending in which the female pattern WS3 wins the fight when the sub-control circuit 60 receives the special pattern PO02 for a jackpot, and in the winning ending, three rows of performance patterns are displayed as still images in a jackpot combination (see e). This battle image BL2-3 is set to a losing ending in which the female pattern WS3 loses the fight when the sub-control circuit 60 receives the special pattern PH02 for a miss, and in the losing ending, three rows of performance patterns are displayed as still images in a miss reach combination (see f).
[0243] The battle image BL3-3 is displayed in place of the battle image BL3 when the sub-control circuit 60 receives the special pattern PH03 for a miss from the main control circuit 40 and when the sub-control circuit 60 receives the special pattern PO03 for a jackpot from the main control circuit 40, and is different from the battle image BL1-3 in that the dinosaur pattern D3 is displayed in place of the dinosaur pattern D1 (see c). This battle image BL3-3 is set to a winning ending where the female pattern WS3 wins the fight when the sub-control circuit 60 receives the special pattern PO03 for a jackpot, and in the winning ending, three rows of performance patterns are displayed as still images in a winning combination (see e). This battle image BL3-3 is set to a losing ending where the female pattern WS3 loses the fight when the sub-control circuit 60 receives the special pattern PH03 for a miss, and in the losing ending, three rows of performance patterns are displayed as still images in a losing reach combination (see f).
[0244] The battle image BL4-3 is displayed in place of the battle image BL4 when the sub-control circuit 60 receives the special pattern PH04 for a miss from the main control circuit 40 and when the sub-control circuit 60 receives the special pattern PO04 for a big win, and is different from the battle image BL1-3 in that the dinosaur pattern D4 is displayed in place of the dinosaur pattern D1 (see d). This battle image BL4-3 is set to a winning ending where the female pattern WS3 wins the fight when the sub-control circuit 60 receives the special pattern PO04 for a big win, and in the winning ending, three rows of performance patterns are displayed as still images in a big win combination (see e). This battle image BL4-3 is set to a losing ending where the female pattern WS3 loses the fight when the sub-control circuit 60 receives the special pattern PH04 for a miss, and in the losing ending, three rows of performance patterns are displayed as still images in a miss reach combination (see f).
[0245] Fig. 53 explains the image of the sub-mode selection effect. The image of this sub-mode selection effect is for the player to select the presentation mode from sub-modes 1 to 3, and is displayed during the ending period of the jackpot game when the jackpot game starts in the jackpot game pattern L in response to a jackpot being determined when the game mode is set to the normal game mode, and when the jackpot game starts in the jackpot game pattern S. The image of this sub-mode selection effect is displayed and stopped during the ending period of the jackpot game, and has key patterns K1 to K3. Each of these key designs K1 to K3 has a heart design H, and within the heart design H of key design K1, the letters "SUB MODE 1" are displayed together with a female design WS1 for sub mode 1, within the heart design H of key design K2, the letters "SUB MODE 2" are displayed together with a female design WS2 for sub mode 2, and within the heart design H of key design K3, the letters "SUB MODE 3" are displayed together with a female design WS3 for sub mode 3.
[0246] FIG. 53 shows the key symbol K1 in a selected state, and each of FIG. 54 and FIG. 55 shows the key symbol K1 in a selection waiting state. In the selected state of this key symbol K1, the female symbol WS1 and the heart symbol H are displayed in a larger size than in the selection waiting state, and the female symbol WS1 and the heart symbol H are displayed in a more emphasized manner than in the selection waiting state. FIG. 54 shows the key symbol K2 in a selected state, and each of FIG. 53 and FIG. 55 shows the key symbol K2 in a selection waiting state. In the selected state of this key symbol K2, the female symbol WS2 and the heart symbol H are displayed in a larger size than in the selection waiting state, and the female symbol WS2 and the heart symbol H are displayed in a more emphasized manner than in the selection waiting state. FIG. 55 shows the key symbol K3 in a selected state, and each of FIG. 53 and FIG. 54 shows the key symbol K3 in a selection waiting state. In the selected state of the key symbol K3, the woman symbol WS3 and the heart symbol H are displayed in a larger size than in the selection waiting state, and the woman symbol WS3 and the heart symbol H are displayed in a highlighted manner compared to the selection waiting state.
[0247] As shown in Figures 53 to 55, the image of the sub-mode selection effect has a switch symbol S. This switch symbol S is intended to prompt the player to operate the operation button 10, and when the operation button 10 is pressed while the image of the sub-mode selection effect is displayed, the key symbols are switched from a selection waiting state to a selection state in the cyclical order of "key symbol K1 → key symbol K2 → key symbol K3 → key symbol K1..." each time the operation button 10 is pressed. When the operation button 10 is pressed and held while the key symbol K1 is selected, sub-mode 1 is set, when the operation button 10 is pressed and held while the key symbol K2 is selected, sub-mode 2 is set, and when the operation button 10 is pressed and held while the key symbol K3 is selected, sub-mode 3 is set.
[0248] The images of the sub-mode selection effect have the introduction symbols I1 to I3. The introduction symbol I1 is displayed when the key symbol K1 is selected as shown in FIG. 53, and introduces the effect contents of the battle images BL1-1 to BL4-1 displayed in the sub-mode 1 to the player. The introduction symbol I1 is set to an image in which the female symbol WS1 for the sub-mode 1 faces the dinosaur symbols D1 to D4. The player can know the effect contents of the image displayed when the sub-mode 1 is set by switching the key symbol K1 for the sub-mode 1 to the selected state by pressing the operation button 10 from the introduction symbol I1. The introduction symbol I2 is displayed when the key symbol K2 is selected as shown in FIG. 54, and introduces the effect contents of the battle images BL1-2 to BL4-2 displayed in the sub-mode 2 to the player. The introduction symbol I2 is set to an image in which the female symbol WS2 for sub-mode 2 faces the dinosaur symbols D1 to D4, and the player can learn from the introduction image I2 the performance content of the image displayed when the sub-mode 2 is set by switching the key symbol K2 for sub-mode 2 to the selected state by pressing the operation button 10. The introduction symbol I3 is displayed in the selected state of the key symbol K3 as shown in FIG. 55, and introduces the performance content of the battle images BL1-3 to BL4-3 displayed in sub-mode 3 to the player. The introduction symbol I3 is set to an image in which the female symbol WS3 for sub-mode 3 faces the dinosaur symbols D1 to D4, and the player can learn from the introduction image I3 the performance content of the image displayed when the sub-mode 3 is set by switching the key symbol K3 for sub-mode 3 to the selected state by pressing the operation button 10.
[0249] The sub-mode selection performance start process in FIG. 56(a) is started every time the sub-control circuit 60 receives a round stop command from the main control circuit 40, and the sub-control circuit 60 starts the sub-mode selection performance in the sub-mode selection performance start process. When the sub-control circuit 60 starts the sub-mode selection performance start process, it moves to S501 and judges whether the received round stop command is the final round or not. If it is judged that the received round stop command is the final round, it moves to S502 and judges whether the current performance mode is normal mode (normal game mode). If it is judged that the current mode is normal mode, it moves to S503 and starts displaying an image of the sub-mode selection performance on the performance pattern display 28. The initial image of this sub-mode selection performance is the introduction image I1 displayed in the selected state of the key pattern K1 as shown in FIG. 53, and if a jackpot is determined in the normal game mode, the sub-mode selection performance starts after the end of the final jackpot round.
[0250] The sub-mode setting process of FIG. 56(b) is executed by the sub-control circuit 60 in the timer interrupt process, and the sub-control circuit 60 sets one of the sub-modes 1 to 3 in the sub-mode setting process. When the sub-mode setting process is started, the sub-control circuit 60 proceeds to S511 and judges whether or not the sub-mode selection performance is in progress. If it is judged that the sub-mode selection performance is in progress, the sub-control circuit 60 proceeds to S512 and judges whether or not the operation button 10 has been pressed. If it is judged that the operation button 10 has been pressed in the selected state of the key pattern K1, the key pattern K2 is changed to the selected state in place of the key pattern K1 in S513, and the introduction pattern I2 is started to be displayed in place of the introduction pattern I1 in S514. If it is judged that the operation button 10 has been pressed in the selected state of the key pattern K2, the sub-control circuit 60 changes the key pattern K3 to the selected state in place of the key pattern K2 in S513, and the introduction pattern I3 is started to be displayed in place of the introduction pattern I2 in S514. When the sub-control circuit 60 determines that the operation button 10 has been pressed while the key symbol K3 is selected, it changes the state of the key symbol K1 to the selected state in place of the key symbol K3 in S513, and starts displaying the introduction symbol I1 in place of the introduction symbol I3 in S514.
[0251] If the sub-control circuit 60 determines in S512 that the operation button 10 has not been pressed, it proceeds to S515 and determines whether the operation button 10 has been pressed and held. If it determines that the operation button 10 has been pressed and held in the selected state of the key pattern K1, it sets submode 1 in S516 and erases the image of the submode selection performance from the performance pattern display 29 in S517. If the sub-control circuit 60 determines that the operation button 10 has been pressed and held in the selected state of the key pattern K2, it sets submode 2 in S516, and if it determines that the operation button 10 has been pressed and held in the selected state of the key pattern K3, it sets submode 3 in S516, and in either case, it erases the image of the submode selection performance from the performance pattern display 28 in S517.
[0252] If the sub control circuit 60 determines in S515 that the operation button 10 has not been pressed and held, it proceeds to S518 and determines whether or not a big win game end command has been received from the main control circuit 40. If it determines that a big win game end command has been received, it erases the image of the sub mode selection effect in S517. That is, if the operation button 10 has not been pressed and held within the ending period, the image of the sub mode selection effect is erased as the ending period elapses, and none of the sub modes 1 to 3 is set.
[0253] The submode release process of FIG. 56(c) is started every time the subcontrol circuit 60 receives a special pattern 2 variation stop command from the main control circuit 40, and the subcontrol circuit 60 releases the submode by the submode release process. When the subcontrol circuit 60 starts the submode release process, it moves to S521 and judges whether any of the submodes 1 to 3 is set. If it is judged that any of the submodes 1 to 3 is set, it moves to S522 and judges whether any of the 12 types of battle images BL1-1 to BL4-1 for submode 1, BL1-2 to BL4-2 for submode 2, and BL1-3 to BL4-3 for submode 3 are displayed in the current performance pattern game. If it is judged that any of the 12 types of battle images BL1-1 to BL4-3 are displayed, it moves to S523, and in the setting state of submode 1, the submode 1 is released, in the setting state of submode 2, the submode 2 is released, and in the setting state of submode 3, the submode 3 is released.
[0254] If the sub-control circuit 60 determines in S522 that none of the 12 types of battle images BL1-1 to BL4-3 are displayed, it proceeds to S524, where it determines whether or not this was the 100th and final performance symbol game in the chance mode. If it determines that this was the final performance symbol game in the chance mode, it proceeds to S523, where it cancels the sub-modes 1 to 3. That is, each of the sub-modes 1 to 3 is cancelled in response to the end of the chance mode if none of the 12 types of battle images BL1-1 to BL4-3 are displayed by the time the chance mode ends, and is cancelled when the current symbol game ends if any of the 12 types of battle images BL1-1 to BL4-3 are displayed before the chance mode ends.
[0255] 57(a1)-(a3) show images of the effect symbol game displayed on the effect symbol display 28 in the setting state of sub-mode 1, and in the setting state of sub-mode 1, a female symbol WS1 and a sub-mode symbol SM1 are displayed. The display position of this sub-mode symbol SM1 is set within the display area LE. This sub-mode symbol SM1 indicates to the player that sub-mode 1 is set as the character "Sub 1", and is set as a still image in a fixed position within the display area LE that does not change its posture. This display area LE is set to a position that is out of the rear of the left column effect symbols in the scroll state and the scroll stop state of the left column effect symbols, out of the rear of the right column effect symbols in the scroll state and the scroll stop state of the right column effect symbols, and out of the rear of the middle column effect symbols in the scroll state and the scroll stop state of the middle column effect symbols. This sub-mode pattern SM1 is erased while the middle row of performance patterns are scrolling at normal speed, and if the three rows of performance patterns reach a reach state during this performance pattern play, a normal reach performance is started with the sub-mode pattern SM1 erased.
[0256] The female symbol WS1 informs the player that the sub-mode 1 is set in a different manner from the sub-mode symbol SM1, and the display position of the female symbol WS1 is set within the display area WE. The display area WE of the female symbol WS1 is set behind the middle row of performance symbols in both the scroll state and the scroll stop state of the middle row of performance symbols, and the female symbol WS1 is displayed so as to be recognizable by the player as part of the background image of the performance symbol game. The female symbol WS1 is a symbol that appears in the battle images BL1-1 to BL4-1, and is set as a moving image whose posture changes within the display area WE. The female symbol WS1 is erased during the normal speed scroll display of the middle row of performance symbols, and if the three rows of performance symbols are in a reach state in this performance symbol game, the normal reach effect starts with the female symbol WS1 erased.
[0257] FIG. 57(b1)-(b3) show images of the effect symbol game displayed on the effect symbol display 28 in the setting state of sub-mode 2, and in the setting state of sub-mode 2, the female symbol WS2 and the sub-mode symbol SM2 are displayed. The display position of this sub-mode symbol SM2 is set in the same display area LE as the sub-mode symbol SM1. This sub-mode symbol SM2 indicates to the player that sub-mode 2 is set as the characters "Sub 2", and is set as a still image that does not change its posture at a fixed position in the display area LE. This sub-mode symbol SM2 is erased during the scrolling display of the middle row of effect symbols at the normal speed, and if the three rows of effect symbols are in a reach state in the current effect symbol game, the normal reach effect is started in the erased state of the sub-mode symbol SM2.
[0258] The female symbol WS2 notifies the player that sub-mode 2 is set in a different manner from the sub-mode symbol SM2, and the display position of the female symbol WS2 is set in the same display area WE as the female symbol WS1. This female symbol WS2 is a symbol that appears in the battle images BL1-2 to BL4-2, and is set as a moving image that changes its posture so that it can be seen by the player in the display area WE. This female symbol WS2 is erased while the middle row of performance symbols are scrolling at normal speed, and if the three rows of performance symbols are in a reach state in this performance symbol game, the normal reach effect starts with the female symbol WS2 erased.
[0259] FIG. 57(c1)-(c3) show images of the effect symbol game displayed on the effect symbol display 28 in the setting state of sub-mode 3, and in the setting state of sub-mode 3, the female symbol WS3 and the sub-mode symbol SM3 are displayed. The display position of this sub-mode symbol SM3 is set in the same display area LE as the sub-mode symbol SM1. This sub-mode symbol SM3 indicates to the player that sub-mode 3 is set as the characters "Sub 3", and is set as a still image that does not change its posture at a fixed position in the display area LE. This sub-mode symbol SM3 is erased during the scrolling display of the middle row of effect symbols at the normal speed, and if the three rows of effect symbols are in a reach state in the current effect symbol game, the normal reach effect is started in the erased state of the sub-mode symbol SM3.
[0260] The female symbol WS3 notifies the player that sub-mode 3 is set in a different manner from the sub-mode symbol SM3, and the display position of the female symbol WS3 is set in the same display area WE as the female symbol WS1. This female symbol WS3 is a symbol that appears in the battle images BL1-3 to BL4-3, and is set as a moving image that changes its posture so that it can be seen by the player in the display area WE. This female symbol WS3 is erased while the middle row of performance symbols are scrolling at normal speed, and if the three rows of performance symbols are in a reach state in this performance symbol game, the normal reach effect starts with the female symbol WS3 erased.
[0261] According to the above-mentioned embodiment 5, the following effects are obtained. When the player operates the operation button 10 to select the key symbol K1 and set the submode 1 corresponding to the key symbol K1, the female symbol WS1 and the submode symbol SM1 are displayed. The female symbol WS1 and the submode symbol SM1 inform the player that the setting result of the presentation mode is submode 1, and are displayed during the presentation symbol game immediately after the submode 1 is set. Therefore, the player can grasp the setting of the submode 1 from the female symbol WS1 and the submode symbol SM1 during the presentation symbol game immediately after the player selects the key symbol K1, without waiting for the image of the presentation symbol game to actually be presented in a characteristic manner corresponding to the submode 1. Moreover, since the female symbol WS1 and the submode symbol SM1 are displayed simultaneously in different manners, the player can reliably see the setting of the submode 1 without missing it. This effect is the same for the key symbol K2 and the key symbol K3.
[0262] [Example 6] FIG. 58(a) shows an image of the performance symbol game displayed on the performance symbol display 28 in the setting state of submode 1, and in the setting state of submode 1, the base symbol DZ1 is displayed statically at a fixed position instead of the submode symbol SM1 of the embodiment 5. This base symbol DZ1 is a static image imitating the base of the cloud image C, and is displayed in the red color for submode 1. This base symbol DZ1 is displayed starting from the performance symbol game immediately after the setting of submode 1, and is erased when submode 1 is released. FIG. 58(b) shows an image of the performance symbol game displayed on the performance symbol display 28 in the setting state of submode 2, and in the setting state of submode 2, the base symbol DZ2 is displayed statically at a fixed position instead of the submode symbol SM2 of the embodiment 5. This base pattern DZ2 is the same as the base pattern DZ1 except that it is displayed in the blue color for submode 2, and is displayed from the performance pattern game immediately after submode 2 is set, and is erased when submode 2 is released. Figure 58 (c) shows an image of the performance pattern game displayed on the performance pattern display 28 in the setting state of submode 3, and in the setting state of submode 3, the base pattern DZ3 is displayed statically at a fixed position instead of the submode pattern SM3 of Example 5. This base pattern DZ3 is the same as the base patterns DZ1 and DZ1 except that it is displayed in the green color for submode 3, and is displayed from the performance pattern game immediately after submode 3 is set, and is erased when submode 3 is released.
[0263] In addition to the inventions described in the claims, the above-mentioned Examples 5 to 6 also describe the following [Reference Invention 4-1] to [Reference Invention 4-8]. Some gaming machines are configured to determine whether or not a game has been won each time a starting condition is met, and to notify the player of the result of the determination of whether or not a game has been won by using an image of a game pattern (see JP Patent Publication 2010-17425). Some gaming machines are configured to display a plurality of types of key images. Each of these plurality of types of key images suggests a type of presentation mode to the player, and when the player selects one of the plurality of types of key images by operating the operating means, a presentation mode corresponding to the selection result of the key image is set, and the image of the game pattern is presented in a manner corresponding to the setting result of the presentation mode. In the case of this conventional gaming machine, the player could not clearly grasp that the presentation mode corresponding to the selection result of the key image was set until the image of the game pattern was actually presented in a characteristic manner corresponding to the setting result of the presentation mode.
[0264] [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 display device that displays an image of a symbol game to inform a player of a winning or losing judgment result; a key image display means for displaying a plurality of types of key images suggesting to a player a presentation mode for presenting an image of a symbol game; an operation means operable by a player for selecting one of a plurality of types of key images; a presentation mode setting means for setting a presentation mode corresponding to one of a plurality of types of key images selected in response to the operation of the operation means; A symbol game means for displaying a symbol game image on the display device in a manner corresponding to a setting result of a presentation mode; A first information image display means for displaying a first information image on the display device during a symbol game in order to inform a player of a setting result of the presentation mode; A second information image display means is provided for displaying a second information image on t...
Claims
[Claim 1] A determination means for determining whether or not a start condition is satisfied each time the start condition is satisfied; A first symbol game means displays an image of a first symbol game in which "a step of making the identification symbol into a definite state according to the result of the judgment of whether or not the identification symbol is a win / lose, and a determination step of performing a determination suggestion effect to suggest to the player that the state of the identification symbol will be determined in this step before making the identification symbol into a definite state" is set; A second symbol game means is provided for displaying an image of a second symbol game in which "a step of making the identification symbol into a non-deterministic state that is not bound by the result of the judgment of whether or not the identification symbol is a win / loss symbol, and a non-deterministic step of performing the determination suggestion performance before making the identification symbol into a non-deterministic state" is set, The second symbol game means is characterized in that after completing a non-deterministic step in the second symbol game, it starts a "final step of making the identified symbol a deterministic pattern according to the result of the judgment of whether it is a win or a loss."
Citation Information
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Game machine
JP2010017425A