Game machine

JP2025083431A5Pending Publication Date: 2025-06-06DAIICHI SHOKAI KK
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Patent Information

Application Number
JP2025036812
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-03-07
Publication Date
2025-06-06

AI Technical Summary

Technical Problem

Existing gaming machines lack effective mechanisms to maintain player interest by providing engaging and dynamic effects during gameplay.

Method used

A gaming machine equipped with lottery means, effect execution means, and counting mechanisms that display notifications based on game medium acceptance, allowing for dynamic updates and varied display modes to maintain player engagement.

Benefits of technology

The solution effectively suppresses a decline in gaming interest by providing dynamic and engaging effects, focusing player attention on the special image displays and enhancing the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine which can suppress deterioration of a game amusement.SOLUTION: A game machine: executes first counting and second counting based on giving a privilege according to reception of a game medium in a predetermined winning port; suggests a value of the first count; displays a suggestion display which can add the suggested value on the basis of giving the privilege; displays, in any one of a plurality of modes, a special image which suggests that a value of the second count reaches a predetermined value while the suggestion display is displayed in a specific mode, when the value of the second count is more than that of the first count and the value of the second count reaches the predetermined value; displays the suggestion display in a specific mode while the special image is displayed in a first mode, when the value of the first count is more than that of the second count and the value of the first count reaches the predetermined value; and, when the suggestion display is displayed in the specific mode, does not add a value that the suggestion display suggests, even when the privilege is given.SELECTED DRAWING: Figure 33
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Description

Technical Field

[0001] The present invention relates to gaming machines such as pachinko machines (commonly also referred to as "pachinko machines") and rotary gaming machines (commonly also referred to as "pachislot machines").

Background Art

[0002] Conventionally, a lottery is conducted to determine whether or not to consider a jackpot based on the winning of a game ball in a start port, and a symbol is variably displayed on a display device and stopped and displayed in a manner corresponding to the lottery result. When the lottery result is a jackpot, a gaming machine is known that stops and displays a jackpot symbol on the display device to generate a jackpot gaming state.

[0003] Also, many gaming machines have been proposed that execute an effect indicating an expectation of a win while variably displaying a symbol on a display device and stopping and displaying the symbol in a manner corresponding to the lottery result (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, there is room for further improvement in such effects. Therefore, an object of the present invention is to provide a gaming machine capable of suppressing a decrease in gaming interest by devising the effects.

Means for Solving the Problems

[0006] Means 1: lottery means for conducting a lottery regarding the granting of benefits to the player, effect execution means capable of executing an effect, a winning port capable of receiving a gaming medium, A first counting means capable of executing a first count and a second counting means capable of executing a second count, according to the acceptance of the game medium into the winning opening; The presentation executed by the presentation execution means includes a first notification presentation that performs a display corresponding to the first count and a second notification presentation that performs a display corresponding to the second count; The display corresponding to the first count in the first notification presentation and the display corresponding to the second count in the second notification presentation can be updated according to the acceptance of the game medium into the winning opening, Although the first count and the second count are executed based on the acceptance of the game medium into the winning opening, there is a situation where the value of the first count is different from the value of the second count, After the value of the first count exceeds a predetermined value, if the value of the second count exceeds the predetermined value while the display corresponding to the first count is being performed in a specific mode, as the display corresponding to the second count, there are cases where a message display indicating that the value of the second count has exceeded the predetermined value is performed in a predetermined mode and cases where it is performed in a special mode different from the predetermined mode, When the message display is displayed when the value of the second count exceeds the predetermined value, if the value of the first count has not exceeded the predetermined value at the timing when the value of the second count exceeds the predetermined value and the display corresponding to the first count is continuing, it is always performed in the predetermined mode, When the display corresponding to the first count is being performed in the specific mode, the display corresponding to the first count is not updated even if there is acceptance of the game medium into the winning opening A gaming machine characterized by the above.

[0007] In a gaming machine according to one aspect of the present invention, when the value of the second count reaches a predetermined value in a second situation where the value of the first count is higher than the value of the second count, while a suggestive display is being shown in a specific mode (a mode in which the value suggested by the suggestive display is not added even if a privilege is granted), a special image indicating that the value of the second count has reached the predetermined value is displayed in any of a plurality of modes. This causes the player's attention to focus on how the special image is displayed rather than on the suggestive display in the specific mode where addition does not occur. As a result, the player can look forward to the value of the second count reaching the predetermined value. Further, when the value of the first count reaches the predetermined value in a first situation where the value of the second count is higher than the value of the first count, while the special image is being displayed in a first mode included in the plurality of modes, by displaying the suggestive display in a specific mode, the player can calmly view the suggestive display of the special mode where addition does not occur while obtaining a sense of satisfaction regarding the fact that the second count has reached the predetermined value by looking at the special mode displayed in the first mode. (Refer to paragraphs

[0530] to

[0584] and FIGS. 33 to 35, etc.).

Effects of the Invention

[0008] According to the present invention, it is possible to provide a gaming machine capable of suppressing a decline in gaming interest.

Brief Description of the Drawings

[0009]

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Mode for Carrying Out the Invention

[0010] [1. Configuration Example of Pachinko Machine] FIG. 1 is a front view showing an example of the outline of the appearance of the pachinko machine 1. The pachinko machine 1 is installed in an island facility (not shown) in the game hall. The pachinko machine 1 includes a game board 5 having a game area 5a that is visible from the player side and into which a game ball is driven by the player and through which the game ball can flow down.

[0011] The game area 5a includes a general winning port 2001, a first start port 2002, a gate section 2003, a second start port 2004, and a big winning port 2005. When a game ball enters the general winning port 2001, a predetermined number (for example, 5) of game balls are paid out. When a game ball enters the first start port 2002, a predetermined number (for example, 4) of game balls are paid out and a first special lottery is executed. Note that the first start port 2002 and the second start port 2004 are collectively referred to simply as the start port.

[0012] When a game ball passes through the gate section 2003, a normal lottery is executed. If a win occurs in the normal lottery, an opening / closing member (not shown) provided at the second start port 2004 is opened for a predetermined time. It is possible to enter a game ball into the second start port 2004 only when the opening / closing member is open. When a game ball enters the second start port 2004, a predetermined number (for example, 1) of game balls are paid out and a second special lottery that is more advantageous to the player than the first special lottery is executed. Note that the first special lottery and the second special lottery are collectively referred to simply as the special lottery.

[0013] Within the gaming area 5a, a plurality of obstacle pins (not shown) are implanted on the front surface in a predetermined gauge arrangement at appropriate positions. When the game ball contacts the obstacle pins, the flow rate of the game ball is suppressed, and various movements are imparted to the game ball so that the player can enjoy those movements. Also, within the gaming area 5a, in addition to the obstacle pins, a windmill (not shown) that rotates when contacted by the game ball is provided at an appropriate position.

[0014] When winning a jackpot in the first special lottery or the second special lottery, a transition is made to the jackpot gaming state, and the big winning opening 2005 is opened. When a game ball enters the big winning opening 2005, a predetermined number (for example, 15) of game balls are paid out. In the jackpot gaming state, the opening and closing of the big winning opening 2005 are repeated. Also, the gaming area 5a is arranged to surround an area where the game balls do not flow down, and in the area where the game balls do not flow down, an effect display device 1600 capable of displaying a predetermined effect image is arranged.

[0015] The pachinko machine 1 includes a pressing operation part 303 and a rotating operation part 302, which are each an effect operation part operable by the player. The pressing operation part 303 is an operation part that can be pressed by the player. The rotating operation part 302 is an annular operation part arranged around the lower side of the pressing operation part 303 and is an operation part that can be rotated by the player. The rotatable direction of the rotating operation part 302 may be in one direction (for example, only rotatable clockwise) or in both directions (rotatable clockwise and counterclockwise). Also, the rotating operation part 302 includes a detection part capable of detecting an operation by the player.

[0016] The pachinko machine 1 is provided with a handle unit 500 that can be operated by a player to drive the game balls stored in an upper tray (not shown) into the game area 5a. The handle unit 500 includes a handle lever, a handle touch sensor, and a launch stop button. When the handle touch sensor detects contact by the palm or finger of the player's hand and the handle rotates by a predetermined amount or more, the game balls are launched, and the greater the amount of rotation of the handle, the stronger the game balls are launched. Also, even if the handle touch sensor detects contact and the handle rotates by a predetermined amount or more, if the launch stop button is operated, the game balls are not launched.

[0017] Note that in FIG. 1, although it is not visible, an out port that penetrates back and forth is formed at the lowest position in the game area 5a (behind the pressing operation unit 303 and the rotating operation unit 302). The game balls that have flowed down to the lower end of the game area 5a are guided to the out port and discharged to the rear side of the game board 5 through the out port.

[0018] FIG. 2 is a block diagram schematically showing the control configuration of the pachinko machine. As shown in the figure, the main control configuration of the pachinko machine 1 is composed of a main control board 1310 and a peripheral control board 1510 attached to the game board 5, and a payout control board 63 attached to the main body frame, and the respective controls are shared. The main control board 1310 controls the game operation (progress of the game). The peripheral control board 1510 includes a peripheral control unit 1511 that controls various effects during the game based on commands from the main control board 1310, and an effect display control unit 1512 that controls the display of the effect images on the effect display device 1600 based on commands from the peripheral control unit 1511. The payout control board 63 includes a payout control unit 633a that controls the payout of game balls and the like, and a launch control unit 633b that controls the launch of game balls by the rotational operation of the handle.

[0019] The main control board 1310 that controls the progress of the game is a microprocessor with a built-in ROM that stores various processing programs and various commands, a RAM that temporarily stores data, etc. Although detailed illustrations are omitted, it includes a main control MPU, a main control I / O port as an input / output device (I / O device), a main control input circuit to which detection signals from various detection switches are input, a main control solenoid drive circuit for driving various solenoids, and a RAM clear switch for completely erasing the information stored in the RAM built into the main control MPU. In addition to the built-in ROM and RAM, the main control MPU also has a watchdog timer for monitoring its operation (system) and functions for preventing fraud built in.

[0020] The main control MPU of the main control board 1310 receives detection signals from a first start port sensor 3052 that detects the game balls received at the first start port 2002, a gate sensor 2801 that detects the game balls that have passed through the gate unit 2003, a second start port sensor 2401 that detects the game balls received at the second start port 2004, a general winning port sensor 3051 that detects the game balls received at the general winning port 2001, a big winning port sensor 2402 that detects the game balls received at the big winning port 2005, an out port sensor 3053 that detects the game balls received at the out port, and a magnetic sensor 2404 that detects illegal magnetism within the game area 5a, etc., through the main control I / O port respectively.

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

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

[0023] The payout control board 63 that controls the payout of game balls and the like includes a payout control unit 633a that performs various controls related to payouts, a firing control unit 633b that performs firing control by the firing solenoid 542 and also performs ball feeding control by the ball feeding solenoid 145, an error LED display (not shown) that displays the state of the pachinko machine 1, an error reset switch (not shown) for resetting the error displayed on the error LED display, and a ball drain switch for discharging the game balls in the ball tank (not shown), the tank rail (not shown), the ball guiding unit (not shown), and the payout device (not shown) to the outside of the pachinko machine 1 and starting the ball draining operation during maintenance.

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

[0025] The payout control MPU of the payout control unit 633a receives various game-related information (game information) and various commands related to payouts from the main control board 1310 in a serial manner via the payout control I / O port, and also receives the operation signal (detection signal) of the RAM clear switch from the main control board 1310 via the payout control I / O port. In addition, the detection signal from the full detection sensor 154 is input, and the detection signals from the ball depletion detection sensor 574 and the payout detection sensor 591 are input.

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

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

[0028] The error LED display (not shown in the figure) is a segment display that shows alphanumeric characters, graphics, etc. to indicate the state of the pachinko machine 1. Note that errors are classified into strong errors that stop the game to notify the player and weak errors that are notified while the game is in progress. An example of a strong error is an error detected by a launched ball sensor (not shown) that detects a game ball B launched into the game area 5a or an error detected by detecting improper magnetism within the game area 5a. An example of a weak error is a full error (an error indicating that the far cover unit (not shown) provided with a full detection sensor (not shown) that discharges a game ball B that has missed being launched into the game area 5a to a lower tray (not shown) is full based on a detection signal from the full detection sensor), a ball out error (an error indicating that there is no game ball B in the payout device based on a detection signal from a ball out detection sensor 574 attached to the payout device (not shown)), or a counting switch error (an error indicating that there is a malfunction in the payout detection sensor 591 based on a detection signal from a payout detection sensor 591 attached to a payout passage (not shown) within the payout device that detects a game ball B).

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

[0030] In the handle unit 500, detection signals from a handle touch sensor 192 that detects whether the palm or fingers are touching the handle and a shot stop button sensor 194 that detects whether to forcibly stop the launch of a game ball according to the player's will are input to the launch timing control circuit after being input to the launch control input circuit. The handle rotation detection sensor 189 detects the rotation position of the handle. The intensity of launching a game ball toward the game area 5a is electrically adjusted according to the detected rotation position.

[0031] The peripheral control board 1510 includes a peripheral control unit 1511 that performs effect control based on commands from the main control board 1310, and an effect display control unit 1512 that performs drawing control of the effect display device 1600 based on control data from the peripheral control unit 1511.

[0032] The peripheral control unit 1511 that performs effect control in the peripheral control board 1510, although detailed illustration is omitted, includes a peripheral control MPU as a microprocessor, a peripheral control ROM that stores various processing programs and various commands, a sound source IC that performs high-quality performance, and a sound ROM that stores sound information such as music, voice, and sound effects referred to by this sound source IC.

[0033] The peripheral control MPU incorporates a plurality of parallel I / O ports, serial I / O ports, etc. When receiving various commands from the main control board 1310, based on these various commands, it transmits game board side emission data for outputting a lighting signal, a blinking signal, or a gradation lighting signal to color LEDs provided on the decoration board 184 such as the game board 5 and the door frame from the serial I / O port for the lamp drive board to the decoration board 184, or transmits drive data for outputting a drive signal to the drive motor that operates various effect units from the serial I / O port for the game board decoration drive board to the drive motor or drive solenoid of the game board 5, or transmits door side drive emission data composed of a lighting signal, a blinking signal, or a gradation lighting signal to color LEDs provided on the decoration board 184 such as the door frame from the serial I / O port for the frame decoration drive board to the door frame 3 side, or transmits control data (display command) indicating the screen to be displayed on the effect display device 1600 from the serial I / O port for the display control unit to the effect display control unit 1512. In addition, it outputs a control signal (sound command) for extracting sound information from the sound ROM to the sound source IC.

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

[0035] The sound source IC extracts sound information from the sound ROM based on control data (sound commands) from the peripheral control MPU, and controls the speakers 354 provided on the door frame, the main body frame, etc. so that sounds such as music and sound effects suitable for various effects flow out.

[0036] In addition to the built-in WDT (watchdog timer) incorporated in the peripheral control MPU, the peripheral control unit 1511 also includes an external WDT (watchdog timer) (not shown), and the peripheral control MPU diagnoses whether its system is running wild by using the built-in WDT and the external WDT in combination.

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

[0038] This display control MPU incorporates a parallel I / O port, a serial I / O port, etc., and controls the VDP based on control data (display commands) from the peripheral control unit 1511 to perform drawing control of the effect display device 1600. Note that when the display control MPU is operating normally, it outputs an operation signal indicating so to the peripheral control unit 1511. Also, the display control MPU performs interrupt processing when an execution signal is input from the VDP and the output of this execution signal stops every 16 ms.

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

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

[0041] Incidentally, although not shown in the figure, in this example, when the power to the pachinko machine 1 is turned off, a backup process is executed to save information indicating the progress of the game (e.g., various flags, etc.) in the main control built-in RAM. Then, when the power to the pachinko machine 1 is turned on, if the RAM clear switch has not been operated, the information stored in the main control built-in RAM by the backup process is referred to without executing the initialization process (step S1), and a recovery process is executed to restore to the state corresponding to the information. Also, when the RAM clear switch is operated when the power to the pachinko machine 1 is turned on, the initialization process is executed without executing the recovery process to set the pachinko machine 1 to the initial state. Further, when the initialization process is executed, the game state is controlled to the non-time-limited state.

[0042] Next, as the process of step S2, a random number that is updated within a predetermined numerical range is updated. That is, in the main control board 1310 according to this embodiment, special random numbers (first special random number, second special random number) used for the lottery process regarding the display mode at the stop of the variable display of the special symbol, variable random numbers used for the lottery process regarding a predetermined time (variable time) required for the variable display control of the special symbol, reach random numbers used for the lottery process as to whether or not to be a reach as a game effect executed by the effect display device 1600 corresponding to the variable display of the special symbol (whether or not to execute the effect), symbol random numbers (first symbol random number, second symbol random number) used for the lottery process for determining the type of jackpot when it is determined to be a jackpot based on the special random number, random numbers (ordinary random numbers) used for the lottery process regarding the winning or losing of the hit that triggers the opening of the second start port 2004, and the like. That is, it is equipped with a random number counter that holds such random numbers.

[0043] Note that, in this example, in order to use a common reach random number for the first special symbol and the second special symbol, that is, even when a start winning occurs at the first start opening 2002 or when a start winning occurs at the second start opening 2004, the reach random number is configured to be obtained from the same counter that updates the reach random number. However, the execution ratio of the reach effect may be made different by obtaining the reach random number from counters with different ranges of random numbers for updating the reach random number, or by providing a first reach determination table corresponding to the first special symbol and a second reach determination table corresponding to the second special symbol and having a determination value different from that of the first reach determination table as a reach determination table for comparing with the obtained reach random number, so as to make the execution ratio of the reach effect different.

[0044] In the process of this step S2, the counter operation of the random number counter is performed in such a way that only the random numbers (fluctuating random numbers) not related to winning or losing among these random numbers are updated. Note that after the processes of steps S1 and S2 are performed in this way, only the process of step S2 is basically repeated. However, in this embodiment, for example, the following timer interrupt control is performed every 4 mS.

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

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

[0047] And after the random number is updated in this way, the main control MPU of the main control board 1310 executes a special symbol process including a lottery process related to the display mode at the time of stopping the variable display of the special symbol as the process of step S14. Although the special symbol process will be described later, here, basically, the corresponding process is selectively executed based on the special symbol process flags (first special symbol process flag, second special symbol process flag) stored in the main control built-in RAM indicating the progress status of the game.

[0048] Then, next, the main control MPU of the main control board 1310 executes a normal symbol process including a lottery process related to the win or loss of the hit that triggers the opening of the second start port 2004 as the process of step S15. Also in this normal symbol process, basically, the corresponding process is selectively executed according to the normal symbol process flag indicating the progress status of the game.

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

[0050] Also, the main control MPU of the main control board 1310 then performs, as the process of step S18, an information output process of outputting data such as winning information supplied to the hall management computer.

[0051] Then, next, the main control MPU of the main control board 1310, as the process of step S19, when detection signals of the first start port sensor 3052, the second start port sensor 2401, the first count sensor, the second count sensor, the general winning port sensor 3051, etc. are in the ON state, executes a prize ball process of outputting a payout control command to the payout control board 63 so that prize balls corresponding to those signals are paid out to the player. As a result, the payout control MPU mounted on the payout control board 63 outputs a drive signal to the payout motor 584 to pay out prize balls to the player. In this example, when a game ball B wins in the first start port 2002 and the first start port sensor 3052 becomes ON, "3 balls" are paid out, when a game ball B wins in the second start port 2004 and the second start port sensor 2401 becomes ON, "1 ball" is paid out, when a game ball B wins in the big winning port 2005 and the first count sensor becomes ON, "15 balls" are paid out, and when a game ball B wins in the general winning port 2001 and the general winning port sensor 3051 becomes ON, "8 balls" of prize balls are each paid out to the player.

[0052] Next, as the processing of step S20, the main control MPU of the main control board 1310 executes a storage process for checking the increase or decrease of the stored number. Next, as the processing of step S21, it executes a test terminal process which is a process of outputting a test signal for enabling the control state of the pachinko machine 1 to be confirmed outside the gaming machine. Then, thereafter, it performs drive control of the actuator that operates constantly (step S22), restores the content of the register (step S23), and when it is set to the interrupt permission state (step S24), this control ends.

[0053] By the above control, in this embodiment, the game control process is activated every 4 mS. In this embodiment, the game control process is executed by interrupt processing using a timer. However, in the interrupt processing, for example, only the setting of a flag indicating that an interrupt has occurred may be performed. However, in this case, the game control process is executed in the main process.

[0054] FIG. 4 is a flowchart showing the procedure of the above special symbol process (step S14). Now, assuming that the random numbers used for various lottery processes are updated (step S13), as shown in FIG. 4, the main control MPU of the main control board 1310 first executes a start winning determination process (S31).

[0055] An example of the start winning determination process will be described. When the main control MPU of the main control board 1310 detects the entry of a game ball into the first start port 2002, it acquires from the random number counter a first special random number for determining the result of the first special lottery, a reach random number for determining whether a reach is to be executed, a first symbol random number, and a variation random number for determining the variation pattern. The main control MPU of the main control board 1310 updates the stored number of the first special random number in the main control built-in RAM with a predetermined number (for example, 4) as the upper limit (that is, when the stored number has already reached the upper limit, the update process is not performed).

[0056] In addition, based on the acquired first special random number, reach random number, first symbol random number, and variable random number, the main control MPU of the main control board 1310 determines whether the display result of the variable display of the first special symbol is a big win, and if it is a big win, the type of big win. If it is not a big win, it determines whether to execute a reach effect as a game effect executed by the effect display device 1600, or the mode type (type of variable pattern) of the game effect to be executed, etc. It may execute a pre-judgment process for the effect to determine this pre-judgment information before starting the variable display corresponding to the start winning prize.

[0057] In this pre-judgment process, by comparing a pre-judgment table (not shown) with the acquired first special random number, first symbol random number, reach random number, and variable random number, it is determined in advance whether it is a big win, and if it is a big win, the type of big win. If it is not a big win, it determines whether to execute a reach effect as a game effect executed by the effect display device 1600, the mode type of the game effect to be executed, etc. The main control MPU of the main control board 1310 transmits a command associating this pre-judgment information with the value of the counter in the hold memory (that is, which hold first special random number this pre-judgment information corresponds to) to the peripheral control board 1510 before starting the variable display corresponding to the start winning prize. Thus, the peripheral control MPU of the peripheral control board 1510 can execute a so-called pre-reading effect corresponding to the start winning prize before the variable display corresponding to the start winning prize starts.

[0058] The process performed when the main control MPU of the main control board 1310 detects the entry of a game ball into the second start port 2004 is the same as the process performed when the entry of a game ball into the first start port 2002 is detected, although the random numbers and tables used for the determination are different, so the description is omitted.

[0059] Following the start determination process in step S31, the main control MPU determines whether a jackpot execution flag indicating that it is controlling a jackpot game is set (step S32). If the jackpot execution flag is set, it executes a jackpot control process (step S36) for controlling the jackpot game. In the jackpot control process, when the result of the lottery process for the display mode at the stop of the variation display of the first special symbol or the second special symbol (the result of the win determination and the details of the jackpot type) suggests, for example, a "15R jackpot", the main control MPU controls the game to a 15R jackpot game in which the opening and closing pattern of opening the big winning port 2005 for a long time (e.g., 28.5 seconds) and then closing it after 10 game balls B are detected to have won in the big winning port 2005 is repeated 15 times.

[0060] Also, in the jackpot control process, after performing such opening control of the big winning port 2005, it executes a set process for the time shortening flag. The time shortening flag is a flag indicating that the time shortening control (control executed in the time shortening state) is in progress. It is set when ending a jackpot game based on a jackpot for which time shortening control is to be performed after the jackpot game ends, and is reset in the first special symbol stop process described later or in the second special symbol stop process of the second special symbol process process described later.

[0061] If the jackpot execution flag is not set, the main control MPU executes a first special symbol process process including a lottery process for the display mode at the stop of the variation display of the first special symbol on the condition that the value of the second special hold number counter indicating the number of second special random numbers stored in the second special symbol hold memory area is "0" (step S33), and executes a second special symbol process process including a lottery process for the display mode at the stop of the variation display of the second special symbol on the condition that the value of the second special hold number counter indicating the number of second special random numbers stored in the second special symbol hold memory area is not "0" (step S33) (step S35).

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

[0063] 1. Read the first special random number stored in the main control built-in RAM, and perform a lottery process etc. for the display mode at the time of stopping the variation control of the first special symbol based on the read first special random number, which is the first special symbol normal process (step S80).

[0064] 2. Based on the result of the lottery process for the display mode at the time of stopping the variation control of the first special symbol, perform a determination process etc. for the mode at the time of stopping the variation control of the first special symbol, which is the first special symbol stop symbol setting process (step S81).

[0065] 3. Based on the variation random number, perform a lottery process etc. for the variation mode of the first special symbol displayed on the first special symbol display of the function display unit 1400 and the variation mode of the effect display executed corresponding to the first special symbol on the effect display device 1600, which is the first variation pattern setting process (step S82). 4. Wait until the variation display of the first special symbol on the first special symbol display of the function display unit 1400 stops, which is the first special symbol variation process (step S83).

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

[0067] Note that the first special symbol process flag is operated to indicate that the first special symbol normal process (step S80) should be performed in the process of step S1

[0068] An example of the first special symbol normal process (step S80) will be described. When the first special symbol process flag indicates that the first special symbol normal process should be performed, the main control MPU of the main control board 1310 reads a random number (for example, a first special random number, a first symbol random number, a reach random number, a variable random number) from the main control built-in RAM if the counter value by the first special hold number counter is 0 or more, subtracts 1 from the first special hold number counter, and shifts the random numbers (first special random number, first symbol random number, reach random number, variable random number) related to the display mode at the time of stopping the variable display of the first special symbol stored in each storage area of the first special symbol hold storage area of the main control built-in RAM in a first-in first-out (First-In First-Out) mode. Further, the main control MPU of the main control board 1310 performs a hit determination process, which is a lottery process for determining a big win or a small win, based on the read first special random number of the first special symbol. Then, when the first special symbol process flag is updated so that the process proceeds to the first special symbol stop symbol setting process (step S81), the first special symbol normal process ends

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

[0070] An example of the above-described first special symbol stop symbol setting process (step S81) will be described. When the above-described first special symbol process flag indicates that the first special symbol stop symbol setting process should be performed, the main control MPU of the main control board 1310 first discriminates the result of the lottery process of the display mode at the time of stopping the variable display of the first special symbol, that is, the result of the above-described winning determination process, and determines a stop big win symbol or a loss symbol based on the determination result. The main control MPU of the main control board 1310 transmits a determination result notification command indicating the above-described lottery result (indicating any one of the type of big win, small win, reach loss, and loss, which may also indicate the mode of the stop symbol of the first special symbol) to the peripheral control board 1510, and updates the first special symbol process flag so as to shift the process to the above-described first variation pattern setting process (step S82).

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

[0072] Then, by comparing the selected variation pattern table with the variation random number read in the first special symbol normal process, a variation pattern to be executed is determined, and a variation pattern command is sent to notify the peripheral control board 1510 to start the variation pattern thus determined, and the variation display of the first special symbol displayed on the first special symbol display of the function display unit 1400 is started. Also, when the main control MPU determines the variation pattern, it sets the variation time set corresponding to the determined variation pattern in the variation timer. As a result, the variation display control of the first special symbol is performed on the first special symbol display of the function display unit 1400 for the variation time thus determined, and the effect control is performed by the effect display device 1600 in synchronization with the variation display of the special symbol.

[0073] Also, in the variation pattern table of this example, for example, as the variation time corresponding to the first special random number, 13 to 60 seconds are set in the non-time shortening state, and 4 to 60 seconds are set in the time shortening state. Similarly, as the variation time corresponding to the second special random number, 13 to 60 seconds are set in the non-time shortening state, and 2 to 60 seconds are set in the time shortening state.

[0074] Note that when the variable display control of the first special symbol starts, it is determined whether the counter value of the time shortening counter, in which the number of continuous times in the time shortening state is set, is "0". If this counter value is not "0", after counting down the time shortening counter, it is further determined whether the counter value of the simultaneous shortening counter is "0". As a result, if this counter value is "0", a time shortening end flag indicating the end of the above time shortening control is set.

[0075] When it is determined that the time shortening counter is not "0", at the time when the above first special symbol process flag is updated so as to transfer the process to the above first special symbol variation process (step S83) (step S155), this process ends.

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

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

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

[0079] Incidentally, in the time-saving state, in order to cause the game ball B to enter the second start port 2004, an instruction to recommend so-called right hitting (hereinafter also referred to as a right hitting instruction) is executed using the effect display device 1600, the speaker 354, and the like. And as described above, when a predetermined number of special symbol variations end after the time-saving state starts, the time-saving state ends and returns to the normal state (non-time-saving state). When returning to the normal state, in order to cause the game ball B to enter the first start port 2002, the right hitting instruction ends, and an instruction to recommend so-called left hitting (hereinafter also referred to as a left hitting instruction) is executed using the effect display device 1600, the speaker 354, and the like.

[0080] For example, when the number of time-saving times is 100 (that is, the time-saving state ends when 100 special symbol variations end after the time-saving state starts), for example, during the execution of the 100th variation (that is, the last time-saving variation) from the start of time-saving, by causing the game ball B to enter the second start port 2004, in the normal state after the time-saving state ends, up to 4 second special symbol variations can be executed.

[0081] That is, after the time-saving state ends, although the second special symbol variation (which can mainly be executed during the time-saving state) is being executed, since the state is still the normal state after all, a state occurs in which the left hitting instruction, which is a hitting method different from that during the time-saving state, is executed.

[0082] Incidentally, when the big win variation of the second special symbol variation ends, the big win game starts, and in the big win game, in order to cause the game ball to enter the big winning port, a right hitting instruction is executed in the same manner as during the time-saving state.

[0083] Incidentally, in the normal state after the time-saving ends, when a right-handed shot is made, although the player can receive a lottery advantageous to the player different from a special lottery such as a normal lottery in which the game ball B passes through the gate unit 2003, the probability of winning in the normal lottery is extremely low (or zero), so it is difficult for the game ball B to enter the second start port 2004, and the chance of receiving a special lottery is less compared to the case of a left-handed shot, that is, the winning probability of a big win decreases. Thus, in a situation where a left-handed shot should be made, when a right-handed shot is made (specifically, for example, when a predetermined number of game balls pass through the gate unit 2003 within a predetermined time), a left-handed warning effect that warns to make a left-handed shot is executed. The left-handed warning effect does not appear in a situation where a right-handed shot should be made, such as during the time-saving state or during a big win game.

[0084] Further, the main control MPU of the main control board 1310 determines whether the big win flag is set. When it is determined that the big win flag is set, a big win start command indicating to start a big win game according to the type of big win is set, the waiting time until the start of the big win game (the time for displaying that the big win game is to start, etc.) is set in the interval timer, and further, the big win execution flag and the time-saving flag are set, and the first special symbol process flag is updated so as to be transferred to the first special symbol normal process which is the initial value. Incidentally, when the main control MPU of the main control board 1310 determines that the big win flag is not set, the first special symbol process flag is updated so as to be transferred to the first special symbol normal process which is the initial value without executing the above-described processing.

[0085] FIG. 6 is a flowchart showing the procedure of the big win control process (step S40). In the big win control process, one of the following three processings is selectively executed according to the big win process flag.

[0086] 1. Wait until the peripheral control board 1510 notifies the player that the game has shifted to the jackpot game based on the fact that the state at the stop of the special symbol (the first special symbol, the second special symbol) has become the jackpot symbol, or wait until the next round starts. This is the pre-opening process for the big winning opening (step S91).

[0087] 2. Control the big winning opening 2005 to the open state based on the fact that the state at the stop of the special symbol has become the jackpot symbol, or control the big winning opening 2005 to the open state based on the start of the next round. After the big winning opening 2005 has been open for a long time (for example, 28.5 seconds) or when it is detected by the first count sensor or the second count sensor that 10 game balls B have won in the big winning opening 2005, close it. This is the process during the opening of the big winning opening (step S92).

[0088] 3. Wait until the peripheral control board 1510 notifies the player that the jackpot game has ended when all rounds are completed. This is the post-opening process for the big winning opening (step S93).

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

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

[0091] Now, in the process of step S801, assuming that the detection signal by the gate sensor 2801 is in the on state and it is determined that the game ball B has passed through the gate unit 2003, the main control MPU of the main control board 1310, as the process of step S802, first executes a gate unit passing process such as obtaining a normal random number of the normal symbol from the random number counter and storing it in the normal symbol reservation storage area of the RAM.

[0092] Next, in the normal symbol process, one of the following five processings is selectively executed according to the normal symbol process flag.

[0093] 1. Normal symbol normal processing (step S803) in which the normal random number stored in the RAM of the main control MPU is read out, and a lottery process for the display mode at the time of stopping the variation control of the normal symbol is performed based on the read normal random number.

[0094] 2. Normal symbol variation pattern determination processing (step S804) in which a lottery process for the variation mode (variation time) of the normal symbol displayed on the normal symbol display of the function display unit 1400 is performed based on the general symbol variation random number. 3. Normal symbol variation processing (step S805) in which waiting is performed until the variation display of the normal symbol on the normal symbol display of the function display unit 1400 stops.

[0095] 4. Normal symbol stop processing (step S806) in which the variation display of the normal symbol is stopped so that the mode at the time of stopping the variation control of the normal symbol determined based on the result of the lottery process for the display mode at the time of stopping the variation control of the normal symbol is displayed on the normal symbol display of the function display unit 1400.

[0096] 5. Normal electric accessory release processing (step S807) in which when the result of the lottery process for the mode at the time of stopping the variation control of the normal symbol indicates a mode suggesting "winning the normal symbol", a process for enabling the acceptance of the game ball B into the second start port 2004 is executed.

[0097] Note that the normal symbol process flag is operated to indicate that the normal symbol normal process (step S803) should be performed in the process of step S1 described above.

[0098] An example of the process of passing through the gate section (S802) will be described. Suppose that the detection signal from the gate sensor 2801 is in the on state and it is determined that a game ball has passed through the gate section 2003. Then, a normal random number and a normal symbol variation random number are obtained from the random number counter, and the main control MPU of the main control board 1310 updates the reservation storage of the normal random number in the main control built-in RAM with a predetermined number (for example, 4) as the upper limit (that is, if the number of reservation storages has already reached the upper limit, the update process is not performed). Then, the above-mentioned normal symbol process flag is updated so that the process proceeds to the normal symbol normal process (step S803).

[0099] An example of the normal symbol normal process (S803) will be described. When the normal symbol process flag indicates that the normal symbol normal process should be performed, the main control MPU of the main control board 1310 determines whether there is a variation display control of the normal symbol in the reserved state based on the counter value of the counter of the normal reservation storage. As a result, if it is determined that there is a variation display control of the normal symbol in the reserved state, the random number stored in the earliest storage area among the random numbers related to the display mode of the normal symbol stored in the normal symbol reservation storage area of the RAM of the main control MPU (for example, the normal random number, the normal symbol variation random number) is read out from the RAM. Then, the count of the normal reservation number counter is decremented by 1, and the random numbers related to the display mode at the time of stopping the variation display of the normal symbol (the normal random number, the normal symbol variation random number) stored in each storage area of the normal reservation storage area of the RAM of the main control MPU are shifted in a first-in first-out (First-In First-Out) manner.

[0100] Next, the main control MPU of the main control board 1310 compares the determination table per general pattern stored in the main control built-in ROM with the read normal random number, and determines whether it is a match with the general pattern. If it is determined that there is a match with the general pattern, a general pattern match flag indicating that the variation has won the general pattern match is set, and it is determined as the general pattern match symbol as the state (stop symbol of the normal symbol) at the time of stopping the variation control of the normal symbol. On the other hand, if it is determined that there is no match with the general pattern, it is determined as the non-winning general pattern symbol as the state (stop symbol of the normal symbol) at the time of stopping the variation control of the normal symbol.

[0101] And after the lottery process for the normal symbol is thus performed, a general pattern determination result notification command corresponding to these lottery results (indicating either a match or a non-win with the general pattern) is transmitted to the peripheral control board 1510, and the above-mentioned normal symbol process flag is updated so as to shift the process to the normal symbol variation pattern determination process (step S804).

[0102] An example of the above-mentioned normal symbol variation pattern determination process (step S804) will be described. When the above-mentioned normal symbol process flag indicates that the normal symbol variation pattern determination process should be performed, if the time shortening flag is set, the main control MPU of the main control board 1310 compares the normal symbol variation pattern determination table at the time of time shortening stored in the main control built-in ROM with the normal random number read in the normal symbol normal process. If the time shortening flag is set, it compares the normal symbol variation pattern determination table when not in time shortening stored in the main control built-in ROM with the normal random number read in the normal symbol normal process, and determines the variation pattern (general pattern variation pattern) of the normal symbol to be executed. The main control MPU of the main control board 1310 sets a general pattern variation pattern command for notifying the peripheral control board 1510 of the start of the normal symbol variation in the determined general pattern variation pattern, and starts the variation display of the normal symbol displayed on the normal symbol display of the function display unit 1400.

[0103] Also, when the main control MPU determines the general pattern variation pattern, it sets the general pattern variation time corresponding to the determined general pattern variation pattern in the general pattern variation timer. As a result, effect control is performed on the normal symbol display (the variable display of the normal symbol) of the function display unit 1400 for the general pattern variation time corresponding to the determined general pattern variation pattern.

[0104] Also, in the normal symbol variation pattern determination table for non-time-shortening in this example, for example, 20 seconds is set as the general pattern variation time. On the other hand, in the normal symbol variation pattern determination table for time-shortening in this example, for example, 0.8 seconds is set as the general pattern variation time so that the general pattern variation time is shorter compared to the normal symbol variation pattern determination table for non-time-shortening. The normal symbol variation pattern determination table is stored in the ROM of the main control MPU described above.

[0105] Also, when the variable display control of the normal symbol is started, when the above-mentioned normal symbol process flag is updated so as to transfer the process to the above-mentioned normal symbol variation process (step S805), this process is terminated.

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

[0107] An example of the above-mentioned normal symbol stop process (step S806) will be described. When the above-mentioned normal symbol process flag indicates that the normal symbol stop process should be performed, the main control MPU of the main control board 1310 performs display control to display the stopped symbol of the normal symbol determined in the normal symbol normal process on the normal symbol display of the function display unit 1400, and at the same time, transmits a general symbol stop display command for notifying the derivation display of the stopped symbol of the first special symbol to the peripheral control board 1510.

[0108] Next, when the above-mentioned per-normal-symbol flag is set, the opening pattern of the second start port 2004 corresponding to the current gaming state is set using the per-normal-symbol release pattern table stored in the main control built-in ROM. Specifically, if it is controlled to be in a non-time-short state at the start of the opening of the second start port 2004, when a lottery result of per-normal-symbol is obtained by lottery based on a normal random number, the start port solenoid 2514 that opens and closes the second start port 2004 is turned on, and an opening pattern A in which the second start port 2004 opens and closes in a short opening mode (for example, 0.05 seconds) is executed. Thus, when the opening pattern A is executed as the opening pattern of the second start port 2004, the time for the second start port 2004 to perform the opening operation is short, and it is difficult to let the game ball enter when the second start port 2004 is in the open state. That is, even if the second start port 2004 performs an opening and closing operation in a non-time-short state, almost no game balls enter.

[0109] On the other hand, if it is controlled to be in a time-short state at the start of the opening of the second start port 2004, when a lottery result of per-normal-symbol is obtained by lottery based on a normal random number, the start port solenoid 2514 that opens and closes the second start port 2004 is turned on, and an opening pattern B in which the second start port 2004 opens and closes in a long opening mode (for example, 1.5 seconds) is executed. Thus, when the opening pattern B is executed as the opening pattern of the second start port 2004, the time for the second start port 2004 to perform the opening operation is long, and the game ball can enter when the second start port 2004 is in the open state.

[0110] When the opening pattern of the second start port 2004 is set, a start command per normal pattern indicating the start of a game per normal pattern is set, and the normal symbol process flag is updated so as to be transferred to the normal electric accessory opening process. Note that the start command per normal pattern is a command transmitted to the peripheral control board 1510, and the production of the game per normal pattern according to the type of the normal pattern indicated by the start command per normal pattern can be executed by the production display device 1600, the lamp / LED, the speaker 354, etc.

[0111] Also, when the above-mentioned flag per normal pattern is not set, the main control MPU of the main control board 1310 updates the normal symbol process flag so as to be transferred to the normal symbol normal process which is the initial value without executing the above-mentioned process.

[0112] An example of the above-mentioned normal electric accessory opening process (step S807) will be described. Assuming that it is determined that the second start port 2004 is in the open state, if a predetermined time (the opening time of the second start port 2004 in the set opening pattern) has elapsed since the main control MPU of the main control board 1310 controlled the second start port 2004 to be in the open state, this process ends when the start port solenoid 2514 for opening and closing the second start port 2004 is turned off and the second start port 2004 is controlled to be in the closed state.

[0113] Also, assuming that it is determined that the second start port 2004 is in the closed state, if it is the timing to open the second start port 2004, this process ends when the start port solenoid 2514 for opening and closing the second start port 2004 is turned on and the second start port 2004 is controlled to be in the open state.

[0114] Also, if it is not the timing to open the second start port 2004, the main control MPU of the main control board 1310 sets an end command per normal pattern when the number of openings of the second start port 2004 reaches a predetermined number (the number of openings of the second start port 2004 in the set opening pattern). Then, when the normal symbol process flag is updated so as to be shifted to the normal symbol normal process which is the initial value, this process ends. Note that the end command per normal pattern is transmitted to the peripheral control board 1510, and when the peripheral control board 1510 receives the end command per normal pattern, the effect display device 1600, the lamp / LED, the speaker 354, etc. can end the effect of the ongoing normal pattern game.

[0115] Next, the process executed by the peripheral control MPU mounted on the peripheral control board 1510 will be described. FIG. 8 is a flowchart showing the processing procedure of the control performed by the peripheral control MPU mounted on the peripheral control board 1510 when the pachinko machine 1 is powered on.

[0116] When the power supply to the pachinko machine 1 is started, the peripheral control MPU performs an initial setting process (step S501). This initial setting process includes a process of clearing the RAM built in the peripheral control MPU mounted on the peripheral control board 1510. Note that interrupts are prohibited during this initial setting process and interrupts are permitted after the initial setting process. When the initial setting process (step S501) ends, a loop process for monitoring whether the 16 mS elapsed flag T is set is started (step S502).

[0117] In this embodiment, the peripheral control MPU generates an interrupt every 2 mS and executes 2 mS normal processing. In the 2 mS normal processing, a process of counting up a 16 mS elapsed monitoring counter (adding 1 to the 16 mS elapsed monitoring counter) is executed. When the value of the 16 mS elapsed monitoring counter becomes 8, that is, when 16 mS has elapsed, a 16 mS elapsed flag T is set and a process of resetting (setting to 0) the 16 mS elapsed monitoring counter is executed. In this way, the 16 mS elapsed flag T is set to "1" every 16 mS in the 2 mS normal processing and is normally set (reset) to "0". When the 16 mS elapsed flag is set in step S502 (the 16 mS elapsed flag T is "1"), after resetting the 16 mS elapsed flag (step S503), 16 mS normal processing is performed (step S504).

[0118] In this 16 mS normal processing, a process of controlling the effect display device 1600, the lamp / LED, the speaker 354, etc. based on the command received from the main control board 1310 is executed. When the 16 mS normal processing ends, the process returns to step S502 again, and every time the 16 mS elapsed flag T is set, that is, every 16 mS, the above steps S503 to S504 are repeatedly executed. On the other hand, when the 16 mS elapsed flag T is not set in step S502 (the 16 mS elapsed flag T is "0"), loop processing is performed until the 16 mS elapsed flag T is set.

[0119] Figure 9 is a flowchart showing an example of the 16 mS normal processing executed every 16 mS in the sub-main processing. In the 16 mS normal processing, the peripheral control MPU executes the processes of steps S601 to S606. In the command analysis process of step S601, the command received from the main control board 1310 is analyzed. In the effect control process of step S602, based on receiving the variable pattern command transmitted by being set in the variable pattern setting process (the first variable pattern setting process and the second variable pattern setting process), a control process related to the effect display device 1600 is executed.

[0120] In the sound control process of step S603, control processing related to the speaker 354 provided in the pachinko machine 1 is executed. In the lamp control process of step S604, control processing related to the lamps / LEDs provided in the pachinko machine 1 is executed. In the information output process of step S605, processes such as transmitting a lighting signal of the lamp / LED to various decorative substrates 184, 273, etc. are executed. In the random number update process of step S606, a process of updating the random numbers used for various settings in the effect control process (step S602) is executed.

[0121] Note that the processes of step S601 to step S606 in the 16mS regular process end within 16mS. Even if it takes 16mS or more from the start of the 16mS regular process to the end of the 16mS regular process, the 16mS regular process is not immediately executed from the beginning (from the command analysis process of step S601) when 16mS has elapsed since the start of the 16mS regular process. That is, when 16mS has elapsed during the execution of the 16mS regular process, only the 16mS elapsed flag is set, and when it is determined in step S502 that the 16mS elapsed flag is set after the end of the 16mS regular process, the 16mS regular process is started.

[0122] Also, in this embodiment, the random number update process (step S606) is executed in the 16mS regular process to update various random numbers, but the timing for updating various random numbers is not limited to this. For example, it may be configured to update various random numbers in either one or both of the loop process in the sub-main process and the 16mS regular process.

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

[0124] 1. After performing processes such as controlling the effect display device 1600, the LED, the speaker 354, etc. based on a variation pattern command (a first variation pattern command for instructing the variation pattern of the first special symbol and a second variation pattern command for instructing the variation pattern of the second special symbol) that instructs the variation pattern of the special symbols (the first special symbol and the second special symbol) analyzed in the above command analysis process, a variation effect start process (step S711) for changing the above effect process flag to a value corresponding to the process during the variation effect

[0125] 2. Measure the elapsed time since the start of controlling the effect display device 1600, the LED, the speaker 354, etc., perform processes such as controlling the effect display device 1600, the LED, the speaker 354, etc. according to the elapsed time, and change the above effect process flag to a value corresponding to the variation end process in response to the elapsed of the variation time corresponding to the variation pattern of the special symbols (the first special symbol and the second special symbol). A variation effect in - process (step S712)

[0126] 3. Based on receiving a stop display command for instructing the stop of the variation display of the special symbols (the first special symbol and the second special symbol), perform a process for deriving and displaying a predetermined display result. If it is a losing result, change the above effect process flag to a value corresponding to the variation effect start process; if it is a big win, change it to a value corresponding to the big win effect process; if it is a small win, change it to a value corresponding to the small win effect process. A variation effect end process (step S713)

[0127] 4. Based on receiving a big win start command for instructing the start of a big win game, perform a process for executing display control during the big win game on the effect display device 1600, and change the above effect process flag to a value corresponding to the variation effect start process when the big win game ends. A big win effect process (step S714)

[0128] By the above processing, the variable display of the special symbol (the first special symbol and the second special symbol) executed by the special symbol display device (the first special symbol display device of the function display unit 1400 and the second special symbol display device of the function display unit 1400) is synchronized, and the variable display of the decorative symbol is executed by the effect display device 1600. If the special symbol does not change for a predetermined time, a demo screen (a predetermined video including characters and stories that appear in the effect of the pachinko machine 1, an explanation of the effect, the model name, and the manufacturer name, etc.) indicating the customer waiting state is displayed on the effect display device 1600.

[0129] [2. Attack effect] FIGS. 11 and 12 are explanatory diagrams showing an example of an effect when an operation valid period of an attack effect (a period in which a predetermined operation on a predetermined operation unit is detected or the period ends when a predetermined time elapses from the start of the period) occurs and an operation for launching an attack is performed during the operation valid period. The attack effect is an effect that is executed, for example, before the variable reach effect in which the reach effect is executed starts or during the variable in which the reach effect is not executed. The attack effect is, for example, an effect that is executed when the jackpot flag is set by winning a start prize in the first start opening 2002 or the second start opening 2004, and when the reach flag is set, and is an effect that is executed regardless of which variable pattern is selected. When the jackpot flag and the reach flag are not set by winning a start prize in the first start opening 2002 or the second start opening 2004, it is an effect that is executed when a predetermined variable pattern is selected.

[0130] During the attack performance, an operation valid period occurs. If a predetermined operation is performed on a predetermined operation unit during the operation valid period, the friendly character (the white character in the figure) will launch either a punch or a kick attack against the enemy character (the character with diagonal lines in the figure). If the attack hits the enemy character, it will then develop into a reach performance. If the enemy character avoids the attack, the decorative pattern will stop with a miss combination and the ongoing variation will end without developing into a reach performance. For example, when a variation pattern in which a reach is executed is selected, the distribution for determining that the friendly character performs a punch performance in the attack performance is smaller than the distribution for determining that the friendly character performs a kick performance (for example, the distribution for punching is 1 / 3 of the distribution for kicking). When a variation pattern in which a reach is not executed is selected, the distribution for determining that the friendly character performs a punch performance in the attack performance is larger than the distribution for determining that the friendly character performs a kick performance (for example, the distribution for punching is 3 times the distribution for kicking).

[0131] The first performance pattern performed when the attack performance is in progress prompts an operation of the pressing operation unit 303 (for example, pressing (so-called single press)). The second performance pattern performed when the attack performance is in progress prompts a continuous operation of the rotation operation unit 302 (for example, continuing rotation by a predetermined amount for a predetermined time or more, which is an operation different from the pressing (so-called single press) operation of the pressing operation unit 303).

[0132] In this example, it is assumed that the rotation operation unit 302 can be rotated in the clockwise direction within a range of up to 360 degrees (for example, a stopper operates so that it cannot be rotated further clockwise when rotated 360 degrees clockwise). When rotated one step clockwise, it rotates 10 degrees and can be rotated up to 36 steps at most. The rotation detection sensor 347 provided in the rotation operation unit 302 detects the rotation amount of the rotation operation unit 302 (how many steps it has been rotated). The clockwise rotatable range from the initial position of the rotation operation unit 302 does not have to be 360 degrees as described above, and for example, any value between 45 degrees or more and 360 degrees or less is acceptable.

[0133] In the figure, the effects branch into an upper part and a lower part. However, the effect before the branching is an effect common to both the first effect pattern and the second effect pattern. The effect described in the upper part after the branching is the effect of the first effect pattern, and the effect described in the lower part after the branching is the effect of the second effect pattern.

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

[0135] In the second effect pattern, an operation valid period of the rotation operation unit 302 occurs. When the rotation detection sensor 347 provided in the rotation operation unit 302 detects a right rotation of a predetermined amount or more (hereinafter, 5 steps or more) from the initial position during the operation valid period, an effect in which a friendly character is surrounded by an aura is executed as an in-operation effect corresponding to the operation. The effect in which the friendly character is surrounded by an aura, which is this in-operation effect, is continuously executed while a right rotation of 5 steps or more of the rotation operation unit 302 is detected during the operation valid period of the rotation operation unit 302.

[0136] Furthermore, in the second presentation pattern, if a right rotation of five or more steps of the rotation operation unit 302 continues for 3 seconds during the operation valid period of the rotation operation unit 302, the operation valid period ends. As post-operation presentations, a reach suggestion presentation in which a friendly character attacks an enemy character (a presentation in which the degree of expectation of executing a reach varies depending on whether a punch or a kick appears) and a presentation in which the attack hits the enemy character or a presentation in which the enemy character evades the attack are executed. In the first presentation pattern, when the pressure detection sensor 381 changes from the off state to the on state during the operation valid period of the pressing operation unit 303, the operation valid period ends. In the second presentation pattern, when a right rotation of five or more steps of the rotation operation unit 302 continues for 3 seconds during the operation valid period of the rotation operation unit 302, the operation valid period ends. That is, the operations for ending the operation valid period are different between the first presentation pattern and the second presentation pattern. Note that in the second presentation pattern, the conditions for ending the operation valid period and executing the post-operation presentation are that the operation of the rotation operation unit 302 continues continuously for a predetermined time regardless of the rotation amount during the operation valid period, the rotation operation unit 302 is operated for a predetermined time with a rotation amount of five or more steps or regardless of the rotation amount during the operation valid period, or the rotation amount of the rotation operation unit 302 reaches a predetermined number of steps (for example, 36 steps which is the maximum rotation amount) during the operation valid period, and the like.

[0137] Note that the operation valid period of the pressing operation unit 303 in the first presentation pattern and the operation valid period of the rotation operation unit 302 in the second presentation pattern are both assumed to be 10 seconds. Note that the operation valid period of the pressing operation unit 303 in the first presentation pattern may be longer or shorter than the operation valid period of the rotation operation unit 302 in the second presentation pattern. However, since the operation for causing the post-operation presentation to appear in the second presentation pattern (continuing a right rotation of five or more steps of the rotation operation unit 302 for 3 seconds during the operation valid period of the rotation operation unit 302) takes longer than the operation for causing the post-operation presentation to appear in the first presentation pattern (changing the pressure detection sensor 381 from the off state to the on state during the operation valid period of the pressing operation unit 303), it is desirable that the operation valid period of the rotation operation unit 302 in the second presentation pattern be longer than the operation valid period of the pressing operation unit 303 in the first presentation pattern.

[0138] Figure 11(A) shows a state where all decorative symbols are fluctuating and an attack performance has started. In Figure 11(A), a message indicating that it is a chance if the punch of the friendly character hits the enemy character is displayed on the effect display device 1600. The decorative symbol is a complex array of symbols indicating the result of a special lottery, which is displayed on the effect display device 1600. The decorative symbols consist of, for example, three columns: a left decorative symbol, a middle decorative symbol, and a right decorative symbol. The three columns of decorative symbols start to fluctuate at the start of the special symbol fluctuation, and then, for example, are stopped and displayed in the order of the left decorative symbol, the right decorative symbol, and the middle decorative symbol. Finally, when all the decorative symbol columns are stopped and displayed, the result of the special lottery is shown to the player according to the combination of the stopped decorative symbols. In addition, when the attack of the friendly character hits the enemy character in the attack performance, after the end of the attack performance, a reach is formed by the decorative symbols and a reach performance is executed. The state of forming a decorative symbol reach means that among the complex array of decorative symbols (for example, three columns of a left decorative symbol, a middle decorative symbol, and a right decorative symbol), the decorative symbols excluding one decorative symbol (for example, the middle decorative symbol) stop in the same display mode (for example, the left decorative symbol and the right decorative symbol are the same symbol) (however, it is in a so-called temporarily stopped state where it seems to be stopped although it is slightly swaying up and down), and the one decorative symbol is fluctuating.

[0139] In Figure 11(A), the operation effective periods of the pressing operation unit 303 and the rotating operation unit 302 have not started (the player does not know whether a first effect pattern in which an operation of the pressing operation unit 303 is required during the operation effective period, as in the effects after Figure 11(C), or a second effect pattern in which rotation of the rotating operation unit 302 is required during the operation effective period, as in the effects after Figure 11(C’), will be executed), and the player has not yet operated the pressing operation unit 303 and the rotating operation unit 302.

[0140] In Fig. 11(B), the ally character and the enemy character are displayed on the production display device 1600, and a line suggesting that the ally character will attack next is further displayed on the production display device 1600. In Fig. 11(B), the operation valid periods of the pressing operation unit 303 and the rotation operation unit 302 have not started, and the player has not yet operated the pressing operation unit 303 and the rotation operation unit 302. Also, the player does not know whether the first production pattern or the second production pattern will be executed.

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

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

[0143] Fig. 12(E) shows a state where the player has operated the pressing operation unit 303 during the operation valid period (the pressing operation unit 303 has been pushed in by a height tmax from the initial position state of the pressing operation unit 303 before Fig. 12(D) and the pressing has been detected), and the post-operation production has started. Specifically, a reach suggestion production in which the ally character punches (the expectation of reach execution is lower than that of a kick) the enemy character is being executed, and it has not yet been reported whether the punch hits the enemy character.

[0144] Figure 12(F) is the continuation of the post-operation effect. When it is reported that the enemy character avoids the punch of the ally character by backstepping and does not develop into a reach effect, the post-operation effect ends. In the post-operation effect, a sound corresponding to the display mode of the post-operation effect (for example, different sounds depending on whether the attack of the ally character is a punch or a kick, and different sounds depending on whether the attack of the ally character hits or not) is output from the speaker 354, or a lamp emits light in a mode corresponding to the display mode of the post-operation effect (for example, different light emission modes depending on whether the attack of the ally character is a punch or a kick, and different light emission modes depending on whether the attack of the ally character hits or not).

[0145] In addition, when the first effect pattern is being executed in the variation where reach is executed, following the reach suggestion effect (the effect where the ally character punches or kicks) in the effect of Figure 12(E), in Figure 12(F), an effect where the attack of the ally character hits the enemy character (an effect that notifies the development into the reach effect) is performed and the post-operation effect ends, and then it develops into the reach effect. Also in the post-operation effect of the first effect pattern in the variation where reach is executed, a sound corresponding to the display mode of the post-operation effect (it may be the same sound or a different sound as in the case where it does not develop into reach) is output from the speaker 354, or a lamp emits light in a mode corresponding to the display mode of the post-operation effect (it may be the same light emission mode or a different light emission mode as in the case where it does not develop into reach).

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

[0147] Next, a case where the transition is made to the effect shown in Fig. 11(C’) (it has been determined that the second effect pattern is to be executed) will be described. Following Fig. 11(B), in Fig. 11(C’), the operation valid period of the rotation operation unit 302 starts, and a gauge 1603 indicating the remaining time of the operation valid period and a display prompting the operation of the rotation operation unit 302 (an image imitating the rotation operation unit 302 and a message saying “Turn it!”) are displayed on the effect display device 1600. Note that in Fig. 11(C’), the player has not yet operated the rotation operation unit 302.

[0148] In Fig. 12(D’), the operation valid period of the rotation operation unit 302 progresses and the remaining time of the operation valid period indicated by the gauge 1603 decreases. Further, since the player has rotated the rotation operation unit 302 five or more steps to the right, as an in-operation effect, an ally character is wrapped in an aura, a sound corresponding to the aura is output from the speaker 354, and an effect in which a lamp emits light in the color of the aura is being executed. Note that by indicating the attack (punch or kick) performed by the ally character in the display mode such as the color and size of this aura, the expectancy of executing a reach earlier than the post-operation effect is suggested.

[0149] In Fig. 12(E’), since the right rotation of the rotation operation unit 302 by five or more steps during the operation valid period has continued for 3 seconds, the operation valid period of the rotation operation unit 302 ends and the post-operation effect starts. Specifically, a reach suggestion effect in which an ally character punches an enemy character (the expectancy of executing a reach is lower than that of a kick) is being executed, and it has not yet been notified whether the punch hits the enemy character. Fig. 12(F’) is a continuation of the post-operation effect, and it is notified that the enemy character avoids the ally character's punch with a backstep and the reach effect does not develop, and the post-operation effect ends. Following the effect shown in Fig. 12(F’), the decorative symbol stops in a combination indicating that the result of the special lottery is a miss, and the ongoing special symbol variation ends (not shown).

[0150] FIG. 13 is an explanatory diagram showing an example of an effect when the operation unit is not operated during an attack effect. First, an example in which it is determined that the first effect pattern is to be executed will be described. Following FIG. 11(C), in FIG. 13(D2), similar to FIG. 12(D), although the operation valid period of the pressing operation unit 303 is progressing and the remaining time of the operation valid period indicated by the gauge 1603 is decreasing, the player is not operating the pressing operation unit 303.

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

[0152] Subsequently, an example in which it is determined that the second effect pattern is to be executed will be described. Following FIG. 11(C), in FIG. 13(D’2), similar to FIG. 12(D’), the operation valid period of the rotation operation unit 302 is progressing and the remaining time of the operation valid period indicated by the gauge 1603 is decreasing. In FIG. 13(D’2), since the player is not operating the rotation operation unit 302 (no right rotation of 5 steps or more), the in-operation effect in which the ally character wraps itself in an aura is not executed.

[0153] FIG. 13(E’2) shows a state where the operation valid period of the rotation operation unit 302 further progresses and the remaining time of the operation valid period indicated by the gauge 1603 further decreases. In FIG. 13(E’2), since the player has not yet started the operation of the rotation operation unit 302 (a right rotation of 5 steps or more of the rotation operation unit 302 has not continued for 3 seconds), except for the display of the remaining time of the operation valid period of the gauge 1603, the same display as in FIG. 13(D’2) is performed, and the in-operation effect is not executed.

[0154] FIG. 13(F’2) shows a state where the operation valid period of the rotation operation unit 302 ends because the entire operation valid period of the rotation operation unit 302 has elapsed without satisfying the condition that a right rotation of 5 steps or more of the rotation operation unit 302 continues for 3 seconds during the operation valid period of the rotation operation unit 302, and the attack effect ends without performing the post-operation effect. Following the effect of FIG. 13(F’2), the decorative symbols stop in a combination indicating that the result of the special lottery is a miss, and the ongoing special symbol variation ends (not shown). When a right rotation of 5 steps or more of the rotation operation unit 302 is made during the operation valid period of the rotation operation unit 302, an effect in which the friendly character is surrounded by an aura, which is an in-operation effect, is performed. However, if a right rotation of 5 steps or more of the rotation operation unit 302 does not continue for 3 seconds until the end of the operation valid period, the post-operation effect is not executed.

[0155] Note that if the operation valid period ends without any operation being performed to execute the post-operation effect during the operation valid period in the first effect pattern and the second effect pattern of the attack effect, after performing an effect similar to the post-operation effect (that is, an effect of releasing an attack by the friendly character and then notifying whether the attack hits and develops into a reach effect depending on whether the attack hits) after the end of the operation valid period, an effect of stopping the decorative symbols in a combination indicating that the result of the special lottery is a miss or a reach effect may be executed.

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

[0157] In FIG. 14(C3), the operation valid period of the pressing operation unit 303 has started. In FIG. 14(C3), the player continues to operate the pressing operation unit 303 (pressing continuously) from FIG. 14(B3). That is, before the operation valid period of the pressing operation unit 303 occurs, the pressing detection sensor 381 provided in the pressing operation unit 303 is in an on state, and it has not changed from the off state to the on state after the start of the operation valid period. In this case (that is, even if the pressing operation unit 303 is being operated at the start point of the operation valid period of the pressing operation unit 303, and there is no change from the non-operated state to the operated state during the operation valid period), the post-operation production does not occur. When the pressing operation unit 303 is operated simultaneously with the start of the operation valid period in FIG. 14(C3) (that is, when the pressing detection sensor 381 provided in the pressing operation unit 303 is in an on state exactly at the start of the operation valid period), the same production as the production after FIG. 14(C3) is performed.

[0158] In FIG. 15 (D3), the player continues to operate the pressing operation unit 303 (pressing continuously) from FIG. 14 (B3). Thus, at the start of the effective operation period of the pressing operation unit 303, the pressing operation unit 303 is in an operating state, and if the operation of the pressing operation unit 303 continues thereafter, since the pressing detection sensor 381 provided in the pressing operation unit 303 does not change from the off state to the on state during the effective operation period of the pressing operation unit 303, the post-operation effect is not executed even though the pressing operation unit 303 is being operated. Therefore, the sound corresponding to the display mode of the post-operation effect is not output from the speaker 354, and the lamp does not emit light in the light emission mode corresponding to the display mode of the post-operation effect. In FIG. 15 (D3), the same effect as in FIG. 12 (D) is performed. When the pachinko machine 1 is provided with a lamp that emits light when the pressing operation unit 303 is in an operating state (the pressing detection sensor 381 is in the on state), the lamp emits light at the start of the effective operation period of the pressing operation unit 303 when the pressing operation unit 303 is being operated, and also emits light when the pressing operation unit 303 is being operated at the start of the effective operation period of the pressing operation unit 303 and the operation of the pressing operation unit 303 continues.

[0159] In FIG. 15 (E3), the player continues to operate the pressing operation unit 303 (pressing continuously) from FIG. 14 (B3). Since the pressing detection sensor 381 provided in the pressing operation unit 303 does not change from the off state to the on state during the effective operation period of the pressing operation unit 303, the post-operation effect is not executed. Therefore, the sound corresponding to the display mode of the post-operation effect is not output from the speaker 354, and the lamp does not emit light in the light emission mode corresponding to the display mode of the post-operation effect. In FIG. 15 (E3), the effective operation period of the pressing operation unit 303 further progresses and the remaining time indicated by the gauge 1603 further decreases.

[0160] In FIG. 15 (F3), the entire operation valid period has elapsed. Also, in FIG. 15 (F3), the player continues to operate the pressing operation unit 303 (keeps pressing) from FIG. 14 (B3), and since the pressing detection sensor 381 provided in the pressing operation unit 303 has not changed from the off state to the on state during the operation valid period of the pressing operation unit 303, no post-operation effect is performed. Following the effect of FIG. 15 (F3), the decorative symbols stop in a combination indicating that the result of the special lottery is a miss, and the ongoing special symbol variation ends (not shown).

[0161] Up to FIG. 14 (B3), since the effects common to both the first effect pattern and the second effect pattern are being performed, the player does not know which effect pattern is being executed. If it is determined that the first effect pattern is to be executed and the pressing operation unit 303 is operated before the operation valid period of the pressing operation unit 303 occurs and the pressing detection sensor 381 is in the on state at the start of the operation valid period, if the post-operation effect is to be executed, a reach suggestion effect (an effect where a friendly character punches or kicks) will be executed immediately at the start of the operation valid period, which will startle the player extremely. Therefore, when it is determined that the first effect pattern is to be executed, even if the pressing operation unit 303 is operated before the operation valid period of the pressing operation unit 303 occurs and the pressing detection sensor 381 is in the on state at the start of the operation valid period, the post-operation effect is not executed. Note that when it is determined that the first effect pattern is to be executed and the pressing operation unit 303 is operated before the operation valid period of the pressing operation unit 303 occurs and the pressing detection sensor 381 is in the on state at the start of the operation valid period, if the operation continues, the post-operation effect is not executed, and even if the operation is aborted (that is, even if the pressing detection sensor 381 changes from the on state to the off state), the post-operation effect is not executed.

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

[0163] Subsequently, an example of the transition to FIG. 14(B’3) (where it is determined that the second effect pattern is to be executed) will be described. Following FIG. 14(A), in FIG. 14(B’3), the same effect as in FIG. 11(B) is being performed, and the player is already in a state where the rotation operation unit 302 has been rotated right by 5 steps or more. In FIG. 14(B’3), although the rotation operation unit 302 has been rotated right by 5 steps or more, since the operation valid period of the rotation operation unit 302 has not started, the in-operation effect is not being executed.

[0164] In FIG. 14(C’3), the operation valid period of the rotation operation unit 302 has started. In FIG. 14(C’3), the player is still operating the rotation operation unit 302 (continuously rotated right by 5 steps or more) following FIG. 14(B’3). That is, a rotation of 5 steps or more to the right of the rotation operation unit 302 is detected before the operation valid period of the rotation operation unit 302 occurs, and at the start of the operation valid period of the rotation operation unit 302, the rotation detection sensor 347 is also detecting a rotation of 5 steps or more. As long as a rotation of 5 steps or more to the right of the rotation operation unit 302 is detected during the operation valid period of the rotation operation unit 302 (that is, a change from the off state of the rotation detection sensor 347 provided in the rotation operation unit 302 is not required), an in-operation effect where an ally character wraps itself in an aura, similar to FIG. 12(D’), appears. Therefore, in FIG. 14(C’3), since a rotation of 5 steps or more to the right of the rotation operation unit 302 is detected at the start of the operation valid period of the rotation operation unit 302, the in-operation effect appears from the start of the operation valid period. If the rotation operation unit 302 has not been operated before the start of the operation valid period in FIG. 14(B’3), and a rotation of 5 steps or more to the right of the rotation operation unit 302 is performed from the start of the operation valid period in FIG. 14(C’3), the in-operation effect starts at the moment when a rotation of 5 steps or more to the right of the rotation operation unit 302 is detected.

[0165] In FIG. 15 (D’3), following FIG. 14 (B’3), although the rotation operation unit 302 is being operated (continuously rotated right by 5 steps or more), since the right rotation of the rotation operation unit 302 by 5 steps or more has not continued for 3 seconds during the operation valid period of the rotation operation unit 302 (less than 3 seconds have elapsed since the start of the operation valid period), the in-operation effect continues but the post-operation effect is not performed, and as the operation valid period of the rotation operation unit 302 further progresses, the remaining time indicated by the gauge 1603 decreases.

[0166] In FIG. 15 (E’3), following FIG. 14 (B’3), since the right rotation of the rotation operation unit 302 by 5 steps or more has continued for 3 seconds during the operation valid period of the rotation operation unit 302, the operation valid period of the rotation operation unit 302 ends and the post-operation effect starts. Specifically, a reach suggestion effect is executed in which the ally character punches (with a lower expectation of reach than a kick) the enemy character, and it has not yet been reported whether the punch hits the enemy character. FIG. 15 (F’3) is a continuation of the post-operation effect, and it is reported that the enemy character avoids the ally character's punch with a backstep and does not develop into a reach effect, and the post-operation effect ends. Following the effect in FIG. 15 (F’3), the decorative pattern stops in a combination indicating that the result of the special lottery is a miss, and the ongoing special pattern variation ends (not shown).

[0167] In the second performance pattern, when the rotation operation unit 302 has been rotated 5 or more steps to the right from before the start of the operation valid period of the rotation operation unit 302 and the operation valid period starts, the performance during the operation in which the ally character wraps itself in an aura is executed. Therefore, even if a player who becomes extremely nervous when seeing the reach suggestion performance rotates the rotation operation unit 302 5 or more steps to the right from before the start of the operation valid period and the operation valid period starts, if the player stops rotating the rotation operation unit 302 5 or more steps to the right before continuing to rotate the rotation operation unit 302 5 or more steps to the right for 3 seconds during the operation valid period (if the rotation amount is less than 5 steps or if it is in a state where it has not been rotated at all), the player does not have to see the reach suggestion performance. In the second performance pattern, when the rotation operation unit 302 has been rotated 5 or more steps to the right from before the start of the operation valid period of the rotation operation unit 302 and the operation valid period starts, the performance during the operation in which the ally character wraps itself in an aura may not be executed. In the second performance pattern, even if the performance during the operation in which the ally character wraps itself in an aura is not executed when the rotation operation unit 302 has been rotated 5 or more steps to the right from before the start of the operation valid period of the rotation operation unit 302 and the operation valid period starts, if the player stops rotating the rotation operation unit 302 5 or more steps to the right before continuing to rotate the rotation operation unit 302 5 or more steps to the right for 3 seconds during the operation valid period (if the rotation amount is less than 5 steps or if it is in a state where it has not been rotated at all), the player does not have to see the reach suggestion performance.

[0168] In the second presentation pattern, when the rotation operation unit 302 is rotated right by 5 steps or more at the start of the operation valid period of the rotation operation unit 302 and the rotation is stopped before the post-operation presentation appears, and then the rotation operation unit 302 starts rotating right by 5 steps or more again during the operation valid period, but the rotation operation unit 302 cannot continue rotating right by 5 steps or more for 3 seconds until the end of the operation valid period, the post-operation presentation is not performed as shown in FIG. 15 (F3). That is, in the second presentation pattern, when the rotation operation unit 302 is rotated right by 5 steps or more at the start of the operation valid period of the rotation operation unit 302 and the rotation is stopped before the post-operation presentation appears, the reach suggestion presentation cannot be made to appear unless the rotation operation unit 302 resumes rotating right by 5 steps or more 3 seconds before the end timing of the operation valid period.

[0169] Note that in the above example, the attack presentation is a pre-reach presentation indicating whether it develops into a reach presentation, but an attack presentation as a reach presentation may also be executable. Further, when it is notified that an attack presentation, which is a pre-reach presentation indicating whether it develops into a reach presentation, is performed and develops into a reach presentation, in the same variation (that is, in the reach presentation that is the development destination), an attack presentation as a reach presentation may also be executable.

[0170] The attack presentation as a reach presentation is a presentation in which the ally character launches either a punch or a kick attack, and if the ally character's attack hits the enemy character, it is notified that a big win has been won, and if the ally character's attack is evaded by the enemy character, it is notified that it is a miss. Note that, for example, the allocation for executing a presentation in which the ally character launches a punch in the attack presentation in a big win variation (a variation in which the big win flag is set) is smaller than the allocation for executing a presentation in which the ally character launches a kick (for example, the allocation for launching a punch is 1 / 3 of the allocation for launching a kick), and the allocation for executing a presentation in which the ally character launches a punch in the attack presentation in a variation that is not a big win variation is larger than the allocation for executing a presentation in which the ally character launches a kick (for example, the allocation for launching a punch is 3 times the allocation for launching a kick).

[0171] In the first pattern of the attack performance as the reach performance, when the pressure detection sensor 381 changes from the off state to the on state during the operation valid period of the pressure operation unit 303, as the post-operation performance, a performance in which the friendly character attacks the enemy character (a performance in which the rate of winning notification varies depending on whether a punch or a kick appears) and a performance in which the attack hits the enemy character or a performance in which the enemy character evades are executed. Note that the operation valid period of the pressure operation unit 303 in the first pattern of the attack performance as the reach performance may be the same length or a different length from the operation valid period in the first performance pattern of the attack performance (the performance in FIGS. 11(A) to 12(F)) which is the pre-reach performance indicating whether it develops into the reach performance.

[0172] In the second pattern of the attack performance as the reach performance, when the rotation operation unit 302 is rotated 5 steps or more to the right during the operation valid period of the rotation operation unit 302, as the during-operation performance, a performance in which the friendly character wraps itself with an aura is executed. Note that the operation valid period of the rotation operation unit 302 in the second pattern of the attack performance as the reach performance may be the same length or a different length from the operation valid period in the second performance pattern of the attack performance (the performance in FIGS. 11(A) to 12(F’)) which is the pre-reach performance indicating whether it develops into the reach performance. In the second pattern of the attack performance as the reach performance, when the right rotation of 5 steps or more of the rotation operation unit 302 continues for 3 seconds during the operation valid period of the rotation operation unit 302, as the post-operation performance, a performance in which the friendly character attacks the enemy character (a performance in which the rate of winning notification varies depending on whether a punch or a kick appears) and a performance in which the attack hits the enemy character or a performance in which the enemy character evades are executed.

[0173] In the first performance pattern of the attack performance as the reach performance, even if the pressing operation unit 303 is continuously pressed from before the start of the operation valid period of the pressing operation unit 303 as shown in FIGS. 14(B3) to (C3) and the pressing operation unit 303 is being pressed at the start of the operation valid period (since the pressing detection sensor 381 provided in the pressing operation unit 303 does not change from the off state to the on state during the operation valid period), the post-operation performance is not executed at the start of the operation valid period. However, since whether or not a big win is won in the attack performance notified as the reach performance is important information for the player, when the operation valid period of the pressing operation unit 303 ends because a predetermined time has elapsed since the start of the operation valid period, at least a part of the post-operation performance (for example, both the performance of punching or kicking in FIG. 12(E) (a performance suggesting the degree of expectation of a big win) and the performance of notifying whether or not a big win has been won in FIG. 12(F), or only the performance in FIG. 12(F)) is desirably performed.

[0174] Also, since whether or not a big win has been won is important information for the player, in the second performance pattern of the attack performance as the reach performance, when the operation valid period of the rotation operation unit 302 ends because a predetermined time has elapsed since the start of the operation valid period, at least a part of the post-operation performance (for example, both the performance of punching or kicking in FIG. 12(E) (a performance suggesting the degree of expectation of a big win) and the performance of notifying whether or not a big win has been won in FIG. 12(F), or only the performance in FIG. 12(F)) is desirably performed. For example, even when the rotation operation unit 302 has been rotated 5 steps or more to the right at the start of the operation valid period of the rotation operation unit 302 but the right rotation has been stopped, and the right rotation of the rotation operation unit 302 by 5 steps or more has been restarted during the operation valid period but the continuous time of the right rotation of the rotation operation unit 302 by 5 steps or more is less than 3 seconds until the end of the operation valid period, it is desirable that at least a part of the post-operation performance is performed when the operation valid period ends.

[0175] In addition, in the second performance pattern of the attack performance, an operation on another operation unit may be prompted instead of the rotation operation unit 302. This another operation unit is, for example, an operation unit capable of rotation operation and is an operation unit other than the rotation operation unit 302. Further, this another operation unit may be an operation unit capable of an operation different from the rotation operation (that is, an operation different from the rotation operation is prompted). Note that the operation units for which operations are prompted in the first performance pattern and the second performance pattern of the attack performance may be the same operation unit or different operation units.

[0176] For example, in the second performance pattern of the attack performance, an operation on the pressing operation unit 303 (that is, the same operation unit as the operation unit for which an operation is prompted in the first performance pattern) may be prompted instead of the rotation operation unit 302 (the operation valid period of the pressing operation unit 303 occurs instead of the operation valid period of the rotation operation unit 302). In this case, in the second performance pattern of the attack performance, for example, instead of continuously rotating the rotation operation unit 302 five or more steps to the right for 3 seconds, a long press or continuous hitting (continuous operation on the pressing operation unit 303) of the pressing operation unit 303 is prompted.

[0177] When a long press of the pressing operation unit 303 is prompted instead of continuously rotating the rotation operation unit 302 five or more steps to the right for 3 seconds in the second pattern of the attack performance, if the pressing detection sensor 381 is in the on state during the operation valid period of the pressing operation unit 303 (regardless of the change from the off state to the on state of the pressing detection sensor 381), an effect in which the friendly character as the in-operation effect wraps itself in an aura is executed. That is, when a long press of the pressing operation unit 303 is prompted instead of continuously rotating the rotation operation unit 302 five or more steps to the right for 3 seconds in the second pattern of the attack performance, the fact that the pressing detection sensor 381 is in the on state during the operation valid period of the pressing operation unit 303 corresponds to the fact that the rotation operation unit 302 is rotated five or more steps to the right during the operation valid period of the rotation operation unit 302 when the rotation of the rotation operation unit 302 is prompted in the second pattern of the attack performance.

[0178] Also, when a long press of the pressing operation unit 303 is prompted instead of continuously rotating the rotation operation unit 302 five or more steps to the right for 3 seconds in the second pattern of the attack effect, if the pressing operation unit 303 is continuously pressed for a predetermined time during the operation valid period (if the pressing detection sensor 381 remains on for a predetermined time), the post-operation effect appears. That is, when a long press of the pressing operation unit 303 is prompted instead of continuously rotating the rotation operation unit 302 five or more steps to the right for 3 seconds in the second pattern of the attack effect, the pressing detection sensor 381 remaining on for a predetermined time during the operation valid period of the pressing operation unit 303 is equivalent to the rotation operation unit 302 rotating five or more steps to the right continuously for 3 seconds during the operation valid period when the rotation of the rotation operation unit 302 is prompted in the second pattern of the attack effect.

[0179] When, instead of continuously rotating the rotation operation unit 302 five or more steps to the right for 3 seconds in the second pattern of the attack performance, rapid-fire operation of the pressing operation unit 303 is prompted, when the pressing detection sensor 381 changes from the off state to the on state during the operation valid period of the pressing operation unit 303, a performance in which the ally character as the in-operation performance wraps itself in an aura is executed. That is, when rapid-fire operation of the pressing operation unit 303 is prompted instead of continuously rotating the rotation operation unit 302 five or more steps to the right for 3 seconds in the second pattern of the attack performance, and the pressing detection sensor 381 changes from the off state to the on state during the operation valid period of the pressing operation unit 303, this corresponds to the rotation operation unit 302 rotating five or more steps to the right during the operation valid period of the rotation operation unit 302 when rotation of the rotation operation unit 302 is prompted in the second pattern of the attack performance. However, when rapid-fire operation of the pressing operation unit 303 is prompted instead of continuously rotating the rotation operation unit 302 five or more steps to the right for 3 seconds in the second pattern of the attack performance, at the start of the operation valid period of the pressing operation unit 303, if the pressing detection sensor 381 is in the on state (regardless of the change of the pressing detection sensor 381 from the off state to the on state), a performance in which the ally character as the in-operation performance wraps itself in an aura is executed. Note that the in-operation performance when rapid-fire operation of the pressing operation unit 303 is prompted in the second pattern of the attack performance is erased when a predetermined time has elapsed after the pressing detection sensor 381 becomes in the on state. However, when the in-operation performance when rapid-fire operation of the pressing operation unit 303 is prompted instead of continuously rotating the rotation operation unit 302 five or more steps to the right for 3 seconds in the second pattern of the attack performance is being executed, when the pressing detection sensor 381 changes to the off state and then changes back to the on state, the in-operation performance starts again. That is, if the pressing detection sensor 381 changes to the off state and then changes back to the on state before a predetermined time has elapsed since the start of the in-operation performance, the in-operation performance continues without ending.

[0180] Also, when, instead of continuously rotating the rotation operation unit 302 five or more steps to the right for 3 seconds in the second pattern of the attack performance, rapid-fire of the pressing operation unit 303 is encouraged, if the pressing operation unit 303 is pressed a predetermined number of times during the operation valid period (if the pressing detection sensor 381 is turned on a predetermined number of times), a post-operation performance appears. That is, when rapid-fire of the pressing operation unit 303 is encouraged instead of continuously rotating the rotation operation unit 302 five or more steps to the right for 3 seconds in the second pattern of the attack performance, and the pressing detection sensor 381 is turned on a predetermined number of times during the operation valid period of the pressing operation unit 303, this corresponds to the rotation operation unit 302 continuously rotating five or more steps to the right for 3 seconds during the operation valid period of the rotation operation unit 302 when rotation of the rotation operation unit 302 is encouraged in the second pattern of the attack performance.

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

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

[0183] FIG. 16 is an explanatory diagram showing another example of the performance when the operation of the rotation operation unit 302 has started at the start of the operation valid period of the rotation operation unit 302 in the second performance pattern of the attack performance. In the second performance pattern of the attack performance in FIG. 16, if the rotation operation unit 302 is rotated five or more steps to the right at the start point of the operation valid period of the rotation operation unit 302, a penalty occurs where the operation of the rotation operation unit 302 becomes invalid for a predetermined time (hereinafter, 8 seconds) after the start of the operation valid period.

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

[0185] In FIG. 16(C’4), the operation effective period of the rotation operation unit 302 has not started, and the same effect as FIG. 11(B) is being performed, but the rotation operation unit 302 is rotated 5 or more steps to the right. In FIG. 16(D’4), the operation effective period of the rotation operation unit 302 has started. Since the rotation operation unit 302 was rotated 5 or more steps to the right at the start of the operation effective period of the rotation operation unit 302, a penalty occurs where the operation of the rotation operation unit 302 is invalid for 8 seconds after the start of the operation effective period. In FIG. 16(D’4), a message (”You turned before the gauge appeared, so rotation will be invalid for 8 seconds”) indicating that the penalty has occurred is displayed on the effect display device 1600 overlaid on the effect display of FIG. 13(D’2).

[0186] Also, in FIG. 16(D’4), since it is during the penalty period when the operation is invalid, the rotation operation unit 302 is rotated 5 or more steps to the right, but the effect of the ally character wearing an aura as an in-operation effect is not performed, and it is not counted in the continuous time of the right rotation of 5 or more steps in the conditions for the appearance of the post-operation effect.

[0187] In FIG. 16(E’4), since 8 seconds have elapsed since the start of the operation effective period (i.e., since the start of the penalty), the penalty is lifted and the operation of the rotation operation unit 302 becomes effective. Note that since the operation effective period of the rotation operation unit 302 progresses even during the occurrence of the penalty, the original 10-second operation effective period remains 2 seconds at the time of penalty release in FIG. 16(E’4).

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

[0189] In Fig. 16 (E’4), since the entire operation valid period of the rotation operation unit 302 has elapsed and the operation valid period has ended, the attack effect ends without the post-operation effect being performed. Following the effect in Fig. 16 (E’4), the decorative pattern stops in a combination indicating that the result of the special lottery is a miss, and the ongoing special pattern variation ends (not shown).

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

[0191] Fig. 17 is a schematic diagram showing another configuration example of the pressing operation unit 303 and the rotation operation unit 302. The rotation operation unit 302 in this example can be rotated in the range from the initial position to 360 degrees clockwise (for example, when rotated 360 degrees clockwise, a stopper operates so that it cannot be rotated further clockwise), and when rotated 1 step clockwise, it rotates 10 degrees, and it can be rotated up to 36 steps at most. In this regard, it is the same as the rotation operation unit 302 in Figs. 11 to 16. Also, the rotation operation unit 302 is the same as the rotation operation unit 302 in Figs. 11 to 16 in that it is provided with a sensor that can detect the rotation amount (how many steps it has been rotated).

[0192] In addition, the rotation operation unit 302 in this example further includes a specific detection unit (not shown) that can detect a specific operation. The specific operation detected by the specific detection unit may be, for example, contact by a player, or pressing or rotation by a player. Note that the specific detection unit may be provided so as to cover the entire rotation operation unit 302 (that is, if the specific operation is contact, operating the rotation operation unit 302 will contact the specific detection unit), or may be provided so as to cover a part of the rotation operation unit 302 (that is, if the specific operation is contact, it is possible to operate the rotation operation unit 302 without contacting the specific detection unit). Further, the pachinko machine 1 is provided, for example, on the game board 5 and includes a movable body 310 that imitates a chicken character and is located outside the game area 5a (it may be located above, below, to the right, or to the left of the game area 5a).

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

[0194] In FIG. 17(b), the rotation operation unit 302 is rotated r1 steps clockwise from the initial position. When the rotation operation unit 302 is rotated clockwise from the initial position, the pressing operation unit 303 starts to protrude. When the rotation operation unit 302 is rotated up to r1 steps, the pressing operation unit 303 protrudes t1 from the initial position (that is, the area of the pressing operation unit 303 that is not visible by the rotation operation unit 302 decreases compared to the state of FIG. 17(a)). Note that if the pressing operation unit 303 protrudes more than the initial position (that is, if the rotation operation unit 302 is rotated clockwise from the initial position, regardless of the presence or absence of a specific operation on the specific detection unit), the pressing of the pressing operation unit 303 becomes possible. In this way, only when the rotation operation unit 302 is rotated clockwise, the pressing operation unit 303 can be operated, allowing the player to enjoy a complex operation.

[0195] When the specific detection unit provided on the rotation operation unit 302 detects a specific operation in a state where the rotation operation unit 302 is rotated clockwise by r1 steps or more, the movable body 310 performs a periodic operation (here, an operation of swinging left and right). In FIG. 17(b), the rotation operation unit 302 is rotated r1 steps clockwise, and since the specific detection unit provided on the rotation operation unit 302 detects a specific operation, the movable body 310 swings left and right, and the swing width is w1. Note that if the specific detection unit does not detect a specific operation, the movable body 310 does not operate even if the rotation operation unit 302 rotates by r1 steps or more. Also, as described above, the specific detection unit may be arranged to cover the entire outer peripheral surface of the rotation operation unit 302. At this time, for example, if the specific operation detected by the specific detection unit is contact, when the player rotates the rotation operation unit 302, the player will inevitably contact the specific detection unit. Therefore, when the player rotates the rotation operation unit 302 by r1 steps or more, the movable body 310 will operate.

[0196] Note that when the specific detection unit provided in the rotation operation unit 302 detects a specific operation, the greater the rotation amount of the rotation operation unit 302, the greater the width of the operation of the movable body 310. Further, if the specific detection unit provided in the rotation operation unit 302 detects a specific operation, even if the rotation amount of the rotation operation unit 302 is less than r1 steps, the operation of the movable body 310 may be started at the time when the rotation is started.

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

[0198] Note that in the range where the clockwise rotation amount of the rotation operation unit 302 is from 0 to r2 steps, the greater the rotation amount, the greater the protrusion amount of the pressing operation unit 303. However, even if the rotation operation unit 302 is rotated clockwise more than r2 steps, the protrusion amount of the pressing operation unit 303 remains at tmax. On the other hand, when the rotation operation unit 302 is rotated clockwise by a rotation amount greater than r2 steps, the sway width of the movable body 310 continues to increase until the rotation operation unit 302 is rotated clockwise by the maximum rotation amount rmax. When the rotation operation unit 302 is rotated clockwise by the maximum rotation amount rmax, the movable body 310 sways left and right with the maximum sway width wmax.

[0199] In Fig. 17(d), the rotation operation unit 302 is rotated clockwise by (r2 <) r3 (< maximum rotation amount rmax) steps from the initial position (that is, from the state where the rotation operation unit 302 is rotated clockwise by r2 steps from the initial position in Fig. 17(c), it is further rotated clockwise by r3 - r2 steps), and a specific operation on the specific detection unit provided in the rotation operation unit 302 is being performed by the player. Even if the rotation operation unit 302 is rotated clockwise up to r3 steps (which is r2 steps or more), the pressing operation unit 303 remains in the state of protruding by tmax, which is the maximum protrusion amount, from the initial position. Also, when the specific detection unit provided in the rotation operation unit 302 detects a specific operation while the rotation operation unit 302 is rotated by r3 (> r2) steps, the movable body 310 sways left and right, and the sway width is (maximum sway width wmax >) w3 (> w2).

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

[0201] Note that when the rotation operation unit 302 rotates clockwise but the specific detection unit does not detect a specific operation, the movable body 310 does not operate. However, when a specific operation is being performed on the specific detection unit while maintaining the clockwise rotation of the rotation operation unit 302, the movable body 310 immediately operates by a width corresponding to the rotation amount. Specifically, for example, when the rotation operation unit 302 rotates clockwise by r4 steps but the specific detection unit does not detect a specific operation, the movable body 310 does not operate. However, when a specific operation is being performed on the specific detection unit while maintaining the clockwise rotation of the rotation operation unit 302 by r4 steps, the movable body 310 immediately sways by a sway width w4.

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

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

[0204] In the illustrated example, the volume of the rotation operation unit 302 is drawn smaller than the volume of the pressing operation unit 303. However, even if the volume of the protruding portion is smaller than the volume of the rotation operation unit 302 in the state where the pressing operation unit 303 protrudes to tmax, it may be acceptable.

[0205] Also, when the rotation operation unit 302 is rotated clockwise by r1 steps or more from the initial position and the specific detection unit provided in the rotation operation unit 302 detects a specific operation and the movable body 310 is operating periodically, it is desirable that the operation mode of the movable body 310 changes such that the operation speed increases or the operation range widens as the number of steps by which the rotation operation unit 302 is rotated clockwise increases. In the example of FIG. 17, an example in which the operation range of the movable body 310 increases as the number of steps by which the rotation operation unit 302 is rotated clockwise increases is described. However, although the operation range and operation period of the movable body 310 are the same, the speed at which the movable body 310 moves from the initial position to the maximum operation range may be increased. Specifically, for example, when the movable body 310 operates, the movable body 310 repeats a series of operations of moving to the right from the initial position, returning to the initial position, stopping at the initial position, and then moving to the left from the initial position and returning to the initial position. At this time, for example, the movable body 310 operates for a time t1 - kr (where t1 and k are positive constants and r is the number of steps by which the rotation operation unit 302 is rotated clockwise, and t1 and k are determined such that t1 - kr > 0 even when r is the maximum value) from the initial position to the maximum operation range on the right side, returns to the initial position from the maximum operation range on the right side in a time t2 (positive constant), stops at the initial position for a time t3 + 2kr (where t3 is a positive constant), operates for a time t1 - kr from the initial position to the maximum operation range on the left side, and returns to the initial position from the maximum operation range on the right side in a time t2 (positive constant). As a result, as the rotation amount of the rotation operation unit 302 increases, the value of t1 - kr decreases, so the speed at which the movable body 310 moves from the initial position to the maximum operation ranges on the right and left sides increases. However, the operation range of the series of operations and the time taken for the series of operations, that is, the operation period (t1 - kr) + t2 + (t3 + 2kr) + (t1 - kr) + t2 = 2t1 + 2t2 + t3 of the series of operations can be made constant regardless of the rotation amount of the rotation operation unit 302.Note that as the number of steps in which the rotation operation unit 302 is rotated clockwise increases, although the operating range and operating cycle of the movable body 310 are the same, when the speed at which the movable body 310 starts moving from the initial position and moves to the maximum operating range increases, if the pressing operation unit 303 is pressed to the initial position while the movable body 310 is operating periodically, the periodic operation of the movable body 310 stops regardless of the speed of the movable body 310.

[0206] Also, when the pressing operation unit 303 does not protrude to the maximum protrusion amount tmax, if the pressing operation unit 303 is pulled (that is, an operation of applying a force in the direction opposite to the direction of the force applied to the pressing operation unit 303 when pressing is performed is performed on the pressing operation unit 303), the pressing operation unit 303 can be protruded to the maximum protrusion amount tmax, and at this time, the rotation operation unit 302 may be rotated clockwise according to the protrusion amount of the pressing operation unit 303. That is, when the pressing operation unit 303 does not protrude to the maximum protrusion amount tmax according to the operation of the rotation operation unit 302, if the pressing operation unit 303 is pulled to the maximum protrusion amount tmax without operating the rotation operation unit 302, even without an operation on the rotation operation unit 302 by the player, the rotation operation unit 302 can be rotated up to r2 steps. Furthermore, by pulling the pressing operation unit 303 and performing a specific operation on the specific detection unit, even without an operation on the rotation operation unit 302 by the player, the state of FIG. 17(c) can be achieved, and the periodic operation of the movable body 310 can be started.

[0207] In the example of FIG. 17(b), even if the rotation amount of the rotation operation unit 302 is less than the minimum rotation amount (r2 steps) for causing the pressing operation unit 303 to reach the maximum protrusion amount tmax, the operation of the movable body 310 can be started. However, until the right rotation amount of the rotation operation unit 302 reaches a predetermined rotation amount (for example, r3 steps) that is greater than the minimum rotation amount r2 steps for causing the pressing operation unit 303 to reach the maximum protrusion amount tmax, the movable body 310 may be prevented from operating. That is, even though the pressing operation unit 303 protrudes to the maximum protrusion amount tmax, the movable body 310 can be prevented from operating. When the rotation operation unit 302 is rotated from the state where the pressing operation unit 303 first protrudes to the maximum protrusion amount tmax (for example, when rotated by r3 steps which is greater than the rotation amount r2 steps of the rotation operation unit 302 for the pressing operation unit 303 to first protrude to the maximum protrusion amount tmax) and the operation of the movable body 310 can be started for the first time, even if a specific detection unit provided in the rotation operation unit 302 detects a specific operation after pulling the pressing operation unit 303 to the maximum protrusion amount tmax, the movable body 310 does not operate.

[0208] In the example of FIG. 17, although the protruding pressing operation unit 303 that can protrude upward from the upper surface of the rotation operation unit 302 has been described, the protruding pressing operation unit 303 that can protrude may be provided so as to protrude outward from a part of the side surface of the rotation operation unit 302 in the outer direction of the side surface. Also, the protruding pressing operation unit 303 may be attached to the rotation operation unit 302, or the protruding pressing operation unit 303 and the rotation operation unit 302 may be integrated. When the protruding pressing operation unit 303 is provided so as to protrude outward from a part of the side surface of the rotation operation unit 302 in the outer direction of the side surface, it is desirable that the surface area exposed outside the rotation operation unit 302 when the pressing operation unit 303 is in the initial position is about 1 / 30 to 1 / 5 of the surface area of the side surface of the rotation operation unit 302.

[0209] FIG. 18 and FIG. 19 are explanatory diagrams showing an example of a cancellable attack effect. Note that the cancellation of an attack effect means that the attack effect is aborted and instead another effect is performed or no effect is performed. A cancellable effect is an effect that can be determined in either a variable pattern in which a reach is executed or a variable pattern in which a reach is not executed. In FIG. 19, the effect branches into upper and lower parts according to the operation on the operation unit. In the examples of FIGS. 18 and 19, the pachinko machine 1 includes the pressing operation unit 303, the rotating operation unit 304, and the movable body 310 shown in FIG. 17, and a specific detection unit.

[0210] A cancellable attack effect is cancelled when a right rotation of the rotation operation unit 302 is detected during the operation valid period of the rotation operation unit 302 (that is, the attack effect is aborted and ends at that point. For example, if it is cancelled before a reach suggestion effect in which a friendly character launches a punch or kick attack, the reach suggestion effect is not performed either, nor is an effect for notifying whether the attack hits and develops into a reach or not). Note that in a cancellable attack effect, if a force is applied so that the pressing operation unit 303 does not protrude (that is, if the pressing operation unit 303 is not operated from the initial position), even if the rotation operation unit 302 detects a right rotation, the attack effect is not cancelled. When the detection of the rotation operation by the rotation operation unit 302 is configured to be invalidated by the operation of the pressing operation unit 303 or the detection of a specific operation is blocked from the input, even if the rotation operation unit 302 is rotated to the right while the pressing operation unit 303 is being pressed (that is, in a state where the pressing operation unit 303 is not allowed to protrude), the right rotation with respect to the rotation operation unit 302 is invalidated, so the attack effect is not cancelled.

[0211] In the cancelable attack performance, it is always within the operation valid period of the rotation operation unit 302. From the start of the attack performance (from when a message similar to that in Fig. 11(A) is displayed) to the end (until the performance where the attack hits or is avoided by the enemy character similar to that in Fig. 12(F) and Fig. 12(F’)), at any timing, the attack performance can be canceled by operating the rotation operation unit 302. Also, when a predetermined time elapses after the start of the cancelable attack performance without the attack performance being canceled, a reach suggestion performance in which the friendly character attacks (punches or kicks) the enemy character and a performance for notifying whether the attack of the friendly character develops into a reach where the enemy character avoids it or the attack hits the enemy character are performed.

[0212] Fig. 18(A) shows the same performance as that in Fig. 11(A). In Fig. 18(A), since the rotation operation unit 302 is not operated, the pressing operation unit 303 is in the initial position and does not protrude, so the pressing operation unit 303 cannot be pressed, the movable body 310 is not operating either, and the attack performance continues without being canceled.

[0213] In Fig. 18(B), a message (「If you don't want to see the performance, turn it!」) indicating that the attack performance is canceled when the rotation operation unit 302 is operated is displayed on the performance display device 1600. Also in Fig. 18(B), since the rotation operation unit 302 is not operated, the pressing operation unit 303 does not protrude in the initial position and the pressing operation unit 303 cannot be pressed, the movable body 310 is not operating either, and the attack performance continues without being canceled. Note that even before the message in Fig. 18(B) is displayed, if the cancelable attack performance has started (for example, even at the timing of Fig. 18(A)), the attack performance can be canceled. Note that the performance in Fig. 18(B) that displays a message indicating the operation for canceling the attack performance may not be performed.

[0214] In FIG. 18(C), the same effect as in FIG. 11(B) is being performed. However, since the entire attack effect is within the operation valid period of the rotation operation unit 302, the gauge 1603 indicating the remaining time of the operation valid period of the rotation operation unit 302 is not displayed. Also in FIG. 18(C), since the rotation operation unit 302 is not being operated, the pressing operation unit 303 does not protrude at the initial position and cannot be pressed, the movable body 310 is not operating, and the attack effect continues without being canceled.

[0215] First, an example of transitioning to FIG. 19(D) (an example of canceling the attack effect) will be described. FIG. 19(D) shows a state where, in the state of FIG. 18(C), the rotation operation unit 302 has been rotated r1 steps clockwise and a specific detection unit provided in the rotation operation unit 302 has detected a specific operation. However, in FIG. 19(D), the pressing operation unit 303 is not being operated. At this time, since the clockwise rotation of the rotation operation unit 302 is detected without the pressing of the pressing operation unit 303 being detected, the attack effect is canceled (ended). Note that in FIG. 19(D), only the fluctuating decorative pattern is being displayed on the effect display device 1600 as the attack effect has been canceled. However, when the attack effect is canceled, a stopped decorative pattern and an image that is not displayed in a cancellable attack effect (for example, an image different from both the ally character and the enemy character that is displayed in a cancellable attack effect) may be displayed. Also in FIG. 19(D), since the rotation operation unit 302 has been rotated r1 steps clockwise, the pressing operation unit 303 protrudes up to t1, and since the specific detection unit has detected a specific operation, the movable body 310 is operating by a width of w1. Thus, when the conditions for canceling the attack effect are satisfied and the movable body 310 is operating, even if the attack effect is canceled, the player's gaming interest will not decrease as long as they watch the operation of the movable body 310.

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

[0217] FIG. 19(E) shows a state where, although the attack effect has been canceled, the rotation operation unit 302 has been rotated clockwise by r3 steps, and a specific detection unit provided in the rotation operation unit 302 has detected a specific operation. Since there are players who feel bored if nothing is displayed on the effect display device 1600 after the attack effect has been canceled, the clockwise rotation amount of the rotation operation unit 302 is within a predetermined range (here, it is assumed to be r3 steps or more and less than r4 steps), and on the condition that a specific detection unit provided in the rotation operation unit 302 has detected a specific operation, an effect in which the ally character makes a punching motion is displayed on the effect display device 1600. Also, in FIG. 19(E), since the rotation operation unit 302 has been rotated clockwise by r3 (>r2) steps, the pressing operation unit 303 protrudes to tmax, and since the specific detection unit has detected a specific operation, the movable body 310 operates with a width of w3. When the ally character is making a punching motion, the jackpot expectancy in the ongoing variation may be suggested by the color of the fist (for example, when the ally character punches with a white fist, the jackpot expectancy in the ongoing variation is lower than when the ally character punches with a red fist). Note that instead of the effect in which the ally character makes a punching motion, the attack effects described in FIGS. 11 to 16 may be executed, or an effect different from the cancelable attack effect (an effect in which a display different from the ally characters and enemy characters displayed in the attack effect is displayed) may be performed.

[0218] Note that the effect of the ally character making a punching gesture may be executed immediately when the right rotation amount of the rotation operation unit 302 is r3 steps or more and less than r4 steps, and the specific detection unit provided in the rotation operation unit 302 detects a specific operation. Or, it may not be executed immediately after the detection of these operations, such as being executed after a predetermined time has elapsed since the specific detection unit provided in the rotation operation unit 302 detected a specific operation when the right rotation amount of the rotation operation unit 302 is r3 steps or more and less than r4 steps. Further, the effect of the ally character making a punching gesture may be executed with a predetermined probability when the right rotation amount of the rotation operation unit 302 is r3 steps or more and less than r4 steps, and the specific detection unit provided in the rotation operation unit 302 detects a specific operation (that is, these operations may not necessarily be executed even if detected).

[0219] Also, after a cancellable attack effect is cancelled, on the condition that the right rotation amount of the rotation operation unit 302 is r3 steps or more and less than r4 steps, and the specific detection unit provided in the rotation operation unit 302 detects a specific operation, the next special symbol variation may start and an effect of the ally character making a punching gesture may be performed. Further, in the special variation that starts next after a cancellable attack effect is cancelled, on the condition that the right rotation amount of the rotation operation unit 302 is r3 steps or more and less than r4 steps, and the specific detection unit provided in the rotation operation unit 302 detects a specific operation, an effect of displaying an ally character that is in a fighting pose but not making a punching gesture (an example of an effect suggesting that an effect of the ally character making a punching gesture will be executed in the next special symbol variation) may be performed, and an effect of the ally character making a punching gesture may be executed in the next special symbol variation.

[0220] FIG. 19(F) shows a state where, after the attack effect is canceled, the rotation operation unit 302 is rotated r4 steps clockwise, and a specific detection unit provided in the rotation operation unit 302 detects a specific operation. In FIG. 19(F), since the rotation operation unit 302 is rotated r4 (>r2) steps clockwise, the pressing operation unit 303 protrudes to tmax, and since the specific detection unit detects a specific operation, the movable body 310 operates with a width of w4. Also, when the rotation amount of the rotation operation unit 302 is r4 steps or more and a specific detection unit provided in the rotation operation unit 302 detects a specific operation, a message is displayed on the effect display device 1600. This message may be displayed so as to be visible to the player as if the chicken of the movable body 310 is making a sound. The message "Too wobbly, getting dizzy, stop wobbling..." in FIG. 19(F) is a message that prompts the player to reduce the rotation amount of the rotation operation unit 302. The player can enjoy the game more by seeing this message. If the player reduces the rotation amount of the rotation operation unit 302 according to the message, the operation amount of the movable body 310 will become smaller, and the load on the movable body 310 can be reduced. Note that the message may be a message that prompts the player to return the rotation amount of the rotation operation unit 302, such as "You're getting too dizzy from the wobbling, so return the rotation amount...", or the message may also suggest specifically how much the rotation amount of the rotation operation unit 302 should be returned (for example, it should be returned to less than r4 steps). Note that the message is not displayed when the condition that the rotation amount of the rotation operation unit 302 is r4 steps or more and a specific detection unit provided in the rotation operation unit 302 detects a specific operation is not satisfied.

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

[0222] Note that since the message in Fig. 19(F) is a message indicating that the operation amount of the movable body 310 is too large, it is desirable that it be immediately displayed when the rotation amount of the rotation operation unit 302 is r4 steps or more and the specific detection unit provided in the rotation operation unit 302 detects a specific operation. However, it may be displayed after a predetermined time has elapsed since the rotation amount of the rotation operation unit 302 is r4 steps or more and the specific detection unit provided in the rotation operation unit 302 detects a specific operation (that is, it does not have to be immediately displayed), or it may be displayed with a predetermined probability when the rotation amount of the rotation operation unit 302 is r4 steps or more and the specific detection unit provided in the rotation operation unit 302 detects a specific operation (that is, it does not necessarily have to be displayed even if these operations are detected).

[0223] In the examples of FIGS. 19(E) and 19(F), an effect in which the ally character performs a punching shadowboxing is performed only when the right rotation amount of the rotation operation unit 302 is equal to or greater than r3 steps and less than r4 steps and the specific detection unit detects a specific operation. When the rotation amount of the rotation operation unit 302 is equal to or greater than r4 steps and the specific detection unit detects a specific operation, an effect in which a message prompting to reduce the rotation amount of the rotation operation unit 302 is displayed was described. Separately from this effect, only when the rotation amount of the rotation operation unit 302 is equal to or greater than r3 steps and less than r4 steps and the specific detection unit detects a specific operation, a message prompting to increase the rotation amount of the rotation operation unit 302, such as "If you rotate more, a kicking shadowboxing effect will occur!" is displayed. When the rotation amount of the rotation operation unit 302 is equal to or greater than r4 steps and the specific detection unit detects a specific operation, there may be an effect in which the ally character performs a kicking shadowboxing.

[0224] Note that the effect in which the ally character in FIG. 19(E) performs a punching shadowboxing ends when a predetermined time has elapsed since the start of the effect. Also, the message in FIG. 19(F) is erased when a predetermined time has elapsed since the start of the display of the message. When the pressing operation unit 303 is operated while the ally character performing the punching shadowboxing in FIG. 19(E) is being displayed or the message in FIG. 19(F) is being displayed, the operation of the movable body 310 stops. However, the effect in which the ally character in FIG. 19(E) performs a punching shadowboxing and the display of the message in FIG. 19(F) do not end until the predetermined time has elapsed. That is, the operation of the movable body 310 also stops when the effect in which the ally character in FIG. 19(E) performs a punching shadowboxing or the message in FIG. 19(F) is being displayed.

[0225] Note that the predetermined time from when the performance of the ally character in FIG. 19(E) starts punching until it ends, and the predetermined time from when the message in FIG. 19(F) is displayed until it is erased, may be the same or different. Also, the predetermined time from when the performance of the ally character in FIG. 19(E) starts punching until it ends may be a time determined from a plurality of times. Each of the plurality of times may be different from the predetermined time from when the message in FIG. 19(F) is displayed until it is erased, or a part of the plurality of times may be the same as the predetermined time when the message in FIG. 19(F) is displayed.

[0226] In addition, the performance in which the ally character in FIG. 19(E) makes punching shadowboxing movements ends after a predetermined time has elapsed. However, if the conditions for executing the performance in which the ally character in FIG. 19(E) makes punching shadowboxing movements are satisfied again after the performance has ended, the performance in which the ally character in FIG. 19(E) makes punching shadowboxing movements may be executed again. Also, when the performance in which the ally character in FIG. 19(E) makes punching shadowboxing movements is being executed, if the conditions for executing the performance in which the ally character in FIG. 19(E) makes punching shadowboxing movements are satisfied again, the count of the predetermined time may be cleared, the predetermined time may be reset, and the count may be restarted when the conditions are satisfied again (that is, the time for which the ally character makes punching shadowboxing movements may be extended), or the count may be continued without clearing the count of the predetermined time (that is, the time for which the ally character makes punching shadowboxing movements may not be extended). Similarly, the message in FIG. 19(F) is erased after a predetermined time has elapsed. However, if the conditions for displaying the message in FIG. 19(F) are satisfied again after the message in FIG. 19(F) has been erased, the message in FIG. 19(F) may be displayed again. Also, when the message in FIG. 19(F) is being displayed, if the conditions for displaying the message in FIG. 19(F) are satisfied again, the count of the predetermined time may be cleared, the predetermined time may be reset, and the count may be restarted when the conditions are satisfied again (that is, the display time of the message may be extended), or the count may be continued without clearing the predetermined time (that is, the display time of the message may not be extended).

[0227] It is desirable that the effect where the ally character in Fig. 19(E) makes a punching motion and the effect where the message in Fig. 19(F) is displayed cannot be canceled (that is, it cannot be canceled by an operation by the player). When the condition for starting the display of the ally character making a punching motion in Fig. 19(E) is satisfied while the message in Fig. 19(F) is being displayed, the message in Fig. 19(F) may be erased (that is, the display of the message in Fig. 19(F) may be canceled on the condition that the rotation operation unit 302 is rotated clockwise by r3 steps or more and less than r4 steps and the specific detection unit detects a specific operation). The fact that the condition for starting the display of the ally character making a punching motion in Fig. 19(E) is satisfied means that the rotation amount of the rotation operation unit 302 has become less than r4 steps, because it is considered that the player has decreased the rotation amount of the rotation operation unit 302 in accordance with the message in Fig. 19(F).

[0228] An example of the transition from Fig. 18(C) to Fig. 19(D’) (an example where the attack effect is not canceled) will be described. Fig. 19(D’) shows a state in which, in the state of Fig. 18(C), while a force is applied to the pressing operation unit 303 so that the pressing operation unit 303 does not protrude, the rotation operation unit 302 is rotated clockwise by r1 steps, and the specific detection unit provided in the rotation operation unit 302 detects a specific operation. In an attack effect that can be canceled, even if the rotation operation unit 302 is rotated clockwise, by not protruding the pressing operation unit 303 (that is, preventing the pressing operation unit 303 from operating from the initial position), the attack effect continues without being canceled, an effect similar to Fig. 12(E) is performed, and the movable body 310 also does not operate.

[0229] If the pressing operation unit 303 does not protrude in this way, even if the rotation operation unit 302 is operated (even if an operation necessary for cancellation is performed), the attack effect is not canceled. Therefore, a player who does not want to accidentally cancel the attack effect may prevent the pressing operation unit 303 from protruding in an attack effect that can be canceled.

[0230] In Fig. 19(E’), since the rotation operation unit 302 is rotated r1 steps clockwise without applying force to the pressing operation unit 303, the pressing operation unit 303 protrudes up to t1. That is, since only the rotation operation unit 302 rotates clockwise with the pressing operation unit 303 protruding, the attack effect similar to that in Fig. 12(F) is not performed, and the attack effect is canceled as in Fig. 19(D), and the movable body 310 also operates with a width of w1.

[0231] In addition, in Fig. 19(D) and Fig. 19(E’), when the attack effect is canceled, a dedicated sound may be output from the speaker 354, or a dedicated image may be displayed on the effect display device 1600. Note that the output of the dedicated sound and / or the display of the dedicated image may be performed in place of the cancelable attack effect. For example, by simply performing a specific operation on the specific detection unit of the rotation operation unit 302 during the operation valid period of the rotation operation unit 302, a dedicated sound may be output from the speaker 354, or a dedicated image may be displayed on the effect display device 1600. In this case, although the movable body 310 is not operating, it is possible to output the dedicated sound or display the dedicated image. Thereby, the player is not distracted by the operation of the movable body 310 and can concentrate on the dedicated sound and the dedicated image.

[0232] Note that following the effect of Fig. 19(E’), if the rotation operation unit 302 is rotated more than r3 steps and less than r4 steps and the specific detection unit detects a specific operation, the effect of Fig. 19(E) can be executed, and if the rotation operation unit 302 is rotated r4 steps or more and the specific detection unit detects a specific operation, the effect of Fig. 19(F) can be executed.

[0233] In the cancellable attack effects of FIGS. 18 and 19, not only is the reach suggestion effect prevented from appearing as in the attack effect of FIG. 13, but also the effects prior to the reach suggestion effect (such as the display of the message explaining the cancellable attack effect in FIGS. 18(A) and 18(B), or the display before the friendly character starts attacking although both the friendly character and the enemy character are displayed in FIG. 19(C), etc.) are cancellable. Therefore, a player who tends to get tense when watching the attack effect can calm down and proceed with the game by cancelling the effect before the reach suggestion effect. Also, in the cancellable attack effects of FIGS. 18 and 19, the effect can be cancelled even after the reach suggestion effect has started. Thus, the player can cancel the effect at the timing when they anticipate it after the reach suggestion effect has started, even if it is not suggested that the reach effect will be executed in the reach suggestion effect.

[0234] Also, it is desirable that the operation unit for cancelling the attack effect be limited to a part of the operation units provided in the pachinko machine 1 (for example, the operation unit for cancelling the attack effect is only the rotation operation unit 302). This is because if any operation unit provided in the pachinko machine 1 can cancel the attack effect during the attack effect, there is a risk that a player who did not intend to cancel the attack effect may accidentally cancel it. However, in order to make it easy to cancel the attack effect, it may be possible to cancel the attack effect by operating any operation unit provided in the pachinko machine 1.

[0235] In addition, the cancellable attack effects in FIGS. 18 and 19 may appear in the normal state, the time-saving state, and the probability variation state, but it is desirable that they do not appear during the jackpot game. This is because if the player accidentally cancels the effect during the jackpot game, the player's sense of exhilaration from winning the jackpot will decrease. Note that not all effects that occur during the valid period of the rotation operation unit 302 are cancelled by the rotation of the rotation operation unit 302 during the valid period or by a specific operation on the specific detection unit of the rotation operation unit 302 during the valid period (that is, there are also uncancellable effects among the effects that occur during the operation valid period of the rotation operation unit 302).

[0236] Incidentally, there are players who do not want to see even a little attack effect because the sense of tension is heightened too much by the attack effect. For example, when the cancellable attack effect is not being executed (it may be before the cancellable attack effect starts or after the cancellable attack effect has been cancelled), if the right rotation of the rotation operation unit 302 is maintained (a state in which an operation for cancelling the cancellable attack effect is being performed), the cancellable attack effect itself may not appear. Since the operation for cancelling the cancellable attack effect (whether the operation is the right rotation of the rotation operation unit 302 or the specific detection unit detecting a specific operation) is included in the conditions for operating the movable body 310, the cancellable attack effect is not executed when the movable body 310 is operating (the operation of the movable body 310 and the cancellable attack effect are not executed simultaneously). However, since a player who does not protrude the pressing operation unit 303 while rotating the rotation operation unit 302 to the right when the cancellable attack effect is not being executed is considered to be a player who has the intention to see the cancellable attack effect, it is desirable that the cancellable attack effect can appear if the right rotation of the rotation operation unit 302 is maintained but the pressing operation unit 303 is not protruding when the cancellable attack effect is not being executed.

[0237] As described above, when the pressing operation unit 303 is pulled from its initial position, the rotation operation unit 302 rotates clockwise according to the protruding amount of the pressing operation unit 303 without directly operating the rotation operation unit 302. Therefore, the condition for canceling the attack effect is the detection of a specific operation on the specific detection unit. If the specific operation is contact and the specific detection unit is provided so as to cover the entire outer peripheral surface of the rotation operation unit 302, when the pressing operation unit 303 is pulled without operating the rotation operation unit 302 and without the specific detection unit detecting the specific operation, although the rotation operation unit 302 rotates clockwise, since the specific detection unit provided on the rotation operation unit 302 does not detect the specific operation (contact), the attack effect can continue without being canceled even though the rotation operation unit 302 rotates clockwise and the pressing operation unit 303 protrudes.

[0238] Also, the cancellable attack performance in FIGS. 18 and 19 may be performed when the game is not in progress (when neither a jackpot game nor a minor jackpot game, which includes jackpot games, nor a special symbol variation is being executed). In the cancellable attack performance performed when the game is not in progress, for example, a divination performance (which does not show the result of a special lottery) is performed. The cancellable attack performance performed when the game is not in progress is started, for example, when a predetermined time has elapsed without detecting the rotation of the rotation operation unit 302 (that is, without an operation being performed to cancel the cancellable attack performance) after the game has entered a state where it is not in progress. When the rotation operation unit 302 is operated during the cancellable attack performance performed when the game is not in progress, the attack performance is cancelled. When a predetermined operation unit different from the rotation operation unit 302 (the operation unit for cancelling the cancellable attack performance) is operated during the cancellable attack performance performed when the game is not in progress, a performance in which a friendly character attacks (punches or kicks) an enemy character and a performance in which the enemy character avoids the friendly character's attack or the friendly character's attack hits the enemy character (for example, according to a predetermined distribution, it is determined whether the enemy character avoids the friendly character's attack or the friendly character's attack hits the enemy character) are performed. When the enemy character avoids the friendly character's attack, "bad luck" is notified as the result of the divination, and when the friendly character's attack hits the enemy character, "good luck" is notified as the result of the divination. In addition, in the cancellable attack performance performed when the game is not in progress, the condition for performing the performance in which a friendly character attacks (punches or kicks) an enemy character and the performance in which the enemy character avoids the friendly character's attack or the friendly character's attack hits the enemy character may be that a predetermined time has elapsed without the attack performance being cancelled after it has started. In addition, if the attack performance is not cancelled by preventing the pressing operation unit 303 from protruding when the cancellable attack performance is being performed when the game is not in progress, the game may remain stopped as long as the operation is maintained.

[0239] Also, for players who still want to see the attack performance after canceling the cancellable attack performance, after canceling the attack performance (it may also be after the attack performance has ended without being canceled), the rotation operation unit 302 must be rotated to the right (if the same operation as the operation for canceling the attack performance is not performed), and the cancellable attack performance may be executed again after a predetermined time has elapsed. During this predetermined time, the stopped decorative symbol and an image that is not displayed in the cancellable attack performance (for example, an image different from both the friendly character and the enemy character displayed in the cancellable attack performance) may be displayed. Also, even if the rotation operation unit 302 has been rotated to the right after canceling the attack performance, the cancellable attack performance may be displayed again with a predetermined probability after a predetermined time has elapsed since the cancellation.

[0240] In addition, for example, when an operation (rotation of r3 steps or more and detection of a specific operation by a specific detection unit) that enables the performances of FIGS. 19(E) and 19(F), which are the performances after canceling the attack performance, to be executed is performed on the rotation operation unit 302, benefits such as a start winning being more likely to occur or the player being able to receive a favorable special lottery may be given to the player. Also, for example, the performance where the friendly character in FIG. 19(E) makes a punching motion and the performance where the message in FIG. 19(F) is displayed may be performances that are executed under predetermined conditions. The state where the game ball B is being launched is an example of such a predetermined condition, and depending on the strength of the launch of the game ball B, whether the performance where the friendly character in FIG. 19(E) makes a punching motion is executed or the message in FIG. 19(F) is displayed changes (for example, for the performance where the friendly character in FIG. 19(E) makes a punching motion to be executed, the strength of the launch of the game ball B needs to be within a first predetermined range, and for the message in FIG. 19(F) to be displayed, the strength of the launch of the game ball B needs to be within a second predetermined range (the minimum value of the second predetermined range is equal to or greater than the maximum value of the first predetermined range)). Also, the performance where the friendly character in FIG. 19(E) makes a punching motion and the performance where the message in FIG. 19(F) is displayed may be executed not only after the cancellable attack performance has been canceled, but also when the above-described predetermined conditions are satisfied.

[0241] Note that instead of the pressing operation unit 303 and the rotating operation unit 302 in FIGS. 11 to 16, the pressing operation unit 303 shown in FIG. 17, the rotating operation unit 302 including a specific detection unit, and the movable body 310 may be applied.

[0242] When the pressing operation unit 303 shown in FIG. 17, the rotating operation unit 302 including a specific detection unit, and the movable body 310 are applied instead of the pressing operation unit 303 and the rotating operation unit 302 in FIGS. 11 to 16, in the first performance pattern of the attack performance, the operation effective period of the pressing operation unit 303 starts in FIGS. 11(C) and 14(C3), and when the pressing detection sensor 381 changes from the off state to the on state during the pressing operation effective period, the post-operation performance is executed. However, in a state where the rotating operation unit 302 is not rotated to the right, the pressing operation unit 303 does not protrude. Therefore, in the first performance pattern of the attack performance, in order for the post-operation performance to be performed, the rotating operation unit 302 needs to be rotated to the right to protrude the pressing operation unit 303 and turn off the pressing detection sensor 381, and then during the operation effective period of the pressing operation unit 303, the pressing operation unit 303 needs to be operated to turn on the pressing detection sensor 381.

[0243] Instead of the pressing operation unit 303 and the rotating operation unit 302 in FIGS. 11 to 16, when the pressing operation unit 303 shown in FIG. 17, the rotating operation unit 302 provided with a specific detection unit, and the movable body 310 are applied, in the second performance pattern of the attack performance, the operation valid period of the rotating operation unit 302 occurs in FIGS. 11(C’), FIG. 14(C’3), and FIG. 16(D’4). When a right rotation of a predetermined amount or more (hereinafter, r1 steps or more at which the movement of the movable body 310 can start) of the rotating operation unit 302 is detected during the operation valid period, the in-operation performance is executed. Further, when a right rotation of a predetermined amount or more (hereinafter, r1 steps or more at which the movement of the movable body 310 can start) of the rotating operation unit 302 is continuously detected for a predetermined time (hereinafter, 3 seconds) during the operation valid period of the rotating operation unit 302, the post-operation performance is executed. However, in FIG. 16, when the rotating operation unit 302 is rotated to the right by a predetermined amount or more (r1 steps or more) after the start of the attack performance (the start of the display of the message in FIG. 16(A)) and before the start of the operation valid period of the rotating operation unit 302, a penalty for a predetermined time starts from the start of the operation valid period in FIG. 16(D’4). Until the predetermined time elapses, even if the rotating operation unit 302 is rotated to the right by a predetermined amount or more (r1 steps or more), the in-operation performance is not executed, and it is not counted in the continuous time of the right rotation of a predetermined amount or more (r1 steps or more) in the conditions for causing the post-operation performance to appear.

[0244] Instead of the pressing operation unit 303 and the rotation operation unit 302 in FIGS. 11 to 16, when the pressing operation unit 303 shown in FIG. 17, the rotation operation unit 302 provided with a specific detection unit, and the movable body 310 are applied, in the second performance pattern of the attack performance, during the operation valid period of the rotation operation unit 302, a right rotation of the rotation operation unit 302 by a predetermined amount or more (hereinafter, r1 steps or more at which the operation of the movable body 310 can start) is detected, and on the condition that the specific detection unit detects a specific operation, an in-operation performance may be executed. In this case, when the in-operation performance is being performed in the second performance pattern, since the condition for the movable body 310 to operate is also satisfied, the movable body 310 operates. However, in FIG. 16, if the rotation operation unit 302 is rotated to the right by a predetermined amount or more (r1 steps or more) after the start of the attack performance (the start of the display of the message in FIG. 16(A)) and before the start of the operation valid period of the rotation operation unit 302, a penalty for a predetermined time starts from the start of the operation valid period, and until the predetermined time elapses, even if the rotation operation unit 302 is rotated to the right by a predetermined amount or more (r1 steps or more) and the specific detection unit detects a specific operation, the movable body 310 operates but the in-operation performance is not executed. Also, in the second performance pattern of the attack performance, on the condition that a right rotation of the rotation operation unit 302 by a predetermined amount or more (hereinafter, r1 steps or more at which the operation of the movable body 310 can start) and the detection of a specific operation by the specific detection unit are continuously detected for a predetermined time (hereinafter, 3 seconds) during the operation valid period of the rotation operation unit 302, a post-operation performance may be executed. However, in FIG. 16, if the rotation operation unit 302 is rotated to the right by a predetermined amount or more (r1 steps or more) after the start of the attack performance (the start of the display of the message in FIG. 16(A)) and before the start of the operation valid period of the rotation operation unit 302, a penalty for a predetermined time starts from the start of the operation valid period in FIG. 16(D'4), and until the predetermined time elapses, the continuous time of the detection of a right rotation of a predetermined amount or more (r1 steps or more) and the detection of a specific operation by the specific detection unit in the conditions for causing the post-operation performance to appear is not counted.

[0245] In addition, when the pressing operation unit 303 and the rotating operation unit 302 in FIGS. 11 to 16 are replaced with the pressing operation unit 303 shown in FIG. 17, the rotating operation unit 302 provided with a specific detection unit, and the movable body 310, in the second production pattern of the attack production, the minimum necessary rotation amount of the rotating operation unit 302 for performing the production during operation and the rotation amount necessary for canceling the attack production in the cancellable attack production of FIGS. 18 and 19 may be the same or different. Further, when the pressing operation unit 303 and the rotating operation unit 302 in FIGS. 11 to 16 are replaced with the pressing operation unit 303 shown in FIG. 17, the rotating operation unit 302 provided with a specific detection unit, and the movable body 310, in the second production pattern of the attack production, the minimum necessary rotation amount of the rotating operation unit 302 for performing the production after operation and the rotation amount necessary for canceling the attack production in the cancellable attack production of FIGS. 18 and 19 may be the same or different. Note that the cancellable attack production of FIGS. 18 and 19 may be performed in a state where the game is not in progress (when neither a jackpot game nor a minor jackpot game is being executed, and no special symbol variation is being executed), but it is desirable that the attack production of FIGS. 11 to 16 be executed only in a state where a special symbol variation is being performed.

[0246] When the pressing operation unit 303 and the rotating operation unit 302 in FIGS. 11 to 16 are replaced with the pressing operation unit 303 shown in FIG. 17, the rotating operation unit 302 provided with a specific detection unit, and the movable body 310, for a player who does not want to see the attack production, it is desirable that a predetermined operation be required for the attack production of FIGS. 11 to 16 to be executed. Specifically, for example, for the attack production of FIGS. 11 to 16 to be executed, the rotating operation unit 302 needs to be rotated clockwise by r3 steps or more and less than r4 steps, the specific detection unit needs to detect a specific operation, and the pressing operation unit 303 needs not to be operated (protruding from the initial position). On the other hand, for the cancellable attack production of FIGS. 18 and 19, since it can be cancelled at any time even by a player who does not want to see the attack production, it may appear regardless of the rotation amount of the rotating operation unit 302.

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

[0248] In this case, the shortest required time for the first pattern of the attack performance (the time required from the start of the performance in FIG. 11(A) to changing the pressing operation unit 303 from the off state to the on state at the start of the operation valid period of the pressing operation unit 303 until the performances in FIGS. 12(E) and 12(F) end) is shorter than the shortest time for the second pattern of the attack performance (the time required from the start of the performance in FIG. 11(A) to continuously rotating the rotating operation unit 302 clockwise by 5 steps or more for 3 seconds from the start of the operation valid period of the rotating operation unit 302 until the performances in FIGS. 12(E') and 12(F') end). That is, the shortest required time for the performance when the rotating operation unit 302 is rotated clockwise by r3 steps or more and less than r4 steps and the pressing operation unit 303 is not operated is shorter than the shortest required time for the performance when the rotating operation unit 302 is rotated clockwise by r4 steps or more and the pressing operation unit 303 is not operated.

[0249] Also, when the pressing operation unit 303 and the rotating operation unit 302 are replaced with the pressing operation unit 303 shown in FIG. 17, the rotating operation unit 302 provided with a specific detection unit, and the movable body 310, the probability that the reach effect is executed is higher when the first effect pattern of the attack effect is executed than when the second effect pattern of the attack effect is executed (that is, the probability that the attack of the friendly character hits the enemy character is high). That is, the probability that the reach effect is executed is higher when the rotating operation unit 302 is rotated clockwise by r3 steps or more and less than r4 steps and the pressing operation unit 303 is not operated than when the rotating operation unit 302 is rotated clockwise by r4 steps or more and the pressing operation unit 303 is not operated.

[0250] Also, when the pressing operation unit 303 and the rotating operation unit 302 in FIGS. 11 to 16 are replaced with the pressing operation unit 303 shown in FIG. 17, the rotating operation unit 302 provided with a specific detection unit, and the movable body 310, the probability of a big win is higher when the second effect pattern of the attack effect (for example, the effect shown in FIGS. 11(A) to 12(F')) is executed than when the first effect pattern of the attack effect (for example, the effect shown in FIGS. 11(A) to 12(F)) is executed. That is, the probability of a big win is higher when the rotating operation unit 302 is rotated clockwise by r4 steps or more and the pressing operation unit 303 is not operated than when the rotating operation unit 302 is rotated clockwise by r3 steps or more and less than r4 steps and the pressing operation unit 303 is not operated.

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

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

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

[0254] Also, in the exploration quest performance, when two characters discover a rare beast and are attacked by the rare beast, a durability performance is executed. In the durability performance, if the two characters withstand the attack from the rare beast, a big win is announced, and if they cannot withstand it, a loss is announced.

[0255] In addition, when a big win is announced due to the success of the durability performance in the exploration quest performance, a reward performance (for example, a message that is only displayed when the durability performance is successful is displayed, etc.) must be executed, or a privilege advantageous to the player (for example, transitioning to a big win gaming state with the largest number of rounds, etc.) must be given.

[0256] Also, in the exploration quest performance, there are a strong boss and a weak boss as discoverable rare beasts for the two characters, and it is assumed that the expectation of a big win is higher when the weak boss is discovered than when the strong boss is discovered.

[0257] In addition, in the exploration quest performance, when two different characters are selected, it may be such that the two different characters cannot discover a rare beast and a loss is announced (that is, two different characters are only selected when a loss is selected). Also, in the exploration quest performance, it is desirable that the expectation of a big win (the ratio of getting a big win) is higher when two hunters are selected than when two villagers are selected, as long as at least the background at the start of the exploration quest performance is the same.

[0258] Figures 20 and 21 are explanatory diagrams showing an example of the performance of encountering a strong boss in the exploration quest performance. In Figures 20 and 21, the exploration quest performance executed in the normal gaming state that is neither time-saving nor probability-variable is explained.

[0259] FIG. 20(A) shows a state where the variation has started, and a display indicating that the exploration quest effect has started is displayed on the effect display device 1600. Also, in FIG. 20(A), a hold display corresponding to the pending variation and a hold display corresponding to the ongoing variation (hereinafter, these are collectively referred to simply as the hold display) are displayed on the effect display device 1600.

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

[0261] FIG. 20(B) shows a state where Hunter 1601 is selected as the first character. Hunter 1601 is a white character in the figure and holds a sword as a weapon. In the state where the first character is selected, similar to FIG. 20(A), the first background and the hold display are displayed on the effect display device 1600, and BGM1 continues to be output from the speaker 354. Also, in FIG. 20(B), a line indicating that Hunter 1601, the first character, is recruiting a partner character to search for a rare beast together is displayed on the effect display device 1600.

[0262] In Fig. 20(C), in addition to the first hunter 1601, another hunter 1601 is displayed as the second character on the effect display device 1600. Both of the two hunters 1601 hold swords. When the second hunter 1601 is displayed (when the same character is displayed as the first and the second), an effect selected from a plurality of effects (stars in the example in the figure, and the winning rate varies depending on the form of this effect) is displayed on the weapon they hold (here, the sword). Note that the designs of the swords held by the first hunter 1601 and the second hunter 1601 may be different. Also, in Fig. 20(C), the decorative pattern forms a reach.

[0263] Note that in the exploration quest effect, the expectation of winning is higher when both the first and second characters are hunters 1601 than when both are villagers. However, when background 1 is displayed as the background image and BGM1 is output at the start of the exploration quest effect as shown in Fig. 20, it is desirable that even when both the first and second characters are hunters 1601, a win is not determined (that is, it is desirable that both the first and second characters can be hunters 1601 even in the case of a miss).

[0264] Also, in Fig. 20(C), when the second hunter 1601 is displayed in addition to the first hunter 1601, the BGM output from the speaker 354 is changed to BGM2. Further, when the second hunter 1601 is displayed in addition to the first hunter 1601 (when the same character is displayed as the first and the second), a special sound may be output according to an output mode selected from a plurality of output modes. Note that the winning rate varies depending on the output mode of the special sound (for example, the length of the output time). By this change in BGM and the output of the special sound, players can be made to understand that the displayed character is about to seriously search for a rare beast.

[0265] Note that it is desirable that the above special sound be output only when the same character is displayed twice on the effect display device 1600 (i.e., two Hunters 1601 or two villagers), and not when one Hunter 1601 and one villager are displayed respectively.

[0266] In FIG. 20(D), two Hunters 1601 hide their weapons (i.e., the sword that was displayed until FIG. 20(C) becomes invisible), and an effect of seriously searching for a rare beast is performed. However, between FIG. 20(C) and FIG. 20(D), in order to let the player recognize that the characters have not changed, the display mode of the two Hunters 1601 themselves has not changed (i.e., the Hunters 1601 themselves are displayed in a common mode in FIGS. 20(C) and 20(D)).

[0267] Thus, each character (Hunter 1601 and villager) has a display mode of holding a weapon and a display mode of not holding a weapon. When a plurality of characters are displayed simultaneously, they are displayed in the same display mode (i.e., when a plurality of characters are displayed simultaneously, all of the plurality of characters hold a weapon or none of the plurality of characters hold a weapon).

[0268] Also, in FIG. 20(D), the background displayed on the effect display device 1600 changes to a second background hatched with dots. While the second background is displayed on the effect display device 1600, the weapons held by the characters are invisible, and the hold display corresponding to the held change is invisible (only the hold display corresponding to the change in progress is displayed). By making the hold display corresponding to the change during hold invisible in this way, the player can concentrate on the effect of searching for a rare beast.

[0269] Note that when the background displayed on the effect display device 1600 is the second background, not only the hold display corresponding to the held change but also the hold display corresponding to the change in progress may be invisible. Also, in FIG. 20(D), the BGM output from the speaker 354 changes to BGM3.

[0270] Incidentally, it is desirable that the display size of the character when the second background is being displayed on the effect display device 1600 is smaller than the display size of the character when the first background before FIG. 20(C) is being displayed. This is because there is a possibility of encountering a rare beast when the second background is being displayed, and it is to draw the player's attention to the display of the rare beast rather than the character.

[0271] Also, when the character changes from the mode of holding a weapon to the mode of not holding a weapon, as between FIG. 20(C) and FIG. 20(D), it may pass through a state where the character (and the weapon) is not visible (for example, the character may not be displayed on the effect display device 1600, or a predetermined movable body provided in the pachinko machine 1 may move to a position overlapping the display area of the character on the effect display device 1600 to make it not visible). When the character changes from the mode of holding a weapon to the mode of not holding it, the player's sense of tension can be alleviated by making the character non-displayed once. Also, it is desirable that the background is also non-displayed (for example, a single-color background) at the timing when the character is made non-displayed once.

[0272] FIG. 20(E) shows a state where the hunter 1601 has discovered a rare beast. In FIG. 20(E), two hunters 1601 without weapons and a strong boss 1610 having a tosaka and a beak as a rare beast are being displayed on the effect display device 1600. Also, BGM3 is being output from the speaker 354. Incidentally, instead of displaying the rare beast suddenly, for example, a valid operation period of a predetermined operation unit (for example, the pressing operation unit 303) may be generated, and when either the fact that the predetermined operation unit has been operated during the valid operation period or the end of the valid operation period is satisfied, the rare beast (either the strong boss 1610 or the weak boss) may be displayed.

[0273] Figure 20(F) shows a state where two hunters 1601 are under attack from a strong boss 1610. After the two characters are attacked by a rare beast, the game transitions to a durability effect. Also, in Figure 20(F), BGM3 is being output from the speaker 354.

[0274] When a character without a weapon is being displayed and a predetermined effect (for example, an effect of encountering a rare beast and engaging in battle) is being performed, for example, a dropped weapon (that is, an object that was displayed together with the character when the first background was being displayed) may be displayed. Thereby, the player can obtain a sense of anticipation as to whether the character will utilize the weapon. It is desirable that the degree of jackpot anticipation is higher when the dropped weapon is being displayed than when it is not being displayed.

[0275] Figure 21(G) shows a state where the durability effect has started. In Figure 21(G), an effect is being performed where the two hunters 1601 (the characters attacked by the rare beast) use their weapons to maintain balance so as not to fall. Furthermore, a cut-in of a character different from the two hunters 1601 (that is, the villager 1602, which is the character not selected) occurs, and an effect is being executed where the cut-in villager 1602 tries to help the two hunters 1601 who are about to fall.

[0276] It is desirable that the two hunters 1601 (characters attacked by a rare beast) and the cut-in character who are about to fall perform dynamic effects. Specifically, for example, by repeating the action of the two hunters 1601 who are about to fall swaying from side to side, it becomes easier for the player to recognize that the two hunters 1601 have not fallen yet. Also, for example, by repeating the action of the cut-in character stomping their feet, the player can expect that the cut-in character has come to help the two hunters 1601 and succeeded in the endurance effect. Also, the length of time for performing this dynamic effect may suggest whether the endurance effect is successful (for example, the time for performing the dynamic effect is longer when the endurance effect is successful than when it fails).

[0277] Also, in FIG. 21(G), the character displayed in the cut-in also holds a weapon in the same way as the hunter 1601 (the weapon held by the villager 1602 is a club). In this way, in addition to the hunter 1601 who is about to fall in the endurance effect, the villager 1602 as a helping character is displayed, and further, since the displayed character holds a weapon again, it is possible to give the player a sense of expectation that the hunter 1601 will get up without falling down.

[0278] Also, in FIG. 21(G), in order to draw the player's attention to whether the hunter 1601 will fall or not, BGM is not output from the speaker 354. In FIG. 21(G), when the character attacked by the rare beast uses a weapon to maintain balance and a cut-in of the unselected character occurs so that the character does not fall, a dedicated BGM may be output.

[0279] Also, in FIG. 21(G), in order not to overly expect the player that the hunter 1601 will not fall, the background displayed on the effect display device 1600 has returned to the first background. Further, in FIG. 21(G), a hold display corresponding to the ongoing variation and a hold display corresponding to the held variation are displayed on the effect display device 1600. That is, the characters displayed when the first background is displayed are holding weapons, and all hold displays are displayed when the first background is displayed.

[0280] In addition, in order to suggest to the player that the durability effect starts, two hunters 1601 (characters attacked by the rare beast) holding weapons and a villager 1602 (helping character) holding a weapon may be displayed after FIG. 20(F) and before FIG. 21(G). Then, for example, after a predetermined time (e.g., 3 seconds) has elapsed since the display of these two hunters 1601 (characters attacked by the rare beast) and the villager 1602 (helping character) holding weapons starts, the durability effect in FIG. 21(G) starts.

[0281] In FIG. 21(G), in order to make the player expect that the durability effect is successful due to the arrival of the helping character, it is desirable that the display size of the helping character is larger than the display size of the two hunters 1601 who are the first and second characters.

[0282] In addition, when the same character as the character attacked by the rare beast is difficult to help in the durability effect, the degree of expectation for a big win is higher than when a different character comes to help. Therefore, in the cut-in in FIG. 21(G), different characters are always displayed, and by displaying a message suggesting that the same character is difficult to help in FIG. 21(H) described later, a sense of exhilaration can be given to the player. Note that when the same character as the character attacked by the rare beast is difficult to help in the durability effect, a big win may be determined, and a loss may be determined when a different character comes to help.

[0283] Also, when changing from a state where the character is not holding a weapon to a state where the character is holding a weapon, such as between FIG. 20(F) and FIG. 21(G), it may pass through a state where the character (and the weapon) is not visible (for example, the character may not be displayed on the effect display device 1600, or a predetermined movable body provided in the pachinko machine 1 may move to a position overlapping the display area of the character on the effect display device 1600 to make it invisible). When changing from a state where the character is not holding a weapon to a state where the character is holding a weapon, the tension of the player can be alleviated by once making the character non-displayed. Also, at the timing of once making the character non-displayed, it is desirable that the background is also non-displayed (for example, a single-color background).

[0284] Subsequent to FIG. 21(G), a transition is made to FIG. 21(H) or FIG. 21(J). In FIG. 21(H), a message "I'll arrive first!" (a character different from the helping character displayed in FIG. 21(G), that is, a message suggesting that the hunter 1601 will come to help) is displayed on the effect display device 1600. In FIG. 21(H), although the first background is displayed as the background image of the effect display device 1600, in order to give the player a sense of anticipation by a character different from the helping character displayed in FIG. 21(G) coming to help, a background different from the first background (for example, a dedicated background for displaying the message) may be displayed.

[0285] Also, in FIG. 21(H), in order to give the player a sense of excitement that the hunter 1601 is coming to help, BGM4 (that is, a BGM different from BGM1 to BGM3) is output from the speaker 354. Also, in FIG. 21(H), although the first background continues to be displayed on the effect display device 1600, a special background different from the first background and the second background may be displayed in order to give the player a sense of excitement. Also, in FIG. 21(H), in order to draw the player's attention to the above-mentioned message, all hold displays are made non-displayed (while the hold displays are non-displayed, if the condition for additionally holding a variation is satisfied, although the variation is additionally held, the hold display remains non-displayed).

[0286] In FIG. 21(I), due to the arrival of a new Hunter 1601, the two Hunters 1601 did not fall, that is, the durability performance was successful, and the decorative pattern stopped at a winning combination. In FIG. 21(I), a total of three Hunters 1601 (three identical characters), namely the two Hunters 1601 attacked by the rare beast and the one Hunter 1601 who came to help, are displayed, and each Hunter 1601 holds a weapon (sword). In order to maintain the excitement of the player, BGM4 continues to be output from the speaker 354. After the display in FIG. 21(I), a display indicating that the game state has been controlled (transited) to a jackpot game state (an example of an advantageous state) may be displayed at the timing controlled to the jackpot game state (an example of an advantageous state).

[0287] In FIG. 21(J) transitioning from FIG. 21(G), although the villager 1602 came to help, the two Hunters 1601 fell, that is, the durability performance failed, and the decorative pattern stopped at a losing combination. In FIG. 21(J), the two Hunters who were attacked by the rare beast and fell and the one villager 1602 who came to help (that is, two identical characters and one different character) are displayed, and each character holds a weapon (the Hunter 1601 holds a sword and the villager 1602 holds a club). In FIG. 21(J), no BGM is output from the speaker 354 so as not to stimulate the player's sense of disappointment.

[0288] The time from the start of the state in FIG. 21(G) to the end of the variation when the state in FIG. 21(J) is reached is within a predetermined time (for example, within 3 seconds), and the time from the start of the state in FIG. 21(G), passing through the state in FIG. 21(H), to the end of the variation when the state in FIG. 21(I) is reached is longer than the predetermined time (for example, 5 seconds). Thus, when the durability performance is successful, the time from the start of the durability performance to the end of the variation is longer compared to when it fails, so that the player can enjoy the successful durability performance for a longer time.

[0289] Also, the big win expectancy in the variation may be indicated by the length of time from the timing when the character holding the weapon in Fig. 21(G) is displayed again until the transition to the next effect (Fig. 21(H) or Fig. 21(J)). For example, if the time from the timing when the character holding the weapon in Fig. 21(G) is displayed again until the effect changes to the effect in Fig. 21(H) is 5 seconds, and the time from the timing when the character holding the weapon in Fig. 21(G) is displayed again until the effect changes to the effect in Fig. 21(J) is 3 seconds, if the effect does not change even after 3 seconds have elapsed from the timing when the character holding the weapon in Fig. 21(G) is displayed again, it is shown that the durability effect has been successful (that is, it is shown that a big win will be notified).

[0290] Also, it is desirable that the ratio of the appearance of the effect of failing the durability effect is higher than the ratio of the appearance of the effect of succeeding the durability effect. This is because if the ratio of succeeding the durability effect is high, it becomes difficult for the player to feel grateful for the bonus effect executed when the durability effect is successful and the advantageous privileges given to the player.

[0291] In Figs. 21(I) and 21(J), in order to make it easier for the player to recognize which of the hunter 1601 or the villager 1602 appeared as the helping character, the display size of the helping character may be larger than the display size of the two hunters 1601 who are the first and second characters, or the display sizes of all the characters may be the same in order to make it easier to recognize all the displayed characters. After displaying the display size of the helping character larger than the display sizes of the two hunters 1601 who are the first and second characters, all the characters may be displayed in the same size (the display sizes of the first and second characters may be adjusted to the display size of the helping character, or the display sizes of the first and second characters may be adjusted to the display size of the helping character, or the display sizes of all the characters may be adjusted to a size different from both the size when the first and second characters were displayed and the size when the helping character was displayed).

[0292] Also, it is desirable that the display size of the character when the durability effect has succeeded or failed in FIGS. 21(I) and 21(H) be larger than the display size of the character at the start of the durability effect in FIG. 21(G). This is to enable the player to recognize which character's durability effect has succeeded or failed.

[0293] In addition, for example, a zone effect related to a search quest effect may be executable. For example, when a rare beast discovery confirmation zone effect is executed, the character will surely be able to discover a rare beast, suggesting a higher jackpot expectation compared to the case where the rare beast discovery confirmation zone effect is not executed. This rare beast discovery confirmation zone effect may be executed during the variation in which the search quest effect is executed (however, starting from a timing before discovering the rare beast), or may be executed as a pre-read effect from a variation before the variation in which the search quest effect is executed. The zone display indicating that the rare beast discovery confirmation zone effect is being executed has a higher display priority than the background display (i.e., in the overlapping display area of the zone display and the background display, the zone display is displayed in the foreground), but has a lower display priority than the character and the weapon (i.e., in the overlapping display area of the zone display and the character or weapon, the character and the weapon are displayed in the foreground).

[0294] It is desirable that the ratio of no change (such as the effect described in FIG. 24 to be described later) be higher than the ratio of change to a situation where a character not holding a weapon is displayed after a character holding a weapon is displayed when the first background is being displayed as in FIGS. 20(B) to 20(C). This can enhance the player's sense of expectation when the situation changes to one where a character not holding a weapon is displayed.

[0295] Also, when changing from a situation where a character holding a weapon is displayed to a situation where a character not holding a weapon is displayed, as when transitioning from FIG. 20(C) to FIG. 20(D), it is desirable to change from the situation where a character holding a weapon is displayed to the situation where a character not holding a weapon is displayed without including a period when no character is displayed. This is because when a character not holding a weapon suddenly changes to a character holding a weapon, it is easier for the player to notice the change in the presence or absence of the character's weapon, and it is easier to enhance the sense of anticipation.

[0296] On the other hand, when changing from a situation where a character not holding a weapon is displayed to a situation where a character holding a weapon is displayed, as when transitioning from FIG. 20(F) to FIG. 21(G), it is desirable to change from the situation where a character not holding a weapon is displayed to the situation where a character holding a weapon is displayed, including a period when the character itself (including the weapon) is made non-displayed.

[0297] Note that even when changing from a situation where a character holding a weapon is displayed to a situation where a character not holding a weapon is displayed, as when transitioning from FIG. 20(C) to FIG. 20(D), it may be possible to change from the situation where a character holding a weapon is displayed to the situation where a character not holding a weapon is displayed, including a period when the character itself (including the weapon) is made non-displayed.

[0298] FIG. 22 is an explanatory diagram showing an example of the production when a character discovers a weak boss, which is a rare beast, in the exploration quest production. FIG. 22(E2), which transitions from FIG. 20(D), shows a state where hunter 1601 has discovered a rare beast. In FIG. 22(E2), two hunters 1601 without weapons and a weak boss 1611 having no tosaka and no beak as a rare beast are displayed on the production display device 1600. It is assumed that the probability of a big win is higher when a character discovers a weak boss 1611 than when the character discovers a strong boss 1610. Also, in FIG. 22(E2), a second background is displayed as the background on the production display device 1600, and BGM3 continues to be output from the speaker 354.

[0299] In FIG. 22(F2), in addition to the two hunters 1601 without weapons (the characters from FIG. 22(E2)), a hunter 1601, who is a helper character without a weapon, participates in the battle, and a total of three characters are in a state of launching a preemptive attack on the weak boss 1611. When a character launches a preemptive attack on a rare beast, the durability production is not executed. Also, it is preferable that the probability of a big win is higher when a character launches a preemptive attack on a rare beast than when the durability production is executed. Note that although one helper character without a weapon is displayed in the area overlapping with the weak boss 1611, the display priority of the helper character is higher (that is, the helper character is displayed closer to the front than the weak boss 1611).

[0300] Note that the ratio of the character launching a preemptive attack on a rare beast is higher (that is, the ratio of being attacked by the rare beast is lower) when hunter 1601 is selected than when villager 1602 is selected as the first and second characters. Also, the ratio of the character launching a preemptive attack on a rare beast is higher (that is, the ratio of being attacked by the rare beast is lower) when the weak boss 1611 is selected than when the strong boss 1610 is selected as the rare beast.

[0301] In FIG. 22(G2), a production is performed showing that a total of three characters, two hunters 1601 and one hunter 1601 as a helping character, have defeated the weak boss 1611, and the decorative pattern has stopped at a jackpot combination. Also, in FIG. 22(G2), a second background is displayed as the background on the production display device 1600, and BGM3 continues to be output from the speaker 354. Note that after FIG. 22(G2), a production in which the hunter 1601 not holding a weapon changes to the hunter 1601 holding a weapon may be executed.

[0302] Note that after FIG. 22(G2), at the timing controlled to the jackpot gaming state, a display indicating that the jackpot gaming state (an example of an advantageous state) has been controlled (transited) may be displayed. Thereby, the player can be given a sense of exhilaration all at once by the display indicating that the jackpot has been controlled. Note that before the timing when the jackpot gaming state is controlled (specifically, for example, at the start point of the variation in which the exploration quest production is executed, or at the point when the special random number corresponding to the variation in which the exploration quest production is executed is reserved), a display indicating that the jackpot gaming state (an example of an advantageous state) has already been controlled (transited) may be displayed. Thereby, the player can be informed of the jackpot at an early timing and a sense of surprise can be given.

[0303] Note that in FIG. 22(F2), when a character different from the first and second characters (here, the villager 1602) is selected as the helping character, the jackpot expectation level is lower than when the same character is selected (or it may be made so that a miss is determined). Note that in FIG. 22(F2), when the same character as the first and second characters is selected as the helping character, the jackpot may be determined (that is, it may not be transited to FIG. 22(H2)).

[0304] Note that in FIG. 22 (H2), a production is performed showing that a total of three characters, two hunters 1601 and one hunter 1601 as a helper character, have fled to the weak boss 1611. Further, the background image displayed on the production display device 1600 returns to the first background, and no BGM is output from the speaker 354.

[0305] Note that in the exploration quest production, various background images such as the first background, the second background, and the third background described later can be displayed on the production display device 1600. Therefore, in order to let the player enjoy the background image, the transparency of the character and the image may be changed.

[0306] FIG. 23 is an explanatory diagram showing another example of the exploration quest production. In the exploration quest production of FIG. 23, BGM3, which was output when a character encountered a rare beast in the exploration quest productions of FIGS. 20 to 22, is output from the speaker 354 at the start of the variation (it can be suggested that a rare beast is encountered by BGM3, that is, BGM3 functions as a precursor production for encountering a rare beast), and further, the background displayed on the production display device 1600 is the third background hatched with horizontal straight lines.

[0307] In the exploration quest production of FIG. 23 (the exploration quest production in which BGM3 is output at the start of the variation and the background is the third background), it is desirable that the character can always encounter a rare beast (or it is desirable that the ratio of encountering a rare beast is higher than that in the exploration quest productions of FIGS. 20 to 22).

[0308] Thereby, when the exploration quest production of FIG. 23 starts, a player who hears BGM3 (which was output when encountering a rare beast in the exploration quest productions of FIGS. 21 to 22) can obtain an expectation that the character can encounter a rare beast.

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

[0310] In FIG. 23(B3), a third background is displayed as a background image on the effect display device 1600, and BGM3 is output from the speaker 354. Further, in FIG. 23(B3), when the character Hunter 1601 is looking for companions, the weapon is hidden (that is, the weapon is not displayed).

[0311] In the effects of FIGS. 20 and 22, as described above, when the character encounters a rare beast, the weapon is hidden. Therefore, since Hunter 1601 hides the weapon in advance in FIG. 23(B3), the player can obtain a sense of anticipation that the character will encounter a rare beast. Note that the characters displayed in the exploration quest effect of FIG. 23 do not always carry weapons.

[0312] FIG. 23(C3) is the same as FIG. 20(C) except that a third background is displayed as a background image on the effect display device 1600, BGM5 is output from the speaker 354, and the character hides the weapon. That is, in FIG. 23(C3), when a second Hunter 1601 is displayed in addition to the first Hunter 1601 (when the same character is displayed as the first and second), the same special sound as in FIG. 20(C) may be output. Note that BGM3 may continue to be output instead of BGM5 after FIG. 23(C3).

[0313] Figures 23(D3) to 23(F3) are the same as Figures 22(E2) to 22(G2), except that a third background is being displayed as a background image on the effect display device 1600 and BGM5 is being output from the speaker. In the exploration effect where the first background was being displayed at the start of the variation, BGM2, which is not output at other timings, is being output from the speaker 354 when a second character identical to the first character is additionally displayed in Figure 20(C3). However, when a second character identical to the first character is additionally displayed in Figure 23(C3), BGM5, which is output also after Figure 23(D3), is being output from the speaker 354. In Figure 23(C3), BGM2 (the BGM output when the display of two identical characters starts in the exploration quest effect that starts with the display of the first background) may be output, or a dedicated BGM for when the display of two identical characters starts in the exploration quest effect that starts with the output of BGM3 may be output.

[0314] Note that BGM3 may be output from the speaker 354 throughout the exploration quest effect of Figure 23. That is, in the exploration quest effect of Figure 23, there are cases where the BGM changes and cases where BGM3 continues to be output, so the length of the time during which BGM3 is output is indefinite. For example, if the longer the time during which BGM3 is output, the higher the probability of a big win when the length of the time during which BGM3 is output is indefinite, the player can wait with a sense of tension for when BGM3 will end. On the other hand, in Figure 20, BGM3 is output when two characters are seriously exploring a rare beast and fighting the rare beast, so the length of the time during which BGM3 is output is constant.

[0315] In addition, in the exploration quest performance shown in FIG. 23, that is, the exploration quest performance in which the third background is displayed as the background image on the performance display device 1600 and BGM3 is output from the speaker 354 from the start of the variation, in order not to impair the player's sense of expectation enhanced by the third background and BGM3, when two hunters 1601 (who give a stronger sense of expectation than the villager 1602) search for a rare beast, a jackpot may be determined.

[0316] Also, when the exploration quest performance shown in FIG. 23 is executed, since the player's sense of expectation is heightened by the third background and BGM3 output from the start of the variation, it is desirable that the probability of hitting the jackpot is higher than when the exploration quest performance shown in FIGS. 20 to 22 (the exploration quest performance in which the first background is displayed as the background image on the performance display device 1600 and BGM1 is output from the speaker 354) is executed.

[0317] In addition, in the exploration quest performance in which the third background shown in FIG. 23 is displayed, when a predetermined performance (for example, a performance after encountering a rare beast or a performance in which two or more of the same characters are displayed) is not being performed, by operating a predetermined operation unit (for example, the pressing operation unit 303), the BGM output from the speaker 354 is interrupted (simply the BGM stops or changes to another BGM), and when the predetermined operation unit is operated again, the BGM can be output again. In addition, in order to draw the player's attention to the interruption of the BGM by this operation, no operation sound associated with the operation for interrupting the BGM is output. On the other hand, in the exploration quest performance in which the third background is not displayed, such as in FIGS. 20 to 22, even if a predetermined operation unit (for example, the pressing operation unit 303) is operated, the BGM output from the speaker 354 is not interrupted.

[0318] Also, in the exploration quest presentation where the third background in FIG. 23 is displayed, when a predetermined presentation (for example, the presentation after encountering a rare beast or the presentation where two or more identical characters are displayed) is not being performed, an icon display that can change its mode in response to an operation of a predetermined operation unit (for example, the pressing operation unit 303) may be displayed on the presentation display device 1600. Therefore, when the predetermined operation unit is operated when the predetermined presentation is not being performed, the output of the BGM output from the speaker is interrupted and the mode of the icon display changes. Then, when the predetermined operation unit is operated again, the BGM is output again and the mode of the icon display can also change again (it may return to the original mode or change to an even different mode). On the other hand, in the exploration quest presentation where the third background is not displayed as shown in FIGS. 20 to 22, the icon display is not displayed on the presentation display device 1600 regardless of the operation on the predetermined operation unit. Note that the icon display may include information related to the BGM being output from the speaker 354.

[0319] Note that the exploration quest presentation in FIG. 23 is executed in a game state advantageous to the player in a time-saving state or a probability-variable state (for example, a game state with a higher probability of a big win than the exploration quest presentation where the first background is displayed) in order to enhance the player's sense of expectation by the third background and BGM3. On the other hand, the exploration quest presentations in FIGS. 20 to 22 are desirably executed in a normal game state that is neither a time-saving state nor a probability-variable state.

[0320] FIG. 24 is an explanatory diagram showing an example of a presentation when the two selected characters cannot find a rare beast in the exploration quest presentation. FIG. 24(A4) is the same as FIG. 20(A). FIG. 24(B4) is the same as FIG. 20(B) except that the villager 1602 holding a weapon (a club) is selected as the first character.

[0321] In FIG. 24(C4), in addition to the first villager 1602, the hunter 1601 is further displayed as the second character on the effect display device 1600. The villager 1602 holds a club, and the hunter 1601 holds a sword. In FIG. 20(C), when the same character as the first character is displayed as the second character, a predetermined effect is displayed on the weapon being held. However, when the first character and the second character are different, since a rare beast cannot be encountered and a miss is finally notified, the predetermined effect is not displayed so as not to unnecessarily increase the player's sense of expectation. Also, in FIG. 24(C4), the decorative symbol forms a reach. Further, in FIG. 24(C4), in order not to unnecessarily increase the player's sense of expectation, the BGM output from the speaker 354 remains BGM1, and no special sound is output.

[0322] In FIG. 24(D4), unlike FIG. 20(D), an effect of hiding the weapons for not being noticed by the rare beast is not performed (that is, the weapons remain displayed), and an effect of two characters searching for the rare beast is being performed. This suggests to the player that the two characters cannot encounter the rare beast.

[0323] Also, in FIG. 24(D4), in order not to unnecessarily increase the player's sense of expectation, the background image displayed on the effect display device 1600 remains the first background, all the hold displays remain displayed, and the BGM output from the speaker 354 remains BGM1.

[0324] In FIG. 24(E4), an effect is performed where it seems that the two characters have discovered the rare beast, but it turns out that what they discovered is another villager 1602 (that is, they could not discover the rare beast), and the decorative symbol stops with a losing combination. Also, in FIG. 24(E4), the background image displayed on the effect display device 1600 remains the first background, and no BGM is output from the speaker 354.

[0325] In FIG. 24, an effect where two different characters are selected and a rare beast cannot be encountered was described. However, even when the same two characters are selected, an effect where a rare beast cannot be encountered may be executed. That is, for example, the effects shown in FIGS. 20(A) to 20(C) may be executed, and subsequently, the effects shown in FIGS. 24(D4) and 24(E4) (however, the first and second characters in FIGS. 24(D4) and 24(E4) are the hunter 1601 as in FIG. 20(C), and the third character is a villager 1602 different from the first and second characters) may be executable.

[0326] Note that without transitioning from FIG. 24(C4) to FIG. 24(D4), after the first and second selected characters are once made invisible, re-selection of the first and second characters may be performed. This re-selection of characters may be repeated multiple times. Also, it is desirable that the higher the number of times the re-selection of characters is performed, the higher the expectation of a big win. In the re-selection of characters, characters in the same combination as the combination of the first and second characters selected immediately before may be selected, or characters in a different combination may be selected. For example, if the re-selection where both the first and second characters are hunters is repeated, each time the second hunter 1601 is displayed in addition to the first hunter 1601, the special sound described in FIG. 20(C) is output, that is, a plurality of times of the said special sound can be output with one change.

[0327] Also, as in FIGS. 20(C) and 24(C4), after the first and second characters are selected, without transitioning to FIGS. 20(D) and 20(D4), a predetermined character that is neither the hunter 1601 nor the villager 1602 is displayed as the third character, and subsequently, re-selection of the first and second characters may be performed.

[0328] Figures 25 and 26 are explanatory diagrams showing another example of the exploration quest performance. In the exploration quest performances of FIGS. 25 and 256, similar to the exploration quest performance of FIG. 23, the third background is displayed as the background image on the production display device 1600 from the start of the variation, and BGM3 is output from the speaker 354. Also, in the exploration quest performances of FIGS. 25 and 26, a durability performance is being carried out.

[0329] FIGS. 25(A5) to 25(D5) are the same as FIGS. 23(A3) to 23(D3), except that in both cases the villager 1602 is selected as the first and second characters.

[0330] FIG. 25(E5) shows a state where two villagers 1602 are under attack from the weak boss 1611. The third background continues to be displayed as the background image on the production display device 1600, and only the hold corresponding to the ongoing variation among the hold displays is shown, and BGM5 is output from the speaker 354.

[0331] In FIG. 25(F5), the durability performance is being executed. In FIG. 25(F5), the third background continues to be displayed as the background image on the production display device 1600, all the hold displays are shown, and no BGM is output from the speaker 354. Also, in the durability performance when the third background is displayed on the production display device 1600, the characters (the two villagers 1602 who are the characters under attack from the rare beast, and the hunter 1601 (different from the villager 1602) who is the cut-in character) do not have weapons. This is to prevent the player's sense of anticipation from becoming excessive because the third background has already heightened the player's sense of anticipation, and by not equipping the characters with weapons.

[0332] In FIG. 26 (G5), a display indicating that the big win has not been won (the durability effect has failed) (a message saying "This doesn't seem to make it in time...") is being displayed on the effect display device 1600. Also, on the effect display device 1600, as a background image, a fourth background hatched in a grid pattern is being displayed. The fourth background is a dedicated background image when the said message is being displayed. Also, all the hold displays are being displayed on the effect display device 1600, but in order to make it easier for the player to recognize the said message and the fourth background, the hold displays corresponding to the ongoing variations may be made non-displayed, or both the hold displays corresponding to the ongoing variations and the hold displays corresponding to the held variations may be made non-displayed. Also, BGM6 is being output from the speaker 354. BGM6 is a dedicated BGM when the said message is being displayed.

[0333] In FIG. 26 (G5), by displaying a display indicating that the big win has not been won in this way, further displaying the fourth background which is a dedicated background image, and outputting BGM6 which is a dedicated BGM, it is possible to prevent giving the player a sudden sense of disappointment by making the player aware that the big win has not been won before the exploration quest effect is completely over.

[0334] However, the effect of FIG. 26 (G5) is desirably executable only when the third background has been being displayed since the start of the exploration quest effect and when the characters selected as the first and second characters are not the hunter 1601 with the highest big win expectancy (that is, one of the characters is the villager 1602). In the exploration quest effect starting from the first background with a low big win expectancy as shown in FIG. 21, since the player is already aware that they will not win the big win in the first place, they will not be suddenly disappointed even if the deviation is notified without the effect of FIG. 26 (G5) being executed. Also, in the exploration quest effect starting from the third background with a high big win expectancy, when two hunters 1601 with a high big win expectancy are selected as the first and second characters, since the big win is already determined in the first place, the effect of FIG. 26 (G5) is not executed.

[0335] In FIG. 26 (H5), it is a state where the durability effect has failed, and the decorative pattern has come off and stopped in a combination. On the effect display device 1600, the first background is displayed as the background image, and all the hold displays are displayed. In FIG. 26 (H5), instead of the first background, a fifth background that can be displayed only after the fourth background in FIG. 26 (G5) is displayed may be displayed. The fifth background can be continuously displayed even in subsequent fluctuations. For example, it can be displayed until a predetermined number of fluctuations are completed after the fifth background is displayed. Both the two villagers 1602 and the hunter 1601, who is a helper character, are holding weapons. Also, no BGM is output from the speaker 354. When the fifth background is displayed until a predetermined number of fluctuations are completed, at least when the predetermined number of fluctuations are being executed, BGM (a dedicated BGM different from any of BGM1 to BGM6) can be output from the speaker 354 (it is also possible to switch to another BGM during the predetermined number of fluctuations, and it is also possible to return from the switched BGM to the dedicated BGM during the predetermined number of fluctuations).

[0336] In addition, when a search quest effect is performed in the next fluctuation after the fluctuation that ended in FIG. 26 (H5), the search quest effect starts from the effect in FIG. 20. That is, the search effect in the next fluctuation starts with the first background being displayed, and the characters selected for the first and second players are holding weapons. Therefore, in FIG. 26 (H5), in preparation for the search quest effect that can be performed in the next fluctuation, the first background is displayed in advance so that the characters hold weapons.

[0337] In addition, in the search quest effect, if the background image and BGM at the start of the search quest effect are the same, the probability of a big win is higher when both the first and second characters are the hunter 1601 than when both the first and second characters are the villagers 1602.

[0338] However, it is desirable that the probability of hitting the jackpot is higher when villager 1602 is selected as both the first and second characters in the exploration quest production that starts with the display of the third background and the output of BGM3, rather than when hunter 1601 is selected as both the first and second characters in the exploration quest production that starts with the display of the first background and the output of BGM1 (for example, the exploration quest production in FIGS. 20 and 21).

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

[0340] In addition, in FIGS. 21, 22, and 23, an example where a jackpot is notified after two identical characters encounter a rare beast has been described. However, even if two identical characters are selected but do not encounter a rare beast, the jackpot may be notified. Specifically, for example, following FIG. 20 (C), the jackpot may be notified by performing the production in FIG. 21 (I). Further, following FIG. 23 (C3), the jackpot may be notified by performing the production in FIG. 21 (I) (however, the background image shall be the third background). This can give the player a sense of surprise. However, it is desirable that the probability of hitting the jackpot is higher when two identical characters encounter a rare beast than when they do not encounter a rare beast.

[0341] In the exploration quest performance that starts with the display of the first background and the output of BGM1, even when Hunter 1601 is selected as both the first and second characters (for example, the exploration quest performance in FIGS. 20 and 21), or even when Villager 1602 is selected as both the first and second characters, there is a possibility that a miss will be notified (that is, these performances can be selected whether the jackpot is selected or a miss is selected).

[0342] On the other hand, in the exploration quest performance that starts with the display of the third background and the output of BGM3, when Hunter 1601 is selected as both the first and second characters (for example, the exploration quest performance in FIG. 23), the jackpot is determined (that is, this performance can be selected only when the jackpot is selected), but when Villager 1602 is selected as both the first and second characters, there is a possibility that a miss will be notified (that is, this performance can be selected whether the jackpot is selected or a miss is selected).

[0343] Also, for example, in the exploration quest performance that starts with the display of the third background and the output of BGM3, it is desirable that the shortest time of the advantageous state (jackpot game) controlled when a jackpot is notified with both the first and second characters being Villager 1602 is shorter than the shortest time of the advantageous state (jackpot game) controlled when a jackpot is notified with both the first and second characters being Hunter 1601.

[0344] In the exploration quest production that starts with the display of the third background and the output of BGM3, even when a combination of different characters (the combination of hunter 1601 and villager 1602) is selected as the first character and the second character, a big win may be notified. Specifically, for example, in the exploration quest production that starts with the display of the third background and the output of BGM3, after the combination of different characters is selected, a big win is notified without encountering a rare beast (for example, the production shown in Fig. 21(I) is executed). As a result, when the third background is displayed and BGM3 is output, the sense of anticipation increases. Although the sense of anticipation decreases when a combination of different characters is selected, and the sense of exhilaration suddenly rises when a big win is notified without discovering a rare beast, the emotions of the player can be greatly fluctuated up and down in this way.

[0345] On the other hand, in the exploration quest production that starts with the display of the first background and the output of BGM1, when a combination of different characters is selected as the first character and the second character, it is advisable not to notify a big win (for example, like the exploration quest production in Fig. 24) (that is, a combination of different characters is selected only when a loss is selected, and the same character must be selected as the first character and the second character when a big win is notified).

[0346] Also, in the exploration quest production that starts with the display of the first background and the output of BGM1, after different characters are selected as the first character and the second character (for example, like Fig. 24(C4)), the second character may be reselected to be the same character as the first character (for example, it may transition to Fig. 20(C)).

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

[0348] In addition, in a performance where such a plurality of characters (three or more characters) gather, other characters different from both the hunter 1601 and the villager 1602 may also be displayed. Even in that case, the jackpot expectation level is higher when a performance is executed in which only two hunters 1601 are displayed than when a performance is executed in which a plurality of characters including the hunter 1601 gather. However, it may be set such that the expectation level is higher only when all characters (when all types of characters gather) gather in a performance where a plurality of characters (three or more characters) gather, than when a performance is executed in which only two hunters 1601 are displayed.

[0349] It is desirable that the variation time of the variation in which a jackpot is notified in a search quest performance that starts with the third background being displayed and BGM3 being output is shorter than the variation time of the variation in which a jackpot is notified in a search quest performance that starts with the first background being displayed and BGM1 being output. In a search quest performance that starts with the first background being displayed and BGM1 being output, the player's sense of expectation is not high at the start of the search quest performance, and by performing a variation performance over a long time, the player's sense of expectation can be gradually increased. On the other hand, in a search quest performance that starts with the third background being displayed and BGM3 being output, since the player's sense of expectation is already high from the start of the search quest performance, the player's sense of expectation can be maintained by a short variation time, and thus fatigue can be reduced.

[0350] Also, for the same reason, it is desirable that the variation time of the variation in which a miss is notified in the exploration quest production that starts with the first background being displayed and BGM1 being output is shorter than the variation time of the variation in which a miss is notified in the exploration quest production that starts with the third background being displayed and BGM3 being output.

[0351] Also, it is desirable that the shortest variation time of the variation in which a jackpot is notified in the exploration quest production that starts with the first background being displayed and BGM1 being output is shorter than the shortest variation time of the variation in which a jackpot is notified in the exploration quest production that starts with the third background being displayed and BGM3 being output. Also, regardless of whether a jackpot is notified, it is desirable that the shortest variation time of the exploration quest production that starts with the third background being displayed and BGM3 being output is shorter than the shortest variation time of the exploration quest production that starts with the first background being displayed and BGM1 being output. Thereby, in the exploration quest production that starts with the first background being displayed and BGM1 being output, various production patterns over time can be realized regardless of whether a jackpot is notified, and the expectation of the player, which was not heightened at the start of the exploration quest production, can be gradually increased.

[0352] Also, in the exploration quest production, a maximum of three characters can be displayed simultaneously, but a jackpot may be determined when three characters of a predetermined combination are displayed simultaneously. For example, as the predetermined combination, there are three hunters 1601 or three villagers 1602.

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

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

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

[0356] In the character transformation effect, when the three villagers 1602 transform into the three hunters 1601, it is advisable to display a dedicated effect movie or the like to give the player a sense of exhilaration. Also, in order to make the sense of exhilaration given to the player when the character transformation effect appears stronger, when a big win is notified in the exploration quest effect, the ratio at which the character transformation effect appears should be lower than the ratio at which the character transformation effect does not appear.

[0357] Also, in the character transformation effect, when the three villagers 1602 holding weapons transform into the three hunters 1601 holding weapons, and when the three villagers 1602 not holding weapons transform into the three hunters 1601 not holding weapons, the dedicated effect movies displayed and the benefits given to the player should be made different. For example, in the character transformation effect, when the three villagers 1602 not holding weapons transform into the three hunters 1601 not holding weapons, a more luxurious dedicated effect movie (for example, the display time of the effect movie is long, the number of characters displayed in the effect movie is large, or the volume of the sound output simultaneously with the effect movie is large, etc.) is displayed, or a more advantageous benefit (for example, the number of rounds of the big win game starting immediately afterwards is large, etc.) is given to the player, compared to when the three villagers 1602 holding weapons transform into the three hunters 1601 holding weapons.

[0358] In FIGS. 21(G) and 25(F5), at the start of the durability effect, the two characters attacked by the rare beast and the cut-in character are displayed simultaneously. However, at the start of the durability effect, in order to ensure that the player can surely recognize who the cut-in character is, first, only the cut-in character is displayed (when the rare beast attacks and the background image does not change), and then, as in FIGS. 21(G) and 25(F5), the two characters attacked by the rare beast and the cut-in character may be displayed.

[0359] In the exploration quest event that starts with the third background being displayed and BGM3 being output, two villagers 1602 without weapons are attacked by a weak boss 1611, and due to the fourth background in FIG. 26 (G5), these two villagers 1602 without weapons become unviewable. Although the two villagers 1602 redisplayed in FIG. 26 (H5) are holding weapons, in the exploration quest event that starts with the third background being displayed and BGM3 being output, when two hunters 1601 without weapons discover a rare beast, the fourth background in FIG. 26 (G5) is not displayed, nor does the two hunters 1601 without weapons in FIG. 26 (H5) change to hunters 1601 holding weapons. This is desirable. When the two hunters 1601 encounter a rare beast, the jackpot expectation level is high and the player's sense of expectation is heightened. Therefore, this is to prevent the fourth background, which includes a display indicating that the player has not won the jackpot, from dampening the player's sense of expectation.

[0360] Also, in the exploration quest event that starts with the first background being displayed and BGM1 being output, such as in the examples of FIGS. 20 and 21, it is also possible to execute an event where two hunters 1601 without weapons hold weapons again after fighting a rare beast, and an event where two villagers 1602 without weapons hold weapons again after fighting a rare beast. However, in the exploration quest event that starts with the first background being displayed and BGM1 being output, since the jackpot expectation level is not originally high, it is desirable not to display the fourth background that further reduces the player's sense of expectation as shown in FIG. 21 when the presence or absence of weapons changes.

[0361] Figure 27 shows another example of the exploration quest production. In the exploration quest production of Figure 27, during the battle between the character and the rare beast, a predetermined operation on the pressing operation unit 303 is prompted. When the predetermined operation is performed on the pressing operation unit 303, an effect where the character attacks the rare beast or an effect where the character is attacked by the rare beast is executed. Figure 27(E) is an effect that transitions from Figure 20(D), and the same effect as Figure 20(E) is being performed. From Figure 27(E), it is possible to transition to Figure 27(F6), Figure 27(F7), or Figure 27(F8).

[0362] In Figure 27(F6), similar to Figure 27(E), two hunters 1601 without weapons, a strong boss 1610, a first background as a background image, and a hold display corresponding to the ongoing variation are displayed on the production display device 1600, and BGM3 is output from the speaker 354. Furthermore, in Figure 27(F6), a first button image (an image composed of the image of the button described as "PUSH" and the image of an arrow) instructing the pressing (so-called single press) of the pressing operation unit 303 is displayed in the central part of the production display device 1600, and an instruction sound ("Press it!") indicating the instruction content of the first button image is output from the speaker 354.

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

[0364] In Figure 27(F6), when the pressing operation unit 303 is pressed according to the instruction indicated by the first button image, the first button image is erased and the transition to Figure 27(F) occurs. In Figure 27(F), the same effect as Figure 20(F) is performed, and then the transition is made to the durability effect of Figure 21(G) (that is, the effect where a character with a weapon is displayed).

[0365] In FIG. 27(F6), when the pressing operation unit 303 is not pressed without following the instruction indicated by the first button image, the process transitions to FIG. 27(F7). FIG. 27(F7) is an effect during a specific period in which effect images such as images of characters and rare beasts are not displayed. The first button image continues to be displayed on the effect display device 1600, and an instruction sound indicating the pressing of the pressing operation unit 303 indicated by the first button image continues to be output from the speaker 354. However, in order to make it easier for the player to recognize the pressing instruction of the pressing operation unit 303, the images of characters and rare beasts are erased from the effect display device 1600, and the output of the BGM is stopped. By further stopping the output of the BGM during such a specific period in which effect images such as images of characters and rare beasts are not displayed, the player can increase the sense of expectation that they may be able to defeat a rare beast by operating the pressing operation unit 303. Note that in FIG. 27(F7), instead of stopping the output of the BGM, the volume of the BGM may be suppressed (for example, lower than the volume at the start of the exploration quest effect).

[0366] In addition, in FIG. 27(F7), in order to make the first button image even easier to recognize, the background image may be changed to a single-color image of a predetermined color. Also, in FIG. 27(F7), all hold displays may also be erased from the effect display device 1600. Further, in FIG. 27(F7), it is desirable that no effect sounds other than the instruction sound indicating the instruction content of the first button image be output from the speaker 354. Examples of effect sounds other than the instruction sound indicating the instruction content of the first button image include effect sounds related to two characters, such as voices emitted by two characters or rare beasts, and effect sounds in the battle between two characters or rare beasts. Effect sounds related to two characters include, for example, effect sounds accompanying the actions of two characters, effect sounds at the time of character determination output in FIGS. 20(B) and 20(C), and effect sounds output when two identical characters are selected as in FIG. 20(C). Also, as described above, the transition may be made from FIG. 27(E) to FIG. 27(F7) without passing through FIG. 27(F6).

[0367] In FIG. 27(F7), when the pressing operation unit 303 is pressed according to the instruction content indicated by the first button image, when a specific period ends, the display transitions to FIG. 27(F). That is, in this case, the character without a weapon is made non-displayed, and when the character is redisplayed next, the character is also in a state of not having a weapon.

[0368] In FIG. 27(F7), when the pressing operation unit 303 is not pressed in accordance with the instruction content indicated by the first button image, when a specific period ends, the display transitions to FIG. 27(F8). In FIG. 27(F7), when the pressing operation unit 303 is pressed according to the instruction content indicated by the first button image, the first button image may be erased after the specific period ends, or the first button image may be erased after the specific period ends.

[0369] In addition, in FIG. 27(F7), even when the pressing operation unit 303 is not pressed (even when a predetermined time has elapsed since the first button image was displayed) in accordance with the instruction content indicated by the first button image, when a specific period ends, the display may transition to FIG. 27(F). Also, when the pressing operation unit 303 is not pressed (even when a predetermined time has elapsed since the display of the first button image started) in accordance with the instruction content indicated by the first button image, since the player is not interested in the effects of the character attacking the rare beast and the character being attacked by the rare beast, after FIG. 27(F7), when the specific period ends, FIG. 27(F) may be omitted and the display may transition to the durability effect of FIG. 21(G). That is, in this case, the character without a weapon is made non-displayed, and when the character is redisplayed next, the character is in a state of having a weapon.

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

[0371] Note that when the predetermined movie is being displayed, in order to maintain the sense of tension given to the player by the durability performance, it is desirable that no sound is output from the speaker 354. Note that the three characters may be made non-displayed and the predetermined movie may be displayed on the condition that a predetermined time (5 seconds) has elapsed since the start of the durability performance. Also, the time from when the three characters are displayed until they become non-displayed during the durability performance is longer than the time until the first button image is erased. Note that in the above example, the predetermined movie is displayed after the three characters become non-displayed, but the three characters may become non-displayed when the predetermined movie is displayed.

[0372] FIG. 27 (F8) is an effect during a specific period when effect images such as images of characters and rare beasts are not displayed, and a second button image (an image composed of an image of a button described as a long press and an image of an arrow) instructing a long press (an operation different from a single press) of the pressing operation unit 303 is displayed at the upper left part of the effect display device 1600 (a position different from the position (center part) where the first button image is displayed).

[0373] In FIG. 27 (F8), in order to make it easier for the player to recognize the long-press instruction of the pressing operation unit 303 indicated by the second button image, images of characters and rare beasts are not displayed on the effect display device 1600, and the output of BGM is also not performed. Also, unlike when the first button image is displayed, when the second button image is displayed, an instruction sound indicating the instruction content of the second button image is not output. In this way, during a specific period in which effect images such as images of characters and rare beasts are not displayed, and further by stopping the output of BGM, the player can increase the sense of expectation that the character can defeat the rare beast by long-pressing the pressing operation unit 303. Also, by not outputting the instruction sound indicating the instruction content of the second button image, a sense of tension can be given to the player, and further, the instruction effect by the second button image can be treated like a hidden effect. Note that in FIG. 27 (F8), instead of stopping the output of BGM, the volume of BGM may be suppressed (for example, lower than the volume at the start of the exploration quest effect).

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

[0375] In FIG. 27 (F8), when a predetermined time has elapsed since the second button image was displayed, or when the pressing operation unit 303 is long-pressed (for example, pressed and held for 3 seconds or more), the specific period ends and the transition to FIG. 27 (F) occurs. That is, in this case, the character without a weapon is made non-displayed, and when the character is redisplayed next, the character is also in a state of not having a weapon.

[0376] In addition, in FIG. 27 (F8), when a predetermined time has elapsed since the second button image was displayed, or when the pressing operation unit 303 is long-pressed (for example, pressed and held for 3 seconds or more), the specific period ends, and FIG. 27 (F) may be omitted and the durability effect of FIG. 21 (G) may be transitioned to. That is, in this case, the character without a weapon is made non-displayed, and when the character is re-displayed next, the character is in a state of holding a weapon.

[0377] In addition, after the second button image is displayed during a specific period when two characters and a rare beast are not displayed as in FIG. 27 (F8), when the specific period ends and two characters and a rare beast are re-displayed, the first button image may be displayed instead of the second button image (or after re-displaying the second button image and then erasing the second button image). In this way, when the display is changed from the second button image to the first button image, a specific effect image may always be displayed.

[0378] In addition, the second button image is smaller in display size than the first button image and is displayed at the corner of the display area of the effect display device 1600, and no instruction sound indicating the instruction content of the second button image is output. Thus, since the second button image is less conspicuous than the first button image, the second button image may be displayed all the time from before transitioning to FIG. 27 (F8) (for example, when the variation in which the exploration quest effect is executed starts or when the character encounters a rare beast).

[0379] In addition, for example, when the second button image is always displayed since the variation in which the exploration quest effect is executed starts, an instruction sound indicating the instruction content of the second button image may be output at the start of the variation or before the variation starts (for example, a predetermined number of seconds before).

[0380] In addition, in FIG. 27 (F8), an instruction sound indicating the instruction content of the second button image may be output, but it is desirable that the ratio of the execution of the effect in which the instruction sound indicating the instruction content of the second button image is not output is higher than the ratio of the execution of the effect in which the instruction sound indicating the instruction content of the second button image is output.

[0381] In addition, in FIG. 27 (F8), when an operation different from a long press (for example, rapid-fire, etc.) is performed on the pressing operation unit 303, in order to allow the player to recognize the operation content, an instruction sound indicating the instruction content of the second button image may be additionally output.

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

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

[0384] In addition, in FIGS. 27 (F6), 27 (F7), and 27 (F8), when the pressing operation unit 303 is operated according to the instruction content of the first button image or the second button image, the first button image and the second button image are not made non-display until a predetermined time has elapsed from the operation so that the player can confirm what instruction content was being displayed (that is, not made non-display at the timing when the operation is detected).

[0385] Incidentally, for example, the pachinko machine 1 may be provided with a movable body at a predetermined position. For example, at the timing when the two characters and the rare beast become invisible when transitioning from FIG. 27(F6) to FIG. 27(F7), the movable body starts operating from the standby position (initial position), and the movable body may move to a position overlapping the display area of the first button image while the two characters and the rare beast remain invisible. Also, for example, at the timing when the two characters and the rare beast become invisible when transitioning from FIG. 27(E) to FIG. 27(F8), the movable body starts operating from the standby position, and the movable body may move to a position overlapping the display area of the second button image while the two characters and the rare beast remain invisible. Further, since the display size of the second button image is smaller than the display size of the first button image and it becomes difficult for the player to visually recognize the instruction content of the second button image when the position of the movable body overlaps the display position of the second button image, the operating position of the movable body may include a position overlapping the display area of the first button image but not include a position overlapping the display area of the second button image.

[0386] Incidentally, it is desirable that the standby position of the movable body does not overlap with either the display area of the first button image or the display area of the second button image. Also, for example, at the maximum operating position of the movable body, the mov...

Claims

[Claim 1] A gaming machine that performs a lottery based on lottery information when a predetermined condition is met, A symbol variation execution means for executing a symbol variation based on predetermined lottery information on a predetermined display means; A bonus awarding means capable of awarding a bonus based on the result of the pattern variation; A performance control means capable of executing control related to the performance; A sound output means capable of outputting a sound related to the performance; A gaming machine including a performance display means capable of displaying the performance, which is different from the predetermined display means, The performance control means includes: a first display mode showing a special main display element selected from a plurality of main display elements and a special sub-display element corresponding to the special main display element among a plurality of sub-display elements; a second display mode showing only the special main display element; a third display mode showing a specific main display element selected from the plurality of main display elements and a specific sub-display element corresponding to the specific main display element among the plurality of sub-display elements; A fourth display mode showing only the specific main display element; and a fourth display mode showing the first display on the display means; The second display can be displayed on the display means in any one of a plurality of display modes including the first display mode, the second display mode, the third display mode, and the fourth display mode; a first background display, a second background display indicating that a bonus is given at a higher rate than the first background display, and a third background display to which the second background display can be transitioned when a bonus is not given; The first effect display and the second effect display can be displayed in front of either the first background display or the second background display among the plurality of background displays, In the pattern variation, the rate at which a special benefit is granted is lower when the main display elements in the display modes of the first and second performance displays displayed on the front side of the second background display are both the specific main display elements than when the main display elements in the display modes of the first and second performance displays displayed on the front side of the second background display are both the special main display elements; In the pattern variation, the rate at which a special benefit is granted is lower when the main display elements in the display modes of the first and second performance displays displayed on the front side of the first background display are both the specific main display elements than when the main display elements in the display modes of the first and second performance displays displayed on the front side of the first background display are both the special main display elements; In the pattern variation, the rate at which a special benefit is granted is lower when the main display elements in the display modes of the first and second performance displays displayed on the front side of the first background display are both the specific main display elements than when the main display elements in the display modes of the first and second performance displays displayed on the front side of the first background display are both the special main display elements; Furthermore, a third effect display can be displayed separately from the first effect display and the second effect display, In a specific reach effect that may suggest that a special benefit will be awarded, when the effect result of the specific reach effect is shown, the third effect display is displayed in a display mode that shows only the main display element without showing the sub-display element in accordance with the first effect display and the second effect display that are displayed in the second display mode that shows only the special main display element, When the first performance display and the second performance display are displayed in front of the second background display, if at least one of the main display elements in the display modes of the first performance display and the second performance display is the specific main display element, there is a case where the second background display transitions to the third background display after the display is performed, and a case where the second background display transitions to the third background display does not occur. When the first effect display and the second effect display are displayed in front of the second background display, if both of the main display elements in the display modes of the first effect display and the second effect display are the special main display elements, there is no transition from the second background display to the third background display after the display is performed, Furthermore, when a performance result resulting in the provision of a special benefit is displayed on the performance display means, the main display element in each display mode can be changed to the special main display element as a display change performance for changing the same main display element displayed on the first performance display, the second performance display, and the third performance display; Furthermore, the lottery information is stored, and a predetermined number of reserved displays corresponding to the stored lottery information can be displayed on the performance display means, When the second background display is transitioned to the third background display, if the hold display is displayed in front of the second background display, the hold display is hidden together with the transition from the second background display to the third background display; Furthermore, the specific BGM that can be output when the first background display is displayed is not output when the second background display is displayed. A gaming machine characterized by: