Game machine

The gaming machine addresses the monotony of conventional systems by using a determination means and special game means to display the formation of a winning combination in an engaging manner, enhancing player interest and suggesting special game execution.

JP2025086949APending Publication Date: 2025-06-10SANSEI R&D KK
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Patent Information

Application Number
JP2023201246
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-11-29
Publication Date
2025-06-10

AI Technical Summary

Technical Problem

Conventional gaming machines only allow a plurality of identification elements to form a winning combination through a state where some elements stop fluctuating and others partially stop, leading to monotonous player interest.

Method used

The gaming machine includes a determination means that determines success or failure, a display that shows an image of a symbol game with identification elements changing from a variable state to a variable stop state, and a special game means that executes a special game to open a special ball entry port when the identification elements form a winning combination, using either a first or second performance pattern to display the combination.

Benefits of technology

This solution allows the gaming machine to display the formation of a winning combination in an interesting manner, enhancing player engagement and suggesting the execution of a special game based on the combination process.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2025086949000001_ABST
    Figure 2025086949000001_ABST
Patent Text Reader

Abstract

To show three rows of performance patterns resulting in a jackpot combination to a player with a highly interesting content.SOLUTION: When a long jackpot game for supporting a probability variation electric tulip is executed, an image of a performance pattern game is executed in one of pattern change performances 1 and 2. In the pattern change performance 1, a normal background image is switched to a space background image after three rows of performance patterns are set to a losing ready-to-win combination from a ready-to-win state on a normal background image, and the three rows of performance patterns are changed to a jackpot combination from the losing ready-to-win combination on the space background image. In the pattern change performance 2, the normal background image is switched to the space background image after the three rows of performance patterns are set to the ready-to-win state on the normal background image, and the three rows of performance patterns are set to the jackpot combination from the ready-to-win state on the space background image. For this reason, the three rows of performance patterns resulting in the jackpot combination can be shown to a player with a highly interesting content.SELECTED DRAWING: Figure 22
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Description

Technical Field

[0001] The present invention relates to a gaming machine such as a pachinko gaming machine.

Background Art

[0002] Some of the above gaming machines determine success or failure every time a start condition is satisfied, and notify the player of the determination result of success or failure with an image of a symbol game. The image of this symbol game changes a plurality of identification elements from a fluctuating state to a fluctuating stop state. When a plurality of identification elements are in a winning combination in the fluctuating stop state, a special game in which a special ball entry port is opened is started.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] The above conventional gaming machine only makes a plurality of identification elements into a winning combination through a state in which some of the plurality of identification elements stop fluctuating and the rest fluctuate and stop partially, and can only give the player a monotonous interest in showing that the plurality of identification elements approach a winning combination.

[0005] The present invention has been made in view of the above circumstances, and an object thereof is to provide a gaming machine capable of showing the player in an interesting manner that a plurality of identification elements form a winning combination.

Means for Solving the Problems

[0006] The gaming machine (Example 1) according to claim 1 includes a determination means (main control circuit 40) that determines success or failure every time a start condition is satisfied (all of the special drawing game in Special Drawing 1, the special drawing game in Special Drawing 2, the small win game, and the big win game stop), a display (performance symbol display 28) on which an image of a symbol game (performance symbol game) is displayed, where a plurality of identification elements (three columns of performance symbols) are changed from a variable state (scroll state) to a variable stop state (scroll stop state) in a combination corresponding to the determination result of success or failure, a special game means (main control circuit 40) that executes a special game (big win game) to open a special ball entry port (big winning port 19) when a plurality of identification elements are displayed in a winning combination (big win combination) on the display in any of a plurality of game patterns (big win game pattern L in which the V winning port is opened so that a game ball can win / big win game pattern S in which the V winning port is opened so that a game ball can win / big win game pattern S in which the V winning port is not opened), a symbol game means (sub control circuit 60) that makes "a state where a part of the plurality of identification elements stops changing and the rest changes to a partially stopped state (reach state)" before making the plurality of identification elements in the image of the symbol game into a winning combination, and a background display means (sub control circuit 60) that displays a background image of the symbol game (normal background image / chance background image / speed background image / space background image) on the display. When the special game is executed in one of the plurality of game patterns (big win game pattern L in which the V winning port is opened so that a game ball can win), the symbol game means displays the image of the symbol game in either "a first performance pattern (symbol change performance 1) that changes the plurality of identification elements from a partially stopped state to a combination of misses where all identification elements stop changing and then changes from the combination of misses to a winning combination" or "a second performance pattern (symbol change performance 2) that makes the plurality of identification elements into a partially stopped state and then changes from the partially stopped state to a winning combination".When the background display means displays the image of the symbol game in the first effect pattern, after a plurality of identification elements are set in a non-winning combination, when the background image (normal background image) is changed to another background image (cosmic background image), an image in which a plurality of identification elements are changed from a non-winning combination to a winning combination is displayed on the said another background image. When the image of the symbol game is displayed in the second effect pattern, after a plurality of identification elements are set in a partially stopped state, when the background image (normal background image) is changed to another background image (cosmic background image), an image in which a plurality of identification elements are changed from a partially stopped state to a winning combination is displayed on the said another background image, which is the feature. According to the above means, when the special game is executed in one game pattern, the image of the symbol game is displayed in either the first effect pattern or the second effect pattern. The first effect pattern changes a plurality of identification elements from a partially stopped state to a non-winning combination and then changes from the non-winning combination to a winning combination. After a plurality of identification elements are set in a non-winning combination, the background image is changed to another background image, and an image in which a plurality of identification elements are changed from a non-winning combination to a winning combination is displayed on the said another background image. The second effect pattern changes a plurality of identification elements to a partially stopped state and then changes from the partially stopped state to a winning combination. After a plurality of identification elements are set in a partially stopped state, the background image is changed to another background image, and an image in which a plurality of identification elements are changed from a partially stopped state to a winning combination is displayed on the said another background image. Therefore, it becomes possible to show the player the fact that a plurality of identification elements become a winning combination in an interesting content, and it also becomes possible to suggest to the player in advance that the special game is executed in one game pattern from the process in which a plurality of identification elements become a winning combination.

Brief Description of the Drawings

[0007]

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Embodiments for Carrying Out the Invention

[0008] [Example 1] 1. Mechanical Configuration of the Gaming Machine The outer frame 1 in FIG. 1 is installed on the table island in the pachinko parlor. This outer frame 1 has a vertically long rectangular frame shape with openings in the front and rear, and an inner frame 3 is attached to the left end of the outer frame 1 via a hinge fitting 2. This inner frame 3 has a rectangular container shape with an opening in the front, and is rotatable with respect to the outer frame 1 about the vertical axis of the hinge fitting 2 between the storage position housed in the outer frame 1 and the drawing-out position drawn forward from within the outer frame 1. As shown in FIG. 2, a vertically flat game board 4 is attached to this inner frame 3. This game board 4 is made of a colorless and transparent synthetic resin and closes the opening in the front of the inner frame 3 from the front.

[0009] As shown in FIG. 1, a front frame 5 is attached to the hinge fitting 2. This front frame 5 has a rectangular frame shape with an opening 6, and a colorless and transparent window plate 7 that closes the opening 6 is fixed to the front frame 5. This front frame 5 is rotatable about the vertical axis of the hinge fitting 2 between a closed state that covers the game board 4 from the front and an open state that opens the game board 4, and the window plate 7 faces the game board 4 with a gap from the front in the closed state of the front frame 5. As shown in FIG. 3, an upper plate 8 and a lower plate 9 are fixed to this front frame 5 in two upper and lower stages. The upper plate 8 stores game balls, the lower plate 9 stores game balls that cannot be stored in the upper plate 8, and an operation button 10 that can be operated by the player is attached to the upper plate 8.

[0010] A launching device (not shown) is mounted on the front frame 5. This launching device has a hitting hammer for hitting a game ball and a launching motor for operating the hitting hammer, and game balls are supplied one by one to the hitting hammer from within the upper tray 8. This launching device supplies a new game ball to the hitting hammer every time the hitting hammer hits one game ball, and as shown in FIG. 3, a launching handle 11 is connected to the launching device. This launching handle 11 is mounted at the lower right corner of the front frame 5 so as to be rotatable about an axis directed in the front-rear direction, and the hitting force with which the hitting hammer hits the game ball is adjusted according to the amount of operation (rotation angle) of the launching handle 11 in the clockwise direction.

[0011] As shown in FIG. 2, an outer rail 12 and an inner rail 13 are fixed to the front surface of the game board 4. An arc-shaped launching passage 14 is formed between these outer rail 12 and inner rail 13, and the game ball hit by the hitting hammer rises upward from the bottom within the launching passage 14. These outer rail 12 and inner rail 13 demarcate a game area 15 on the front surface of the game board 4. This game area 15 is a circular area connected to the outlet at the upper end of the launching passage 14, and the game ball rising within the launching passage 14 is discharged into the game area 15 from the outlet of the launching passage 14. A plurality of game pins (not shown) are driven into this game area 15, and the game ball discharged into the game area 15 falls within the game area 15 while colliding with the plurality of game pins.

[0012] As shown in FIG. 2, a left hitting area 16 and a right hitting area 17 are set within the game area 15. The left hitting area 16 is the area on the left side of the game area 15 compared to the center line in the left-right direction, and in a state where the amount of operation of the launching handle 11 in the clockwise direction is small, the game ball is discharged from the outlet of the launching passage 14 into the left hitting area 16. The way of hitting the game ball so that it is discharged into the left hitting area 16 is called a left hit. The right hitting area 17 is the area on the right side of the game area 15 compared to the center line in the left-right direction, and in a state where the amount of operation of the launching handle 11 in the clockwise direction is large, the game ball passes through the left hitting area 16 from the outlet of the launching passage 14 and is discharged into the right hitting area 17. The way of hitting the game ball so that it is discharged into the right hitting area 17 is called a right hit.

[0013] In the gaming area 15, as shown in FIG. 2, a first starting port 18 corresponding to a starting area is fixed. This first starting port 18 is in the shape of a pocket with an open upper surface, and gaming balls can enter from the upper surface. This first starting port 18 is arranged across the left hitting area 16 and the right hitting area 17. Gaming balls can easily enter the first starting port 18 from the upper entrance in the left hitting state, but it is difficult for them to enter in the right hitting state.

[0014] In the right hitting area 17, as shown in FIG. 2, a large winning port 19 corresponding to a ball entry area is fixed. This large winning port 19 is in the shape of a horizontally long box with an open front and is provided with a door plate 20. This door plate 20 is rotatable about a horizontal axis (not shown) at the lower end between a vertical closed state and a horizontal open state, and closes the entrance at the front of the large winning port 19 so that gaming balls cannot enter in the closed state. When a gaming ball is being hit to the right with the door plate 20 in the open state, the gaming ball drops onto the door plate 20 and rolls from the front to the back along the door plate 20, and enters the entrance of the large winning port 19 accordingly. That is, the large winning port 19 is made such that gaming balls can enter in the right hitting state of the gaming balls. A V winning port (not shown) is provided in this large winning port 19. This V winning port consists of an opening through which a gaming ball that has entered the large winning port 19 can drop, and has a V door plate (not shown). This V door plate is movable between a closed position where it closes the V winning port so that gaming balls cannot drop and an open position where gaming balls can drop. A gaming ball that has entered the large winning port 19 can drop into the V winning port in the open position of the V door plate, and cannot drop into the V winning port in the closed position of the V door plate.

[0015] In the right hitting area 17, as shown in FIG. 2, a guiding plate 21 is fixed below the large winning opening 19. This guiding plate 21 slopes downward from right to left. In the state of the game ball being hit to the right, after the game ball drops onto the guiding plate 21, it rolls from right to left along the guiding plate 21. In the right hitting area 17, a general pattern starting opening 22 is fixed above the large winning opening 19. This general pattern starting opening 22 is in a U-shaped frame form with the upper surface and the lower surface being open, and in the state of the game ball being hit to the right, the game ball can pass through from the upper surface to the lower surface.

[0016] In the game area 15, as shown in FIG. 2, a second starting opening 23 corresponding to the starting area is fixed below the first starting opening 18. This second starting opening 23 has an open upper surface and is provided with an opening and closing member 24. This opening and closing member 24 is movable between a protruding state of protruding forward from the front surface of the game board 4 and a retracted state of retracting backward. The entrance on the upper surface of the second starting opening 23 is closed so that the game ball cannot enter in the protruding and retracting state of the opening and closing member 24. The entrance of this second starting opening 23 is opened in the retracted state of the opening and closing member 24. When the game ball is hit to the right in the open state of the second starting opening 23, the game ball enters the entrance of the second starting opening 23 as it rolls from right to left along the guiding plate 21.

[0017] On the game board 4, as shown in FIG. 2, an LED display 25 is fixed. This LED display 25 is arranged outside the game area 15, and the determination result of success or failure is displayed on the LED display 25. A decorative frame 26 is fixed on the game board 4. This decorative frame 26 is colored and opaque and has an opening 27. This decorative frame 26 forms a frame shape surrounding the display area E of the effect pattern display 28 when viewed from the front. This effect pattern display 28, as shown in FIG. 1, consists of a color liquid crystal display fixed inside the inner frame 3, and the display area E is set in a horizontally long rectangular shape. This effect pattern display 28 corresponds to a display, and the display area E of the effect pattern display 28 is made visible to the player through the window plate 7, the opening 27 of the decorative frame 26, and the game board 4.

[0018] As shown in FIG. 3, a lighting fixture 29 is fixed to the front frame 5. This lighting fixture 29 is disposed at the upper end of the front frame 5 and has a plurality of hemispherical LED covers 30. Each of these LED covers 30 is set to a white color with translucency, and an LED 31 is housed inside each LED cover 30. Each of these LEDs 31 is composed of a full-color LED whose color and brightness are controllable, and each LED cover 30 is decorated in a manner corresponding to the emission color and brightness of the LED 31 as the internal LED 31 emits light. Two speakers 32 are fixed to the front frame 5. These two speakers 32 face each other in the left-right direction with the lighting fixture 29 interposed therebetween, and sound is output forward from each speaker 32.

[0019] As shown in FIG. 2, a pre-announcement effect device 33 is housed inside the inner frame 3. This pre-announcement effect device 33 has a colored transparent hemispherical decorative member 34 and is movable vertically between an upper limit position (see the two-dot chain line) and a lower limit position (see the solid line). The upper limit position of this pre-announcement effect device 33 is set above the display area E of the effect symbol display 28, and the pre-announcement effect device 33 becomes invisible to the player at the upper limit position. The lower limit position of this pre-announcement effect device 33 is set at a position that overlaps the display area E of the effect symbol display 28 from the front, and the pre-announcement effect device 33 becomes visible to the player at the lower limit position. A full-color LED 35 (see FIG. 4) whose color and brightness are controllable is housed inside the decorative member 34 of this pre-announcement effect device 33. This LED 35 corresponds to a light source, and the decorative member 34 emits light in a color corresponding to the lighting color of the LED 35 as the LED 35 enters the lit state. This decorative member 34 is connected to a pulse motor 36 (see FIG. 4) via a lifting mechanism (not shown), and is moved between the upper limit position and the lower limit position as the pulse motor 36 is driven and controlled in the forward and reverse directions.

[0020] 2. Electrical Configuration of the Gaming Machine The main control circuit 40 in FIG. 4 is mainly composed of a microcomputer and has a ROM, a RAM, a CPU, and an I / O. This main control circuit 40 controls game contents such as special drawing 1 lottery, special drawing 2 lottery, special variable display, big win game, small win game, game state setting, general drawing lottery, general variable display, and general drawing game, and corresponds to game control means. In the ROM of this main control circuit 40, there are stored a program for main processing, a program for timer interrupt processing, a general drawing winning determination table, a general drawing variable display time table, a general drawing game pattern table, a big win determination table, a fall determination table, a special drawing 1 big win type table, a special drawing 2 big win type table, a special drawing 1 variable pattern table, a special drawing 2 variable pattern table, and a game pattern table. In the RAM of the main control circuit 40, a special drawing 1 area and a special drawing 2 area are set.

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

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

[0023] The sub-control circuit 60 in FIG. 4 is mainly composed of a microcomputer. The main control circuit 40 sends a command according to the progress of the game to the sub-control circuit 60. The sub-control circuit 60 sets the display content of the effect symbol display 28, the lighting effect content of the lighting device 29, the sounding content of the speaker 32, and the operation content of the preview effect device 33 according to the command from the main control circuit 40. This sub-control circuit 60 has a ROM, a RAM, a CPU, an I / O, an RTC, a drive circuit, a PWM circuit, a speaker circuit, and a motor circuit. Programs for main processing, reception interrupt processing, and timer interrupt processing are stored in the ROM. The RAM functions as a work memory, and the CPU executes the programs for main processing to timer interrupt processing in the ROM according to the command from the main control circuit 40. An operation button 10 is connected to this sub-control circuit 60, and the sub-control circuit 60 detects the operation content of the operation button 10 according to the electrical signal from the operation button 10.

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

[0025] The PWM circuit in FIG. 4 is mainly composed of a microcomputer. By PWM controlling the colors and brightness of the plurality of LEDs 31 of the electric ornament 29, the plurality of LED covers 30 of the electric ornament 29 are made to emit light according to the setting result of the electric ornament content. By PWM controlling the colors and brightness of the LEDs 35 of the preview effect device 33, the decorative member 34 of the preview effect device 33 is made to emit light according to the setting result of the electric ornament content. The speaker circuit in FIG. 4 is mainly composed of a microcomputer. By controlling both speakers 32, sounds are output from both speakers 32 with a pitch, volume, and tone according to the setting result of the sounding content. The motor circuit in FIG. 4 is mainly composed of a microcomputer. By driving and controlling the pulse motor 36 in the forward and reverse directions, the preview effect device 33 is moved between the upper limit position and the lower limit position.

[0026] 3. Game functions 3-1. General drawing game 3-1-1. General drawing lottery When the game ball passes through the general pattern start port 22, the value of the general pattern random number in Fig. 5(a) is acquired, and the determination result of whether the general pattern is a winning one is obtained from the general pattern per winning determination table in Fig. 5(b) according to the acquisition result of the value of the general pattern random number. In this general pattern per winning determination table, a non-electric support state and an electric support state are set, and in the electric support state, the determination result of a winning general pattern is acquired with a higher probability than in the non-electric support state.

[0027] 3-1-2. General Pattern Fluctuation Display When the determination result of whether the general pattern is a winning one is acquired, the general pattern fluctuation display is started. This general pattern fluctuation display causes a plurality of predetermined LEDs of the LED display 25 to start blinking in a predetermined pattern and then stop blinking in either the mode of "winning general pattern" or "losing general pattern". The plurality of predetermined LEDs stop blinking in the "winning general pattern mode" when it is determined as a "winning general pattern", and stop blinking in the "losing general pattern mode" when it is determined as a "losing general pattern". The required time for this general pattern fluctuation display is acquired from the general pattern fluctuation display time table in Fig. 5(c). This general pattern fluctuation display time table assigns general pattern fluctuation times to each of the "electric support state" and the "non-electric support state", and in the "electric support state", a shorter general pattern fluctuation display time is acquired compared to the "non-electric support state".

[0028] 3-1-3. General Pattern Game When the general pattern fluctuation display stops in the mode of "winning general pattern", a general pattern game pattern corresponding to the current game state is selected from the general pattern game pattern table in Fig. 5(d), and the general pattern game is started based on the selection result of the general pattern game pattern. This general pattern game opens the second start port 23. In the "electric support state", a one-time long-time (6 seconds) opening of the second start port 23 is executed as the general pattern game, and in the "non-electric support state", a one-time short-time (1 second) opening of the second start port 23 is executed as the general pattern game.

[0029] 3-2. Special Pattern 1 Game 3-2-1. Acquisition of Special Pattern 1 Game Data When a game ball effectively enters the first start port 18, the values of the special figure random number, jackpot type random number, fall random number, and variation pattern random number in Fig. 5(a) are acquired, and the acquisition results of the values of the special figure random number to the variation pattern random number are stored in the RAM as a set of special figure 1 game data. As shown in Fig. 5(i), special figure 1 hold areas 1 to 4 are set in this RAM, and the special figure 1 game data is stored in the order of "special figure 1 hold area 4", "special figure 1 hold area 3", "special figure 1 hold area 2", and "special figure 1 hold area 1" in the order of acquisition. That is, when the special figure 1 game data is stored in all of the special figure 1 hold areas 1 to 4, the special figure 1 game data in "special figure 1 hold area 4" is the oldest, and the special figure 1 game data in "special figure 1 hold area 1" is the newest. The state where the special figure 1 game data is stored in all of these special figure 1 hold areas 1 to 4 is called that the special figure 1 hold count is "4", the state where the special figure 1 game data is stored in three of the special figure 1 hold areas 2 to 4 is called that the special figure 1 hold count is "3", the state where the special figure 1 game data is stored in two of the special figure 1 hold areas 3 to 4 is called that the special figure 1 hold count is "2", the state where the special figure 1 game data is stored in one of the special figure 1 hold areas 4 is called that the special figure 1 hold count is "1", and the state where no special figure 1 game data is stored in any of the special figure 1 hold areas 1 to 4 is called that the special figure 1 hold count is "0".

[0030] 3-2-2. Special figure 1 lottery When the special figure 1 game data is stored in the "special figure 1 hold area 4", the special figure 1 lottery is performed on the condition that the current is in the game stop state. This game stop state refers to the state where all of the special figure 1 game, special figure 2 game, jackpot game, and minor jackpot game have stopped, and the special figure 1 lottery is allowed during the normal figure game. This game stop state corresponds to the playable state, and the state where any one of the special figure 1 game, special figure 2 game, jackpot game, and minor jackpot game is being played corresponds to the unplayable state.

[0031] When the special drawing 1 game data is stored in the "Special Drawing 1 Hold Area 4" in the game stop state, the storage result of the special drawing random number value is detected from the "Special Drawing 1 Hold Area 4". In the "High Probability State", a determination result of either "Big Win", "Small Win", or "Miss" is obtained according to the detection result of the special drawing random number value from the big win determination table for the high probability state in FIG. 5(e). In the "Normal Probability State", a determination result of either "Big Win", "Small Win", or "Miss" is obtained according to the detection result of the special drawing random number value from the big win determination table for the normal probability state. The big win determination probability in this "Normal Probability State" is set lower than the big win determination probability in the "High Probability State", and the small win determination probability is set the same between the normal probability state and the high probability state. The big win probability in this high probability state is "40 / 1201", and the big win probability in the normal probability state is "3 / 1201".

[0032] When a "Big Win" determination result is obtained from the big win determination table, the storage result of the big win type random number value is detected from the "Special Drawing 1 Hold Area 4", and the big win type corresponding to the detection result of the big win type random number value is obtained from the special drawing 1 big win type table in FIG. 5(g). Three types of big win types, namely "Big Win Symbol 1", "Big Win Symbol 2", and "Big Win Symbol 3", are set in this special drawing 1 big win type table. For each case where "Big Win Symbol 1" is obtained and where "Big Win Symbol 3" is selected, "Electric Support State 1" and "High Probability State" are set. When "Big Win Symbol 2" is obtained, "Electric Support State 2" and "Normal Probability State" are set.

[0033] When the big win type is determined in response to obtaining a "Big Win" determination result, the storage result of the variation pattern random number value is detected from the "Special Drawing 1 Hold Area 4", and the special drawing variation pattern and the special drawing variation display time corresponding to the detection result of the variation pattern random number value are selected from the special drawing 1 variation pattern table in FIG. 6(a). When a "Miss" determination result is obtained, the storage result of the variation pattern random number value is detected from the "Special Drawing 1 Hold Area 4", and the special drawing variation pattern and the special drawing variation display time corresponding to the detection result of the variation pattern random number value are selected from the special drawing 1 variation pattern table in FIG. 6(a).

[0034] 3-2-3. Fall lottery When the special figure variation pattern and the special figure variation display time are selected, the storage result of the value of the fall random number is detected from the "Special figure 1 hold area 4", and according to the detection result of the value of the fall random number from the fall determination table in Fig. 5(f), either the determination result of "Fall occurred" or "Fall did not occur" is selected. When "Fall occurred" is selected as this determination result, if the current game state is the "High probability state", the "High probability state" is released, and instead of the "High probability state", the "Normal probability state" is set.

[0035] 3-2-4. Special figure 1 variation display When the special figure variation pattern and the special figure variation display time are selected, the special figure 1 variation display is started. This special figure 1 variation display is to start blinking a plurality of predetermined LEDs of the LED display 25 in a predetermined pattern and then stop blinking. When a plurality of predetermined LEDs are determined to be out, the blinking stops in the mode of "Special figure 1 out". When it is determined to be a big win, the blinking stops in the mode of "Big win" according to the determination result of the big win type. When it is determined to be a small win, the blinking stops in the mode of "Small win". The time required from the start of this blinking to the stop of blinking is performed according to the selection result of the special figure variation display time.

[0036] 3-2-5. Small win game When a plurality of predetermined LEDs of the LED display 25 stop blinking in a hit-like manner, a hit game pattern is selected from the game pattern table in Fig. 7(a), and the hit game starts with the selection result of the hit game pattern. This hit game pattern is composed of an opening period, one round, and an ending period. The round is to open the big winning port 19, and the opening limit time of the round is set to a short value of "0.8 seconds" which makes it difficult for the game ball to enter the big winning port 19. This round is carried out with the V winning port closed, and in the hit game, it is prohibited for the game ball to fall into the V winning port. The opening period is a period when the big winning port 19 is closed, and it is a waiting period to wait for the start of the round. The ending period is a period when the big winning port 19 is closed, and the period from the start of the opening period to the end of the ending period is called the hit game.

[0037] 3-2-6. Big win game When a plurality of predetermined LEDs of the LED display 25 stop blinking in a manner corresponding to the determination result of the big win type "big win symbol 1", the big win game pattern L is selected from the game pattern table in Fig. 7(a), and the big win game starts with the big win game pattern 1. This big win game allows the game ball to enter the big winning port 19 in response to the opening and closing of the big winning port 19. In the big win game pattern L, an opening period is set before the start of the first round, and an ending period is set after the end of the last round. The opening period is a period when the big winning port 19 is closed, and it is a waiting period to wait for the big winning port 19 to change from a state where the game ball cannot enter to a state where it can enter. The ending period is a period when the big winning port 19 is closed, and it is a period to let the player recognize the end of the big win game. The period from the start of this opening period to the end of the ending period is called the big win game.

[0038] The big win game pattern L is set with 16 rounds. Each of these rounds keeps the big winning opening 19 open continuously until the limit time elapses and then closes for a certain period of time. If the limit number of game balls enters the ball entry port before the limit time elapses, it will end after being closed for a certain period of time without waiting for the limit time to elapse. That is, the big win game pattern L is composed of 16 unit games. The first round starts when the opening period ends. The ending period starts after the closing time elapses after the end of the last round. This big win game pattern L can pay out a large number of prize balls to the player. In the big win game pattern L when the big win type big win symbol 1 is selected, when the V winning opening is in the open state in a specific number of rounds (for example, the 13th to 15th rounds), the game ball is allowed to fall into the V winning opening.

[0039] When a plurality of predetermined LEDs of the LED display 25 stop blinking in the mode corresponding to the determination result of the big win type "big win symbol 2" and the mode corresponding to "big win symbol 3" respectively, the big win game pattern S is selected from the game pattern table in Fig. 7(a), and the big win game starts with the big win game pattern S. This big win game pattern S is set with 8 rounds and pays out a smaller number of prize balls to the player compared to the big win game pattern L. In the big win game pattern S when the big win type big win symbol 3 is selected, when the V winning opening is in the open state in a specific number of rounds (for example, the 2nd to 4th rounds), the game ball is allowed to fall into the V winning opening. In the big win game pattern S when the big win type big win symbol 2 is selected, when the V winning opening is always in the closed state, the game ball is prohibited from falling into the V winning opening.

[0040] 3-2-7. Update of game state 3-2-7-1. High probability state and normal probability state When "Big Win Symbol 2" is selected, as shown in Fig. 5(g), the "Normal Probability State" is set when the big win game ends. When "Big Win Symbol 1" or "Big Win Symbol 3" is selected, the "High Probability State" is set when the big win game ends. This "High Probability State" is set on the condition that a game ball has fallen into the V winning hole during the big win game. If a game ball has not fallen into the V winning hole during the big win game, the "Normal Probability State" is set. This "High Probability State" continues until it is drawn as "Falling Exist".

[0041] 3-2-7-2. Electric Support State and Non-Electric Support State When "Big Win Symbol 1" or "Big Win Symbol 3" is selected, the "Electric Support State 1" is set when the big win game ends. The minimum number of times "100 times" is set for this "Electric Support State 1". The "Electric Support State 1" continues until the total of Special Figure 1 game and Special Figure 2 game reaches the minimum number of times, when the "High Probability State" falls to the "Normal Probability State" in response to being drawn as "Falling Exist". When the total of Special Figure 1 game and Special Figure 2 game reaches the minimum number of times "100 times", it is switched to the "Non-Electric Support State" in response to the "High Probability State" falling to the "Normal Probability State" in response to being drawn as "Falling Exist". When "Big Win Symbol 2" is selected, the "Electric Support State 2" is set when the big win game ends. The limit number of times "100 times" is set for this "Electric Support State 2". The "Electric Support State 2" is switched to the "Non-Electric Support State" when the total of Special Figure 1 game and Special Figure 2 game reaches the limit number of times.

[0042] 3-2-7-3. Special Figure 1 Prediction When the game ball enters the first start port 18 and the acquisition result of the special figure 1 game data is stored in any of the special figure 1 hold areas 1 to 4, a pre-judgment of success or failure, a pre-judgment of the variation pattern, a pre-judgment of the variation display time, and a pre-judgment of the presence or absence of a fall are made according to the acquisition result of the special figure 1 game data. When the pre-judgment result of success or failure is a big win, a pre-judgment of the big win type and a pre-judgment of the game state are made. These pre-judgments from success or failure to the big win type are carried out in the above-mentioned procedures, and the pre-judgment of the game state is carried out according to the pre-judgment result of the big win type when the pre-judgment result of success or failure is a big win. That is, when the pre-judgment result of the big win type is "big win symbol 1" or "big win symbol 3", "electric support state 1" and "high probability state" are pre-judged, and when it is "big win symbol 2", "electric support state 2" and "normal probability state" are pre-judged.

[0043] When the pre-judgments from success or failure to the game state are made, the pre-judgment results from success or failure to the game state are stored in the RAM as a set of special figure 1 pre-read data. As shown in Fig. 5(i), special figure 1 pre-read areas 1 to 4 are set in this RAM. The special figure 1 pre-read data corresponding to the special figure 1 game data in the "special figure 1 hold area 4" is stored in the "special figure 1 pre-read area 4", the special figure 1 pre-read data corresponding to the special figure 1 game data in the "special figure 1 hold area 3" is stored in the "special figure 1 pre-read area 3", the special figure 1 pre-read data corresponding to the special figure 1 game data in the "special figure 1 hold area 2" is stored in the "special figure 1 pre-read area 2", and the special figure 1 pre-read data corresponding to the special figure 1 game data in the "special figure 1 hold area 1" is stored in the "special figure 1 pre-read area 1".

[0044] 3-3. Special Figure 2 Game 3-3-1. Acquisition of Special Figure 2 Game Data When a game ball effectively enters the second start port 23, the values of the special figure random number, jackpot type random number, fall random number, and variation pattern random number in Fig. 5(a) are acquired, and the acquisition results of the values of the special figure random number to the variation pattern random number are stored in the RAM as a set of special figure 2 game data. As shown in Fig. 5(j), special figure 2 reservation areas 1 to 4 are set in this RAM, and the special figure 2 game data is stored in the order of "special figure 2 reservation area 4", "special figure 2 reservation area 3", "special figure 2 reservation area 2", and "special figure 2 reservation area 1" in the order of acquisition. The state where special figure 2 game data is stored in all of these special figure 2 reservation areas 1 to 4 is called that the special figure 2 reservation count is "4", the state where special figure 2 game data is stored in three of the special figure 2 reservation areas 2 to 4 is called that the special figure 2 reservation count is "3", the state where special figure 2 game data is stored in two of the special figure 2 reservation areas 3 to 4 is called that the special figure 2 reservation count is "2", the state where special figure 2 game data is stored in one of the special figure 2 reservation areas 4 is called that the special figure 2 reservation count is "1", and the state where no special figure 2 game data is stored in any of the special figure 2 reservation areas 1 to 4 is called that the special figure 2 reservation count is "0".

[0045] 3-3―2. Special Figure 2 Lottery When special figure 2 game data is stored in the "special figure 2 reservation area 4" in the game stop state, the storage result of the value of the special figure random number is detected from the "special figure 2 reservation area 4". In the "high probability state", according to the detection result of the value of the special figure random number from the jackpot determination table for the high probability state in Fig. 5(e), one of the determination results of "jackpot", "minor jackpot", and "miss" is acquired. In the "normal probability state", according to the detection result of the value of the special figure random number from the jackpot determination table for the normal probability state, one of the determination results of "jackpot", "minor jackpot", and "miss" is acquired. This special figure 2 lottery is preferentially performed with respect to the special figure 1 lottery. When special figure 2 game data is stored in the "special figure 2 reservation area 4", the special figure 2 lottery is performed on the condition that the current state is the game stop state. That is, when both special figure 1 game data and special figure 2 game data exist, the special figure 2 lottery is started according to the special figure 2 game data, and the special figure 1 lottery is started after all of the special figure 2 game data has been lottery-selected.

[0046] For the determination of the jackpot type of Special Figure 2, the Special Figure 2 Jackpot Type Table in Fig. 5(h) is used. In this Special Figure 2 Jackpot Type Table, "Jackpot Symbol 1", "Jackpot Symbol 2", and "Jackpot Symbol 3" are set. When "Jackpot Symbol 1" is obtained from the Special Figure 2 Jackpot Type Table and when "Jackpot Symbol 3" is obtained, "Power Support State 1" and "High Probability State" are set respectively. When "Jackpot Symbol 2" is obtained from the Special Figure 2 Jackpot Type Table, "Power Support State 2" and "Normal Probability State" are set. The allocation probability of "Jackpot Symbol 1" in this Special Figure 2 Jackpot Type Table is set higher than the allocation probability of "Jackpot Symbol 1" in the Special Figure 1 Jackpot Type Table. When it is determined to be a jackpot in response to a game ball entering the second start port 23, "Power Support State 1" and "High Probability State" are set with a higher probability compared to when it is determined to be a jackpot in response to a game ball entering the first start port 18.

[0047] When the jackpot type is determined in response to obtaining the determination result of "jackpot", the storage result of the value of the variation pattern random number is detected from the "Special Figure 2 Reserved Area 4", and the special figure variation pattern and the special figure variation display time corresponding to the detection result of the value of the variation pattern random number are selected from the Special Figure 2 Variation Pattern Table in Fig. 6(b). When the determination result of "miss" is obtained, the storage result of the value of the variation pattern random number is detected from the "Special Figure 2 Reserved Area 4", and the special figure variation pattern and the special figure variation display time corresponding to the detection result of the value of the variation pattern random number are selected from the Special Figure 2 Variation Pattern Table in Fig. 6(b).

[0048] 3-3-3. Fall lottery When the special figure variation pattern and the special figure variation display time are selected, the storage result of the value of the fall random number is detected from the "Special Figure 2 Reserved Area 4", and a determination result of either "fall exists" or "fall does not exist" is selected according to the detection result of the value of the fall random number from the Fall Judgment Table in Fig. 5(f). When "fall exists" is selected as this determination result, if the current game state is "High Probability State", the "High Probability State" is cancelled and the "Normal Probability State" is set instead.

[0049] 3-3-4. Special Figure 2 variation display When the special figure variation pattern for special figure 2 and the special figure variation display time are selected, the special figure 2 is variably displayed for a required time according to the selection result of the special figure variation display time. This variable display of special figure 2 is to start flashing a plurality of LEDs for special figure 2 on the LED display 25 in a predetermined pattern and then stop flashing. When the LED for special figure 2 is determined to be detached, it stops flashing in the mode of "Special figure 2 detached", when it is determined to be "small win", it stops flashing in the mode of "small win", and when it is determined to be a big win, it stops flashing in a mode according to the determination result of the big win type. 3-3-5. Small win game When a predetermined plurality of LEDs on the LED display 25 stop flashing in the mode of a small win, a small win game pattern is selected from the game pattern table in Fig. 7(a), and the small win game is started with the selection result of the small win game pattern.

[0050] 3-3-6. Big win game When the LED for special figure 2 on the LED display 25 stops flashing in a mode according to the determination result of the big win type, a big win game pattern according to the determination result of the big win type is selected from the game pattern table in Fig. 7(a), and the big win game is started with the selection result of the big win game pattern. 3-3-7. Update of game state When "Big win symbol 2" is selected, "Power support state 2" and "Normal probability state" are set when the big win game ends. When "Big win symbol 1" or "Big win symbol 3" is selected, "Power support state 1" and "High probability state" are set when the big win game ends. This "High probability state" is set on the condition that a game ball has fallen into the V winning hole during the big win game. If the game ball does not fall into the V winning hole during the big win game, the "Normal probability state" is set.

[0051] 3-3-8. Prediction of special figure 2 When the game ball enters the second start port 23 and the acquisition result of the special figure 2 game data is stored in any of the special figure 2 hold areas 1 to 4, a pre-judgment of success or failure, a pre-judgment of the variation pattern, a pre-judgment of the variation display time, and a pre-judgment of the presence or absence of a fall are performed according to the acquisition result of the special figure 2 game data. When the pre-judgment result of success or failure is a big win, a pre-judgment of the big win type and a pre-judgment of the game state are performed. These pre-judgments of success or failure to the pre-judgment of the game state are performed in the above-mentioned procedure, and the pre-judgment result of success or failure to the pre-judgment result of the game state is stored in the RAM as a set of special figure 2 pre-read data. In this RAM, as shown in FIG. 5(j), special figure 2 pre-read areas 1 to 4 are set, and the special figure 2 pre-read data corresponding to the special figure 2 game data in the "special figure 2 hold area 4" is stored in the "special figure 2 pre-read area 4", and the special figure 2 pre-read data corresponding to the special figure 2 game data in the "special figure 2 hold area 3" is stored in the "special figure 2 pre-read area 3", and the special figure 2 pre-read data corresponding to the special figure 2 game data in the "special figure 2 hold area 2" is stored in the "special figure 2 pre-read area 2", and the special figure 2 pre-read data corresponding to the special figure 2 game data in the "special figure 2 hold area 1" is stored in the "special figure 2 pre-read area 1".

[0052] 4. Processing function of the main control circuit 40 4-1. Main processing When the power of the main control circuit 40 is turned on, the main processing program in FIG. 7(b) is detected from the ROM, and interrupt prohibition is set at S1. Then, the values of the respective random numbers in FIG. 5(a) are updated at S2, and interrupt permission is set at S3. These values of the respective random numbers are such that "1" is added to the current value, and when the upper limit value is added, it returns to "0" and is added again.

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

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

[0055] When the main control circuit 40 finishes the sensor detection process of S13, it determines whether or not a signal from the general drawing sensor 44 has been detected in S14. If it is determined that a signal from the general drawing sensor 44 has not been detected, the process proceeds to S16. If it is determined that a signal from the general drawing sensor 44 has been detected, the value of the general drawing random number is acquired in the general drawing game data acquisition process of S15, and the process proceeds to S16.

[0056] When the main control circuit 40 proceeds to S16, it determines whether or not a signal from the second start port sensor 42 has been detected. If it is determined that a signal from the second start port sensor 42 has not been detected, the process proceeds to S19. If it is determined that a signal from the second start port sensor 42 has been detected, the reserved number of special drawing 2 is compared with "4". If it is determined that the reserved number of special drawing 2 is "4", the process proceeds to S19. If it is determined that the reserved number of special drawing 2 is less than "4", the special drawing 2 game data is acquired in S17. Here, the acquisition result of the special drawing 2 game data is stored in any one of the special drawing 2 reserved areas 1 to 4 according to the storage order, a special drawing 2 reservation command is set in the output buffer, and the process proceeds to S18. This special drawing 2 reservation command notifies the sub-control circuit 60 of the reserved number of special drawing 2 and is transmitted to the sub-control circuit 60 in the next timer interrupt process.

[0057] When the main control circuit 40 shifts to S18, it makes prior determinations of success or failure, prior determinations of variation patterns, prior determinations of variation display times, prior determinations of jackpot types, prior determinations of the presence or absence of a fall, and prior determinations of game states with respect to the acquisition results of the game data in FIG. 2, and stores the prior determination results of success or failure to game states as pre-read data in FIG. 2 in one of the pre-read areas 1 to 4 in FIG. 2 according to the storage order. Next, the main control circuit 40 sets the storage result of the pre-read data in FIG. 2 in the output buffer of the RAM to be transmitted to the sub-control circuit 60 in the next timer interrupt process, and shifts to S19.

[0058] When the main control circuit 40 shifts to S19, it determines whether a signal from the first start port sensor 41 has been detected. If it is determined that a signal from the first start port sensor 41 has not been detected, the process proceeds in order to the general diagram process of S22, the special diagram 2 process of S23, and the special diagram 1 process of S24. If it is determined that a signal from the first start port sensor 41 has been detected, the main control circuit 40 compares the special diagram 1 reserved number with "4". If it is determined that the special diagram 1 reserved number is "4", the process proceeds in order to S22 to S24. If it is determined that the special diagram 1 reserved number is less than "4", the main control circuit 40 acquires the special diagram 1 game data at S20. Here, the acquisition result of the special diagram 1 game data is stored in one of the special diagram 1 reserved areas 1 to 4 according to the storage order, and a special diagram 1 reserved command is set in the output buffer. This special diagram 1 reserved command notifies the sub-control circuit 60 of the special diagram 1 reserved number and is transmitted to the sub-control circuit 60 in the next timer interrupt process.

[0059] When the main control circuit 40 stores the acquisition result of the special diagram 1 game data at S20, at S21, it makes prior determinations of success or failure, prior determinations of variation patterns, prior determinations of variation display times, prior determinations of jackpot types, prior determinations of the presence or absence of a fall, and prior determinations of game states with respect to the acquisition result of the special diagram 1 game data, and stores the prior determination results of success or failure to game states as pre-read data in FIG. 1 in one of the pre-read areas 1 to 4 in FIG. 1 according to the storage order. Next, the main control circuit 40 sets the storage result of the pre-read data in FIG. 1 in the output buffer of the RAM to be transmitted to the sub-control circuit 60 in the next timer interrupt process, and proceeds in order to S22 to S24. 4-3. General Diagram Process

[0060] The main control circuit 40 makes a pass / fail determination according to the acquisition result of the layout random number value in the layout processing of S22, and selects the layout change display time corresponding to the current game state from the layout change display time table in FIG. 5(c). Then, when the layout change display is executed according to the selection result of the layout change display time, the pass / fail determination result of the layout is notified. When the determination result of "winning the layout" is notified, the layout game pattern corresponding to the current game state is selected from the layout game pattern table in FIG. 5(d), and when the layout game is performed according to the selection result of the layout game pattern, the entry of the game ball into the second start port 23 is allowed.

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

[0062] 4-4-1. Special Figure 2 Lottery Processing When the value of the second pointer P2 is set to "1", the main control circuit 40 shifts to the special figure 2 lottery processing of S31. The value of this second pointer P2 is set to "1" in the game stop state. The main control circuit 40 determines whether special figure 2 game data is stored in the "special figure 2 reservation area 4" in the special figure 2 lottery processing of S31. If it is determined that the special figure 2 game data is not stored in the "special figure 2 reservation area 4", the special figure 2 lottery processing is terminated. If it is determined that the special figure 2 game data is stored in the "special figure 2 reservation area 4", a pass / fail determination, a variation pattern determination, and a variation display time determination are made based on the special figure 2 game data in the "special figure 2 reservation area 4". When the pass / fail determination result is a big win, a big win type determination is made. Then, the pass / fail determination result, the variation pattern determination result, and the big win type determination result are set in the output buffer of the RAM to be transmitted to the sub-control circuit 60 as special figure 2 game data, and the variation start command 2 is set in the output buffer of the RAM to be transmitted to the sub-control circuit 60.

[0063] When the main control circuit 40 sets the game data of Special Figure 2 in the output buffer at S31 in Fig. 9(a), it starts the special figure variable display and arranges "Special Figure 2 Hold Area 1" to "Special Figure 2 Hold Area 4". This process erases the game data of Special Figure 2 from "Special Figure 2 Hold Area 4". When the game data of Special Figure 2 is stored in "Special Figure 2 Hold Area 3", the game data of Special Figure 2 is shifted to "Special Figure 2 Hold Area 4". When the game data of Special Figure 2 is stored in "Special Figure 2 Hold Area 2", the game data of Special Figure 2 is shifted to "Special Figure 2 Hold Area 3". When the game data of Special Figure 2 is stored in "Special Figure 2 Hold Area 1", the game data of Special Figure 2 is shifted to "Special Figure 2 Hold Area 2". When the main control circuit 40 arranges "Special Figure 2 Hold Areas 1 to 4", it arranges "Special Figure 2 Prefetch Areas 1" to "Special Figure 2 Prefetch Areas 4" in the same procedure and sets "2" to the value of the second pointer P2.

[0064] 4-4-2. Short Time Count Update Process When the value of the second pointer P2 is set to "2", the main control circuit 40 shifts to the short time count update process at S32. Fig. 101 shows the short time count update process. The main control circuit 40 determines at S41 in Fig. 10 whether the current game state is any of "Power Support State 1", "Power Support State 2", or "Non-Power Support State". If it is determined that the current game state is "Non-Power Support State" here, "3" is set to the value of the second pointer P2 at S48. If it is determined that the current game state is "Power Support State 1" or "Power Support State 2", "1" is added to the value of the short time count counter at S42. The value of this short time count counter measures the continuous count of the power support state. When the main control circuit 40 adds the short time count counter, it sets the short time count command. This short time count command notifies the sub-control circuit 60 of the addition result of the value of the short time count counter as the continuous count of the power support state. When the main control circuit 40 sets the short time count command, it sets the setting result of the short time count command in the output buffer of the RAM to transmit it to the sub-control circuit 60 at S43 and shifts to S44.

[0065] When the main control circuit 40 shifts to S44, it determines whether the current game state is "Power Support State 2". If it is determined that the current game state is "Power Support State 1" here, the value of the second pointer P2 is set to "3" at S48. If it is determined that the current game state is "Power Support State 2", the value of the time reduction count counter is compared with the upper limit value "100" at S45. If it is determined here that the value of the time reduction count counter is not the upper limit value "100", the value of the second pointer P2 is set to "3" at S48.

[0066] When the main control circuit 40 determines at S45 that the value of the time reduction count counter is the upper limit value "100", it changes the current game state from "Power Support State 2" to "Non-Power Support State" at S46, and sets a power support release command in the output buffer of the RAM at S47. This power support release command notifies the sub-control circuit 60 that the state has switched from "Power Support State 2" to "Non-Power Support State". When the main control circuit 40 sets the power support release command at S47, it sets the value of the second pointer P2 to "3" at S48.

[0067] 4-4-3. Fall Judgment Process When the value of the second pointer P2 is set to "3", the main control circuit 40 shifts to the fall judgment process of S33 in Fig. 9(a). Fig. 11 shows the fall judgment process of S33. The main control circuit 40 determines at S61 whether the current game state is "High Probability State". If it is determined here that the current game state is "Normal Probability State", the value of the second pointer P2 is set to "4" at S70. If it is determined that the current game state is "High Probability State", it shifts to S62. Here, the value of the fall random number is detected from the "Special Figure 2 Reserved Area 4", and the judgment result corresponding to the detection result of the value of the fall random number is detected from the fall judgment table in Fig. 5(f).

[0068] When the main control circuit 40 detects the determination result of the presence or absence of a fall at S62, it determines at S63 whether the detection result indicates "fall present". If it is determined that the detection result is "fall absent" here, the value of the second pointer P2 is set to "4" at S70. If it is determined that the detection result is "fall present", the "normal probability state" is set instead of the "high probability state" at S64, and at S65, it is set in the output buffer of the RAM to transmit a fall command to the sub-control circuit 60. This fall command notifies the sub-control circuit 60 that the "high probability state" has changed to the "normal probability state", and is transmitted to the sub-control circuit 60 in the next timer interrupt process.

[0069] When the main control circuit 40 sets a fall command in the output buffer at S65, it determines at S66 whether the current gaming state is the "power support state 1". If it is determined that the current gaming state is the "power support state 1" here, the value of the time shortening count counter is compared with "100" at S71. If it is determined that the value of the time shortening count counter is "100" or less here, the "power support state 1" is changed to the "power support state 2" at S68, set in the output buffer of the RAM to transmit a power support change command to the sub-control circuit 60 at S69, and the value of the second pointer P2 is set to "4" at S70. This power support change command notifies the sub-control circuit 60 that the "power support state 1" has switched to the "power support state 2", and is transmitted to the sub-control circuit 60 in the next timer interrupt process.

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

[0071] 4-4-4. Special Figure 2 Variation Stop Process When the value of the second pointer P2 is set to "4", the main control circuit 40 shifts to the special figure 2 variation stop process of S34 in Fig. 9(a). Here, the value of the timer is added, and the addition result of the value of the timer is compared with the determination result of the special figure variation display time. If the addition result of the value of the timer has not reached the determination result of the special figure variation display time here, the special figure 2 variation stop process ends, and if the addition result of the value of the timer has reached the determination result of the special figure variation display time, the special figure variation display stops in a manner according to the determination result of success or failure, and is set to the output buffer to send the variation stop command 2 to the sub-control circuit 60. Then, when the determination result of success or failure is "miss", the value of the second pointer P2 is initially set to "1", when the determination result of success or failure is "small win", the value of the second pointer P2 is set to "5", and when the determination result of success or failure is "big win", the value of the second pointer P2 is set to "6".

[0072] 4-4-5. Small Win Game Process When the value of the second pointer P2 is set to "5", the main control circuit 40 shifts to the small hit game process of S35 in Fig. 9(a), starts a small hit game in the small hit game pattern, and then sets it in the output buffer to send a small hit game start command to the sub-control circuit 60. When this main control circuit 40 advances the small hit game to the end of the small hit game pattern, it ends the small hit game, sets it in the output buffer to send a small hit game end command to the sub-control circuit 60, and sets "1" to the value of the second pointer P2. This small hit game is to open the big winning port 19 in the closed state of the V winning port, and it is prohibited for the game ball to fall into the V winning port during the small hit game. That is, when it is determined to be a small hit in the high probability state, the high probability state is maintained.

[0073] 4-4-6. Big Hit Game Process When the value of the second pointer P2 is set to "6", the main control circuit 40 shifts to the big hit game process of S36 in Fig. 9(a). Here, it starts the big hit game and sets it in the output buffer to send a big hit game start command to the sub-control circuit 60. When the determination result of the big hit type is "big hit symbol 1", this main control circuit 40 executes the big hit game in the big hit game pattern L, and when the determination result of the big hit type is "big hit symbol 2" or "big hit symbol 3", it executes the big hit game in the big hit game pattern S. Every time it starts a round in the big hit game, it sets a round start command in the output buffer and sends it to the sub-control circuit 60. This round start command notifies which round this is. Every time the main control circuit 40 stops a round in the big hit game, it sets a round stop command in the output buffer and sends it to the sub-control circuit 60. When this main control circuit 40 advances the big hit game to the end of the big hit game pattern, it ends the big hit game and sets it in the output buffer to send a big hit game end command to the sub-control circuit 60.

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

[0075] When the main control circuit 40 advances the jackpot game to the end of the jackpot game pattern, it detects the determination result of the jackpot type when ending the jackpot game. Here, when the determination result of the jackpot type is "Jackpot Symbol 1" or "Jackpot Symbol 3", it determines whether there has been a V winning. If it determines that there has been a V winning here, it sets the game state to the "high probability state" and the "electric support state 1", resets the value of the time-saving count counter to "0", and initializes the value of the second pointer P2 to "1". Then, it sets it in the output buffer of the RAM to send the "high probability command", the "electric support command 1", and the time-saving count command 0 to the sub-control circuit 60. This time-saving count command 0 notifies the sub-control circuit 60 that the continuous count of the electric support state is "0 times", the "high probability command" notifies the sub-control circuit 60 of the setting of the "high probability state", and the "electric support command 1" notifies the setting of the electric support state 1 that may continue for more than "100 times".

[0076] When the determination result of the jackpot type is "Jackpot Symbol 2", the main control circuit 40 sets the game state to the "Normal Probability State" and the "Electric Support State 2", resets the value of the time shortening counter to "0", and initializes the value of the second pointer P2 to "1". Then, it sets the "Normal Probability Command", the "Electric Support Command 2", and the time shortening command 0 in the output buffer of the RAM to be sent to the sub-control circuit 60. This "Normal Probability Command" notifies the sub-control circuit 60 of the setting of the "Normal Probability State", and the "Electric Support Command 2" notifies the setting of the Electric Support State 2 with a limit value of "100 times".

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

[0078] 4-5-1. Special Figure 1 Lottery Processing When the value of the first pointer P1 is set to "1", the main control circuit 40 transfers to the Special Figure 1 lottery processing of S81. The value of this first pointer P1 is set to "1" in the game stop state. The main control circuit 40 determines whether the Special Figure 1 game data is stored in the "Special Figure 1 Hold Area 4" in the Special Figure 1 lottery processing of S81. If it is determined that the Special Figure 1 game data is not stored in the "Special Figure 1 Hold Area 4" here, the Special Figure 1 lottery processing ends. If it is determined that the Special Figure 1 game data is stored in the "Special Figure 1 Hold Area 4", it determines whether the Special Figure 2 game data is stored in the "Special Figure 2 Hold Area 4".

[0079] When the main control circuit 40 determines that the special drawing 2 game data is stored in the "Special Drawing 2 Reserved Area 4", it ends the special drawing 1 lottery process. When it determines that the special drawing 2 game data is not stored in the "Special Drawing 2 Reserved Area 4", it makes a determination of success or failure, a determination of the variation pattern, and a determination of the variation display time based on the special drawing 1 game data in the "Special Drawing 1 Reserved Area 4" in S81. When the determination result of success or failure is a big win, it makes a determination of the big win type. These determinations of the variation pattern and the variation display time are made according to the special drawing 1 variation pattern table in Fig. 6(a). The main control circuit 40 sets the determination result of success or failure, the determination result of the variation pattern, and the determination result of the big win type in the output buffer of the RAM to be transmitted to the sub-control circuit 60 as the special drawing 1 game data, sets the variation start command 1 in the output buffer of the RAM to be transmitted to the sub-control circuit 60, and sets the special drawing 1 hold command in the output buffer of the RAM to be transmitted to the sub-control circuit 60. This special drawing 1 hold command notifies the sub-control circuit 60 of the special drawing 1 hold count.

[0080] When the main control circuit 40 sets the variation start command 1 etc., after starting the special drawing variation display, it organizes the "Special Drawing 1 Reserved Area 1" to "Special Drawing 1 Reserved Area 4". This process is carried out in the same procedure as the "Special Drawing 2 Reserved Areas 1 to 4". The main control circuit 40 also organizes the "Special Drawing 1 Prefetch Areas 1 to 4" in the same procedure and then sets the value of "2" to the first pointer P1. That is, the special drawing 1 lottery process has a lower priority setting compared to the special drawing 2 lottery process. When the special drawing 2 hold count is not "0", the special drawing 2 lottery process is preferentially performed over the special drawing 1 lottery process, and when the special drawing 2 hold count becomes "0", the special drawing 1 lottery process is started.

[0081] 4-5-2. Short Time Count Update Process When the value of the first pointer P1 is set to "2", the main control circuit 40 executes the short time count update process in Fig. 10 in S82 and sets the value of the first pointer P1 to "3". 4-5-3. Fall Determination Process When the value of the first pointer P1 is set to "3", the main control circuit 40 executes the fall determination process in Fig. 11 in S83 and sets the value of the first pointer P1 to "4". 4-5-4. Special Figure 1 Variation Stop Process When the value of the first pointer P1 is set to "4", the main control circuit 40 shifts to the special figure 1 variation stop process of S84 in Fig. 9(b). In response to the addition result of the timer value reaching the determination result of the special figure variation display time, the special figure 1 variation display stops in a manner corresponding to the determination result of whether it is a hit or a miss, and is set in the output buffer to transmit a variation stop command 1 to the sub-control circuit 60. Then, when the determination result of whether it is a hit or a miss is "miss", the value of the first pointer P1 is initially set to "1"; when the determination result of whether it is a hit or a miss is "small win", the value of the first pointer P1 is set to "5"; when the determination result of whether it is a hit or a miss is "big win", the value of the first pointer P1 is set to "6".

[0082] 4-5-5. Small Win Game Process When the value of the first pointer P1 is set to "5", the main control circuit 40 shifts to the small win game process of S85 in Fig. 9(b). After starting the small win game in the small win game pattern, it is set in the output buffer to transmit a small win game start command to the sub-control circuit 60. When this main control circuit 40 progresses the small win game to the end of the small win game pattern, it ends the small win game, sets it in the output buffer to transmit a small win game end command to the sub-control circuit 60, and sets "1" to the value of the first pointer P1. This small win game is such that the large winning port 19 is in an open state while the V winning port is in a closed state, and in the small win game, it is prohibited for the game balls to fall into the V winning port.

[0083] 4-5-6. Big Win Game Process When the value of the first pointer P1 is set to "6", the main control circuit 40 shifts to the jackpot game process of S86 in FIG. 9(b), and after starting the jackpot game, it sets it in the output buffer to send a jackpot game start command to the sub-control circuit 60. When the determination result of the jackpot type is "jackpot symbol 1", this main control circuit 40 executes the jackpot game in the jackpot game pattern L, and when the determination result of the jackpot type is "jackpot symbol 2" or "jackpot symbol 3", it executes the jackpot game in the jackpot game pattern S. Every time a round is started, it sets a round start command in the output buffer and sends it to the sub-control circuit 60. Every time a round is stopped in the jackpot game, this main control circuit 40 sets a round stop command in the output buffer and sends it to the sub-control circuit 60. When this main control circuit 40 advances the jackpot game to the end of the jackpot game pattern, it ends the jackpot game and sets it in the output buffer to send a jackpot game end command to the sub-control circuit 60.

[0084] When the determination result of the jackpot type is "Jackpot Symbol 2", the main control circuit 40 closes the V winning port in each round. When the determination result of the jackpot type is "Jackpot Symbol 1" or "Jackpot Symbol 3", the main control circuit 40 opens the V winning port in each of a specific number of rounds. This main control circuit 40 monitors whether a game ball has fallen into the V winning port according to the output signal from the V winning port sensor 48 during the jackpot game. When the jackpot game is advanced to the end of the jackpot game pattern, the determination result of the jackpot type is detected when ending the jackpot game. Here, when the determination result of the jackpot type is "Jackpot Symbol 1" or "Jackpot Symbol 3", it is determined whether there is a V win. If it is determined that there is a V win here, the game state is set to the "high probability state" and the "electric support state 1", the value of the time shortening counter is reset to "0", and the value of the second pointer P2 is initially set to "1". Then, it is set in the output buffer of the RAM to send the "high probability command", the "electric support command 1", and the time shortening command 0 to the sub-control circuit 60. When the determination result of the jackpot type of this main control circuit 40 is "Jackpot Symbol 2", the game state is set to the "normal probability state" and the "electric support state 2", the value of the time shortening counter is reset to "0", and the value of the second pointer P2 is initially set to "1". Then, it is set in the output buffer of the RAM to send the "normal probability command", the "electric support command 2", and the time shortening command 0 to the sub-control circuit 60.

[0085] 5. Explanation of Game Modes The game flow in Fig. 12(a) shows how the game mode transitions. Figs. 12(b) and (c) show the relationship between the game mode and the effect mode. When the power is turned on here, the normal game mode is set. This normal game mode is the "normal probability state" and the "non-electric support state". In the normal game mode, a left hitting image that prompts the player to hit the game ball to the left is displayed on the effect symbol display 28. When the player hits the game ball to the left according to this left hitting image and the game ball enters the first starting port 18, and when it is determined that it is a jackpot in response to the game ball entering the first starting port 18, the low probability time shortening mode or the high probability time shortening mode is set.

[0086] The low-probability short mode is a state in which "normal probability state" and "power support state 2" are set, and it is set when "big win symbol 2" is selected in response to a big win being determined in the normal game mode. The high-probability short mode is a state in which "high probability state" and "power support state 1" are set, and it is set when "big win symbol 1" or "big win symbol 3" is selected in response to a big win being determined in the normal game mode. In each of these low-probability short mode and high-probability short mode, a right-hit image that prompts the player to hit the game ball to the right is displayed on the effect symbol display 28. When the player hits the game ball to the right according to this right-hit image, the game ball passes through the general symbol start port 22, and in response to being determined as a win and a high probability, the second start port 23 is frequently opened for a long time. Therefore, the special symbol variation display time "1000 msec" for time shortening is frequently obtained from the special symbol 2 variation pattern table in Fig. 6(b). Accordingly, in each of the low-probability short mode and high-probability short mode, the determination processes for big wins and misses are repeated at shorter time intervals compared to the normal game mode, so the probability of obtaining the next big win with a smaller consumption number of game balls increases. That is, each of the low-probability short mode and high-probability short mode is a state more advantageous to the player compared to the normal game mode.

[0087] In the low-probability short mode, the game balls are hit to the right. When the total number of special figure 1 lottery times and special figure 2 lottery times (in reality, only the special figure 2 lottery) reaches the limit number of "100 times" without being judged as a big win in the low-probability short mode, the "non-electric support state" is set instead of the "electric support state 2", and accordingly, the game shifts to the normal game mode. When "big win symbol 2" is selected due to being judged as a big win before the total number of special figure 1 lottery times and special figure 2 lottery times reaches the limit number of "100 times" in this low-probability short mode, the low-probability short mode is repeated. When "big win symbol 1" or "big win symbol 3" is selected, the game shifts to the high-probability short mode. In this high-probability short mode, the game balls are hit to the right. When "big win symbol 2" is selected due to being judged as a big win, the low-probability short mode is set. When "big win symbol 1" or "big win symbol 3" is selected, the high-probability short mode is set again. This high-probability short mode is a state where a big win is judged with a higher probability compared to the low-probability short mode, and it is a state more advantageous to the player compared to the low-probability short mode. The degree of advantage to the player is that the "high-probability state" is higher than the "electric support state".

[0088] In the high-probability short mode, the presence or absence of a fall is judged every time the special figure 1 lottery and the special figure 2 lottery are conducted. When it is judged as "fall present" in a state where the total number of special figure 1 lottery times and special figure 2 lottery times does not exceed the limit number of "100 times", the "normal probability state" and the "electric support state 2" are set, and the game shifts from the high-probability short mode to the low-probability short mode. When it is judged as "fall present" in a state where the total number of special figure 1 lottery times and special figure 2 lottery times exceeds the limit number of "100 times" in this high-probability short mode, the "normal probability state" and the "non-electric support state" are set, and the game immediately falls from the high-probability short mode to the normal game mode.

[0089] 6. Explanation of the presentation mode The performance mode designates a background image in particular as the performance content when displaying images of the performance symbol game. The performance mode includes a normal mode, a chance mode, and a speed mode. The normal mode is the performance mode when the normal game mode is set. In the normal mode, as shown in Fig. 13(a), a normal background image imitating a street scene is displayed in the display area E of the performance symbol display 28. The chance mode is a common performance mode when the low-probability short mode and the high-probability short mode are set. In the chance mode, as shown in Fig. 13(b), a chance background image imitating four women is displayed in the display area E of the performance symbol display 28. The speed mode shifts from the chance mode when the total number of special figure 1 lottery draws and special figure 2 lottery draws exceeds the limit number of "100 times" in the set state of the high-probability short mode. In the speed mode, as shown in Fig. 13(c), a speed background image imitating ancient land is displayed in the display area E of the performance symbol display 28.

[0090] 6-1. Behavior of the Performance Mode Fig. 12(b) shows the behavior of the performance mode when the big win symbol 2 is selected in response to being determined as a big win. In this case, the chance mode is set in response to the low-probability short mode being set at the end of the big win game, and the chance background image is displayed from the first performance symbol game. In this state, if a total of 100 special figure 1 lottery draws and special figure 2 lottery draws are performed without being determined as a big win, the normal game mode is set, and in response to the normal game mode being set and the normal mode being set accordingly, the normal background image is displayed from the 101st performance symbol game.

[0091] FIG. 12(c) shows the behavior of the effect mode when jackpot symbol 1 or jackpot symbol 3 is selected in response to being determined as a jackpot. In this case, when the high-probability short-time mode is set at the end of the jackpot game, the chance mode is set, and the chance background image is displayed from the first effect symbol game. If it is determined that there is a fall before a total of 100 special figure 1 draws and special figure 2 draws are performed in this state, although the low-probability short-time mode is set as the game mode, as shown in the upper part of FIG. 12(c), the chance background image continues to be displayed in response to the chance mode continuing as the effect mode. Then, when the normal mode is set from the 101st effect symbol game, the normal background image is displayed.

[0092] The lower part of FIG. 12(c) shows the behavior of the effect mode when a total of 100 or more special figure 1 draws and special figure 2 draws are performed without being determined as having a fall in the state where the chance mode is set according to the high-probability short-time mode. In this case, since the speed background image is displayed when the speed mode is set from the 101st effect symbol game, it gives the impression to the player's line of sight that it has been upgraded to the high-probability short-time mode. If it is determined that there is a fall in this set state of the speed mode, the normal mode is set according to the setting of the normal game mode, and the normal background image is displayed from the next time.

[0093] 6-2. Effect Symbol Game The image of the effect symbol game starts in time synchronization with the start of the special figure 1 variable display or the special figure 2 variable display by the sub-control circuit 60, and ends in time synchronization with the end of the special figure 1 variable display or the special figure 2 variable display. This image of the effect symbol game is displayed superimposed in front of the background image according to the effect mode, and is displayed superimposed in front of the normal background image in the normal mode. This image of the effect symbol game is displayed superimposed in front of the chance background image in the chance mode, and is displayed superimposed in front of the speed background image in the speed mode.

[0094] The image of the performance symbol game displays the performance symbols consisting of the numbers "1" to "9" in three horizontal columns, namely the left column, the middle column, and the right column, in a scrolling state and a scroll stop state in sequence. The scrolling display of each column is performed in ascending order from "1" → "2" ··· "9", and then returns from "9" to "1" and repeats. The scrolling display of each of these columns stops at any one of "1" to "9". The odd numbers "1, 3, 5, 7, 9" in each column are set to a red color, and the even numbers "2, 4, 6, 8" in each column are set to a blue color. Each of the performance symbols in the left column, the performance symbols in the middle column, and the performance symbols in the right column corresponds to a symbol element. The performance symbols in the three columns correspond to an identification symbol. The scrolling state corresponds to a variable state, the scroll stop state corresponds to a variable stop state, and the performance symbol game corresponds to a symbol game.

[0095] Three types of combinations are set for the stop states of the scrolling display of the three columns: "big win combination", "missed reach combination", and "complete miss combination". The missed reach combination is a combination where the left column and the right column are the same as each other and the middle column is different. It is set by the sub-control circuit 60 when the main control circuit 40 transmits a special pattern variation for miss (PH01~PH05, PH08). The complete miss combination is a combination where the left column and the right column are different. It is set by the sub-control circuit 60 when the main control circuit 40 transmits a special pattern variation for miss (PH06~PH07). The big win combination is a combination where the three columns are the same as each other. It is set by the sub-control circuit 60 when the main control circuit 40 transmits a special pattern variation for big win (PO00~PO05, PO08). When this sub-control circuit 60 receives the big win types "big win symbol 1" and "big win symbol 3" from the main control circuit 40, it sets the performance symbols in the three columns to an odd big win combination. When it receives the big win type "big win symbol 2" from the main control circuit 40, it sets the performance symbols in the three columns to an even big win combination. That is, the odd big win combination suggests that the high-probability power support mode is set for the player, and the even big win combination suggests that the low-probability power support mode is set for the player.

[0096] FIG. 13(d) is a list of effects in the effect symbol game, and five types of effects are set for the effect of the effect symbol game: "Normal effect", "All figures simultaneous stop effect", "Normal reach effect", "Special reach effect", and "Pseudo-variation effect". The normal effect starts with "start of 3-column scroll display", and the "stop of scroll display" is set in the order of "left column", "right column", and "middle column". This normal effect is set by the sub-control circuit 60 when the main control circuit 40 transmits the special figure variation pattern PH06 for disconnection. As shown in FIGS. 14(a), (b), (c), and (d), in the normal effect, a "completely off combination" is completed according to the stop of the 3-column scroll display in the order of "left column", "right column", and "middle column".

[0097] The all figures simultaneous stop effect starts with "start of 3-column scroll display" as shown in FIG. 13(d), and the "stop of scroll display" is set simultaneously for the 3 columns. This "all figures simultaneous stop effect" is set by the sub-control circuit 60 when the main control circuit 40 transmits the special figure variation pattern PH07 for disconnection. In the "all figures simultaneous stop effect", as shown in FIGS. 14(a) and (d), a "completely off combination" is completed according to the simultaneous stop of the 3-column scroll displays. This all figures simultaneous stop effect ends in the shortest time (4000 msec) among all the special figure variation display times, and in the low probability short mode and the high probability short mode, the variation display time is shortened according to the high probability selection of the "special figure variation pattern PH07".

[0098] The normal reach effect starts with "the start of the three-column scroll display" as shown in Fig. 13(d), and the "decrease in scroll speed" is set for the "middle column" before the "stop of the scroll display". This normal reach effect is set by the sub-control circuit 60 when the main control circuit 40 transmits the special figure variation pattern PH05 for non-winning and the special figure variation pattern PO05 for jackpot. As shown in Figs. 15(a), (b), and (c), in the "normal reach effect", when the "stop of the scroll display" is performed in the order of the "left column" and the "right column", a reach state where the "left column" and the "right column" are identical to each other occurs, and the scroll display of the "middle column" is switched from the normal speed to the low speed in the reach state.

[0099] The scroll display of the "middle column" is stopped with a different display symbol from the "left column" and the "right column" in the non-winning "normal reach effect". In the non-winning "normal reach effect", as shown in Fig. 15(e), the combination of non-winning reaches is completed in response to the stop of the final scroll display of the "middle column". The scroll display of the "middle column" is stopped with the same display symbol as the "left column" and the "right column" in the jackpot "normal reach effect". In the jackpot "normal reach effect", as shown in Fig. 15(d), the combination of the jackpot is completed in response to the stop of the final scroll display of the "middle column".

[0100] The special reach effect starts with "the start of the three-column scroll display" as shown in Fig. 13(d), and the "decrease in scroll speed" is set for the "middle column" before the "stop of the scroll display". This special reach effect is set by the sub-control circuit 60 when the main control circuit 40 transmits the special figure variation patterns PH01 to PH04 for non-winning and the special figure variation patterns PO01 to PO04 for jackpot. In the "special reach effect", a reach state occurs when the "stop of the scroll display" is performed in the order of the "left column" and the "right column", and the scroll display of the "middle column" is switched from the normal speed to the low speed in the reach state.

[0101] As shown in FIG. 13(d), the pseudo-variation effect starts with "start of 3-column scroll display", and "temporary stop of scroll display" is set after the "start of 3-column scroll display". This pseudo-variation effect is set by the sub-control circuit 60 when the main control circuit 40 transmits the special figure variation pattern PO08 for jackpot and when it transmits the special figure variation pattern PH08 for non-jackpot (see FIG. 6). When the sub-control circuit 60 receives the special figure variation pattern PO08 for jackpot, it sets two types of combinations, namely the temporary combination of non-jackpot reach and the combination of jackpot, as the combination of the three-column performance symbols. When it receives the special figure variation pattern PH08 for non-jackpot, it sets two types of combinations, namely the temporary combination of non-jackpot reach and the combination of non-jackpot reach, as the combination of the three-column performance symbols. This sub-control circuit 60 performs the "temporary stop of scroll display" in the order of "left column", "right column", and "middle column". As shown in FIGS. 16(a) to (c), the "temporary stop of scroll display" is performed so that the three-column performance symbols result in the set combination of the temporary combination of non-jackpot reach.

[0102] As shown in FIG. 13(d), the pseudo-variation effect is such that "resumption of 3-column scroll display" is set after the "temporary stop of scroll display". As shown in FIGS. 16(d) and (e), after the sub-control circuit 60 sets the three-column performance symbols as the result of the temporary combination of non-jackpot reach, it resumes the scroll display of the three-column performance symbols and stops the scroll display of the performance symbols in the left column and the scroll display of the performance symbols in the right column in sequence. When this sub-control circuit 60 receives the special figure variation pattern PO08 for jackpot, it stops the scroll display of the performance symbols in the left column and the scroll display of the performance symbols in the right column respectively with the setting result of the combination of jackpot. When it receives the special figure variation pattern PH08 for non-jackpot, it stops the scroll display of the performance symbols in the left column and the scroll display of the performance symbols in the right column respectively with the setting result of the combination of non-jackpot reach. When the scroll display of the performance symbols in the left column and the scroll display of the performance symbols in the right column are each stopped, the three-column performance symbols are in the reach state.

[0103] As shown in FIG. 13(d), the suspected variation effect is set such that "decrease in scroll speed" is set after "resumption of scroll display" is stopped in order in the left column and the right column. The sub-control circuit 60 starts a normal reach effect in response to decreasing the scroll speed of the middle column effect symbol in the reach state of the three-column effect symbols. After this "decrease in scroll speed", as shown in FIG. 13(d), stopping of the scroll display of the middle column effect symbol is set. When the sub-control circuit 60 receives the special figure variation pattern PO08 for a big win, the three-column effect symbols are set as the combination result of a big win in response to changing the middle column effect symbol from the low-speed scroll state to the scroll stop state (see FIG. 16(f)). When the sub-control circuit 60 receives the special figure variation pattern PH08 for a loss, the three-column effect symbols are set as the combination result of a loss reach in response to changing the middle column effect symbol from the low-speed scroll state to the scroll stop state (see FIG. 16(g)).

[0104] As shown in FIG. 13(d), the special reach effect is set such that "erasure of three columns" is set after "decrease in scroll speed" for the "middle column". In the special reach effect, the three-column effect symbols are erased in the reach state. This special reach effect is set with "erasure of three columns" and "battle effect" after the normal reach effect. FIG. 17 shows the battle images BL1 to BL4 displayed as the battle effect. Each of these battle images BL1 to BL4 starts to be displayed with the three-column effect symbols erased, and is set to show the silhouette of a woman wearing a karate uniform fighting an enemy dinosaur with bare hands.

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

[0106] Two types of endings, a victory ending and a defeat ending, are set for each of the battle images BL1 to BL4. The victory ending, as shown in Fig. 17(e), suggests that the female silhouette W of the protagonist has won, and is displayed when the "special figure variation patterns PO01 to PO04" for a big win are transmitted. The defeat ending, as shown in Fig. 17(f), suggests that the female silhouette W of the protagonist has lost, and is displayed when the "special figure variation patterns PH01 to PH04" for a miss reach are transmitted. This defeat ending corresponds to a miss ending, and the victory ending corresponds to a win ending.

[0107] The special reach effect is set with "three-column static display" after the "battle effect" as shown in Fig. 13(d). As shown in Fig. 17(e), in the special reach effect for a big win, after the protagonist wins the fight in each of the battle images BL1 to BL4, through the victory ending image, three columns of effect symbols are displayed in a big win combination. In the special reach effect for a miss, as shown in Fig. 17(f), after the protagonist loses the fight in each of the battle images BL1 to BL4, through the defeat ending image, three columns of effect symbols are displayed in a miss reach combination.

[0108] 6-3. Big win game effect The big win game effect is to display a background image for the big win game effect within the display area E of the effect symbol display 28. It starts in response to the start of the big win game and ends in response to the end of the big win game. Fig. 18(a) is an image of the big win game effect. This image of the big win game effect consists of an image of two female silhouettes dancing. In front of the image of the big win game effect, an image of "right punch" prompting the player to punch right and an image of "X (X is the round number)R" notifying the player of the current round number are superimposed and displayed.

[0109] 6-4. Prize ball acquisition effect During the big win game effect, a prize ball acquisition effect is performed. As shown in Fig. 18(a), this prize ball acquisition effect is to display prize ball acquisition information superimposed in front of the image of the big win game effect. The prize ball acquisition information counts up by "80" for each round from the initial value of "0" towards the end value for the number of prize balls that the player can acquire in the current big win game in progress. In the big win game of the 16-round big win game pattern L, the end value of the prize ball acquisition information is set to "1280", and in the big win game of the 8-round big win game pattern S, the end value of the prize ball acquisition information is set to "640".

[0110] 6-5. Prediction function In the RAM of the sub-control circuit 60, as shown in Fig. 18(b), the PCT-Fig. 1 prefetch reception areas 1 to 4 are set. Each time the sub-control circuit 60 receives the PCT-Fig. 1 prefetch data from the main control circuit 40, it stores the reception result of the PCT-Fig. 1 prefetch data in one of the PCT-Fig. 1 prefetch reception areas 1 to 4. In these PCT-Fig. 1 prefetch reception areas 1 to 4, the storage priorities are set in descending order as "PCT-Fig. 1 prefetch reception area 1", "PCT-Fig. 1 prefetch reception area 2", "PCT-Fig. 1 prefetch reception area 3", and "PCT-Fig. 1 prefetch reception area 4". The storage process of the PCT-Fig. 1 prefetch data is performed on the one with the highest priority among the empty PCT-Fig. 1 prefetch reception areas 1 to 4, which has the largest number.

[0111] When the sub-control circuit 60 starts displaying the image of the effect symbol game in response to receiving the PCT-Fig. 1 game data, it arranges the "PCT-Fig. 1 prefetch reception areas 1 to 4". This process deletes the PCT-Fig. 1 prefetch data from the "PCT-Fig. 1 prefetch reception area 4". If the PCT-Fig. 1 prefetch data is stored in the "PCT-Fig. 1 prefetch reception area 3", the PCT-Fig. 1 prefetch data is shifted to the "PCT-Fig. 1 prefetch reception area 4". If the PCT-Fig. 1 prefetch data is stored in the "PCT-Fig. 1 prefetch reception area 2", the PCT-Fig. 1 prefetch data is shifted to the "PCT-Fig. 1 prefetch reception area 3". If the PCT-Fig. 1 prefetch data is stored in the "PCT-Fig. 1 prefetch reception area 1", the PCT-Fig. 1 prefetch data is shifted to the "PCT-Fig. 1 prefetch reception area 2". That is, the same PCT-Fig. 1 prefetch data as that in the PCT-Fig. 1 prefetch areas 1 to 4 of the main control circuit 40 is always stored in the same order in the PCT-Fig. 1 prefetch reception areas 1 to 4 of the sub-control circuit 60.

[0112] In the RAM of the sub-control circuit 60, as shown in FIG. 18(c), special figure 2 pre-read reception areas 1 to 4 are set. Each time the sub-control circuit 60 receives special figure 2 pre-read data from the main control circuit 40, it stores the reception result of the special figure 2 pre-read data in one of the special figure 2 pre-read reception areas 1 to 4. In these special figure 2 pre-read reception areas 1 to 4, the storage priorities are set in descending order as "special figure 2 pre-read reception area 1", "special figure 2 pre-read reception area 2", "special figure 2 pre-read reception area 3", and "special figure 2 pre-read reception area 4". The storage process of the special figure 2 pre-read data is performed for the one with the highest priority among the empty special figure 2 pre-read reception areas 1 to 4, which has the largest number.

[0113] When the sub-control circuit 60 starts displaying the image of the effect symbol game in response to receiving the special figure 2 game data, it arranges the "special figure 2 pre-read reception areas 1 to 4". This process is executed in the same procedure as that of the special figure 1 pre-read reception areas 1 to 4. In the special figure 2 pre-read reception areas 1 to 4 of the sub-control circuit 60, the same special figure 2 pre-read data as that in the special figure 2 pre-read areas 1 to 4 of the main control circuit 40 is always stored in the same order.

[0114] 6-6. Reserved effect In the display area E of the effect symbol display 28, as shown in FIG. 18(d), a reserved display area H0 is set. In each of the normal mode, chance mode, and speed mode, when the sub-control circuit 60 starts displaying the image of the current effect symbol game, it starts displaying one cloud image C in the reserved display area H0. When the sub-control circuit 60 stops displaying the image of the current effect symbol game, it erases the cloud image C from the reserved display area H0. When the image of the effect symbol game is being displayed, the cloud image C is continuously displayed in the reserved display area H0.

[0115] Within the display area E of the performance symbol indicator 28, as shown in FIG. 18(d), hold display areas H1 to H4 are set. These hold display areas H1 to H4 are arranged in a horizontal row. When the sub-control circuit 60 stores the FIG. 1 pre-read data in the FIG. 1 pre-read reception area 4 in the normal mode, one cloud image C is displayed in the hold display area H1. When the FIG. 1 pre-read data is stored in the FIG. 1 pre-read reception area 3, one cloud image C is displayed in the hold display area H2. When the FIG. 1 pre-read data is stored in the FIG. 1 pre-read reception area 2, one cloud image C is displayed in the hold display area H3. When the FIG. 1 pre-read data is stored in the FIG. 1 pre-read reception area 1, one cloud image C is displayed in the hold display area H4.

[0116] When the sub-control circuit 60 stores the FIG. 2 pre-read data in the FIG. 2 pre-read reception area 4 in each of the chance mode and the speed mode, one cloud image C is displayed in the hold display area H1. When the FIG. 2 pre-read data is stored in the FIG. 2 pre-read reception area 3, one cloud image C is displayed in the hold display area H2. When the FIG. 2 pre-read data is stored in the FIG. 2 pre-read reception area 2, one cloud image C is displayed in the hold display area H3. When the FIG. 2 pre-read data is stored in the FIG. 2 pre-read reception area 1, one cloud image C is displayed in the hold display area H4. That is, the hold performance is a performance that displays the number of cloud images C corresponding to the FIG. 1 hold count in the normal mode, and is a performance that displays the number of cloud images C corresponding to the FIG. 2 hold count in each of the chance mode and the speed mode.

[0117] 6-7. Symbol change performance 1 FIG. 19 illustrates the symbol change effect 1. This symbol change effect 1 is executed with the effect mode set to the normal mode, and is started by scrolling and displaying the three columns of effect symbols at the normal speed (see (a)). The scrolling display of these three columns of effect symbols is performed overlaid on the normal background image for the normal mode. In the symbol change effect 1, the scrolling display of the effect symbols in the leftmost column among the three columns stops at any one of the four even symbols of "2 4 6 8", and when the scrolling display of the effect symbols in the rightmost column among the three columns stops at the same even symbol as the left column, a reach state of the even symbol occurs (see (b)). When this reach state occurs, the scrolling speed of the effect symbols in the middle column decreases from the normal speed to the low speed for the normal reach effect, and when the scrolling display of the effect symbols in the middle column at the low speed stops at an odd symbol different from both the effect symbols in the left column and the effect symbols in the right column, the three columns of effect symbols form a combination of off-reach on the normal background (see (c)).

[0118] The symbol change effect 1 changes the normal background image to a cosmic background image with a combination of off-reach of the three-column effect symbols (see d). This cosmic background image imitates the cosmic space. When the normal background image is changed to the cosmic background image, the effect symbols in the left column and the right column are each switched from the scroll stop state to the scroll display state simultaneously (see e). The scroll display of these effect symbols in the left column and the right column is performed at a low speed slower than the normal speed, and each of the effect symbols in the left column and the right column is switched from the low-speed scroll state to the scroll stop state simultaneously. The scroll stop of these effect symbols in the left column and the right column is performed on the cosmic background image, and when it is determined as off, it is performed with an even symbol different from the effect symbol in the middle column (see g). The scroll stop of these effect symbols in the left column and the right column is performed with the same odd symbol as the effect symbol in the middle column when it is determined as a big win (see f). When the scroll display of the effect symbols in the left column and the right column stops with the same odd symbol as the effect symbol in the middle column, the player is notified that the sure-variable electric support state is set after the big win game is executed in the big win game pattern L of 16R according to the combination of the three-column effect symbols becoming an odd big win combination.

[0119] 6-8. Symbol change effect 2 Figure 20 illustrates the symbol change effect 2. This symbol change effect 2 is executed in a state where the effect mode is set to the normal mode and is started by scrolling and displaying the three-column effect symbols at the normal speed (see a). The scroll display of these three-column effect symbols is performed overlaid on the normal background image. In the symbol change effect 2, first, the scroll display of the effect symbols in the left column stops with any one of the four even symbols of "2 4 6 8", and second, when the scroll display of the effect symbols in the right column stops with the same even symbol as the left column, a reach state of the even symbol occurs on the normal background (see b). When this reach state occurs, the scroll speed of the effect symbols in the middle column decreases from the normal speed to the low speed for the normal reach effect.

[0120] The symbol change effect 2 changes the normal background image to a cosmic background image in the reach state of the even symbols of the three-column display symbols (refer to c). When the normal background image is changed to the cosmic background image, a swaying effect is started in which each of the left-column display symbols and the right-column display symbols sways in the left-right direction (refer to d). This swaying effect is performed on the cosmic background image. When the swaying effect is started, each of the left-column display symbols and the right-column display symbols is simultaneously switched from the swaying state to the stationary state (refer to e). The stationary display of each of these left-column display symbols and right-column display symbols is performed with the same one of the five odd symbols of "1 3 5 7 9". When each of the left-column display symbols and the right-column display symbols is stationary-displayed with an odd symbol, a reach state with an odd symbol occurs on the cosmic background image.

[0121] The symbol change effect 2 switches the middle-column display symbol from the low-speed scroll state to the scroll stop state in the reach state of the odd symbols of the three-column display symbols. When the scroll stop of the middle-column display symbol is determined to be off, it is performed with an even symbol different from each of the left-column display symbols and the right-column display symbols (refer to g). When the scroll stop of the middle-column display symbol is determined to be a big win, it is performed with the same odd symbol as each of the left-column display symbols and the right-column display symbols (refer to f). When the scroll stop of the middle-column display symbol is performed with the same odd symbol as the left-column display symbols and the right-column display symbols, after the big win game is executed in the big win game pattern L of 16R according to the combination of the three-column display symbols being an odd big win combination, the player is notified that the sure change electric support state is set.

[0122] Figure 21(a) shows the symbol change effect process. This symbol change effect process is activated every time the sub-control circuit 60 receives the game data of Special Figure 1 from the main control circuit 40. The sub-control circuit 60 selects either symbol change effect 1, symbol change effect 2, or the normal reach effect in the symbol change effect process. When symbol change effect 1 is selected, symbol change effect 1 is executed in the current effect symbol game. When symbol change effect 2 is selected, symbol change effect 2 is executed in the current effect symbol game. When the normal reach effect is selected, the normal reach effect is executed in the current effect symbol game.

[0123] When the sub-control circuit 60 activates the symbol change effect process, it determines in S201 whether the current effect mode is the normal mode. If it is determined here that it is the normal mode, the process proceeds to S202, and it is determined whether there is either of the special figure variation patterns "PO05" and "PH05" for the normal reach effect in the reception result of the game data of Special Figure 1. If it is determined here that there is a special figure variation pattern for the normal reach effect, the process proceeds to S203, and it is determined whether there is a determination result of "big win symbol 1" for the sure change power support in the reception result of the game data of Special Figure 1. If it is determined here that there is a determination result of "big win symbol 1", the process proceeds to S204, and the symbol change effect table 1 is detected from the ROM.

[0124] If the sub-control circuit 60 determines in S203 that there is no determination result of "big win symbol 1" for the sure change power support in the reception result of the game data of Special Figure 1, the process proceeds to S206, and it is determined whether there is a determination result of a miss in the reception result of the game data of Special Figure 1. If there is either the determination result of a big win with "big win symbol 2" or the determination result of a big win with "big win symbol 3", the process proceeds to S208, and it is determined to execute the normal reach effect in the current effect symbol game. If the sub-control circuit 60 determines in S206 that there is a determination result of a miss, the process proceeds to S207, and the symbol change effect table 2 is detected from the ROM.

[0125] FIG. 21(b) is the symbol change effect table 1. The symbol change effect table 1 is set by assigning a high selection probability to the symbol change effect 2, an intermediate selection probability to the symbol change effect 1, and a low selection probability to the normal reach effect. FIG. 21(c) is the symbol change effect table 2. The symbol change effect table 2 is set by assigning a high selection probability to the normal reach effect and low selection probabilities to each of the symbol change effect 1 and the symbol change effect 2.

[0126] When the sub-control circuit 60 finishes S204 or S207, it shifts to S205 and selects one of the symbol change effect 1, the symbol change effect 2, and the normal reach effect from the selection result of the symbol change effect table with a probability corresponding to the selection probability. That is, the symbol change effect 2 is set with the highest probability of hitting a jackpot with an odd symbol among the symbol change effect 1, the symbol change effect 2, and the normal reach effect, the symbol change effect 1 is set with an intermediate probability, and the normal reach effect is set with the lowest probability.

[0127] FIG. 22 shows the flow of the effect symbol game when the special figure variation pattern for the normal reach effect is selected in the normal mode. In this case, the effect symbol game starts with an image in which three columns of effect symbols are scrolled and displayed on the normal background image (P1), and the three columns of effect symbols enter the reach state. [1] When the reach state of the three columns of effect symbols occurs with an odd symbol (P2), the normal background image is not changed to the cosmic background image, and when the scroll display of the middle column of effect symbols stops on the normal background image, the three columns of effect symbols become either a combination of odd jackpots or a combination of odd off-reaches (P3), and the combination of the three columns of effect symbols is determined (P11).

[0128] [2]When the reach state of the three-column effect symbols occurs with an even symbol (P4), and in response to the scroll display of the middle-column effect symbols stopping on the normal background image without the normal background image being changed to the cosmic background image, when the combination of the three-column effect symbols becomes an even jackpot combination (P5), the combination of the three-column effect symbols is determined (P11). [3]When the reach state of the three-column effect symbols occurs with an even symbol (P4), and in response to the scroll display of the middle-column effect symbols stopping on the normal background image without the normal background image being changed to the cosmic background image, when the combination of the three-column effect symbols becomes an even non-jackpot reach combination (P6), Symbol Change Effect 1 is started in response to the normal background image being changed to the cosmic background image (P7). In this case, with the middle column in the scroll stop state, the scroll displays of the left-column effect symbols and the right-column effect symbols resume on the cosmic background image (P8), and when the scroll displays of the left-column effect symbols and the right-column effect symbols stop simultaneously on the cosmic background image, the combination of the three-column effect symbols becomes either an odd jackpot combination or an odd non-jackpot reach combination on the cosmic background image (P9), and the combination of the three-column effect symbols is determined (P11). [4]When the reach state of the three-column effect symbols occurs with an even symbol (P4), and when the normal background image is changed to the cosmic background image in the reach state (P10), each of the left-column effect symbols and the right-column effect symbols is changed from an even symbol to an odd symbol, and in response to the occurrence of the reach state with an odd symbol, Symbol Change Effect 2 is started (P12). In this case, when the scroll display of the middle-column effect symbols stops on the cosmic background image, the combination of the three-column effect symbols becomes either an odd jackpot combination or an odd non-jackpot reach combination on the cosmic background image (P9), and the combination of the three-column effect symbols is determined (P11).

[0129] 7-1. Main Processing Upon power-on, the sub-control circuit 60 detects the main processing program in Fig. 23(a) from the ROM, sets access permission to the RAM at S101, and sets interrupt inhibition at S102. Then, it updates the values of a plurality of random numbers in the RAM in the random number update process at S103, enables interrupts at S104, and then repeats S102 to S104. During this interrupt enable state, the activation of the reception interrupt process at S105 and the timer interrupt process at S106 are permitted. 7-2. Reception Interrupt Process Each time the STB signal from the main control circuit 40 is input to the INT terminal, the sub-control circuit 60 activates the reception interrupt process at S105. This reception interrupt process is executed with priority over the timer interrupt process at S106. The sub-control circuit 60 stores commands and the like transmitted by the main control circuit 40 in the output process at S11 in Fig. 8 in the reception buffer of the RAM in the reception interrupt process.

[0130] 7-3. Timer Interrupt Process Each time a timer interrupt signal is input at a fixed period, the sub-control circuit 60 activates the timer interrupt process at S106. Fig. 23(b) shows the timer interrupt process at S106. The sub-control circuit 60 performs the received command analysis process at S111 and the winning ball acquisition effect process at S112 in the timer interrupt process. In response to performing the winning ball acquisition effect process at S112, the sub-control circuit 60 displays an image of the winning ball acquisition effect on the effect symbol display 28.

[0131] 7-3―1. Received Command Analysis Process Figure 24(a) shows the reception command analysis process of S111. The sub-control circuit 60 determines at S121 whether the prior-reading data of Figure 1 or the prior-reading data of Figure 2 from the main control circuit 40 is stored in the reception buffer. If it is determined that the prior-reading data of Figure 1 or the prior-reading data of Figure 2 is stored, the process proceeds to S122, and the prior-reading data of Figure 1 or the prior-reading data of Figure 2 in the reception buffer is shifted to the prior-reading area of the RAM for figures. In this prior-reading area for figures, prior-reading reception areas 1 to 4 for Figure 1 and prior-reading reception areas 1 to 4 for Figure 2 are set. The sub-control circuit 60 shifts the prior-reading data of Figure 1 to any one of the prior-reading reception areas 1 to 4 for Figure 1 in the same procedure as the main control circuit 40, and shifts the prior-reading data of Figure 2 to any one of the prior-reading reception areas 1 to 4 for Figure 2 in the same procedure as the main control circuit 40. That is, the same prior-reading data of Figure 1 and the prior-reading data of Figure 2 as those of the main control circuit 40 are stored in the RAM of the sub-control circuit 60.

[0132] The sub-control circuit 60 determines at S123 in Figure 24(a) whether the game data of Figure 1 or the game data of Figure 2 from the main control circuit 40 is stored in the reception buffer. If it is determined that the game data of Figure 1 or the game data of Figure 2 is stored, the symbol game performance start process of S124 is executed. Figure 24(b) shows the symbol game performance start process of S124. The sub-control circuit 60 detects at S141 the reception result of the game data of Figure 1 (the determination result of success or failure, the determination result of the jackpot type, the determination result of the symbol variation pattern, and the determination result of the presence or absence of a fall) or the reception result of the game data of Figure 2 (the determination result of success or failure, the determination result of the jackpot type, the determination result of the symbol variation pattern, and the determination result of the presence or absence of a fall) from the reception buffer. The symbol change performance process in Figure 21(a) is executed in the symbol game performance start process of S124.

[0133] When the sub-control circuit 60 finishes S141 in FIG. 24(b), it sets the combination of the three-column effect symbols at S142. These three-column effect symbols are set to an odd-numbered "big win combination" when the win / loss detection result is "big win" and the big win type detection result is "big win symbol 1" or "big win symbol 3", and are set to an even-numbered "big win combination" when the win / loss detection result is "big win" and the big win type detection result is "big win symbol 2". These effect symbols are set to a "miss reach combination" when the win / loss detection result is "miss" and the variation pattern detection result is "PH01 - PH05" for miss, are set to a "complete miss combination" when the variation pattern detection result is "PH06 - PH07" for complete miss, and a "temporary miss reach combination" is additionally set when the variation pattern detection result is "PH08, PO08" for pseudo-variation effect. When the sub-control circuit 60 finishes S142, at S143 it detects video data corresponding to the variation pattern detection result from the CGROM, and starts displaying an image of the effect symbol game on the effect symbol display 28 in response to starting the reproduction of the detection result of the video data.

[0134] The sub-control circuit 60 determines at S125 in FIG. 24(a) whether the variation stop command 1 or the variation stop command 2 from the main control circuit 40 is stored in the reception buffer. If it determines that the variation stop command 1 or the variation stop command 2 is stored, it definitely displays the three-column effect symbols with the setting result of the combination at S124 in the symbol game effect stop process of S126.

[0135] The sub-control circuit 60 determines at S127 in FIG. 24(a) whether or not the jackpot game start command from the main control circuit 40 is stored in the reception buffer. When it is determined that the jackpot game start command is stored, in response to starting the reproduction of the video data for the jackpot game performance in the jackpot game performance start process at S128, the background image for the jackpot game performance is started to be displayed on the performance symbol display 28. When the round upgrade performance is set, the image of the round upgrade performance is displayed in the 8th round. This sub-control circuit 60 determines at S129 whether or not the jackpot game stop command from the main control circuit 40 is stored in the reception buffer. When it is determined that the jackpot game stop command is stored, in response to stopping the reproduction of the video data for the jackpot game performance in the jackpot game performance stop process at S130, the background image for the jackpot game performance is erased.

[0136] According to the above-described first embodiment, the following effects can be obtained. When "the 16R jackpot game L in which the V winning opening of the big winning opening 19 is opened so that the game ball can win" is executed, the image of the performance symbol game is performed by either the symbol change performance 1 or the symbol change performance 2. The symbol change performance 1 is to change the three-column performance symbols from the reach state to a non-reach combination and then change from the non-reach combination to an odd jackpot combination. After the three-column performance symbols are set to the non-reach combination, the normal background image is changed to the cosmic background image, and the image in which the three-column performance symbols are changed from the non-reach combination to the odd jackpot combination is displayed on the cosmic background image. The symbol change performance 2 is to set the three-column performance symbols in the reach state and then change from the reach state to an odd jackpot combination. After the three-column performance symbols are set to the reach state, the normal background image is changed to the cosmic background image, and the image in which the three-column performance symbols are changed from the reach state to the odd jackpot combination is displayed on the cosmic background image. Therefore, it becomes possible to show the player in an interesting manner that the three-column performance symbols become an odd jackpot combination, and it also becomes possible to suggest to the player in advance that "the 16R jackpot game L in which the V winning opening of the big winning opening 19 is opened so that the game ball can win" is to be executed from the process in which the three-column performance symbols become an odd jackpot combination.

[0137] In the above-described Example 1, in addition to the invention described in the claims, the following [Reference Invention 1-1] to [Reference Invention 1-6] are described. There is a gaming machine configured to determine success or failure every time a start condition is satisfied and to notify a player of the determination result of success or failure with an image of a symbol game. The image of this symbol game changes a plurality of identification elements from a variable state to a variable stop state, and when the plurality of identification elements are in a winning combination in the variable stop state, a special game for opening a special ball entry port is started (see Japanese Patent Application Laid-Open No. 2010-17425). This conventional gaming machine only makes the plurality of identification elements into a winning combination through a state in which some of the plurality of identification elements stop changing and the rest continue to change, and can only give the player a monotonous interest of showing that the plurality of identification elements are approaching a winning combination.

[0138] [Reference Invention 1-1] Determination means for determining success or failure every time a start condition is satisfied, A display for displaying an image of a symbol game in which a plurality of identification elements are changed from a variable state to a variable stop state in a combination according to the determination result of success or failure, Special game means for executing a special game for opening a special ball entry port in any one of a plurality of game patterns when a plurality of identification elements are displayed in a winning combination on the display, The display is for displaying an image of a symbol game, and symbol game means for making "a state in which some of the plurality of identification elements stop changing and the rest continue to change" before making the plurality of identification elements into a winning combination with the image of the symbol game, Background display means for displaying a background image of the symbol game on the display, When the special game is executed in one of the plurality of game patterns, the symbol game means displays the image of the symbol game in either "a first effect pattern in which all the identification elements are changed from a partially stopped state to a losing combination in which all the identification elements stop changing and then changed from the losing combination to a winning combination" or "a second effect pattern in which the plurality of identification elements are made into a partially stopped state and then changed from the partially stopped state to a winning combination", When the background display means displays the image of the symbol game in the first effect pattern, after a plurality of identification elements are set in a non-winning combination, when the background image is changed to another background image, a plurality of identification elements are changed from the non-winning combination to a winning combination, and an image is displayed on the other background image. When the image of the symbol game is displayed in the second effect pattern, after a plurality of identification elements are set in a partially stopped state, when the background image is changed to another background image, a plurality of identification elements are changed from the partially stopped state to a winning combination, and an image is displayed on the other background image. The gaming machine is characterized in that According to the above means, when the special game is executed in one game pattern, the image of the symbol game is displayed in either the first effect pattern or the second effect pattern. The first effect pattern changes a plurality of identification elements from a partially stopped state to a non-winning combination and then changes from the non-winning combination to a winning combination. After a plurality of identification elements are set in a non-winning combination, the background image is changed to another background image, and an image in which a plurality of identification elements are changed from the non-winning combination to a winning combination is displayed on the other background image. The second effect pattern changes a plurality of identification elements from a partially stopped state to a winning combination. After a plurality of identification elements are set in a partially stopped state, the background image is changed to another background image, and an image in which a plurality of identification elements are changed from the partially stopped state to a winning combination is displayed on the other background image. Therefore, it is possible to show the player the fact that a plurality of identification elements become a winning combination in an interesting manner, and it is also possible to suggest to the player in advance that the special game is executed in one game pattern from the process in which a plurality of identification elements become a winning combination. This corresponds to the start condition of "all of the special figure 1 game, the special figure 2 game, the small win game, and the big win game stopping" being satisfied in the embodiment. The "main control circuit 40" corresponds to a determination means and a special game means. Each of the "left column effect symbols", the "middle column effect symbols", and the "right column effect symbols" corresponds to an identification element. The "scroll state" corresponds to a variable state. The "scroll stop state" corresponds to a variable stop state. The "effect symbol game" corresponds to a symbol game. The "effect symbol display 28" corresponds to a display. The "big winning opening 19" corresponds to a special ball entry opening. Each of the "big win game pattern L in which the V winning opening of the big winning opening 19 is opened so that a game ball can win", the "big win game pattern S in which the V winning opening of the big winning opening 19 is opened so that a game ball can win", and the "big win game pattern S in which the V winning opening of the big winning opening 19 is not opened" corresponds to a game pattern. The "big win game pattern L in which the V winning opening of the big winning opening 19 is opened so that a game ball can win" corresponds to one game pattern. The "sub control circuit 60" corresponds to a symbol game means and a background display means. The "big win combination of the three columns of effect symbols" corresponds to a winning combination. The "reach state of the three columns of effect symbols" corresponds to a partially stopped state. The "symbol change effect 1" corresponds to a first effect pattern. The "symbol change effect 2" corresponds to a second effect pattern. The "normal background image" corresponds to a background image. The "cosmic background image" corresponds to another background image. The "off-reach combination of the three columns of effect symbols" corresponds to an off combination.

[0139] [Reference Invention 1-2] The game machine according to [Reference Invention 1-1], wherein the background display means displays the same type of background image in each case where a plurality of identification elements are in a stopped state in the first effect pattern and where a plurality of identification elements are in a stopped state in the second effect pattern. The "normal background image" in the embodiment corresponds to the same type of background image. [Reference Invention 1-3] The background display means is the gaming machine described in [Reference Invention 1-1], which is characterized in that when a plurality of identification elements are changed from a non-winning combination to a winning combination in the first effect pattern and when a plurality of identification elements are changed from a partial stop state to a winning combination in the second effect pattern, different background images of the same type are displayed respectively. The "cosmic background image" in the embodiment corresponds to another background image.

[0140] [Reference Invention 1-4] When the special game is executed in a game pattern different from the one game pattern, the symbol game means displays an image of the symbol game in a "third effect pattern in which a plurality of identification elements are made to be in a partial stop state and then changed from the partial stop state to a winning combination". When the image of the symbol game is displayed in the third effect pattern, the background display means is characterized in that a plurality of identification elements are made to be in a partial stop state on the same background image as each of the first effect pattern and the second effect pattern, and then changed from the partial stop state to a winning combination on the background image, which is the gaming machine described in [Reference Invention 1-1]. The "normal reach effect" in the embodiment corresponds to the third effect pattern, and the "big win game pattern S in which the V winning opening of the big winning opening 19 for non-probability variable electric support is not opened" corresponds to another game pattern. [Reference Invention 1-5] In the third effect pattern, the symbol game means is characterized in that a plurality of identification elements are made to be in a partial stop state of a type different from both the first effect pattern and the second effect pattern, which is the gaming machine described in [Reference Invention 1-4]. The "reach state with odd symbols" in the embodiment corresponds to the partial stop state in each of the first effect pattern and the second effect pattern, and the "reach state with even symbols" corresponds to a partial stop state of a type different from both the first effect pattern and the second effect pattern.

[0141] [Reference Invention 1-6] Determination means for determining success or failure every time a start condition is satisfied; A display on which an image of a symbol game is displayed, where a plurality of identification elements are changed from a variable state to a variable stop state in a combination according to the determination result of pass or fail; A symbol game means for displaying an image of a symbol game on the display, and setting "a state in which some of the plurality of identification elements stop changing and the rest are in a partially stopped state of changing" before making a combination of the plurality of identification elements into a winning combination in the image of the symbol game; It includes background display means for displaying a background image of a symbol game on the display; When a high-probability state for determining a win with a high probability is set, the symbol game means displays either "a first effect pattern in which a plurality of identification elements are changed from a partially stopped state to a combination of misses where all identification elements stop changing and then changed from the combination of misses to a combination of an odd number of wins" or "a second effect pattern in which a plurality of identification elements are set in a partially stopped state and then changed from the partially stopped state to a combination of an odd number of wins"; When the image of the symbol game is displayed in the first effect pattern, the background display means displays an image in which the plurality of identification elements are changed from a combination of misses to a combination of an odd number of wins on the other background image in response to changing the background image to another background image after the plurality of identification elements are set in a combination of misses; A gaming machine characterized in that when the image of the symbol game is displayed in the second effect pattern, an image in which the plurality of identification elements are changed from a partially stopped state to a combination of an odd number of wins is displayed on the other background image in response to changing the background image to another background image after the plurality of identification elements are set in a partially stopped state. According to the above means, when a high-probability state is set, the image of the symbol game is displayed in either the first effect pattern or the second effect pattern. The first effect pattern is to change a combination of a plurality of identification elements from a partially stopped state to a non-winning combination and then change the non-winning combination to an odd-win combination. After the plurality of identification elements are set to the non-winning combination, the background image is changed to another background image, and an image in which the plurality of identification elements are changed from the non-winning combination to an odd-win combination is displayed on another background image. The second effect pattern is to set a plurality of identification elements to a partially stopped state and then change the partially stopped state to an odd-win combination. After the plurality of identification elements are set to the partially stopped state, the background image is changed to another background image, and an image in which the plurality of identification elements are changed from the partially stopped state to an odd-win combination is displayed on another background image. Therefore, it is possible to show the player that the plurality of identification elements become an odd-win combination in an interesting content, and it is also possible to suggest to the player in advance that a high-probability state is set from the process in which the plurality of identification elements become an odd-win combination. This corresponds to the start condition of "all of the special figure 1 game, the special figure 2 game, the small win game, and the big win game in the embodiment stopping" being satisfied. "The main control circuit 40" corresponds to the determination means. Each of the "left column effect symbols", the "middle column effect symbols", and the "right column effect symbols" corresponds to an identification element. The "scroll state" corresponds to a variable state. The "scroll stop state" corresponds to a variable stop state. The "effect symbol game" corresponds to the symbol game. The "effect symbol display 28" corresponds to the display. The "probability-variable power supply support state" corresponds to the high-probability state. The "sub-control circuit 60" corresponds to the symbol game means and the background display means. The "odd big win combination of the three-column effect symbols" corresponds to the odd-win combination. The "reach state of the three-column effect symbols" corresponds to the partially stopped state. The "symbol change effect 1" corresponds to the first effect pattern. The "symbol change effect 2" corresponds to the second effect pattern. The "normal background image" corresponds to the background image. The "cosmic background image" corresponds to another background image. The "non-winning reach combination of the three-column effect symbols" corresponds to the non-winning combination.

[0142] [Embodiment 2] Figures 25 to 27 illustrate the symbol cover effect. This symbol cover effect is executed when the sub-control circuit 60 receives any one of the winning special symbol variation pattern "PO05" for normal reach effect, the losing special symbol variation pattern "PH05" for normal reach effect, and the losing special symbol variation pattern "PH07" for all symbols simultaneous stop effect in the state where the effect mode is set to the chance mode. As shown in Figure 25, it is started by displaying the female symbol W1 on the symbol display device 28 in the scroll state of the three-column effect symbols (see a→b). This female symbol W1 imitates a sitting female pointing her finger to the sky, and the character symbol L1 of "Something might happen" is attached to the female symbol W1 (see b).

[0143] When the female symbol W1 and the character symbol L1 are displayed on the symbol display device 28 by the symbol cover effect, as shown in Figure 25, after the character symbol L1 is erased, the window symbol G1 is displayed in the initial state (see b→c). This window symbol G1 in the initial state is set to a colored opaque color, and it covers the middle-column effect symbols so that the player cannot visually recognize the existence of the middle-column effect symbols from the front. This window symbol G1 in the initial state is set to a size that cannot cover the left-column effect symbols and the right-column effect symbols, and each of the left-column effect symbols and the right-column effect symbols is made visible to the player in the initial state of the window symbol G1. This window symbol G1 in the initial state is displayed with the reduced female symbol W1 superimposed, and the player is notified that the symbol cover effect is continuing from the existence of the female symbol W1.

[0144] When the window symbol G1 is displayed in the initial state with the symbol cover effect on the performance symbol display 28, as shown in Fig. 25, the color of the window symbol G1 is changed from colored opaque to colored translucent (see d). This colored translucent color of the window symbol G1 enables the player to visually recognize that the performance symbols in the middle column exist in a scrolled-back state, and makes it impossible for the player to visually recognize the types of the performance symbols in the middle column (see the dashed line). After the window symbol G1 is changed from the colored opaque color to the colored translucent color, it is enlarged and displayed (see d→e). The enlarged display of this window symbol G1 is performed in the colored translucent color, and an unfinished ending and a reached ending are set for the enlarged display of the window symbol G1.

[0145] As shown in Fig. 25, the unfinished ending of the enlarged display of the window symbol G1 ends when the enlarged display of the window symbol G1 reaches a size where the window symbol G1 covers both the performance symbols in the left column and the performance symbols in the right column from the front (see e). This window symbol G1 with the unfinished ending enables the player to visually recognize the existence of each of the performance symbols in the left column and the performance symbols in the right column, and makes it impossible for the player to visually recognize the types of each of the performance symbols in the left column and the performance symbols in the right column (see the dashed line). When the enlarged display of this window symbol G1 ends with the unfinished ending, as shown in Fig. 26, after the female symbol W1 is erased, the female symbol W2 is displayed overlapping the window symbol G1 (see a). This female symbol W2 is displayed in the internal area of the window symbol G1 and is set to a moving image of walking from right to left. This female symbol W2 is erased in a state where it has stepped out of the external area of the window symbol G1 from the left end of the window symbol G1 (see b), and when the female symbol W2 is erased, the female symbol W3 is displayed overlapping the window symbol G1 (see c). This female symbol W3 imitates a woman in a squatting posture facing downwards, and the character symbol L3 of "Maybe it's a pity" is attached to the female symbol W3. These female symbol W3 and character symbol L3 are erased together with the window symbol G1, and when the window symbol G1 to the character symbol L3 are erased, the performance symbols in the three columns are displayed in a completely off combination so as to be visible to the player (see d).

[0146] As shown in FIG. 27, the end of the enlarged display of the window pattern G1 is a larger size than the end of the unreached end (see a), and is displayed for a longer time than the end of the unreached end. When the enlarged display of this window pattern G1 is ended with the end of the reached end, the woman pattern W1 is erased and then a woman pattern W2 walking from right to left is displayed in front of the window pattern G1, superimposed on it. This woman pattern W2 is erased with a part of it walking out from the left edge of the window pattern G1 into the outside area of ​​the window pattern G1 (see b), and when the woman pattern W2 is erased, a woman pattern W4 is displayed in front of the window pattern G1, superimposed on it (see c). This woman pattern W4 is modeled after a woman raising her head in a cheering pose, and the text pattern L4 saying "Look forward to it" is attached to the woman pattern W4. The female symbol W4 and the letter symbol L4 are erased together with the window symbol G1, and when the window symbol G1 through the letter symbol L4 are erased, three rows of performance symbols are displayed so as to be visible to the player (see d).

[0147] As shown in Fig. 27, the middle row of three performance patterns is displayed in a state where it is scrolled at a slow speed for normal reach performance, which is slower than the normal speed (see d), and the left row and right row performance patterns are displayed in a state where they are scrolled and stopped with the same number pattern as each other. That is, when the enlarged display of the window pattern G1 is completed with the end of the reach, the three rows of performance patterns become visible in a reach state, and when it is determined that there is a big win, the three rows of performance patterns become a big win combination in response to the slow scroll display of the middle row performance patterns stopping with the same number pattern as the left row performance patterns and the right row performance patterns (see e1), and when it is determined that there is a miss, the three rows of performance patterns become a miss reach combination in response to the slow scroll display of the middle row performance patterns stopping with a number pattern different from either the left row performance patterns or the right row performance patterns (see e2).

[0148] 28(a) shows the pattern cover effect processing. This pattern cover effect processing is started every time the sub-control circuit 60 receives the special pattern 2 game data from the main control circuit 40, and the sub-control circuit 60 judges whether to execute the pattern cover effect, the normal reach effect, or the all-pattern simultaneous stop effect in the pattern cover effect processing, and if it is judged that the pattern cover effect is executed, it executes the pattern cover effect in the current performance pattern game, if it is judged that the normal reach effect is executed, it executes the normal reach effect in the current performance pattern game, and if it is judged that the all-pattern simultaneous stop effect is executed, it executes the all-pattern simultaneous stop effect in the current performance pattern game.

[0149] When the sub-control circuit 60 starts the pattern cover effect processing, it judges whether the current effect mode is the chance mode in S301. If it judges that it is the chance mode, it moves to S302 and judges whether the special pattern variation pattern "PO05" or "PH05" for normal reach effect is present in the reception result of the special pattern 2 game data. If it judges that there is a special pattern variation pattern for normal reach effect, it moves to S303 and judges whether there is a jackpot judgment result in the reception result of the special pattern 2 game data. If it judges that there is a jackpot judgment result, it detects the pattern cover effect table 1 from the ROM in S304, and if there is a miss judgment result, it detects the pattern cover effect table 2 from the ROM in S305. Figure 28 (b) is the pattern cover effect table 1, and the pattern cover effect table 1 is set by assigning a high selection probability to the pattern cover effect of the end of the reach and a low selection probability to the normal reach effect. FIG. 28(c) shows the symbol cover effect table 2, which is set by allocating a high selection probability to the normal reach effect and a low selection probability to the symbol cover effect of the reached ending.

[0150] When S304 or S305 is completed, the sub-control circuit 60 proceeds to S306, and selects either the symbol cover effect of the end of the reach or the normal reach effect from the selection result of the symbol cover effect table with a probability according to the selection probability. That is, the symbol cover effect of the end of the reach has a higher probability of winning than the normal reach effect, and when the symbol cover effect progresses to the end of the reach, the three rows of effect symbols become a combination of big wins with a high probability.

[0151] If the sub-control circuit 60 judges in S302 that there is no special pattern for normal reach performance in the reception result of the special pattern 2 game data, it proceeds to S307 and judges whether there is a special pattern pattern "PH07" for the miss all-pattern simultaneous stop performance in the reception result of the special pattern 2 game data. If it judges that there is a special pattern pattern for the all-pattern simultaneous stop performance, it proceeds to S308 and detects the pattern cover performance table 3 from the ROM. This pattern cover performance table 3 is set by assigning a low selection probability to the pattern cover performance of the unachieved conclusion and a high selection probability to the all-pattern simultaneous stop performance (see d). When the sub-control circuit 60 finishes S308, it proceeds to S306 and selects either the pattern cover performance of the unachieved conclusion or the all-pattern simultaneous stop performance from the pattern cover performance table 3 with a probability according to the selection probability. In other words, the pattern cover performance of the unachieved conclusion is set to a jackpot probability of "0%".

[0152] According to the above-mentioned second embodiment, the following effects are obtained. In the image of the effect pattern game, the image of the pattern cover effect is displayed before all of the effect patterns in the three columns are stopped from scrolling. The image of this pattern cover effect makes all of the effect patterns in the three columns invisible to the player in the scroll state, and is quickly erased with the ending not reached when the result of the judgment of whether or not the win is a miss. When the image of this pattern cover effect is erased with the ending not reached, the three columns of effect patterns become visible as a definite completely miss combination. Therefore, when the image of the pattern cover effect is quickly erased with the ending not reached from the player's point of view, it is determined that the three columns of effect patterns will be a completely miss combination, so when the three columns of effect patterns become a completely miss combination, it is possible to quickly end the player's expectation for a big win. On the other hand, when the image of the pattern cover effect is erased with the ending reached after progressing to the ending reached, the effect patterns in the middle column of the three columns of effect patterns become visible in the scroll state, and the effect patterns in the left column and the effect patterns in the right column become visible with the scrolling stopped. Therefore, when the symbol cover effect progresses to the reached conclusion from the player's point of view, the three rows of effect symbols become visible in a reach state, which may result in a jackpot combination, thereby making it possible to maintain the player's anticipation of a jackpot for a long period of time.

[0153] [Example 3] 29 to 30 are diagrams for explaining the symbol cover effect that the sub-control circuit 60 executes in place of the symbol cover effect of the second embodiment. This symbol cover effect is executed when the sub-control circuit 60 receives either the special symbol variation pattern "PO05" of the big win for the normal reach effect or the special symbol variation pattern "PH05" of the miss for the normal reach effect while the effect mode is set to the chance mode, and is started by displaying the female symbol W1 and the letter symbol L1 on the effect symbol display 28 in the scroll state of the three columns of effect symbols as shown in FIG. 29 (see a→b). When the female symbol W1 and the letter symbol L1 are displayed, the left column effect symbols and the right column effect symbols are stopped from scrolling in order, so that the three columns of effect symbols are in the reach state, and when the three columns of effect symbols are in the reach state, the window symbol G1 is displayed in a colored, opaque color, so that the presence of the effect symbols in the middle column is made invisible to the player (see b→c).

[0154] The symbol cover effect has an unattained ending and an achieved ending. As shown in FIG. 29, the unattained ending is achieved by removing the window pattern G1 while leaving it in a colored, opaque color, and when the symbol cover effect ends with an unattained ending, the middle row of effect patterns becomes visible (see d). This middle row of effect patterns becomes visible when the scrolling is stopped, and consists of a number pattern different from both the left row and the right row of effect patterns. In other words, when the symbol cover effect ends with an unattained ending, the three rows of effect patterns are displayed as a missed reach combination that can be seen by the player.

[0155] As shown in Figure 30, the end result of the symbol cover performance is that the window pattern G1 is changed from a colored opaque color to a colored semi-transparent color (see a), and the window pattern G1 is erased with a colored semi-transparent color, and is displayed for a longer time than the end result of not reaching the performance. The colored semi-transparent color of this window pattern G1 makes it possible to visually recognize that the performance pattern in the middle row exists in a scrolling state backwards, and makes the type of the performance pattern in the middle row invisible (see dashed line). When this symbol cover performance ends with the end result of reaching, the performance pattern in the middle row becomes visible. The performance symbols in the middle row are made visible while being scrolled at a slow speed for a normal reach performance (see b), and if it is determined to be a jackpot, the slow scrolling display of the performance symbols in the middle row will stop at the same number pattern as the performance symbols in the left column and the right column, respectively, resulting in a jackpot combination of the three performance symbols (see c1), and if it is determined to be a miss, the slow scrolling display of the performance symbols in the middle row will stop at a number pattern different from both the performance symbols in the left column and the right column, resulting in a miss combination of the three performance symbols (see c2).

[0156] Fig. 31(a) shows the pattern cover effect processing. This pattern cover effect processing is executed by the sub-control circuit 60 in place of the pattern cover effect processing of Fig. 28(a), and the sub-control circuit 60 judges whether to execute the pattern cover effect or the normal reach effect in the pattern cover effect processing of Fig. 31(a), and executes the pattern cover effect in the current effect pattern game if it judges to execute the pattern cover effect, and executes the normal reach effect in the current effect pattern game if it judges to execute the normal reach effect.

[0157] When the sub-control circuit 60 starts the pattern cover effect process of FIG. 31(a), it judges whether the current effect mode is the chance mode or not in S311. If it judges that it is the chance mode, it moves to S312 and judges whether the special pattern variation pattern "PO05" or "PH05" for normal reach effect is present in the reception result of the special pattern 2 game data. If it judges that there is a special pattern variation pattern for normal reach effect, it moves to S313 and judges whether the reception result of the special pattern 2 game data has a jackpot judgment result or not. If it judges that there is a jackpot judgment result, it detects the pattern cover effect table 11 from the ROM in S314, and if there is a miss judgment result, it detects the pattern cover effect table 12 from the ROM in S315. FIG. 31(b) is the pattern cover effect table 11, and the pattern cover effect table 11 is set by assigning a high selection probability to the pattern cover effect of the end of the reach and a low selection probability to the normal reach effect. Figure 31 (c) shows the pattern cover effect table 12, which is set by assigning a high selection probability to the normal reach effect and a low selection probability to each of the pattern cover effects of the reached ending and the pattern cover effects of the unreached ending.

[0158] When the sub-control circuit 60 finishes S314, it shifts to S316 and selects either the symbol cover effect of the reached outcome or the normal reach effect from the symbol cover effect table 11 with a probability corresponding to the selection probability. When the sub-control circuit 60 finishes S315, it shifts to S316 and selects either the symbol cover effect of the reached outcome, the symbol cover effect of the unreached outcome, or the normal reach effect from the symbol cover effect table 12 with a probability corresponding to the selection probability. In other words, the symbol cover effect of the unreached outcome has a jackpot probability set to "0%", and when the symbol cover effect ends with the unreached outcome without progressing to the reached outcome, the three rows of effect symbols are always visible as a miss reach combination. The symbol cover effect of the reached ending has a higher probability of winning than the normal reach effect, and when the symbol cover effect progresses from an unreached ending to an reached ending, after the three rows of symbols become visible in the reach state, there is a high probability (less than 100%) of a winning combination.

[0159] In the above-mentioned Examples 2-3, in addition to the inventions described in the claims, the following [Reference Invention 2-1] to [Reference Invention 2-6] are described. There is a gaming machine that judges whether or not it is a win every time the starting condition is satisfied, and displays an image of the pattern game every time it judges whether or not it is a win. The image of the pattern game changes the identification pattern from a non-deterministic state to a deterministic state, and the player is notified of the judgment result of whether or not it is a win according to the type of the identification pattern in the deterministic state (see JP2010-17425A). This conventional gaming machine changes the identification pattern from a non-deterministic state to a deterministic state through a reach state in which part of the identification pattern is determined and the rest is not determined, and it could only give the player a monotonous interest of seeing the identification pattern approaching a deterministic winning state.

[0160] [Reference Invention 2-1] A determination means for determining whether or not a start condition is satisfied each time the start condition is satisfied; A display device displays an image of a symbol game in which the identification symbol is changed from a non-deterministic state to a deterministic state according to the result of the winning or losing judgment; A symbol game means for displaying an image of a symbol game on the display device; A cover effect image is displayed on the display device before the identification pattern is made to be in a definite state in the image of the pattern game, which makes a part or all of the non-determined part of the identification pattern invisible to the player, and the cover effect image is erased after progressing to either the reached ending or the unreached ending, The cover effect means includes: If the result of the win / loss judgment is incorrect, the cover image is erased with the ending not achieved. The symbol game means includes: This game machine is characterized in that, when the cover effect image is erased at an ending where the player has not reached the target, at least a part of the part of the identification pattern which has been made invisible by the cover effect image is displayed in a definite manner constituting a miss state, and, when the cover effect image is erased at an ending where the player has reached the target, at least a part of the part of the identification pattern which has been made invisible by the cover effect image is displayed in a non-deterministic manner, and then the identification pattern is displayed in a definite manner. According to the above means, the cover effect image is displayed before the identification pattern is made into a definite state in the image of the pattern game. The cover effect image hides part or all of the non-deterministic part of the identification pattern from the player, and is erased in the non-achieved ending when the result of the win / loss judgment is a miss. When the cover effect image is erased in the non-achieved ending, at least a part of the part of the identification pattern that the cover effect image made invisible is displayed in a definite state that constitutes a miss state. Therefore, since it is determined that the identification pattern will be in a miss state at the time when the cover effect image is erased in the non-achieved ending from the player's point of view, it is possible to quickly end the player's expectation for a win when the identification pattern state is confirmed as a miss. On the other hand, when the cover effect image is erased after progressing to the reached ending, at least a part of the part of the identification pattern that the cover effect image made invisible is displayed in a non-deterministic state, and then the identification pattern is displayed in a definite state. Therefore, when the image of the cover effect progresses to the final outcome, there is a possibility that the identification pattern will become a definite winning pattern in the player's line of sight, so it is possible to maintain the player's expectation of a win for a long period of time. In the embodiment, "all of the special symbol 1 game, the special symbol 2 game, the small win game, and the big win game are stopped" corresponds to the start condition being satisfied, the "main control circuit 40" corresponds to the determination means, the "three rows of performance symbols" corresponds to the identification symbol, "a state in which at least one of the three rows of performance symbols is scrolled and displayed" corresponds to an indefinite state of the identification symbol, "a state in which all of the three rows of performance symbols are stopped from scrolling" corresponds to a definite state of the identification symbol, "an image of the performance symbol game" corresponds to an image of the symbol game, the "performance symbol display 28" corresponds to the display, and the "sub-control circuit 60" corresponds to the symbol game means and the cover. It corresponds to a presentation means, the "image of the pattern cover presentation" corresponds to an image of the cover presentation, the "outcome of the image of the pattern cover presentation" corresponds to the outcome of the image of the cover presentation, the "outcome of the image of the pattern cover presentation" corresponds to the outcome of the image of the cover presentation, the "combination of a complete miss of three rows of presentation patterns", the "combination of a miss reach of three rows of presentation patterns" and the "jackpot combination of three rows of presentation patterns" correspond to definite hit modes of the identification patterns, and the "combination of a complete miss of three rows of presentation patterns" and the "combination of a miss reach of three rows of presentation patterns" each correspond to definite miss modes of the identification patterns.

[0161] [Reference Invention 2-2] The gaming machine described in [Reference Invention 2-1] is characterized in that it is equipped with a suggestion effect means for displaying on the display an image of a suggestion effect that gives a player advance notice that an image of a cover effect will begin to be displayed. In the embodiment, the "female pattern W1 and letter pattern L1" corresponds to the image of the suggestive performance, and the "sub-control circuit 60" corresponds to the suggestive performance means. [Reference Invention 2-3] The gaming machine described in [Reference Invention 2-1] is characterized in that the cover effect means displays the reached outcome of the cover effect image in a longer time than the unreached outcome. [Reference Invention 2-4] The gaming machine described in [Reference Invention 2-1] is characterized in that, when the image of the cover effect is erased due to an unachieved outcome, the entire identification pattern, including the part that was made invisible by the image of the cover effect, is displayed in a definite miss manner. [Reference Invention 2-5] The gaming machine described in [Reference Invention 2-1] is characterized in that, when the image of the cover effect is erased at the end of the reach, the pattern game means displays all of the identification pattern including the part of the cover effect image that was made invisible in a non-definite reach mode, and then displays it in either a definite win mode or a definite miss mode.

[0162] [Reference Invention 2-6] A determination means for determining whether or not a start condition is satisfied each time the start condition is satisfied; A display device displays an image of a symbol game in which the identification symbol is changed from a non-deterministic state to a deterministic state according to the result of the winning or losing judgment; A symbol game means for displaying an image of a symbol game on the display device; A cover effect image is displayed on the display device to make a part or all of the identification pattern invisible to a player before the identification pattern is determined in the image of the pattern game, and the cover effect image is erased after progressing to either the reached ending or the unreached ending, The symbol game means includes: This game machine is characterized in that when the image of the cover effect is erased at the end of the achievement, the identification pattern is displayed in a definite manner via a non-deterministic manner, and when the image of the cover effect is erased at the end of the non-achievement, the identification pattern is displayed in a definite manner without passing through the non-deterministic manner. According to the above means, the cover effect image is displayed before the identification symbol is made definite in the symbol game image. This cover effect image makes a part or all of the identification symbol invisible to the player, and is erased at either the unattained end or the reached end. When this cover effect image is erased at the unattained end, the identification symbol becomes visible in a definite manner, and when erased after progressing to the reached end, the identification symbol becomes visible in a non-deterministic manner and then becomes definite. Therefore, the symbol game image progresses in a different process depending on whether the cover effect image is erased at the unattained end or the reached end, improving the intrigue of the symbol game image. In the embodiment, "the special chart 1 game, the special chart 2 game, the small hit game, and the big hit game all stopping" corresponds to the start condition being satisfied, the "main control circuit 40" corresponds to the determination means, the "three rows of performance patterns" corresponds to the identification pattern, "a state in which at least one of the three rows of performance patterns is scrolled and displayed" corresponds to an indefinite state of the identification pattern, "a state in which the scrolling of all three rows of performance patterns has been stopped" corresponds to a definite state of the identification pattern, "the image of the performance pattern game" corresponds to the image of the pattern game, the "performance pattern display 28" corresponds to the display, the "sub-control circuit 60" corresponds to the pattern game means and the cover performance means, "the image of the pattern cover performance" corresponds to the image of the cover performance, "the outcome of the image of the pattern cover performance reaching" corresponds to the outcome of the image of the cover performance reaching, and "the outcome of the image of the pattern cover performance not reaching" corresponds to the outcome of the image of the cover performance not reaching.

[0163] [Example 4] As shown in Fig. 32, each of the nine types of performance symbols from "1" to "9" has two types set: normal symbol Nc (see upper row) and special symbol Sc (see lower row). Each of the special symbols Sc from "1" to "9" is set to the same hue and brightness as the normal symbol Nc of the same number, and is set to a lower saturation than the normal symbol Nc of the same number. In other words, the normal symbol Nc and the special symbol Sc have different display colors.

[0164] FIG. 33 explains the flow of images when any of the battle images BL1 to BL4 is displayed in the current performance symbol game. In this case, the left column performance symbols, the middle column performance symbols, and the right column performance symbols start scrolling at normal speed with normal symbols Nc (see a), and after the left column performance symbols stop scrolling with normal symbols Nc, the right column performance symbols stop scrolling with normal symbols Nc (see b). In the reach state of these three columns of performance symbols, the middle column performance symbols continue scrolling at normal speed with normal symbols Nc, and when a certain time has elapsed based on the occurrence of the reach state, the scroll speed of the middle column performance symbols is reduced from normal speed to a low speed, and a normal reach performance starts. During this normal reach performance, the middle column performance symbols continue scrolling at low speed with normal symbols Nc.

[0165] When a certain time has passed since the start of the normal reach effect, the left column effect symbols, the middle column effect symbols, and the right column effect symbols are erased from the display area E of the effect symbol display 28 as shown in Fig. 33, and when the left column effect symbols to the right column effect symbols are erased, one of the battle images BL1 to BL4 starts to be displayed (see c1). In this case, a mini symbol area Es is set in the upper right corner of the display area E, and an image of the saturation change effect and an image of the saturation return effect are displayed in the mini symbol area Es.

[0166] As shown in Fig. 33, the image of the saturation change effect starts by scrolling the effect patterns in three horizontal rows, the left row, the middle row, and the right row, in the mini-design area Es (see c1 / c2). This mini-design area Es is smaller in size than the display area E, and in the mini-design area Es, a special pattern Sc consisting of the same kind of number pattern as the effect pattern in the left column that was stopped from scrolling in the previous normal reach effect is statically displayed as the effect pattern in the left column, a special pattern Sc consisting of the same kind of number pattern as the effect pattern in the right column that was stopped from scrolling in the previous normal reach effect is statically displayed as the effect pattern in the right column, and a special pattern Sc of "1" to "9" is scrolled at a low speed as the effect pattern in the middle column.

[0167] When any of the battle images BL1 to BL4 ends with a winning outcome, the middle row of performance symbols in the mini pattern area Es scrolls and stops with the same number symbols as the left row and right row performance symbols, and three rows of performance symbols are displayed statically in the mini pattern area Es in a jackpot combination (see a1 / a2), as shown in Fig. 34. The middle row of performance symbols scroll and stop with the special symbol Sc, and when any of the battle images BL1 to BL4 ends with a winning outcome, the special symbol Sc is displayed in the mini pattern area Es as a jackpot combination as three rows of performance symbols.

[0168] When any of the battle images BL1 to BL4 ends in a losing outcome, the middle row of performance symbols in the mini pattern area Es scrolls and stops with a number pattern different from the left row and right row performance symbols, and three rows of performance symbols are displayed in the mini pattern area Es as a combination of a losing reach (see b1 / b2), as shown in Fig. 34. The middle row of performance symbols scrolls and stops with a special symbol Sc, and when any of the battle images BL1 to BL4 ends in a losing outcome, the special symbol Sc is displayed as a combination of a losing reach as a three-row performance symbol in the mini pattern area Es.

[0169] The image of the saturation return effect is executed when the special symbol Sc is displayed in the mini symbol area Es in a combination of a miss and a reach. The image of this saturation return effect changes the special symbol Sc in each row to a normal symbol Nc with the same number (see b2 / b4), and when the three rows of effect symbols in the mini symbol area Es are changed from the special symbol Sc to the normal symbol Nc, the three rows of effect symbols are also displayed in the display area E in a miss and a reach combination (see b3). The image of this saturation return effect is not executed when the special symbol Sc is displayed in the mini symbol area Es in a jackpot combination. In this case, the three rows of effect symbols are displayed in the display area E in a jackpot combination (see). The three rows of effect symbols in this display area E are made up of the special symbol Sc with the same number as the three rows of effect symbols in the mini symbol area Es.

[0170] According to the above-mentioned fourth embodiment, the following effects are obtained. During the game of the performance symbols, an image of the saturation change performance is displayed. This image of the saturation change performance is displayed before all of the three rows of identification symbols are stopped from scrolling, and the appearance of the performance symbols is changed from normal saturation to dark saturation for all of the three rows of performance symbols. Therefore, the player can be given a sense of expectation that something will happen during the game of the performance symbols in response to the display of the image of the saturation change performance. Moreover, when the image of the saturation change performance is displayed in the current game of the performance symbols, an image of the saturation return performance is displayed, and the saturation of the three rows of performance symbols is returned from dark saturation to normal saturation in the image of the saturation return performance. Therefore, the performance symbols are not displayed unnecessarily for a long time in dark saturation, so that the player does not get the misunderstanding that something will happen. In the above-mentioned Example 4, when it is determined that a jackpot has occurred, at the winning conclusion of each of the battle images BL1 to BL4, the three rows of performance symbols in the mini pattern area Es are converted into a jackpot combination with the special pattern Sc and then returned to the normal pattern Nc, and the three rows of performance symbols in the display area E are also statically displayed in the jackpot combination with the normal pattern Nc.

[0171] [Example 5] Each of the nine types of performance symbols from "1" to "9" has two types: normal and special. The special symbols from "1" to "9" are set to gold, and the odd numbers from "1" to "9" are set to red, and the even numbers from "2", "4", "6", and "8" are set to blue.

[0172] FIG. 35 explains the image of the color change effect and the image of the color return effect. The image of the color change effect is displayed when the sub-control circuit 60 receives the special pattern "PO05" for the big win and the special pattern "PH05" for the miss for the normal reach effect while the effect mode is set to the normal mode, and starts by scrolling the left column effect patterns, the middle column effect patterns, and the right column effect patterns at normal speed (see a). The scrolling of each of these columns is performed with normal patterns, and when the image of the color change effect starts to be displayed, the scrolling of the left column effect patterns stops with normal size normal patterns, and then the scrolling of the right column effect patterns stops with normal size normal patterns, so that the three columns of effect patterns enter a reach state (see b). In the reach state of the three columns of effect patterns, the scrolling of the middle column effect patterns at normal speed continues with normal patterns.

[0173] When a certain amount of time has elapsed based on the occurrence of a reach state in the image of the color change effect, the left column effect symbols are moved and displayed to the upper left corner of the display area E of the effect symbol display device 28, and the right column effect symbols are moved and displayed to the upper right corner of the display area E of the effect symbol display device 28, as shown in Fig. 35 (see c). Each of these left column effect symbols and right column effect symbols is made up of gold special symbols, and is statically displayed at a reduced size smaller than the normal size.

[0174] When reduced-sized special symbols are statically displayed as the left and right column performance symbols, the scroll speed of the middle column performance symbols is changed from normal speed to low speed (see c) as shown in Fig. 35, and a normal reach performance starts. During this normal reach performance, the slow scrolling display of the middle column performance symbols continues with normal symbols, and when a certain time has passed since the start of the normal reach performance, the scrolling display of the middle column performance symbols stops in the center of the display area E. This scrolling stop of the middle column performance symbols is performed with normal size normal symbols with the same numbers as the left column performance symbols and right column performance symbols if it is determined to be a jackpot (see d1), and is performed with normal size normal symbols with numbers different from both the left column performance symbols and right column performance symbols if it is determined to be a miss (see e1).

[0175] The image of the color return effect is executed when the middle row effect pattern stops scrolling as a normal pattern of normal size, and the three rows of effect patterns are displayed as a miss-reach combination. In this case, as shown in FIG. 35, the left row effect pattern moves from the upper left corner of the display area E to the left of the middle row effect pattern, and the right row effect pattern moves from the upper right corner of the display area E to the right of the middle row effect pattern, and the three rows of effect patterns are displayed in a horizontal line as a miss-reach combination (see e2). When these left row effect patterns and right row effect patterns are displayed as they move, they are changed from special to normal patterns, and when they are changed from special to normal patterns, they are changed from reduced size to normal size.

[0176] The image of the color return effect is not executed when the three rows of effect patterns are combined for a big win in response to the middle row effect pattern being stopped scrolling as a normal pattern of normal size. In this case, as shown in FIG. 35, the left row effect pattern is moved from the upper left corner of the display area E to the left side of the middle row effect pattern, and the right row effect pattern is moved from the upper right corner of the display area E to the right side of the middle row effect pattern, so that the three rows of effect patterns are statically displayed in a horizontal line in a big win combination (see d2). When these left row effect patterns and right row effect patterns are moved, they are continuously displayed as special patterns, and are changed from a reduced size to a normal size.

[0177] According to the above-mentioned embodiment 5, the following effects are obtained. During the performance pattern game, an image of a color change performance is displayed. This color change performance image is displayed before all of the performance patterns in the three columns are stopped from scrolling, and the color of the performance patterns in the left column and the right column is changed from a normal color to a gold color. Therefore, the player can be given a sense of expectation that something will happen during the performance pattern game in response to the display of the color change performance image. Moreover, when the color change performance image is displayed in the current performance pattern game, an image of a color return performance is displayed, and the color of each of the performance patterns in the left column and the right column is returned from gold to a normal color in the color return performance image. Therefore, each of the performance patterns in the left column and the right column is not displayed in gold color for an unnecessary long time, so that the player does not get the misunderstanding that something will happen. In the above-mentioned Example 5, when it is determined that a jackpot has been reached, the special symbols may be used to form a jackpot combination for the left column and the right column, and then the special symbols may be changed back to normal symbols.

[0178] In the above-mentioned Examples 4 to 5, in addition to the inventions described in the claims, the following [Reference Invention 3-1] to [Reference Invention 3-6] are described. There is a gaming machine that is configured to judge whether it is a win or a lose every time the starting condition is satisfied, and to display an image of a pattern game every time it judges whether it is a win or a lose. This image of the pattern game is displayed in a state where the multiple identification elements are changed and then in a state where the change is stopped, and the player is notified of the judgment result of whether it is a win or a lose according to the combination of the multiple identification elements in the state where the change is stopped (see JP2010-17425A). This conventional gaming machine makes the multiple identification elements fall out of the reach state and become either a reach combination or a jackpot combination, and it was only possible to give the player a monotonous interest of seeing the multiple identification elements approaching a jackpot combination.

[0179] [Reference Invention 3-1] A determination means for determining whether or not a start condition is satisfied each time the start condition is satisfied; A display device displays an image of a symbol game in which a plurality of identification elements are changed from a variable state to a variable stop state in accordance with a combination according to a result of a win / loss judgment; The display device displays an image of a symbol game, and the display device includes a symbol game means for displaying an image of a change performance for changing the appearance of at least one of the plurality of identification elements from a first type to a second type different from the first type before displaying all of the plurality of identification elements in the image of the symbol game in a state of being stopped from varying; The symbol game means includes: This game machine is characterized in that when a change effect image is displayed in the current pattern game, a return effect image is displayed for the identification element whose appearance has been changed, returning the appearance of the identification element from the second type to the first type. According to the above means, an image of a change effect is displayed during the symbol game. This image of the change effect is displayed before all of a plurality of identification elements reach a variable stop state, and changes the appearance of at least one of the plurality of identification elements from a first type to a second type. Therefore, it is possible to give the player an expectation that something will happen during the symbol game in response to the display of the image of the change effect. Moreover, when an image of a change effect is displayed in this symbol game, an image of a return effect is displayed, and the appearance of the identification element is returned from the second type to the first type in the image of the return effect. Therefore, the identification element will not be displayed for an unnecessarily long time in the second type, and the player will not be given a misunderstanding about something happening. "All of the special figure 1 game, the special figure 2 game, the small win game, and the big win game stopping" in the embodiment corresponds to the establishment of the start condition, "the main control circuit 40" corresponds to the determination means, each of "the effect symbols in the left column, the effect symbols in the middle column, and the effect symbols in the right column" corresponds to an identification element, "the scroll state" corresponds to the variable state, "the scroll stop state" corresponds to the variable stop state, "the effect symbol game" corresponds to the symbol game, "the effect symbol display 28" corresponds to the display, "the sub-control circuit 60" corresponds to the symbol game means, "the normal symbol Nc" corresponds to the first type of identification element, "the special symbol Sc" corresponds to the second type of identification element, "the saturation change effect" corresponds to the change effect, and "the saturation return effect" corresponds to the return effect.

[0180] [Reference Invention 3-2] The gaming machine according to [Reference Invention 3-1], wherein the symbol game means displays each of an image of a change effect and an image of a return effect when a plurality of identification elements are set to a combination that is out of the ordinary in a variable stop state. "The combination of off-reach" in the embodiment corresponds to the combination that is out of the ordinary. [Reference Invention 3-3] The gaming machine according to [Reference Invention 3-1], wherein the symbol game means displays an image that changes the display color of the identification element from a first type to a second type as an image of a change effect, and displays an image that returns the display color of the identification element from the second type to the first type as an image of a return effect.

[0181] [Reference Invention 3-4] the display displays a first identification element, a second identification element, and a third identification element as a plurality of identification elements, and displays an image of a reach performance in which the third identification element is changed from a variable state to a variable stopped state after passing through a reach state in which each of the first identification element and the second identification element is changed to a variable stopped state in the same manner, The gaming machine described in [Reference Invention 3-1] is characterized in that the pattern game means displays images of change effects in a reach state for each of the first identification element and the second identification element. In the embodiment, the "left row performance pattern" corresponds to the first identification element, the "right row performance pattern" corresponds to the second identification element, and the "middle row performance pattern" corresponds to the third identification element. [Reference Invention 3-5] The gaming machine described in [Reference Invention 3-4] is characterized in that it is equipped with a suggestion effect means for displaying an effect image in a reach state, which indicates in advance to the player that an image of a changed effect will be displayed. The "image of the normal reach effect" in the embodiment corresponds to the effect image, and the "sub-control circuit 60" corresponds to the suggestion effect means.

[0182] [Reference Invention 3-6] A determination means for determining whether or not a start condition is satisfied each time the start condition is satisfied; A display device displays an image of a symbol game in which the first identification element, the second identification element, and the third identification element are changed from a variable state to a variable stop state in accordance with a combination according to a result of a win / loss determination; The display device displays an image of a symbol game, and the display device includes a symbol game means for displaying an image of a ready-to-win effect in which the first identification element and the second identification element are each brought into a variable-stop state in the same manner, and the third identification element is brought into a variable-stop state from a variable state, as an image of the symbol game; The symbol game means displays, in a ready-to-win state, an image of a change effect for changing the appearance of each of the first and second distinguishing elements from a first type to a second type different from the first type, This gaming machine is characterized in that when a change effect image is displayed in the current pattern game, a return effect image that returns the appearance of the identification elements from the second type to the first type is displayed for each of the first identification element and the second identification element. According to the above means, an image of the change effect is displayed when the first identification element to the third identification element are in a ready state. The image of the change effect changes the appearance of each of the first identification element and the second identification element from the first type to the second type, and the image of the change effect can give the player a sense of expectation that something will happen during the pattern game in response to the display of the image of the change effect. Moreover, when the image of the change effect is displayed in the current pattern game, an image of the return effect is displayed, and the appearance of each of the first identification element and the second identification element is returned from the second type to the first type in the image of the return effect. Therefore, the first identification element and the second identification element are not displayed in the second type for an unnecessarily long time, and the player is not given the misunderstanding that something will happen. In the embodiment, "the special symbol 1 game, the special symbol 2 game, the small hit game, and the big hit game all stop" corresponds to the start condition being met, the "main control circuit 40" corresponds to the determination means, the "left column performance pattern" corresponds to the first identification element, the "right column performance pattern" corresponds to the second identification element, the "middle column performance pattern" corresponds to the third identification element, the "scroll state" corresponds to the changing state, the "scroll stop state" corresponds to the changing stop state, the "performance pattern game image" corresponds to the pattern game image, the "performance pattern display 28" corresponds to the display, the "sub-control circuit 60" corresponds to the pattern game means, the "normal pattern Nc" corresponds to the first type of identification element, the "special pattern Sc" corresponds to the second type of identification element, the "saturation change performance image" corresponds to the change performance image, and the "saturation return performance image" corresponds to the return performance image.

[0183] [Example 6] As shown in FIG. 36, each of the nine types of performance symbols from "1" to "9" has two types set: chance symbols (see upper row) and speed symbols (see lower row). Each of the chance symbols from "1" to "9" consists of a filled number, and when the performance mode is set to the normal mode for low-probability non-electric support, the chance symbols are used as the performance symbols when any of the normal performance, all-figure simultaneous stop performance, normal reach performance, special reach performance, and pseudo-variable performance is executed, and when the performance mode is set to the chance mode for low-probability electric support, the chance symbols are used as the performance symbols when any of the normal performance, all-figure simultaneous stop performance, normal reach performance, special reach performance, and pseudo-variable performance is executed. Among these chance symbols from "1" to "9", "1, 3, 5, 7, 9" are filled with red, and "2, 4, 6, 8" are filled with blue.

[0184] As shown in Fig. 36, each of the speed symbols "1" to "9" consists of a number in white, and when the performance mode is set to the speed mode for high probability electric support, the speed symbols are used as the performance symbols when any of the normal performance, all-figure simultaneous stop performance, normal reach performance, special reach performance, and pseudo-variable performance is executed. Of these speed symbols "1" to "9", the high probability electric support "1, 3, 5, 7, 9" each have a heart symbol attached, and the low probability electric support "2, 4, 6, 8" each do not have a heart symbol attached.

[0185] Fig. 37 explains the flow of the game when the symbol change big win notice performance is executed in the current symbol play. This symbol change big win notice performance is a notice to the player that the low probability electric support mode will be set from the next symbol play according to the fact that the three rows of symbol performance patterns become an even number big win combination in the current symbol play, and is displayed when the sub-control circuit 60 receives any of the special symbol variation patterns "PH01-04" for the special reach performance of the miss, the special symbol variation patterns "PO01-04" for the special reach performance of the big win, the special symbol variation patterns "PO05" for the normal reach performance of the big win, and the special symbol variation patterns "PH05" for the normal reach performance of the miss, while the sub-control circuit 60 is set to the speed mode for the high probability electric support.

[0186] When executing the symbol change big win notice performance, the sub-control circuit 60 starts displaying the image of the performance symbol game in response to scrolling the speed symbols at normal speed as each of the three columns of performance symbols as shown in Fig. 37 (see a). When the sub-control circuit 60 starts displaying the image of the performance symbol game, it stops the scrolling display of the left column speed symbols at one of the even numbers "2, 4, 6, 8" (see b), and when it stops the scrolling display of the left column speed symbols, it stops the scrolling display of the right column speed symbols at the same even number as the left column speed symbols, thereby generating a reach state (see c). In the reach state, the sub-control circuit 60 continuously scrolls the speed symbols in the middle column at normal speed.

[0187] When an even-numbered reach state is generated by a speed symbol, the sub-control circuit 60 starts a normal reach effect by lowering the scroll speed of the speed symbols in the middle row from normal speed to low speed, as shown in Fig. 37, and starts a symbol change big win notice effect when a certain time has elapsed based on the start of the normal reach effect. This sub-control circuit 60 starts a symbol change big win notice effect by changing the performance symbols in the left row in the scroll stopped state and the performance symbols in the right row in the scroll stopped state from speed symbols to chance symbols of even numbers that are the same as the speed symbols, and by changing the performance symbols in the middle row during slow scrolling from speed symbols to chance symbols (see c→d).

[0188] Fig. 38 shows an image of the end of the pattern change big win notice performance displayed when the sub-control circuit 60 receives the special pattern change pattern for normal reach performance. When the sub-control circuit 60 receives the big win special pattern change pattern "PO05" for normal reach performance, the slow scroll display of the middle row stops at the same even chance pattern as the left and right rows, and ends the current performance pattern play by making the three rows a big win combination with even chance patterns (see a → b). After the current performance pattern play ends, the sub-control circuit 60 starts displaying the image of the big win game performance (see b → c), and uses the chance patterns as the performance patterns for the three rows from the next performance pattern play. When the sub-control circuit 60 receives the special pattern change pattern "PH05" for normal reach performance, the slow scroll display of the middle row stops at the chance pattern different from either the left or right row, and makes the three rows a combination of chance patterns for a miss reach (see a → d). When the three rows are chance symbols and a miss reach combination is formed, the sub-control circuit 60 changes the performance symbols of each row from chance symbols to speed symbols that are the same as the chance symbols, thereby ending the current performance symbol play (see d→e), and using the speed symbols as the performance symbols for the three rows in the next performance symbol play.

[0189] FIG. 39 explains the image of the end of the pattern change big win notice performance displayed when the sub-control circuit 60 receives a special pattern change pattern for the special reach performance (battle images BL1 to BL4). When the sub-control circuit 60 receives a special pattern change pattern for the special reach performance, it erases the three rows of chance patterns during the normal reach performance and starts displaying one of the battle images BL1 to BL4 (see a → b). When the sub-control circuit 60 receives the special pattern change pattern "PO01 to 04" for the big win for the special reach performance, it ends the battle image with a winning ending, and when the battle image ends with a winning ending, it ends the current performance pattern game by statically displaying the chance patterns as a combination of even numbers as the performance patterns in three rows (see b → c). After the current performance pattern game ends, the sub-control circuit 60 starts displaying the image of the big win game performance (see c → d), and uses the chance patterns as the three rows of performance patterns from the next performance pattern game. When the sub-control circuit 60 receives the special pattern variation pattern "PH01-04" for the special reach performance, it ends the battle image with a losing outcome, and when the battle image ends with a losing outcome, it displays the chance pattern as a combination of even-numbered missed reaches as a three-row performance pattern in a static display (see b→e). When the sub-control circuit 60 displays the three rows in a static display of an even-numbered missed reach, it ends the current performance pattern game by changing the performance pattern of each row from the chance pattern to the same speed pattern as the chance pattern (see e→f), and uses the speed pattern as the performance pattern of the three rows from the next performance pattern game.

[0190] The pattern change big win notice performance process in FIG. 40(a) is started every time the sub-control circuit 60 receives the special chart 2 game data from the main control circuit 40, and the sub-control circuit 60 judges whether or not to execute the pattern change big win notice performance in the pattern change big win notice performance process, and if it judges to execute the pattern change big win notice performance, executes the pattern change big win notice performance in the current performance pattern game. When the sub-control circuit 60 starts the pattern change big win notice performance process, it judges in S401 whether or not the current performance mode is the speed mode. If it judges that it is the speed mode here, it moves to S402, and judges whether or not there are any of the 10 types of special chart fluctuation patterns "PO01-04" for big wins for special reach performance, "PH01-04" for loses for special reach performance, "PO05" for big wins for normal reach performance, and "PH05" for loses for normal reach performance in the reception result of the special chart 2 game data.

[0191] If the sub-control circuit 60 judges in S402 that there is any of the 10 types of special pattern variation patterns, it proceeds to S403 and judges whether or not there is a jackpot judgment result in the reception result of the special pattern 2 game data. If it judges that there is a jackpot judgment result, it detects the pattern change jackpot notice performance table 1 from the ROM in S404, and if there is a miss judgment result, it detects the pattern change jackpot notice performance table 2 from the ROM in S405. Figure 40(b) is the pattern change jackpot notice performance table 1, and the pattern change jackpot notice performance table 1 is set by assigning a high selection probability to "with pattern change jackpot notice performance" and a low selection probability to "without pattern change jackpot notice performance". Figure 40(c) is the pattern change jackpot advance notice performance table 2, which is set by assigning a low selection probability to "with pattern change jackpot advance notice performance" and a high selection probability to "without pattern change jackpot advance notice performance".

[0192] When the sub-control circuit 60 detects the symbol change big win preview effect table 1 in S404, it selects either "with symbol change big win preview effect" or "without symbol change big win preview effect" from the symbol change big win preview effect table 1 with a probability corresponding to the selection probability in S406. When the symbol change big win preview effect table 2 is detected in S405, it selects either "with symbol change big win preview effect" or "without symbol change big win preview effect" from the symbol change big win preview effect table 2 with a probability corresponding to the selection probability in S406. That is, when the symbol change big win preview effect is executed in the current effect symbol game, the three-column effect symbols have a higher probability of being an even big win combination compared to when it is not executed, and the next effect symbol game is executed in the low-probability electric support mode.

[0193] According to the above-described Example 6, the following effects are obtained. Before all of the three-column effect symbols in the image of the current effect symbol game are displayed in the scroll stop state, a symbol change big win preview effect is performed. This symbol change big win preview effect changes the type of effect symbol from a speed symbol corresponding to the speed mode to a chance symbol for the chance mode, and is performed on all of the three-column effect symbols. Therefore, it is possible to give the player an expectation that something will happen in the current effect symbol game in response to the display of the image of the symbol change big win preview effect.

[0194] In addition to the invention described in the claims, the above-described Example 6 describes the following [Reference Invention 4-1] to [Reference Invention 4-6]. There is a gaming machine configured to determine success or failure every time a start condition is satisfied and display an image of a symbol game every time success or failure is determined. This image of the symbol game displays a plurality of identification elements in a fluctuating state and then in a fluctuating stop state, and the player is notified of the determination result of success or failure according to the combination of the plurality of identification elements in the fluctuating stop state (see Japanese Patent Application Laid-Open No. 2010-17425). This conventional gaming machine makes the plurality of identification elements deviate from the reach state and be either a reach combination or a big win combination, and can only give the player a monotonous interest of showing that the plurality of identification elements are approaching the big win combination.

[0195] [Reference Invention 4-1] Determination means for determining pass or fail each time a start condition is satisfied, A display on which an image of a symbol game in which a plurality of identification elements are changed from a variable state to a variable stop state in a combination according to the pass / fail determination result is displayed, Symbol mode setting means for setting a symbol mode for designating the type of identification element, It is for displaying an image of a symbol game on the display, and includes symbol game means for displaying each of a plurality of identification elements in a type according to the setting result of the symbol mode in the image of the symbol game. The symbol game means, Before displaying all of the plurality of identification elements in the variable stop state in the image of the current symbol game, it is possible to perform a symbol type change effect in which the type of one or more of the plurality of identification elements is changed from the one corresponding to the setting result of the symbol mode to one different from the setting result of the symbol mode. A gaming machine characterized by this. According to the above means, a symbol type change effect is performed before all of the plurality of identification elements are displayed in the variable stop state in the image of the current symbol game. This symbol type change effect changes the type of the identification element from the one corresponding to the setting result of the symbol mode to one different from the setting result of the symbol mode, and is performed on one or more of the plurality of identification elements. Therefore, it is possible to give the player an expectation that something will happen in the current symbol game in response to the display of the image of the symbol type change effect. "All of the special figure 1 game, the special figure 2 game, the small winning game, and the big winning game stop" in the embodiment corresponds to the start condition being satisfied, "main control circuit 40" corresponds to the determination means, and each of "the left column effect symbols", "the middle column effect symbols", and "the right column effect symbols" corresponds to the identification element, "scroll state" corresponds to the variable state, "scroll stop state" corresponds to the variable stop state, "effect symbol game" corresponds to the symbol game, "effect symbol display 28" corresponds to the display, "sub-control circuit 60" corresponds to the symbol mode setting means and the symbol game means, each of "chance mode" and "speed mode" corresponds to the symbol mode, and "the first half of the symbol change big winning announcement effect" corresponds to the symbol type change effect.

[0196] [Reference Invention 4-2] The symbol mode setting means sets a symbol mode for designating the display color of the identification element as the type of identification element, The symbol game means is a gaming machine according to [Reference Invention 4-1], characterized in that each of a plurality of identification elements in the symbol game image is displayed in a display color corresponding to the setting result of the symbol mode. The "saturation of the effect symbol" in the embodiment corresponds to the display color of the symbol element. [Reference Invention 4-3] Background mode setting means for setting a background mode for designating the type of background image, Background display means for displaying a background image of a type corresponding to the setting result of the background mode when a symbol game image is displayed on the symbol display, The symbol mode setting means is a gaming machine according to [Reference Invention 4-1], characterized in that it designates a symbol mode corresponding to the setting result of the background mode. Each of the "Normal Mode", "Chance Mode", and "Speed Mode" in the embodiment corresponds to the background mode, and the "Sub-control Circuit 60" corresponds to the background mode setting means and the background display means. [Reference Invention 4-4] The display displays a first identification element, a second identification element, and a third identification element as a plurality of identification elements, and an image of a reach effect in which the third identification element is changed from a variable state to a variable stop state through a reach state in which each of the first identification element and the second identification element is in a variable stop state in the same manner, The symbol game means is a gaming machine according to [Reference Invention 4-1], characterized in that a symbol type change effect is executed in the reach state of the first identification element, the second identification element, and the third identification element. The "left column effect symbol" in the embodiment corresponds to the first identification element, the "right column effect symbol" corresponds to the second identification element, and the "middle column effect symbol" corresponds to the third identification element. [Reference Invention 4-5] The symbol game means is capable of performing a symbol type return effect that, after the symbol type change effect in the image of the current symbol game ends, changes the type of identification element from a type different from the setting result of the symbol mode to a type corresponding to the setting result of the symbol mode for the one or more identification elements, according to the gaming machine described in [Reference Invention 4-1]. The "latter half of the symbol change jackpot announcement effect" in the embodiment corresponds to the symbol type return effect.

[0197] [Reference Invention 4-6] Determination means for determining success or failure every time a start condition is satisfied, A display on which an image of a symbol game is displayed, in which the first identification element, the second identification element, and the third identification element are changed from a variable state to a variable stop state in a combination according to the determination result of success or failure, Symbol mode setting means for setting a symbol mode for specifying the display color of the identification element, The display displays an image of a symbol game, and includes symbol game means for displaying each of the first identification element, the second identification element, and the third identification element in the image of the symbol game in a display color corresponding to the setting result of the symbol mode. The display is one on which an image of a reach effect is displayed, in which the third identification element is changed from a variable state to a variable stop state after a reach state in which each of the first identification element and the second identification element is changed to a variable stop state in the same manner. The symbol game means is characterized in that it is capable of performing a symbol type change effect that changes the display color of the identification element from a type corresponding to the setting result of the symbol mode to a type different from the setting result of the symbol mode for at least each of the first identification element and the second identification element in the reach state of the first identification element, the second identification element, and the third identification element. According to the above means, a symbol type change effect is performed in the reach states of the first identification element, the second identification element, and the third identification element. This symbol type change effect changes the display color of the identification element from one corresponding to the setting result of the symbol mode to one different from the setting result of the symbol mode, and is performed for at least each of the first identification element and the second identification element. Therefore, it is possible to give the player an expectation that something will happen in this symbol game in response to displaying the image of the symbol type change effect. "All of the 'Special Figure 1 game', 'Special Figure 2 game','small win game', and 'big win game' in the embodiment stop" corresponds to the establishment of the start condition, "main control circuit 40" corresponds to the determination means, "the effect symbols in the left column" corresponds to the first identification element, "the effect symbols in the right column" corresponds to the second identification element, "the effect symbols in the middle column" corresponds to the third identification element, "scroll state" corresponds to the fluctuation state, "scroll stop state" corresponds to the fluctuation stop state, "effect symbol game" corresponds to the symbol game, "effect symbol display 28" corresponds to the display, "sub control circuit 60" corresponds to the symbol mode setting means and the symbol game means, each of "chance mode" and "speed mode" corresponds to the symbol mode, "the saturation of the effect symbols" corresponds to the display color of the identification element, and "the first half of the symbol change big win preview effect" corresponds to the symbol type change effect.

Explanation of Signs

[0198] 18 is the first start port, 19 is the big winning port, 23 is the second start port, 28 is the effect symbol display, 40 is the main control circuit, and 60 is the sub control circuit.

Claims

Claim 1 Determination means for determining whether it is a success or failure each time a start condition is satisfied; A display for displaying an image of a symbol game in which a plurality of identification elements are changed from a variable state to a variable stop state in a combination according to the determination result of success or failure; Special game means for executing a special game in which a special ball entry port is opened when a plurality of identification elements are displayed in a winning combination, in any of a plurality of game patterns; A symbol game means for displaying an image of a symbol game on the display, and before making a plurality of identification elements into a winning combination in the image of the symbol game, putting "a part of the plurality of identification elements stops changing and the rest changes to a partially stopped state"; Background display means for displaying a background image of the symbol game on the display; When the special game is executed in one of the plurality of game patterns, the symbol game means displays the image of the symbol game in either "a first effect pattern in which a plurality of identification elements are changed from a partially stopped state to a losing combination in which all identification elements stop changing and then changed from the losing combination to a winning combination" or "a second effect pattern in which a plurality of identification elements are put in a partially stopped state and then changed from the partially stopped state to a winning combination"; The background display means displays an image in which a plurality of identification elements are changed from a losing combination to a winning combination on the other background image in response to changing the background image to another background image after a plurality of identification elements are made into a losing combination when the image of the symbol game is displayed in the first effect pattern, and displays an image in which a plurality of identification elements are made into a winning combination from a partially stopped state on the other background image in response to changing the background image to another background image after a plurality of identification elements are put in a partially stopped state when the image of the symbol game is displayed in the second effect pattern. The gaming machine is characterized by this.

Citation Information

Patent Citations

  • Game machine

    JP2010017425A