Game machine

By implementing a symbol type change effect that dynamically alters the identification elements before displaying them in the gaming machine, the monotony of conventional gaming machines is addressed, enhancing player engagement and attractiveness of the symbol game.

JP2025086965APending Publication Date: 2025-06-10SANSEI R&D KK
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Patent Information

Application Number
JP2023201273
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 provide a monotonous experience by only showing the approach to a jackpot combination without significant variations, leading to a lack of player engagement.

Method used

The gaming machine incorporates a symbol type change effect that alters the type of one or more identification elements before displaying all elements in the variable stop state, enhancing the visual appeal and player anticipation.

Benefits of technology

This feature increases the attractiveness of the symbol game by providing an element of surprise and maintaining player interest through dynamic visual changes.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To increase fun of a performance pattern game.SOLUTION: A pattern change jackpot notice performance is executed before all of the three rows of performance patterns are displayed in a scroll-stopped state in an image of a current performance pattern game. The pattern change jackpot notice performance changes a type of a performance pattern from a speed pattern corresponding to a speed mode to a chance pattern for a chance mode for all of the three rows of performance patterns. Therefore, according to display of an image of a pattern change jackpot notice performance, a sense of expectation toward occurrence of something in the current performance pattern game can be given to a player.SELECTED DRAWING: Figure 37
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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 are configured to determine success or failure every time a start condition is satisfied, and display an image of a symbol game every time the success or failure is determined. The image of this symbol game displays a plurality of identification elements in a variable state and then in a variable 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 variable stop state.

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 sets a plurality of identification elements to be either a non-reach combination or a jackpot combination after deviating from the reach state, and can only give the player a monotonous interest of showing that the plurality of identification elements are approaching the jackpot 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 enhancing the attractiveness of a symbol game.

Means for Solving the Problems

[0006] The gaming machine (Example 6) according to claim 1 includes a determination means (main control circuit 40) for determining success or failure every time a start condition is satisfied (all of the special game in Special Drawing 1, the special 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, in which a plurality of identification elements (the performance symbols in the left column, the performance symbols in the middle column, and the performance symbols in the right column) are changed from a variable state (scroll state) to a variable stop state (scroll stop state) in a combination according to the determination result of success or failure, a symbol mode setting means (sub-control circuit 60) for setting a symbol mode (chance mode and speed mode) for designating the type of identification element, and a symbol game means (sub-control circuit 60) for displaying an image of a symbol game on the display, and displaying each of the plurality of identification elements in the image of the symbol game in a type according to the setting result of the symbol mode. The symbol game means is capable of performing a symbol type change effect (the first half of the symbol change big win preview effect) of changing the type of one or more of the plurality of identification elements from the type according to the setting result of the symbol mode to a type different from the setting result of the symbol mode before displaying all of the plurality of identification elements in the variable stop state in the image of the current symbol game, which is a feature thereof. 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 type according to the setting result of the symbol mode to a type 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.

Brief Description of the Drawings

[0007]

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Embodiment 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 base island of 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 around the vertical axis of the hinge fitting 2 between the storage position housed in the outer frame 1 and the pull-out position pulled forward from the outer frame 1. A game board 4 in the shape of a vertical flat plate is attached to this inner frame 3 as shown in FIG. 2. 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 around 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 tray 8 and a lower tray 9 are fixed to this front frame 5 in two upper and lower stages. The upper tray 8 stores game balls, the lower tray 9 stores game balls that cannot be stored in the upper tray 8, and an operation button 10 that can be operated by the player is attached to the upper tray 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 a game ball is supplied to the hitting hammer one by one 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 a launching handle 11 is connected to the launching device as shown in FIG. 3. This launching handle 11 is mounted on 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 game 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. Game balls can easily enter the first starting port 18 from the upper entrance in the left hitting state, but it is difficult for game balls 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 in the closed state, the game balls cannot enter through the entrance on the front surface of the large winning port 19. When the game balls are hit to the right in the open state of this door plate 20, the game balls fall onto the door plate 20 and roll from the front to the back along the door plate 20, and then enter the entrance of the large winning port 19 accordingly. That is, the large winning port 19 is made such that game balls can enter in the right hitting state of the game 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 the game balls that have entered the large winning port 19 can fall, 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 game balls cannot fall and an open position where game balls can fall. The game balls that have entered the large winning port 19 can fall into the V winning port in the open position of the V door plate, and cannot fall into the V winning port in the closed position of the V door plate.

[0015] Within 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 falls onto the guiding plate 21, it rolls from right to left along the guiding plate 21. Within 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 has a U-shaped frame with openings on the upper and lower surfaces, 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] Within 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 opening on the upper surface and is provided with an opening and closing member 24. This opening and closing member 24 is movable between a protruding state where it protrudes forward from the front surface of the game board 4 and a retracted state where it retracts 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 to the game board 4. This decorative frame 26 is colored and opaque and has an opening 27. This decorative frame 26 forms a frame 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 within 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, an electric ornament 29 is fixed to the front frame 5. This electric ornament 29 is arranged 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 electric ornament 29 interposed therebetween, and sound is output forward from each speaker 32.

[0019] As shown in FIG. 2, a preview effect device 33 is housed inside the inner frame 3. This preview effect device 33 has a colored transparent hemispherical decorative member 34 and is movable up and down between an upper limit position (refer to the two-dot chain line) and a lower limit position (refer to the solid line). The upper limit position of this preview effect device 33 is set above the display area E of the effect symbol display 28, and the preview effect device 33 becomes invisible to the player at the upper limit position. The lower limit position of this preview effect device 33 is set at a position overlapping the display area E of the effect symbol display 28 from the front, and the preview effect device 33 becomes visible to the player at the lower limit position. A full-color LED 35 (refer to FIG. 4) whose color and brightness are controllable is housed inside the decorative member 34 of this preview 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 lighting state. This decorative member 34 is connected to a pulse motor 36 (refer to 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 / 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 mainly consists 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 the 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 mainly consists of a microcomputer. The main control circuit 40 sends commands 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 commands from the main control circuit 40. This sub-control circuit 60 has a ROM, a RAM, a CPU, an I / O, an RTC, a drive circuit, a PWM circuit, a speaker circuit, and a motor circuit. 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 commands 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 symbol display 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 symbol display 28, and the VDP reads the image data from the CGROM according to a command from the CPU. This VDP expands the read 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 to the effect symbol display 28 as an RGB signal. An image is displayed in color on the effect symbol display 28 according to the RGB signal from the VDP.

[0025] The PWM circuit in FIG. 4 is mainly composed of a microcomputer. By performing PWM control on the colors and brightness of the plurality of LEDs 31 of the lighting device 29, the plurality of LED covers 30 of the lighting device 29 are caused to emit light according to the setting result of the lighting content. By performing PWM control on 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 caused to emit light according to the setting result of the lighting 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 color corresponding to the setting result of the ringing 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 obtained, and the determination result of whether the general pattern is a hit or a miss is obtained from the general pattern per-judgment table in Fig. 5(b) according to the obtained result of the value of the general pattern random number. In this general pattern per-judgment table, a non-electric support state and an electric support state are set, and in the electric support state, the determination result of a general pattern hit is obtained 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 hit or a miss is obtained, the general pattern fluctuation display is started. This general pattern fluctuation display is such that after a plurality of predetermined LEDs of the LED display 25 start flashing in a predetermined pattern, the flashing stops in either the mode of "general pattern hit" or "general pattern miss". The plurality of predetermined LEDs stop flashing in the "general pattern hit mode" when it is determined that it is a "general pattern hit", and stop flashing in the "general pattern miss mode" when it is determined that it is a "general pattern miss". The required time for this general pattern fluctuation display is obtained 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 obtained compared to the "non-electric support state".

[0028] 3-1-3. General Pattern Game When the general pattern fluctuation display stops in the "general pattern hit" mode, 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 is to open the second start port 23. In the "electric support state", one 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", one 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 obtained, and the obtained 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 the special figure 1 game data is not 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 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 special figure game data is stored in the "Special Figure 1 Hold 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 1 Hold Area 4". In the "High Probability State", according to the detection result of the value of the special figure random number from the big win determination table for the high probability state in Fig. 5(e), a determination result of either "Big Win", "Small Win", or "Miss" is obtained. In the "Normal Probability State", according to the detection result of the value of the special figure random number from the big win determination table for the normal probability state, a determination result of either "Big Win", "Small Win", or "Miss" is obtained. The determination probability of a big win in this "Normal Probability State" is set lower than the determination probability of a big win in the "High Probability State", and the determination probability of a small win 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 determination result of "Big Win" is obtained from the big win determination table, the storage result of the value of the big win type random number is detected from the "Special Figure 1 Hold Area 4", and the big win type corresponding to the detection result of the value of the big win type random number is obtained from the Special Figure 1 Big Win Type Table in Fig. 5(g). There are three types of big win types set in this Special Figure 1 Big Win Type Table: "Big Win Symbol 1", "Big Win Symbol 2", and "Big Win Symbol 3". 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 determination result of "Big Win", the storage result of the value of the variation pattern random number is detected from the "Special Figure 1 Hold 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 1 Variation Pattern Table in Fig. 6(a). When a determination result of "Miss" is obtained, the storage result of the value of the variation pattern random number is detected from the "Special Figure 1 Hold 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 1 Variation Pattern Table in Fig. 6(a).

[0034] 3-2-3. Fall lottery When the special figure change pattern and the special figure change 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), one of the determination results of "Fall exists" or "Fall does not exist" is selected. When "Fall exists" 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 change display When the special figure change pattern and the special figure change display time are selected, the special figure 1 change display is started. This special figure 1 change display is to start flashing a plurality of predetermined LEDs of the LED display 25 in a predetermined pattern and then stop flashing. When a plurality of predetermined LEDs are determined to be off, the flashing stops in the mode of "Special figure 1 off". When it is determined to be a big win, the flashing 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 flashing stops in the mode of "Small win". The time required from the start of this flashing to the stop of flashing is performed according to the selection result of the special figure change 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 of FIG. 7(a), and the hit game is started based on 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 opening 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 opening 19. This round is carried out with the V winning opening closed, and it is prohibited for the game ball to fall into the V winning opening during the hit game. The opening period is a period when the big winning opening 19 is in the closed state and is a waiting period to wait for the start of the round. The ending period is a period when the big winning opening 19 is in the closed state, 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 of FIG. 7(a), and the big win game is started with the big win game pattern 1. This big win game allows the game ball to enter the big winning opening 19 in response to the opening and closing of the big winning opening 19. An opening period is set before the start of the first round in the big win game pattern L, and an ending period is set after the end of the last round. The opening period is a period when the big winning opening 19 is in the closed state and is a waiting period to wait for the big winning opening 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 opening 19 is in the closed state and 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, and 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, the game ball is allowed to fall into the V winning opening when the V winning opening is in an open state in a specific multiple rounds (for example, the 13th to 15th rounds).

[0039] When a plurality of predetermined LEDs of the LED display 25 stop blinking in accordance with 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, the game ball is allowed to fall into the V winning opening when the V winning opening is in an open state in a specific multiple rounds (for example, the 2nd to 4th rounds). In the big win game pattern S when the big win type big win symbol 2 is selected, it is prohibited for the game ball to fall into the V winning opening when the V winning opening is always in a closed state.

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

[0041] 3-2-7-2. Electric Support State and Non-Electric Support State When "Big Hit Symbol 1" or "Big Hit Symbol 3" is selected, the "Electric Support State 1" is set when the big hit game ends. The minimum number of times "100 times" is set for this "Electric Support State 1". When the "High Probability State" falls to the "Normal Probability State" in response to being drawn as "Fall Exist" before the total of Special Figure 1 game and Special Figure 2 game reaches the minimum number of times, 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 "100 times". When the total of Special Figure 1 game and Special Figure 2 game has reached the minimum number of times "100 times" and the "High Probability State" falls to the "Normal Probability State" in response to being drawn as "Fall Exist", it is switched to the "Non-Electric Support State". When "Big Hit Symbol 2" is selected, the "Electric Support State 2" is set when the big hit 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 of success or failure to the pre-judgment of the big win type are performed in the above-mentioned procedure, and the pre-judgment of the game state is performed 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-judgment of success or failure to the pre-judgment of the game state is performed, 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 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 the game ball effectively enters the second start port 23, the values of the special figure random number, the jackpot type random number, the fall random number, and the variation pattern random number in Fig. 5(a) are obtained, 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 the special figure 2 game data is stored in all of these special figure 2 reservation areas 1 to 4 is referred to as the special figure 2 reservation count being "4", the state where the special figure 2 game data is stored in three of the special figure 2 reservation areas 2 to 4 is referred to as the special figure 2 reservation count being "3", the state where the special figure 2 game data is stored in two of the special figure 2 reservation areas 3 to 4 is referred to as the special figure 2 reservation count being "2", the state where the special figure 2 game data is stored in one of the special figure 2 reservation areas 4 is referred to as the special figure 2 reservation count being "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 referred to as the special figure 2 reservation count being "0".

[0045] 3-3-2. Special Figure 2 Lottery When the 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", and in the "high probability state", one of the determination results of "jackpot", "minor jackpot", and "miss" is obtained 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), and in the "normal probability state", one of the determination results of "jackpot", "minor jackpot", and "miss" is obtained according to the detection result of the value of the special figure random number from the jackpot determination table for the normal probability state. This special figure 2 lottery is preferentially performed with respect to the special figure 1 lottery, and when the 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 the special figure 1 game data and the 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 stored 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 stored 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 stored 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 released and instead the "Normal Probability State" is set.

[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 blinking a plurality of LEDs for special figure 2 of the LED display 25 in a predetermined pattern and then stop blinking. When the LED for special figure 2 is determined to be detached, it stops blinking in the mode of "detachment of special figure 2". When it is determined to be "small win", it stops blinking in the mode of "small win". When it is determined to be a big win, it stops blinking 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 of the LED display 25 stop blinking 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 of the LED display 25 stops blinking 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, "electric 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, "electric 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 drawing 2 game data is stored in any of the special drawing 2 holding areas 1 to 4, a pre-determination of success or failure, a pre-determination of the variation pattern, a pre-determination of the variation display time, and a pre-determination of the presence or absence of a fall are made according to the acquisition result of the special drawing 2 game data. When the pre-determination result of success or failure is a big win, a pre-determination of the big win type and a pre-determination of the game state are made. These pre-determinations of success or failure to the pre-determination of the game state are performed in the above-described procedure, and the pre-determination result of success or failure to the pre-determination result of the game state is stored in the RAM as a set of special drawing 2 pre-read data. As shown in FIG. 5(j), special drawing 2 pre-read areas 1 to 4 are set in this RAM. The special drawing 2 pre-read data corresponding to the special drawing 2 game data in the "special drawing 2 holding area 4" is stored in the "special drawing 2 pre-read area 4", and the special drawing 2 pre-read data corresponding to the special drawing 2 game data in the "special drawing 2 holding area 3" is stored in the "special drawing 2 pre-read area 3", and the special drawing 2 pre-read data corresponding to the special drawing 2 game data in the "special drawing 2 holding area 2" is stored in the "special drawing 2 pre-read area 2", and the special drawing 2 pre-read data corresponding to the special drawing 2 game data in the "special drawing 2 holding area 1" is stored in the "special drawing 2 pre-read area 1".

[0052] 4. Processing function of the main control circuit 40 4-1. Main processing When the power is turned on, the main control circuit 40 detects the program for main processing in FIG. 7(b) from the ROM and sets interrupt inhibition at S1. Then, it updates the values of the respective random numbers in FIG. 5(a) at S2 and sets interrupt permission at S3. These values of the respective random numbers are incremented by "1" to the current value, and when the upper limit value is reached, they are reset to "0" and incremented again.

[0053] 4-2. Timer interrupt processing When the main control circuit 40 sets interrupt permission at S3, it allows the start 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 until the next timer interrupt processing is started.

[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 this timer interrupt process. Then, in the random number update process of S12, the values of each random number 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 are detected.

[0055] When the main control circuit 40 finishes the sensor detection process of S13, it determines whether a signal from the general drawing sensor 44 has been detected in S14. If it is determined that no signal from the general drawing sensor 44 has 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 a signal from the second start port sensor 42 has been detected. If it is determined that no signal from the second start port sensor 42 has 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, the special drawing 2 reserved command is set in the output buffer, and the process proceeds to S18. This special drawing 2 reserved 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 pre-judgments on whether it is correct or not, pre-judgments on the variation pattern, pre-judgments on the variation display time, pre-judgments on the jackpot type, pre-judgments on the presence or absence of a fall, and pre-judgments on the game state with respect to the acquisition result of the game data in FIG. 2, and stores the pre-judgment results from whether it is correct or not to the game state 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 here that a signal from the first start port sensor 41 has not been detected, it sequentially shifts to the general diagram process in S22, the special diagram 2 process in S23, and the special diagram 1 process in S24. If it is determined that a signal from the first start port sensor 41 has been detected, it compares the reserved number in special diagram 1 with "4". If it is determined here that the reserved number in special diagram 1 is "4", it sequentially shifts to S22 to S24. If it is determined that the reserved number in special diagram 1 is less than "4", it acquires the special diagram 1 game data in 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 reserved number in special diagram 1 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 in S20, it makes pre-judgments on whether it is correct or not, pre-judgments on the variation pattern, pre-judgments on the variation display time, pre-judgments on the jackpot type, pre-judgments on the presence or absence of a fall, and pre-judgments on the game state with respect to the acquisition result of the special diagram 1 game data in S21, and stores the pre-judgment results from whether it is correct or not to the game state as pre-read data in special diagram 1 in one of the pre-read areas 1 to 4 in special diagram 1 according to the storage order. Next, the main control circuit 40 sets the storage result of the pre-read data in special diagram 1 in the output buffer of the RAM to be transmitted to the sub-control circuit 60 in the next timer interrupt process, and sequentially shifts 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 variation display time corresponding to the current game state from the layout variation display time table in FIG. 5(c). Then, when the layout variation display is executed according to the selection result of the layout variation display time, the pass / fail determination result of the layout is notified. When the determination result of "layout win" is notified here, 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 Drawing 2 Processing FIG. 9(a) shows the special drawing 2 processing of S23. The main control circuit 40 selectively executes the special drawing 2 lottery processing of S31, the short-time count update processing of S32, the fall determination processing of S33, the special drawing 2 variation stop processing of S34, the small win game processing of S35, and the big win game processing of S36 in the special drawing 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 Drawing 2 Lottery Processing When the value of the second pointer P2 is set to "1", the main control circuit 40 shifts to the special drawing 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 drawing 2 game data is stored in the "special drawing 2 reservation area 4" in the special drawing 2 lottery processing of S31. If it is determined here that the special drawing 2 game data is not stored in the "special drawing 2 reservation area 4", the special drawing 2 lottery processing is terminated. If it is determined that the special drawing 2 game data is stored in the "special drawing 2 reservation area 4", a pass / fail determination, a variation pattern determination, and a variation display time determination are made based on the special drawing 2 game data in the "special drawing 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 drawing 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 Look-ahead Areas 1" to "Special Figure 2 Look-ahead 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 proceeds 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 Saving State 1", "Power Saving State 2", or "Non-Power Saving State". If it is determined that the current game state is "Non-Power Saving State" here, "3" is set to the value of the second pointer P2 at S48. If it is determined that the state is "Power Saving State 1" or "Power Saving 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 number of consecutive power saving states. When the main control circuit 40 adds to 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 number of consecutive power saving states. 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 proceeds 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 shortening count counter is compared with the upper limit value "100" at S45. If it is determined here that the value of the time shortening 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 shortening 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 detected". If it is determined at this point that the detection result is "no fall detected", the value of the second pointer P2 is set to "4" at S70. If it is determined that the detection result is "fall detected", 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 at this point that the current gaming state is the "power support state 1", 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, 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 counter is "101" or more, it changes the current gaming 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 be transmitted 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 transmitted 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 counter 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 counter is "101" or more, the "normal probability state" and "non-electric support state" are set.

[0071] 4-4-4. Special Figure 2 Variation Stop Processing 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 processing 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 processing 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 whether it is a hit or a miss, and is set to the output buffer to transmit the variation stop command 2 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 second pointer P2 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 second pointer P2 is set to "5", and when the determination result of whether it is a hit or a miss is "big win", the value of the second pointer P2 is set to "6".

[0072] 4-4-5. Small Win Gaming Processing When the value of the second pointer P2 is set to "5", the main control circuit 40 shifts to the small win game process of S35 in FIG. 9(a), and after starting the small win game in the small win game pattern, it sets the output buffer to send 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 the output buffer to send a small win game end command to the sub-control circuit 60, and sets "1" to the value of the second pointer P2. This small win game opens the big winning port 19 in the closed state of the V winning port, and in the small win game, it is prohibited for the game ball to fall into the V winning port. That is, when it is determined as a small win in the high probability state, the high probability state is maintained.

[0073] 4-4-6. Jackpot Game Process When the value of the second pointer P2 is set to "6", the main control circuit 40 shifts to the jackpot game process of S36 in FIG. 9(a). Here, it starts the jackpot game and sets 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. For each round start in the jackpot game, it sets a round start command to the output buffer and sends it to the sub-control circuit 60. This round start command notifies which round this is. When the main control circuit 40 stops a round in the jackpot game, it sets a round stop command to the output buffer and sends it to the sub-control circuit 60. When this main control circuit 40 progresses the jackpot game to the end of the jackpot game pattern, it ends the jackpot game and sets the output buffer to send a jackpot 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 balls from falling into the V winning opening in each round in response to closing the V winning opening, and when the determination result of the jackpot type is "Jackpot Symbol 1", it allows the game balls to fall into the V winning opening in response to opening the V winning opening in each of the 13th to 15th rounds, and when the determination result of the jackpot type is "Jackpot Symbol 3", it allows the game balls to fall into the V winning opening in response to opening the V winning opening in each of the 2nd to 4th rounds. This main control circuit 40 monitors whether the game balls have fallen into the V winning opening according to the output signal from the V winning opening sensor 48 during the jackpot game, and records that there has been a V winning when it determines that the game balls have fallen into the V winning opening.

[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. Here, when it determines that there has been a V winning, it sets the game state to the "high probability state" and the "electric support state 1", resets the value of the time shortening count counter to "0", and initializes the value of the second pointer P2 to "1". Then, it sets them in the output buffer of the RAM to send the "high probability command", the "electric support command 1", and the time shortening count command 0 to the sub-control circuit 60. This time shortening 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, in order to send the "Normal Probability Command", the "Electric Support Command 2", and the time shortening counter command 0 to the sub-control circuit 60, they are set in the output buffer of the RAM. 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 shifts 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 is determined 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 figure 2 game data is stored in the "Special Figure 2 Reserved Area 4", it ends the special figure 1 lottery process. When it determines that the special figure 2 game data is not stored in the "Special Figure 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 figure 1 game data in the "Special Figure 1 Reserved Area 4" at 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 figure 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 special figure 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 figure 1 hold command in the output buffer of the RAM to be transmitted to the sub-control circuit 60. This special figure 1 hold command notifies the sub-control circuit 60 of the special figure 1 hold count.

[0080] When the main control circuit 40 sets the variation start command 1 etc., after starting the special figure variation display, it sorts out the "Special Figure 1 Reserved Area 1" to "Special Figure 1 Reserved Area 4". This process is carried out in the same procedure as the "Special Figure 2 Reserved Areas 1 to 4". After the main control circuit 40 sorts out the "Special Figure 1 Prefetch Areas 1 to 4" in the same procedure, it sets the value of "2" to the first pointer P1. That is, the special figure 1 lottery process has a lower priority setting compared to the special figure lottery 2 process. When the special figure 2 hold count is not "0", the special figure 2 lottery process is preferentially carried out with respect to the special figure 1 lottery process, and when the special figure 2 hold count becomes "0", the special figure 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 at S82 and sets the value of the first pointer P1 to "3". 4-5-3. Fall Judgment Process When the value of the first pointer P1 is set to "3", the main control circuit 40 executes the fall judgment process in Fig. 11 at S83 and sets the value of the first pointer P1 to "4". 4-5-4. Special Figure 1 Fluctuation 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 fluctuation stop process of S84 in Fig. 9(b). When the addition result of the timer value reaches the determination result of the special figure fluctuation display time, the special figure 1 fluctuation display stops in a manner corresponding to the determination result of pass / fail, and is set in the output buffer to transmit a fluctuation stop command 1 to the sub-control circuit 60. When the determination result of pass / fail is "off", the value of the first pointer P1 is initially set to "1". When the determination result of pass / fail is "small win", the value of the first pointer P1 is set to "5". When the determination result of pass / fail 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 the 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 opens the big winning port 19 in the closed state of the V winning port, and in the small win game, it is prohibited for the game ball 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 main control circuit 40 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 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 is "Jackpot Symbol 2", this main control circuit 40 sets the game state 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 production mode. Here, when the power is turned on, the normal game mode is set. This normal game mode is in 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 production 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 start port 18, and when it is determined that a jackpot has occurred in response to the game ball entering the first start port 18, the low probability time shortening mode or the high probability time shortening mode is set.

[0086] The short-time low-probability 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 short-time high-probability 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 short-time low-probability mode and short-time high-probability 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 short-time is frequently obtained from the special symbol 2 variation pattern table in Fig. 6(b). Accordingly, in each of the short-time low-probability mode and short-time high-probability 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 small consumption number of game balls increases. That is, each of the short-time low-probability mode and short-time high-probability 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 drawing 1 times and special drawing 2 times (in reality, only special drawing 2) does not reach the jackpot determination in the low-probability short mode and reaches the limit number of times "100 times", 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 "jackpot symbol 2" is selected due to a jackpot determination before the total number of special drawing 1 times and special drawing 2 times reaches the limit number of times "100 times" in this low-probability short mode, the low-probability short mode is repeated. When "jackpot symbol 1" or "jackpot 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 "jackpot symbol 2" is selected due to a jackpot determination, the low-probability short mode is set. When "jackpot symbol 1" or "jackpot symbol 3" is selected, the high-probability short mode is set again. This high-probability short mode is a state where a jackpot is determined 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 determined every time a special drawing 1 and a special drawing 2 are performed. When it is determined that there is a fall in a state where the total number of special drawing 1 and special drawing 2 does not exceed the limit number of times "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 determined that there is a fall in a state where the total number of special drawing 1 times and special drawing 2 times in this high-probability short mode exceeds the limit number of times "100 times", 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 the images of the performance symbol game. The performance modes include 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 townscape 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 draws and special figure 2 draws exceeds the limit number of times "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 draws and special figure 2 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] Figure 12(c) shows the behavior of the effect mode when jackpot symbol 1 or jackpot symbol 3 is selected in response to a jackpot determination. 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, the low-probability short-time mode is set as the game mode. However, as shown in the upper part of Figure 12(c), the chance background image continues to be displayed as the chance mode continues 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 Figure 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 to have 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 performance symbols consisting of the numbers "1" to "9" in three horizontal columns on the left, middle, and right columns in a scrolling state and a scroll stop state in sequence. The scroll display of each column is performed in ascending order from "1" to "2" ··· "9", and then returns from "9" to "1" and is repeated. The scroll display of each column 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 middle column, and the right column corresponds to a symbol element. The performance symbols in the three columns correspond to identification symbols. The scroll 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 state of the three-column scroll display: "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 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 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 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 a high-probability power support mode is set for the player, and the even big win combination suggests that a 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 there are five types of effects in the effect symbol game: "Normal Effect", "All-Reel 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 symbol variation pattern PH06 for disconnection. As shown in Figs. 14(a)(b)(c)(d), in the Normal Effect, as the 3-column scroll display stops in the order of "Left column", "Right column", and "Middle column", a "Completely off combination" is completed.

[0097] The All-Reel 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 for all 3 columns simultaneously. This "All-Reel Simultaneous Stop Effect" is set by the sub-control circuit 60 when the main control circuit 40 transmits the special symbol variation pattern PH07 for disconnection. In the "All-Reel Simultaneous Stop Effect", as shown in Figs. 14(a)(d), a "Completely off combination" is completed as the 3-column scroll displays stop simultaneously with each other. This All-Reel Simultaneous Stop Effect ends in the shortest time (4000 msec) among all the special symbol variation display times, and in the low-probability short mode and the high-probability short mode, the variation display time is shortened in response to the high probability of selection of the "Special symbol variation pattern PH07".

[0098] The normal reach effect starts with "the start of 3-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 scroll display". This normal reach effect is set by the sub-control circuit 60 when the main control circuit 40 transmits the special pattern variation pattern PH05 for non-winning and the special pattern variation pattern PO05 for jackpot. As shown in Figs. 15(a)(b)(c), in the "normal reach effect", when "the stop of scroll display" is performed in the order of "left column" and "right column", a reach state where the "left column" and "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 "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 when the scroll display of the final "middle column" stops. The scroll display of this "middle column" is stopped with the same display symbol as the "left column" and "right column" in the jackpot "normal reach effect". In the jackpot "normal reach effect", as shown in Fig. 15(d), the combination of jackpots is completed when the scroll display of the final "middle column" stops.

[0100] The special reach effect starts with "the start of 3-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 scroll display". This special reach effect is set by the sub-control circuit 60 when the main control circuit 40 transmits the special pattern variation patterns PH01~PH04 for non-winning and the special pattern variation patterns PO01~PO04 for jackpot. In the "special reach effect", a reach state occurs when "the stop of scroll display" is performed in the order of "left column" and "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 effect 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 effect 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 effect symbols become the setting result 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 effect symbols as the setting result of the temporary combination of non-jackpot reach, it resumes the scroll display of the three-column effect symbols and stops the scroll display of the effect symbols in the left column and the scroll display of the effect symbols in the right column in sequence. When the sub-control circuit 60 receives the special figure variation pattern PO08 for jackpot, it stops the scroll display of the effect symbols in the left column and the scroll display of the effect 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 effect symbols in the left column and the scroll display of the effect symbols in the right column respectively with the setting result of the combination of non-jackpot reach. When the scroll display of the effect symbols in the left column and the scroll display of the effect symbols in the right column are each stopped, the three-column effect symbols enter the reach state.

[0103] As shown in Fig. 13(d), the suspected variation performance is such that "resumption of scroll display" is stopped in order in the left column and the right column, and then "decrease in scroll speed" is set. When the sub-control circuit 60 decreases the scroll speed of the middle column's performance symbol in the reach state of the three-column performance symbols, it starts the normal reach performance. After this "decrease in scroll speed", as shown in Fig. 13(d), the stop of the scroll display of the middle column's performance symbol is set. When the sub-control circuit 60 receives the special figure variation pattern PO08 for a big win, it sets the three-column performance symbols as the setting result of a big win combination by changing the middle column's performance symbol from the low-speed scroll state to the scroll stop state (see Fig. 16(f)). When it receives the special figure variation pattern PH08 for a miss, it sets the three-column performance symbols as the setting result of a miss reach combination by changing the middle column's performance 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 performance is such that "erasure of three columns" is set after "decrease in scroll speed" for the "middle column". In the special reach performance, the three-column performance symbols are erased in the reach state. This special reach performance is one in which "erasure of three columns" and "battle performance" are set after the normal reach performance. Fig. 17 shows the battle images BL1 to BL4 displayed as the battle performance. Each of these battle images BL1 to BL4 starts to be displayed with the three-column performance 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 respectively when the main control circuit 40 transmits the "special figure variation pattern PO01" for a big win and 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 respectively when the main control circuit 40 transmits the "special figure variation pattern PO02" for a big win and 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 respectively when the main control circuit 40 transmits the "special figure variation pattern PO03" for a big win and 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 respectively when the main control circuit 40 transmits the "special figure variation pattern PO04" for a big win and 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 of "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), implies 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), implies 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 "3-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, the winning ending image is passed through, and the 3-column effect symbols are displayed in a big win combination. In the special reach effect for a loss, as shown in FIG. 17(f), after the protagonist loses the fight in each of the battle images BL1 to BL4, the losing ending image is passed through, and the 3-column effect symbols are displayed in a losing 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. Before 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 superimpose and display prize ball acquisition information in front of the image of the big win game effect. The prize ball acquisition information counts up and displays the number of prize balls that the player can acquire in the current big win game from the initial value of "0" to the end value by "80" for each round. 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), prior reading reception areas 1 to 4 of FIG. 1 are set. Each time the sub-control circuit 60 receives the prior reading data of FIG. 1 from the main control circuit 40, the reception result of the prior reading data of FIG. 1 is stored in any one of the prior reading reception areas 1 to 4 of FIG. 1. In these prior reading reception areas 1 to 4 of FIG. 1, the storage priorities are set in descending order as "prior reading reception area 1 of FIG. 1", "prior reading reception area 2 of FIG. 1", "prior reading reception area 3 of FIG. 1", and "prior reading reception area 4 of FIG. 1". The storage process of the prior reading data of FIG. 1 is performed for the one with the highest priority among the empty prior reading reception areas 1 to 4 of FIG. 1, 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 game data of FIG. 1, it arranges the "prior reading reception areas 1 to 4 of FIG. 1". This process is to erase the prior reading data of FIG. 1 from the "prior reading reception area 4 of FIG. 1". If the prior reading data of FIG. 1 is stored in the "prior reading reception area 3 of FIG. 1", the prior reading data of FIG. 1 is shifted to the "prior reading reception area 4 of FIG. 1". If the prior reading data of FIG. 1 is stored in the "prior reading reception area 2 of FIG. 1", the prior reading data of FIG. 1 is shifted to the "prior reading reception area 3 of FIG. 1". If the prior reading data of FIG. 1 is stored in the "prior reading reception area 1 of FIG. 1", the prior reading data of FIG. 1 is shifted to the "prior reading reception area 2 of FIG. 1". That is, the same prior reading data of FIG. 1 as that in the prior reading areas 1 to 4 of FIG. 1 of the main control circuit 40 is always stored in the prior reading reception areas 1 to 4 of FIG. 1 of the sub-control circuit 60 in the same order.

[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, storage priorities are set in the order of "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" from high to low. The storage process of the special figure 2 pre-read data is performed on 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 production 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 production In the display area E of the production 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, the sub-control circuit 60 starts displaying one cloud image C in the reserved display area H0 in response to starting to display the image of the current production symbol game. The sub-control circuit 60 erases the cloud image C from the reserved display area H0 in response to stopping the display of the image of the current production symbol game. When the image of the production 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 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 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 scrolling display of these three-column 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-column 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 by combining 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 simultaneously switched from the scroll stop state to the scroll display state (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 simultaneously switched from the low-speed scroll state to the scroll stop state. 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 being 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 starts 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 superimposed 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), and when the normal background image is changed to the cosmic background image, a swaying effect in which the display symbols in the left column and the display symbols in the right column sway in the left-right direction is started (refer to d). This swaying effect is performed on the cosmic background image, and when the swaying effect is started, the display symbols in the left column and the display symbols in the right column are simultaneously switched from the swaying state to the stationary state (refer to e). The stationary display of each of the display symbols in the left column and the display symbols in the right column is performed with the same one of the five odd symbols of "1 3 5 7 9", and when each of the display symbols in the left column and the display symbols in the right column 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 display symbol in the middle column 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 display symbol in the middle column is determined to be out of the way, it is performed with an even symbol different from each of the display symbols in the left column and the display symbols in the right column (refer to g). When the scroll stop of the display symbol in the middle column is determined to be a big win, it is performed with the same odd symbol as each of the display symbols in the left column and the display symbols in the right column (refer to f). When the scroll stop of the display symbol in the middle column is performed with the same odd symbol as the display symbols in the left column and the display symbols in the right column, the player is notified that the sure change power 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 display symbols being an odd big win combination.

[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 special figure 1 game data from the main control circuit 40. The sub-control circuit 60 selects either the symbol change effect 1, the symbol change effect 2, or the normal reach effect in the symbol change effect process. When the symbol change effect 1 is selected, the symbol change effect 1 is executed in the current effect symbol game. When the symbol change effect 2 is selected, the 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, it proceeds to S202 and determines whether there is either the special figure variation pattern "PO05" or "PH05" for the normal reach effect in the reception result of the special figure 1 game data. If it is determined here that there is a special figure variation pattern for the normal reach effect, it proceeds to S203 and determines whether there is a determination result of "big win symbol 1" for the sure change electric support in the reception result of the special figure 1 game data. If it is determined here that there is a determination result of "big win symbol 1", it proceeds to S204 and detects the symbol change effect table 1 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 electric support in the reception result of the special figure 1 game data, it proceeds to S206 and determines whether there is a determination result of a miss in the reception result of the special figure 1 game data. 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", it proceeds to S208 and determines 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, it proceeds to S207 and detects the symbol change effect table 2 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 a low selection probability 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, for the symbol change effect 2, the probability of hitting the jackpot with an odd symbol among the symbol change effect 1, the symbol change effect 2, and the normal reach effect is set to be the highest, for the symbol change effect 1, the probability is set to be intermediate, and for the normal reach effect, the probability is set to be the lowest.

[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 (P1) with an image in which three columns of effect symbols are scrolled and displayed on the normal background image, 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), without changing the normal background image to the cosmic background image, in response to the scrolling display of the middle column of effect symbols stopping on the normal background image, the three columns of effect symbols become either a combination of an odd jackpot or a combination of an odd miss reach (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 scrolling 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, if the combination of the three-column effect symbols becomes an even big win 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 scrolling 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, if the combination of the three-column effect symbols becomes an even non-winning reach combination (P6), then in response to the normal background image being changed to the cosmic background image, symbol change effect 1 is started (P7). In this case, with the middle column in the scroll stop state, the scrolling displays of the left-column effect symbols and the right-column effect symbols resume on the cosmic background image (P8), and in response to the scrolling displays of the left-column effect symbols and the right-column effect symbols stopping simultaneously on the cosmic background image, the combination of the three-column effect symbols becomes either an odd big win combination or an odd non-winning 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 odd symbols, symbol change effect 2 is started (P12). In this case, in response to the scrolling display of the middle-column effect symbols stopping on the cosmic background image, the combination of the three-column effect symbols becomes either an odd big win combination or an odd non-winning 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, in the random number update process at S103, it updates the values of a plurality of random numbers in the RAM, and after permitting interrupts at S104, it repeats S102 to S104. During this interrupt permission, it permits the activation of the reception interrupt process at S105 and the timer interrupt process at S106. 7-2. Reception Interrupt Process Every 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 etc. 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 Every 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 pre-read data of Figure 1 or the pre-read data of Figure 2 from the main control circuit 40 is stored in the reception buffer. If it is determined that the pre-read data of Figure 1 or the pre-read data of Figure 2 is stored, the process proceeds to S122, and the pre-read data of Figure 1 or the pre-read data of Figure 2 in the reception buffer is shifted to the pre-read area of the RAM for the figures. In this pre-read area for the figures, pre-read reception areas 1 to 4 for Figure 1 and pre-read reception areas 1 to 4 for Figure 2 are set. The sub-control circuit 60 shifts the pre-read data of Figure 1 to any one of the pre-read reception areas 1 to 4 for Figure 1 in the same procedure as the main control circuit 40, and shifts the pre-read data of Figure 2 to any one of the pre-read reception areas 1 to 4 for Figure 2 in the same procedure as the main control circuit 40. That is, the same pre-read data of Figure 1 and the pre-read 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 effect start process of S124 is executed. Figure 24(b) shows the symbol game effect 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 figure 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 figure variation pattern, and the determination result of the presence or absence of a fall) from the reception buffer. The symbol change effect process in Figure 21(a) is executed in the symbol game effect 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 when the variation pattern detection result is "PH08, PO08 for pseudo-variation effect", a "temporary miss reach combination" is additionally set. 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 when the detection result of the video data starts to be played back, it starts displaying an image of the effect symbol game on the effect symbol display 28.

[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 at 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 at 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 are obtained. When the "16R jackpot game L in which the V winning port of the big winning port 19 is opened so that a 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 to 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 port of the big winning port 19 is opened so that a game ball can win" is being 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 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 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 have stopped changing and the rest are changing and partially stopped, 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 on which an image of a symbol game is displayed, 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, in any of a plurality of game patterns, a special game for opening a special ball entry port when a plurality of identification elements are displayed in a winning combination on the display, The display displays an image of a symbol game, and symbol game means for setting "a state in which some of the plurality of identification elements have stopped changing and the rest are changing and partially stopped" 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 of changing all the identification elements from a partially stopped state to a losing combination in which all the identification elements have stopped changing and then changing from the losing combination to a winning combination" and "a second effect pattern of making the plurality of identification elements into a partially stopped state and then changing 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, and then 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 thereof 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, and then 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 thereof 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 a 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 setting the plurality of identification elements in a partially stopped state. 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 other background image. Therefore, it is possible to show the player that a plurality of identification elements become a winning combination in an interesting content, and it is 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 the determination means and the 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 where the V winning opening of the big winning opening 19 is opened to allow a game ball to win", the "big win game pattern S where the V winning opening of the big winning opening 19 is opened to allow a game ball to win", and the "big win game pattern S where the V winning opening of the big winning opening 19 is not opened" corresponds to a game pattern. The "big win game pattern L where the V winning opening of the big winning opening 19 is opened to allow a game ball to win" corresponds to one game pattern. The "sub control circuit 60" corresponds to the symbol game means and the 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 the first effect pattern. The "symbol change effect 2" corresponds to the 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 midway stop state in the first effect pattern and where a plurality of identification elements are in a midway stop 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 according to [Reference Invention 1-1], 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 partially stopped 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 partially stopped state and then changed from the partially stopped state to a winning combination". When the image of the symbol game is displayed in the third effect pattern, the background display means makes a plurality of identification elements be in a partially stopped state on the same background image as each of the first effect pattern and the second effect pattern, and then changes from the partially stopped state to a winning combination on the background image. The gaming machine is as 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 makes a plurality of identification elements be in a partially stopped state of a type different from both the first effect pattern and the second effect pattern. The gaming machine is as described in [Reference Invention 1-4]. The "reach state with odd symbols" in the embodiment corresponds to a partially stopped state in each of the first effect pattern and the second effect pattern, and the "reach state with even symbols" corresponds to a partially stopped state of a type different from both the first effect pattern and the second effect pattern.

[0141] [Reference Invention 1-6] Judgment means for judging success or failure every time a start condition is satisfied, A display on which an image of a symbol game is displayed, in which a plurality of identification elements are changed from a variable state to a variable stop state in a combination according to a determination result of pass / fail; 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 have stopped changing and the rest are in a partially stopped state of changing" before making a combination of the plurality of identification elements a winning combination in the image of the symbol game; Background display means for displaying a background image of a symbol game on the display; When a high-probability state in which a win is determined with a high probability is set, the symbol game means displays either "a first effect pattern in which after changing all the plurality of identification elements from a partially stopped state to a losing combination in which all the identification elements have stopped changing, changing from the losing combination to an odd-numbered winning combination" or "a second effect pattern in which after setting the plurality of identification elements in a partially stopped state, changing from the partially stopped state to an odd-numbered winning combination"; 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 losing combination to an odd-numbered winning combination 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 losing combination; 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 an odd-numbered winning combination 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 such that after making a combination of a plurality of identification elements deviate from the partially stopped state and then changing the combination from the deviated combination to a combination with an odd win, after the plurality of identification elements are set to the deviated combination, the background image is changed to another background image, and an image in which the plurality of identification elements are changed from the deviated combination to a combination with an odd win is displayed on another background image. The second effect pattern is such that after setting a plurality of identification elements to the partially stopped state and then changing the combination from the partially stopped state to a combination with an odd win, 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 a combination with an odd win is displayed on another background image. Therefore, it becomes possible to show the player the content that the plurality of identification elements become a combination with an odd win in an interesting manner, and it also becomes 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 a combination with an odd win. 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" in the embodiment 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 the identification elements. 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 "probability-variable electric sub-suppression state" corresponds to the high-probability state. The "sub-control circuit 60" corresponds to the symbol game means and the background display means. The "combination of odd big wins of the three-column effect symbols" corresponds to the combination with an odd win. 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 "combination of off-reach of the three-column effect symbols" corresponds to the deviated 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 the normal reach effect, the losing special symbol variation pattern "PH05" for the normal reach effect, and the losing special symbol variation pattern "PH07" for the all-symbol 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 scrolling state of the three-column effect symbols (see a→b). This female symbol W1 imitates a sitting woman 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 a 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 incomplete ending and a reached ending are set for the enlarged display of the window symbol G1.

[0145] As shown in FIG. 25, the incomplete ending of the enlarged display of the window symbol G1 ends when the enlarged display of the window symbol G1 reaches a size that 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 at the incomplete 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 at the incomplete ending, as shown in FIG. 26, after the female symbol W1 is erased, the female symbol W2 is displayed overlapping the window symbol G1 in front (see a). This female symbol W2 is displayed in the inner 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 of stepping out from the left end of the window symbol G1 to the outer area 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 in front (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 handle G1 ends with a larger size compared to the end of the non-reached state (see a), and is displayed for a longer required time compared to the non-reached state. When the enlarged display of this window handle G1 ends with the reached end, after the female pattern W1 is erased, a female pattern W2 that walks from right to left overlapping in front of the window handle G1 is displayed. This female pattern W2 is erased in a state where a part of it steps out of the external area of the window handle G1 from the left end of the window handle G1 (see b). When the female pattern W2 is erased, a female pattern W4 is displayed overlapping in front of the window handle G1 (see c). This female pattern W4 imitates a female in a cheering pose, and a character pattern L4 of "Please look forward to it" is attached to the female pattern W4. These female pattern W4 and character pattern L4 are erased together with the window handle G1. When the window handle G1 to the character pattern L4 are erased, three columns of effect patterns are displayed so as to be visible to the player (see d).

[0147] As shown in Fig. 27, among the three columns of effect patterns, the effect pattern in the middle column is displayed so as to be visible while being scrolled at a low speed for a normal reach effect that is slower than the normal speed (see d). Each of the effect patterns in the left column and the right column is displayed so as to be visible in a state where the same number pattern has stopped scrolling. That is, when the enlarged display of the window handle G1 ends with the reached end, the three columns of effect patterns become visible in a reach state. When it is determined to be a big win, the three columns of effect patterns form a big win combination in response to the low-speed scroll display of the effect pattern in the middle column stopping with the same number pattern as each of the effect patterns in the left column and the right column (see e1). When it is determined to be a miss, the three columns of effect patterns form a miss reach combination in response to the low-speed scroll display of the effect pattern in the middle column stopping with a number pattern different from any of the effect patterns in the left column and the right column (see e2).

[0148] Fig. 28(a) shows the symbol cover effect process. This symbol cover effect process is activated every time the sub-control circuit 60 receives the special figure 2 game data from the main control circuit 40. The sub-control circuit 60 determines which of the symbol cover effect, the normal reach effect, and the all-figures simultaneous stop effect to execute in the symbol cover effect process. If it is determined to execute the symbol cover effect, the symbol cover effect is executed in the current effect symbol game. If it is determined to execute the normal reach effect, the normal reach effect is executed in the current effect symbol game. If it is determined to execute the all-figures simultaneous stop effect, the all-figures simultaneous stop effect is executed in the current effect symbol game.

[0149] When the sub-control circuit 60 activates the symbol cover effect process, it determines in S301 whether the current effect mode is the chance mode. If it is determined to be the chance mode here, it proceeds to S302 and determines whether there is either of the special figure variation patterns "PO05" and "PH05" for the normal reach effect in the reception result of the special figure 2 game data. If it is determined that there is a special figure variation pattern for the normal reach effect here, it proceeds to S303 and determines whether there is a jackpot determination result in the reception result of the special figure 2 game data. If it is determined that there is a jackpot determination result here, it detects the symbol cover effect table 1 from the ROM in S304. If there is a non-winning determination result, it detects the symbol cover effect table 2 from the ROM in S305. Fig. 28(b) is the symbol cover effect table 1, and the symbol cover effect table 1 is set by assigning a high selection probability to the symbol cover effect at the end of reaching and a low selection probability to the normal reach effect. Fig. 28(c) is the symbol cover effect table 2, and the symbol cover effect table 2 is set by assigning a high selection probability to the normal reach effect and a low selection probability to the symbol cover effect at the end of reaching.

[0150] When the sub-control circuit 60 finishes S304 or S305, it proceeds to S306 and selects either the symbol cover effect for the ending 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, a higher jackpot probability is set for the symbol cover effect at the ending of the reach compared to the normal reach effect. When the symbol cover effect progresses to the ending of the reach, the three-column effect symbols have a high probability of forming a jackpot combination.

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

[0152] According to the above Embodiment 2, the following effects are obtained. Before all of the three columns of performance symbols in the image of the performance symbol game stopped scrolling, an image of the symbol cover performance was displayed. This image of the symbol cover performance makes all of the three columns of performance symbols invisible to the player in a scrolling state, and is quickly erased with an unsatisfactory ending when the determination result of success or failure is off. When this image of the symbol cover performance is erased with an unsatisfactory ending, the three columns of performance symbols become visible in a definitely completely off combination. Therefore, when the image of the symbol cover performance is quickly erased with an unsatisfactory ending from the player's line of sight, it is determined that the three columns of performance symbols will be in a completely off combination. So, when the three columns of performance symbols are in a completely off combination, it becomes possible to quickly end the player's expectation for a big win. On the other hand, when the image of the symbol cover performance progresses to a reaching ending and is then erased at the reaching ending, the performance symbols in the middle column among the three columns of performance symbols become visible in a scrolling state, and the performance symbols in the left column and the right column of performance symbols become visible in a stopped scrolling state. Therefore, when the symbol cover performance progresses to a reaching ending from the player's line of sight, since there is a possibility of a big win combination as the three columns of performance symbols become visible in a reach state, it becomes possible to continuously maintain the player's expectation for a big win for a long time.

[0153] [Example 3] Figures 29 to 30 illustrate a 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 jackpot special symbol variation pattern "PO05" for the normal reach effect or the miss special symbol variation pattern "PH05" for the normal reach effect in a state where the effect mode is set to the chance mode. As shown in Figure 29, it starts by displaying the female symbol W1 and the character symbol L1 on the symbol display 28 in the scroll state of the three columns of effect symbols (see a→b). When these female symbol W1 and character symbol L1 are displayed, the left-column effect symbols and the right-column effect symbols are scrolled and stopped in order, and when the three columns of effect symbols are in the reach state, the presence of the middle-column effect symbols becomes invisible to the player in response to the window symbol G1 being displayed in a colored opaque color (see b→c).

[0154] The symbol cover effect is set with an unachieved ending and an achieved ending. The unachieved ending is to erase the window symbol G1 while keeping it in a colored opaque color. When the symbol cover effect ends with the unachieved ending, the middle-column effect symbols become visible (see d). These middle-column effect symbols are made visible in a scrolled and stopped state and consist of numeric symbols different from both the left-column effect symbols and the right-column effect symbols. That is, when the symbol cover effect ends with the unachieved ending, the three columns of effect symbols are visibly displayed to the player in a combination of a miss reach.

[0155] The outcome of the symbol cover effect reaching its conclusion is, as shown in Fig. 30, that the window symbol G1 is changed from a colored opaque color to a colored translucent color (see (a)), and the window symbol G1 is erased with the colored translucent color, and it is displayed with a longer required time compared to the outcome of not reaching the conclusion. This colored translucent color of the window symbol G1 enables the visual recognition that the effect symbols in the middle column exist in a scrolling state backward, and makes the types of the effect symbols in the middle column unrecognizable (see the dashed line). When this symbol cover effect ends at the conclusion of reaching, the effect symbols in the middle column become visible. These effect symbols in the middle column are made visible in a state where they are scrolled and displayed at a low speed for the normal reach effect (see (b)). When it is determined to be a big win, the low-speed scrolling display of the effect symbols in the middle column stops with the same numerical symbols as those of the effect symbols in the left column and the right column respectively, and accordingly, the three columns of effect symbols form a big win combination (see (c1)). When it is determined to be a loss, the low-speed scrolling display of the effect symbols in the middle column stops with a numerical symbol different from any of the effect symbols in the left column and the right column, and accordingly, the three columns of effect symbols form a non-winning reach combination (see (c2)).

[0156] Fig. 31(a) shows the symbol cover effect process. This symbol cover effect process is executed by the sub-control circuit 60 instead of the symbol cover effect process in Fig. 28(a). The sub-control circuit 60 determines whether to execute either the symbol cover effect or the normal reach effect in the symbol cover effect process in Fig. 31(a). When it is determined to execute the symbol cover effect, the symbol cover effect is executed in the current symbol effect game. When it is determined to execute the normal reach effect, the normal reach effect is executed in the current symbol effect game.

[0157] When the sub-control circuit 60 activates the symbol cover effect process in Fig. 31(a), it determines at S311 whether the current effect mode is the chance mode. If it is determined that it is the chance mode here, the process proceeds to S312, and it is determined whether there is either of the special symbol variation patterns "PO05" and "PH05" for the normal reach effect in the reception result of the special game data in Fig. 2. If it is determined that there is a special symbol variation pattern for the normal reach effect here, the process proceeds to S313, and it is determined whether there is a jackpot determination result in the reception result of the special game data in Fig. 2. If it is determined that there is a jackpot determination result here, the symbol cover effect table 11 is detected from the ROM at S314, and if there is a miss determination result, the symbol cover effect table 12 is detected from the ROM at S315. Fig. 31(b) shows the symbol cover effect table 11, and the symbol cover effect table 11 is set by assigning a high selection probability to the symbol cover effect at the end of reaching and a low selection probability to the normal reach effect. Fig. 31(c) shows the symbol cover effect table 12, and the symbol cover effect table 12 is set by assigning a high selection probability to the normal reach effect and a low selection probability to each of the symbol cover effects at the end of reaching and the symbol cover effect at the end of non-reaching.

[0158] When the sub-control circuit 60 finishes S314, it proceeds to S316 and selects either the reaching end symbol cover effect 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 proceeds to S316 and selects either the reaching end symbol cover effect, the non-reaching end symbol cover effect, or the normal reach effect from the symbol cover effect table 12 with a probability corresponding to the selection probability. That is, the non-reaching end symbol cover effect has a jackpot probability set to "0%", and when the symbol cover effect ends at the non-reaching end without progressing to the reaching end, the three-column effect symbols will always be visible in a non-winning reach combination. The reaching end symbol cover effect has a higher jackpot probability set compared to the normal reach effect, and when the symbol cover effect progresses from the non-reaching end to the reaching end, after the three-column effect symbols become visible in a reach state, they will form a jackpot combination with a high probability of less than "100%".

[0159] In addition to the inventions described in the claims, the following [Reference Invention 2-1] to [Reference Invention 2-6] are described in the above-described Second to Third Embodiments. There is a gaming machine configured to determine success or failure every time a start condition is satisfied and to display an image of a symbol game every time the success or failure is determined. This image of the symbol game changes the identification symbol from an uncertain state to a definite state, and the player is notified of the determination result of success or failure according to the type of the definite state of the identification symbol (see Japanese Patent Application Laid-Open No. 2010-17425). This conventional gaming machine changes the identification symbol from an uncertain state to a definite state through a reach state in which a part of the identification symbol is determined and the rest is not determined, and can only give the player a monotonous interest of showing that the identification symbol is approaching a definite winning state.

[0160] [Reference Invention 2-1] Determination means for determining success or failure every time a start condition is satisfied, A display for displaying an image of a symbol game that changes the identification symbol from an uncertain state to a definite state according to the determination result of success or failure, Symbol game means for displaying an image of a symbol game on the display, Before the identification symbol in the picture of the symbol game reaches a definite state, a cover effect image that makes part or all of the indefinite part of the identification symbol invisible to the player is displayed on the display, and cover effect means for erasing the cover effect image after advancing it to either the ending of success or the ending of failure is provided. The cover effect means is configured to erase the cover effect image at the ending of failure when the determination result of success or failure is incorrect. The symbol game means is configured to display, in a definite state that constitutes a losing pattern, at least a part of the identification symbol that was made invisible by the cover effect image when the cover effect image is erased at the ending of failure, and to display the identification symbol in a definite state after displaying at least a part of the identification symbol that was made invisible by the cover effect image in an indefinite state when the cover effect image is erased at the ending of success. The gaming machine is characterized by this. According to the above means, a cover effect image is displayed before the identification symbol in the picture of the symbol game reaches a definite state. This cover effect image hides part or all of the indefinite part of the identification symbol from the player and is erased at the ending of failure when the determination result of success or failure is incorrect. When this cover effect image is erased at the ending of failure, at least a part of the identification symbol that was made invisible by the cover effect image is displayed in a definite state that constitutes a losing pattern. Therefore, when the cover effect image is erased at the ending of failure from the player's line of sight, it is certain that the identification symbol will be in a losing pattern, so it becomes possible to quickly end the player's expectation of winning when the pattern of the identification symbol is determined to be a loss. On the other hand, when the cover effect image is erased after advancing to the ending of success, at least a part of the identification symbol that was made invisible by the cover effect image is displayed in an indefinite state and then the identification symbol is displayed in a definite state. Therefore, when the cover effect image advances to the ending of success, there is a possibility that the identification symbol will be in a winning pattern from the player's line of sight, so it becomes possible to continue the player's expectation of winning for a long time. In the embodiment, "all of the special figure 1 game, the special figure 2 game, the small win game, and the big win game stop" corresponds to the fulfillment of the start condition. "The main control circuit 40" corresponds to the determination means. "The three-column effect symbols" correspond to the identification symbols. "The state where at least one column of the three-column effect symbols is in a scrolling display state" corresponds to an uncertain aspect of the identification symbols. "The state where all of the three-column effect symbols have stopped scrolling" corresponds to a definite aspect of the identification symbols. "The image of the effect symbol game" corresponds to the image of the symbol game. "The effect symbol display 28" corresponds to the display. "The sub-control circuit 60" corresponds to the symbol game means and the cover effect means. "The image of the symbol cover effect" corresponds to the image of the cover effect. "The outcome of the arrival of the image of the symbol cover effect" corresponds to the outcome of the arrival of the image of the cover effect. "The outcome of the non-arrival of the image of the symbol cover effect" corresponds to the outcome of the non-arrival of the image of the cover effect. "The combination of complete misses of the three-column effect symbols", "the combination of near misses of the three-column effect symbols", and "the combination of big wins of the three-column effect symbols" correspond to definite winning aspects of the identification symbols. Each of "the combination of complete misses of the three-column effect symbols" and "the combination of near misses of the three-column effect symbols" corresponds to a definite miss aspect of the identification symbols.

[0161] [Reference Invention 2-2] The gaming machine according to [Reference Invention 2-1], further comprising suggestion effect means for displaying, on the display, an image of a suggestion effect that pre-suggests to the player that the image of the cover effect will start to be displayed. In the embodiment, "the female symbol W1 and the character symbol L1" correspond to the image of the suggestion effect. "The sub-control circuit 60" corresponds to the suggestion effect means. [Reference Invention 2-3] The gaming machine according to [Reference Invention 2-1], wherein the cover effect means displays the outcome of the arrival of the image of the cover effect in a longer required time compared to the outcome of the non-arrival. [Reference Invention 2-4] The gaming machine according to [Reference Invention 2-1], wherein when the image of the cover effect is erased at the outcome of the non-arrival, the symbol game means displays all of the identification symbols including the part that was made unviewable by the image of the cover effect in a definite miss aspect. [Reference Invention 2-5] When the image of the cover effect is erased at the end of the reach, the gaming machine according to [Reference Invention 2-1] is characterized in that all of the identification symbols including the part where the image of the cover effect was made invisible are displayed in an uncertain reach mode and then displayed in either a definite winning mode or a definite losing mode.

[0162] [Reference Invention 2-6] Judgment means for judging success or failure every time the start condition is satisfied, A display on which an image of a symbol game for changing an identification symbol from an uncertain mode to a definite mode according to the judgment result of success or failure is displayed, Symbol game means for displaying an image of a symbol game on the display, Before the identification symbol is made definite in the image of the symbol game, an image of a cover effect that makes part or all of the identification symbol invisible to the player is displayed on the display, and cover effect means for erasing the image of the cover effect after advancing it to either the end of the reach or the end of non-reach is provided. The symbol game means, When the image of the cover effect is erased at the end of the reach, the identification symbol is displayed in a definite mode via an uncertain mode. When the image of the cover effect is erased at the end of non-reach, the identification symbol is displayed in a definite mode without going through an uncertain mode. A gaming machine characterized by this. According to the above means, an image of a cover effect is displayed before the identification symbol is made definite in the image of the symbol game. This image of the cover effect makes part or all of the identification symbol invisible to the player and is erased at either the end of non-reach or the end of the reach. When this image of the cover effect is erased at the end of non-reach, the identification symbol becomes visible in a definite mode. When it is erased after progressing to the end of the reach, it becomes visible in an uncertain mode and then becomes definite. Therefore, depending on whether the image of the cover effect is erased at the end of non-reach or the end of the reach, the image of the symbol game progresses in different processes, so the attractiveness of the image of the symbol game is improved. In the embodiment, "all of the special game in FIG. 1, the special game in FIG. 2, the small win game, and the big win game stop" corresponds to the establishment of the start condition. The "main control circuit 40" corresponds to the determination means. The "three-column effect symbols" correspond to the identification symbols. The state where "at least one column of the three-column effect symbols is in a scrolling display state" corresponds to the non-deterministic aspect of the identification symbols. The state where "all of the three-column effect symbols are stopped by scrolling" corresponds to the deterministic aspect of the identification symbols. The "image of the effect symbol game" corresponds to the image of the symbol game. The "effect symbol display 28" corresponds to the display. The "sub-control circuit 60" corresponds to the symbol game means and the cover effect means. The "image of the symbol cover effect" corresponds to the image of the cover effect. The "result of the arrival of the image of the symbol cover effect" corresponds to the result of the arrival of the image of the cover effect. The "result of the non-arrival of the image of the symbol cover effect" corresponds to the result of the non-arrival of the image of the cover effect.

[0163] [Example 4] As shown in FIG. 32, for each of the nine types of effect symbols from "1" to "9", two types are set: a normal symbol Nc (see the upper part) and a special symbol Sc (see the lower part). Each of the special symbols Sc from "1" to "9" is set to have the same hue and brightness as the normal symbol Nc of the same number, and is set to have a lower chroma than the normal symbol Nc of the same number. That is, the normal symbol Nc and the special symbol Sc have different display colors from each other.

[0164] FIG. 33 illustrates the image flow when any one of the battle images BL1 to BL4 is displayed in the current effect symbol game. In this case, the scroll display of each of the left-column effect symbols, the middle-column effect symbols, and the right-column effect symbols at their normal speeds starts with the normal symbol Nc (see a), and after the scroll display of the left-column effect symbols stops with the normal symbol Nc, the scroll display of the right-column effect symbols stops with the normal symbol Nc (see b). In the reach state of these three columns of effect symbols, the scroll display of the middle-column effect symbols at their normal speed continues with the normal symbol Nc, and when a certain time has elapsed based on the occurrence of the reach state, the normal reach effect starts in response to the scroll speed of the middle-column effect symbols decreasing from the normal speed to a low speed. During this normal reach effect, the scroll display of the middle-column effect symbols at the low speed continues with the normal symbol Nc.

[0165] When a certain time has elapsed since the start of the normal reach effect, as shown in FIG. 33, 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, and when the left-column effect symbols to the right-column effect symbols are erased, any one of the battle images BL1 to BL4 starts to be displayed (see c1). In this case, a mini symbol area Es is set at the upper right corner in the display area E, and an image of a saturation change effect and an image of a 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 and displaying the effect symbols in three horizontal columns of the left column, the middle column, and the right column in the mini symbol area Es (see c1 / c2). This mini symbol area Es is smaller in size than the display area E, and in the mini symbol area Es, a special symbol Sc consisting of the same type of numerical symbols as the left-column effect symbols that were scrolled and stopped in the previous normal reach effect is statically displayed as the left-column effect symbols, a special symbol Sc consisting of the same type of numerical symbols as the right-column effect symbols that were scrolled and stopped in the previous normal reach effect is statically displayed as the right-column effect symbols, and special symbols Sc of "1" to "9" are scrolled and displayed at a low speed as the middle-column effect symbols.

[0167] When any of the battle images BL1 to BL4 ends with a victory result, as shown in FIG. 34, when the production symbol in the middle column within the mini-symbol area Es stops scrolling with the same numeric symbol as each of the production symbols in the left column and the right column, three columns of production symbols within the mini-symbol area Es are statically displayed in a jackpot combination (see a1 / a2). The scrolling stop of the production symbol in this middle column is performed by the special symbol Sc. When any of the battle images BL1 to BL4 ends with a victory result, the special symbol Sc is displayed as a jackpot combination as the three columns of production symbols within the mini-symbol area Es.

[0168] When any of the battle images BL1 to BL4 ends with a defeat result, as shown in FIG. 34, when the production symbol in the middle column within the mini-symbol area Es stops scrolling with a numeric symbol different from both the production symbol in the left column and the production symbol in the right column, three columns of production symbols within the mini-symbol area Es are statically displayed in a non-winning reach combination (see b1 / b2). The scrolling stop of the production symbol in this middle column is performed by the special symbol Sc. When any of the battle images BL1 to BL4 ends with a defeat result, the special symbol Sc is displayed as a non-winning reach combination as the three columns of production symbols within the mini-symbol area Es.

[0169] The image of the saturation restoration effect is executed when the special symbol Sc is displayed as a non-winning reach combination within the mini-symbol area Es. This image of the saturation restoration effect changes each column's special symbol Sc to a normal symbol Nc with the same number (see b2 / b4). When the three columns of production symbols within the mini-symbol area Es are changed from the special symbol Sc to the normal symbol Nc, three columns of production symbols are also statically displayed in a non-winning reach combination within the display area E (see b3). This image of the saturation restoration effect is not executed when the special symbol Sc is displayed as a jackpot combination within the mini-symbol area Es. In this case, three columns of production symbols are statically displayed in a jackpot combination within the display area E (see). The three columns of production symbols within this display area E consist of the special symbol Sc with the same number as the three columns of production symbols within the mini-symbol area Es.

[0170] According to the above-described Example 4, the following effects are achieved. During the performance symbol game, an image of the saturation change performance was displayed. This image of the saturation change performance is displayed before all of the three columns of identification symbols come to a stop scroll state, and changes the appearance of the performance symbols from the normal saturation to a darker saturation for all of the three columns of performance symbols. Therefore, it is possible to give the player an expectation that something will happen during the performance symbol game in response to the display of the image of the saturation change performance. Moreover, when the image of the saturation change performance was displayed in this performance symbol game, an image of the saturation restoration performance was displayed, and the saturation of the three columns of performance symbols was restored from the darker saturation to the normal saturation with the image of the saturation restoration performance. For this reason, the performance symbols will not be displayed in a darker saturation for an unnecessarily long time, and it will not give the player a misunderstanding that something will happen. In the above-described Example 4, when it is determined as a big win, after setting the three columns of performance symbols in the mini symbol area Es as a big win combination with the special symbol Sc at the end of victory of each of the battle images BL1 to BL4, it may be returned to the normal symbol Nc, and the three columns of performance symbols may also be statically displayed as a big win combination with the normal symbol Nc in the display area E.

[0171] [Example 5] For each of the nine types of performance symbols from "1" to "9", two types, namely a normal symbol and a special symbol, are set. Each of the special symbols from "1" to "9" is set to a golden color, and among the normal symbols from "1" to "9", each of the odd numbers "1, 3, 5, 7, 9" is set to a red color, and each of the even numbers "2, 4, 6, 8" is set to a blue color.

[0172] FIG. 35 illustrates images of a color change effect and an image of a color restoration effect. The image of the color change effect is displayed when the sub-control circuit 60 receives the special pattern variation pattern "PO05" for the normal reach effect and the off special pattern variation pattern "PH05" with the effect mode set to the normal mode, and is started by scrolling and displaying each of the effect symbols in the left column, the effect symbols in the middle column, and the effect symbols in the right column at the normal speed (see (a)). The scrolling display of each of these columns is performed with normal symbols. When the display of the image of the color change effect is started, the scrolling display of the effect symbols in the left column stops with normal symbols of the normal size, and then, in response to the scrolling display of the effect symbols in the right column stopping with normal symbols of the normal size, the effect symbols in the three columns enter the reach state (see (b)). In this reach state of the effect symbols in the three columns, the scrolling display of the effect symbols in the middle column at the normal speed continues with normal symbols.

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

[0174] When a reduced-size special symbol is statically displayed as each of the effect symbols in the left column and the effect symbols in the right column, as shown in FIG. 35, the scroll speed of the effect symbols in the middle column is changed from the normal speed to the low speed (see c), and the normal reach effect is started. During this normal reach effect, the scroll display of the effect symbols in the middle column at the low speed continues with normal symbols, and when a certain time has elapsed since the start of the normal reach effect, the scroll display of the effect symbols in the middle column stops at the center within the display area E. This scroll stop of the effect symbols in the middle column is performed with normal symbols of the same number as each of the effect symbols in the left column and the effect symbols in the right column when it is determined to be a big win (see d1), and is performed with normal symbols of a number different from any of the effect symbols in the left column and the effect symbols in the right column when it is determined to be a miss (see e1).

[0175] The image of the color return effect is executed when the three columns of effect symbols are set in a combination of a miss reach when the effect symbols in the middle column are scrolled and stopped with normal symbols of the normal size. In this case, as shown in FIG. 35, when the effect symbol in the left column is moved and displayed from the upper left corner within the display area E to the left side of the effect symbol in the middle column, and the effect symbol in the right column is moved and displayed from the upper right corner within the display area E to the right side of the effect symbol in the middle column, the three columns of effect symbols are statically displayed in a combination of a miss reach in a horizontal row (see e2). Each of these effect symbols in the left column and the effect symbols in the right column is changed from a special symbol to a normal symbol when it is moved and displayed, and when it is changed from a special symbol to a normal symbol, it is changed from the reduced size to the normal size.

[0176] The image of the color restoration effect is not executed when the winning combination of the three-column display symbols is formed in response to the middle-column display symbol stopping scrolling in the normal size normal symbol. In this case, as shown in FIG. 35, when the left-column display symbol is moved and displayed from the upper left corner within the display area E to the left side of the middle-column display symbol, and the right-column display symbol is moved and displayed from the upper right corner within the display area E to the right side of the middle-column display symbol, the three-column display symbols are statically displayed in a winning combination in a horizontal row (see d2). Each of these left-column display symbols and right-column display symbols is continuously displayed as a special symbol when being moved and displayed, and is changed from the reduced size to the normal size.

[0177] According to the above-described Embodiment 5, the following effects can be obtained. During the symbol game, an image of the color change effect is displayed. This image of the color change effect is displayed before all three columns of display symbols come to a stop scrolling, and changes the color of each of the left-column display symbol and the right-column display symbol from the normal color to the gold color. Therefore, it is possible to give the player a sense of anticipation that something will happen during the symbol game in response to the display of the image of the color change effect. Moreover, when the image of the color change effect is displayed in this symbol game, an image of the color restoration effect is displayed, and the color of each of the left-column display symbol and the right-column display symbol is returned from gold to the normal color in the image of the color restoration effect. Therefore, each of the left-column display symbol and the right-column display symbol will not be displayed in the gold color for an unnecessarily long time, and it will be possible to prevent the player from having a misunderstanding that something will happen. In the above-described Embodiment 5, when it is determined as a big win, each of the left-column display symbol and the right-column display symbol may be set to a winning combination with special symbols and then returned from the special symbols to the normal symbols.

[0178] In the above-described Examples 4 to 5, in addition to the invention described in the claims, the following [Reference Invention 3-1] to [Reference Invention 3-6] are described. There is a gaming machine configured to determine success or failure every time a start condition is satisfied, and to display an image of a symbol game every time the success or failure is determined. This image of the symbol game displays a plurality of identification elements in a variable state and then in a variable 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 variable stop state (see Japanese Patent Application Laid-Open No. 2010-17425). This conventional gaming machine sets a plurality of identification elements to be either out of the reach state and a combination of reach or a combination of jackpot, and can only give the player a monotonous interest of showing that the plurality of identification elements are approaching the combination of jackpot.

[0179] [Reference Invention 3-1] 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 according to the determination result of success or failure, A gaming machine that displays an image of a symbol game on the display, and includes symbol game means for displaying an image of a change effect 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 a variable stop state in the image of the symbol game. The symbol game means is characterized in that when an image of a change effect is displayed in the current symbol game, an image of a return effect for returning the appearance of the identification element whose appearance has been changed to the first type from the second type is displayed for the identification element whose appearance has been changed. 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 the plurality of identification elements reach a variable stop state, and changes the appearance of at least one of the plurality of identification elements from the first type to the second type. Therefore, it is possible to give the player a sense of 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 the current 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 the 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 making a combination of a plurality of identification elements in a variable stop state into a non-winning combination. "The non-winning reach combination" in the embodiment corresponds to the non-winning combination. [Reference Invention 3-3] The gaming machine according to [Reference Invention 3-1], wherein the symbol game means displays, as an image of a change effect, an image that changes the display color of an identification element from the first type to the second type, and displays, as an image of a return effect, an image that returns the display color of the identification element from the second type to the first type.

[0181] [Reference Invention 3-4] The display device displays a first identification element, a second identification element, and a third identification element as a plurality of identification elements. 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 is displayed. The symbol game means is characterized in that an image of a change effect is displayed in a reach state for each of the first identification element and the second identification element, and the gaming machine according to [Reference Invention 3-1]. The "production symbol in the left column" in the embodiment corresponds to the first identification element, the "production symbol in the right column" corresponds to the second identification element, and the "production symbol in the middle column" corresponds to the third identification element. [Reference Invention 3-5] The gaming machine according to [Reference Invention 3-4], further comprising a suggestion effect means for displaying an effect image for suggesting to the player in advance that an image of a change effect is to be displayed in a reach state. 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] Determination means for determining whether or not each time a start condition is satisfied; A display device on which 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 a combination according to the determination result of whether or not is displayed; The symbol game means for displaying an image of a symbol game on the display device, and displaying an image of a reach effect for changing the third identification element 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 as an image of the symbol game; The symbol game means is configured to display an image of a change effect for changing the appearance of the identification element from a first type to a second type different from the first type for each of the first identification element and the second identification element in a reach state. A gaming machine characterized in that when an image of a change effect is displayed in the present symbol game, an image of a return effect for returning the appearance of each of the first identification element and the second identification element from the second type to the first type is displayed. According to the above means, an image of a change effect is displayed in the reach state of the first identification element to the third identification element. This 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 can give the player a sense of expectation for something to 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 the present symbol game, an image of a 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 will not be displayed unnecessarily long in the second type, so that the player will not be given a misunderstanding about something happening. "All of the 'Special Drawing 1 Game', 'Special Drawing 2 Game','small hit game', and 'big hit game' in the embodiment stop" corresponds to the establishment of the start condition, "main control circuit 40" corresponds to the determination means, "the production symbols in the left column" corresponds to the first identification element, "the production symbols in the right column" corresponds to the second identification element, "the production symbols in the middle column" corresponds to the third identification element, "scroll state" corresponds to the variable state, "scroll stop state" corresponds to the variable stop state, "the image of the production symbol game" corresponds to the image of the symbol game, "production symbol display 28" corresponds to the display, "sub-control circuit 60" corresponds to the symbol game means, "Normal Symbol Nc" corresponds to the first type of identification element, "Special Symbol Sc" corresponds to the second type of identification element, "the image of the saturation change effect" corresponds to the image of the change effect, and "the image of the saturation return effect" corresponds to the image of the return effect.

[0183] [Embodiment 6] For each of the nine types of performance symbols from "1" to "9", as shown in FIG. 36, two types are set: a chance symbol (refer to the upper part) and a speed symbol (refer to the lower part). Each of the chance symbols from "1" to "9" consists of a filled-in number. When the performance mode is set to the normal mode for low-probability non-electric support, the chance symbol is used as the performance symbol regardless of whether normal performance, all-figure simultaneous stop performance, normal reach performance, special reach performance, or pseudo-variation performance is executed. Even when the performance mode is set to the chance mode for low-probability electric support, the chance symbol is used as the performance symbol regardless of whether normal performance, all-figure simultaneous stop performance, normal reach performance, special reach performance, or pseudo-variation performance is executed. Among these chance symbols from "1" to "9", each of "1, 3, 5, 7, 9" is filled with a red color, and each of "2, 4, 6, 8" is filled with a blue color.

[0184] Each of the speed symbols from "1" to "9" consists of an outlined number, as shown in FIG. 36. When the performance mode is set to the speed mode for high-probability electric support, the speed symbol is used as the performance symbol regardless of whether normal performance, all-figure simultaneous stop performance, normal reach performance, special reach performance, or pseudo-variation performance is executed. Among these speed symbols from "1" to "9", each of "1, 3, 5, 7, 9" for high-probability electric support has a heart symbol attached, and each of "2, 4, 6, 8" for low-probability electric support does not have a heart symbol attached.

[0185] Figure 37 illustrates the game flow when the symbol change jackpot preview performance is executed in the current performance symbol game. This symbol change jackpot preview performance notifies the player that the low probability electric support mode will be set starting from the next performance symbol game when the three columns of performance symbols in the current performance symbol game form an even jackpot combination. When the sub-control circuit 60 sets the performance mode to the speed mode for high probability electric support, it displays one of the special losing special symbol variation patterns "PH01 - 04" for the special reach performance, the special winning special symbol variation patterns "PO01 - 04" for the special reach performance, the special winning special symbol variation pattern "PO05" for the normal reach performance, and the special losing special symbol variation pattern "PH05" for the normal reach performance when it receives any of them.

[0186] When the sub-control circuit 60 executes the symbol change jackpot preview performance, as shown in Figure 37, it starts displaying the image of the performance symbol game in response to the scrolling display of the speed symbols at the normal speed for each of the three columns of performance symbols (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 symbol at one of the even numbers "2, 4, 6, 8" (see b). When the scrolling display of the left column speed symbol stops, it generates a reach state by stopping the scrolling display of the right column speed symbol at the same even number as the left column speed symbol (see c). In the reach state, the sub-control circuit 60 continuously scrolls and displays the middle column speed symbol at the normal speed.

[0187] When the sub-control circuit 60 generates an even-numbered reach state in the speed symbol, as shown in FIG. 37, when the scroll speed of the speed symbol in the middle column is decreased from the normal speed to the low speed, the normal reach effect is started, and when a certain time has elapsed based on the start of the normal reach effect, the symbol change big win preview effect is started. When this sub-control circuit 60 changes each of the effect symbols in the scroll stop state of the left column and the effect symbols in the scroll stop state of the right column from the speed symbol to an even-numbered chance symbol identical to the speed symbol and changes the effect symbol during the low-speed scroll in the middle column from the speed symbol to the chance symbol, the symbol change big win preview effect is started (see c→d).

[0188] FIG. 38 is an image of the end of the symbol change big win preview effect displayed when the sub-control circuit 60 receives the special symbol variation pattern for the normal reach effect. When the sub-control circuit 60 receives the big win special symbol variation pattern "PO05" for the normal reach effect, the low-speed scroll display in the middle column stops with an even-numbered chance symbol identical to each of the left column and the right column, and when the three columns are set as a winning combination with even-numbered chance symbols, the current effect symbol game ends (see a→b). After the end of the current effect symbol game, this sub-control circuit 60 starts displaying the image of the big win game effect (see b→c), and uses the chance symbol as the effect symbol for the three columns from the next effect symbol game. When the sub-control circuit 60 receives the off special symbol variation pattern "PH05" for the normal reach effect, the low-speed scroll display in the middle column stops with a chance symbol different from both the left column and the right column, and the three columns are set as a combination of off reach with chance symbols (see a→d). When this sub-control circuit 60 sets the three columns as a combination of off reach with chance symbols, the current effect symbol game ends when the effect symbols of each column are changed from the chance symbol to the speed symbol identical to the chance symbol (see d→e), and the speed symbol is used as the effect symbol for the three columns in the next effect symbol game.

[0189] FIG. 39 explains the final image of the symbol change jackpot preview effect when the sub-control circuit 60 receives a special reach effect (battle images BL1 to BL4) specific diagram variation pattern. When the sub-control circuit 60 receives a special diagram variation pattern for the special reach effect, it erases the three-column chance symbols during the normal reach effect and starts displaying any one of the battle images BL1 to BL4 (see a→b). When this sub-control circuit 60 receives the jackpot special diagram variation patterns “PO01 to 04” for the special reach effect, it ends the battle image with a victory ending. When the battle image ends with a victory ending, in response to the chance symbols being statically displayed in an even jackpot combination as the three-column effect symbols, this current effect symbol game ends (see b→c). After the end of this current effect symbol game, this sub-control circuit 60 starts displaying the image of the jackpot game effect (see c→d) and uses the chance symbols as the three-column effect symbols starting from the next effect symbol game. When this sub-control circuit 60 receives the non-winning special diagram variation patterns “PH01 to 04” for the special reach effect, it ends the battle image with a defeat ending. When the battle image ends with a defeat ending, in response to the chance symbols being statically displayed in an even non-winning reach combination as the three-column effect symbols (see b→e). When this sub-control circuit 60 statically displays the three columns in an even non-winning reach combination, in response to changing the effect symbol of each column from the chance symbol to the same speed symbol as the chance symbol, this current effect symbol game ends (see e→f), and speed symbols are used as the three-column effect symbols starting from the next effect symbol game.

[0190] The symbol change jackpot preview effect process in Fig. 40(a) is activated every time the sub-control circuit 60 receives the special figure 2 game data from the main control circuit 40. The sub-control circuit 60 determines whether to execute the symbol change jackpot preview effect in the symbol change jackpot preview effect process. If it is determined to execute the symbol change jackpot preview effect, the symbol change jackpot preview effect is executed in the current effect symbol game. When the sub-control circuit 60 activates the symbol change jackpot preview effect process, it determines in S401 whether the current effect mode is the speed mode. If it is determined here that it is the speed mode, the process proceeds to S402, and it is determined whether any of the 10 types of jackpot special figure variation patterns "PO01~04" for the special reach effect, the off special figure variation patterns "PH01~04" for the special reach effect, the jackpot special figure variation pattern "PO05" for the normal reach effect, and the off special figure variation pattern "PH05" for the normal reach effect are present in the reception result of the special figure 2 game data.

[0191] When the sub-control circuit 60 determines in S402 that any of the 10 types of special figure variation patterns are present, the process proceeds to S403, and it is determined whether there is a jackpot determination result in the reception result of the special figure 2 game data. If it is determined here that there is a jackpot determination result, the symbol change jackpot preview effect table 1 is detected from the ROM in S404, and if there is an off determination result, the symbol change jackpot preview effect table 2 is detected from the ROM in S405. Fig. 40(b) is the symbol change jackpot preview effect table 1, and the symbol change jackpot preview effect table 1 is set by assigning a high selection probability to "with symbol change jackpot preview effect" and a low selection probability to "without symbol change jackpot preview effect". Fig. 40(c) is the symbol change jackpot preview effect table 2, and the symbol change jackpot preview effect table 2 is set by assigning a low selection probability to "with symbol change jackpot preview effect" and a high selection probability to "without symbol change jackpot preview effect".

[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 the speed symbol corresponding to the speed mode to the chance symbol for the chance mode, and is performed for 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 following [Reference Invention 4-1] to [Reference Invention 4-6] are described in the above-described Example 6. There is a gaming machine configured to determine success or failure every time a start condition is satisfied and to 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 determination result of success or failure is notified to the player 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 whether it is correct or incorrect 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 determination result of whether it is correct or incorrect 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 according 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 according 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 win game, and the big win game stop" in the embodiment corresponds to the start condition being satisfied, "the 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, "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 mode setting means and the symbol game means, each of "the chance mode" and "the speed mode" corresponds to the symbol mode, and "the first half of the symbol change big win notice 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 the 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 image of the symbol game 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 the background image, Background display means for displaying a background image of a type corresponding to the setting result of the background mode when an image of a symbol game is displayed on the symbol display, The gaming machine according to [Reference Invention 4-1], characterized in that the symbol mode setting means designates a symbol mode according 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 can perform a symbol type return effect of returning the type of the identification element from a type different from the setting result of the symbol mode to a result corresponding to the setting result of the symbol mode for the one or more identification elements after finishing the symbol type change effect with the image of the current symbol game. The gaming machine according to [Reference Invention 4-1]. The "latter half of the symbol change jackpot announcement effect" of the embodiment corresponds to the symbol type return effect.

[0197] [Reference Invention 4-6] Judgment means for judging 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 stopped state in a combination corresponding to the judgment 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 is for displaying 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 for displaying an image of a reach effect in which the third identification element is changed from a variable state to a stopped state through a reach state in which each of the first identification element and the second identification element is in a stopped state in the same manner. The symbol game means can perform a symbol type change effect of changing the display color of the identification element from a result corresponding to the setting result of the symbol mode to a result 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. The gaming machine is characterized by this. 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, in response to displaying the image of the symbol type change effect, it is possible to give the player an expectation that something will happen in this symbol game. "All of the 'Special Figure 1 game', 'Special Figure 2 game','small hit game', and 'big hit game' in the embodiment stop" corresponds to the establishment of the start condition, "main control circuit 40" corresponds to the determination means, "the production symbols in the left column" corresponds to the first identification element, "the production symbols in the right column" corresponds to the second identification element, "the production symbols in the middle column" corresponds to the third identification element, "scroll state" corresponds to the variable state, "scroll stop state" corresponds to the variable stop state, "production symbol game" corresponds to the symbol game, "production 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 production symbols" corresponds to the display color of the identification element, and "the first half of the symbol change big hit 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 production symbol display, 40 is the main control circuit, and 60 is the sub-control circuit.

Claims

Claim 1 Judgment means for judging whether it is correct or not every time the start condition is satisfied; A display on which an image of a symbol game is displayed, in which a plurality of identification elements are changed from a variable state to a variable stop state in a combination according to the judgment result of whether it is correct or not; Symbol mode setting means for setting a symbol mode for specifying 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 is capable of performing a symbol type change effect of changing the type of one or more of a plurality of identification elements from the one corresponding to the setting result of the symbol mode to the one different from the setting result of the symbol mode before displaying all of the plurality of identification elements in a variable stop state in the image of the current symbol game. The gaming machine is characterized by this.

Citation Information

Patent Citations

  • Game machine

    JP2010017425A