Game machine

The gaming machine addresses the lack of engaging music-based effects in pachinko machines by variably displaying decorative information and controlling sound outputs to enhance player engagement during advantageous game states, thereby improving the amusement experience.

JP2025099603AInactive Publication Date: 2025-07-03SANKYO CO LTD
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Patent Information

Application Number
JP2023216388
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-12-22
Publication Date
2025-07-03
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Existing gaming machines, such as pachinko machines, lack effective ways to enhance player engagement through music-based effects, failing to provide varied and engaging decorative identification information and sound outputs that correlate with advantageous game states.

Method used

A gaming machine that can variably display decorative identification information and control sound outputs to enhance player engagement by executing specific effects and music during advantageous game states, increasing the type and number of displayed decorations and sounds when the player is in a favorable position.

Benefits of technology

The solution improves player interest by making the gaming experience more engaging and attention-grabbing through varied and correlated decorative and auditory cues, enhancing the overall amusement value.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2025099603000001_ABST
    Figure 2025099603000001_ABST
Patent Text Reader

Abstract

To provide a game machine for enhancing interest in a game by an appropriate performance using a music piece.SOLUTION: A ready-to-win performance that becomes a music piece ready-to-win can output a music piece that becomes a specific music piece, and can display a performance pattern in accordance with a music piece, and a performance pattern when a music piece ready-to-win is under execution executes various performances in accordance with its music piece, thus enhancing interest in a game.SELECTED DRAWING: Figure 10-17
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Description

Technical Field

[0001] The present invention relates to a gaming machine capable of variably displaying decorative identification information and controlling to an advantageous state favorable to a player.

Background Art

[0002] As a gaming machine such as a pachinko gaming machine, there is a gaming machine that executes an effect using music when notifying a right or wrong determination result (for example, Patent Document 1 etc.).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] The technology described in Patent Document 1 had room for improvement in the effect using music.

[0005] This invention has been made in view of the above actual situation, and an object thereof is to provide a gaming machine that improves the gaming interest by an appropriate effect using music.

Means for Solving the Problems

[0006] To achieve the above object, a gaming machine according to the present invention is a gaming machine capable of variably displaying decorative identification information and controlling to an advantageous state favorable to a player, provided with an effect execution means and a sound output means, wherein the effect execution means can execute a predetermined effect and a specific effect suggesting that it is controlled to the advantageous state using the decorative identification information, and the sound output means can output a specific music when the specific effect is being executed. The ratio of being controlled to the advantageous state is higher when the predetermined performance is executed than when the specific performance is executed. In one scene, the type and number of the decoration identification information that can be displayed are larger for the specific performance than for the predetermined performance. Here, the decoration identification information may be, for example, a performance design. The advantageous state may be, for example, a jackpot gaming state. The gaming machine may be, for example, a pachinko gaming machine 1. The performance execution means may be, for example, a performance control CPU 120 that executes a performance pattern change start process and a performance pattern change process during performance, a CPU 120A of a performance control microprocessor 100A, a VDP 123A, or the like. The sound output means may be, for example, a voice processing circuit 131, speakers 8L, 8R, or the like. The predetermined performance may be, for example, a reach performance that becomes a super reach. The specific performance may be, for example, a reach performance that becomes a music reach. The specific music may be, for example, music ESM01 to ESM03. The fact that the ratio of being controlled to the advantageous state is high may be, for example, a loss variation pattern determination example 003AKD02 and a jackpot variation pattern determination example 003AKD03. The type of the decoration identification information that can be displayed in one scene may be, for example, the type of patterns that can be simultaneously displayed. The number of the decoration identification information that can be displayed in one scene may be, for example, the number of patterns that can be simultaneously displayed. In such a configuration, in the case of a specific performance that can output a specific music and has a low ratio of being controlled to the advantageous state, by increasing the type and number of the decoration identification information that can be displayed, the player can be made to pay attention to the lively specific performance. Thus, the gaming interest can be improved by an appropriate performance using music.

Brief Description of the Drawings

[0007]

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Best Mode for Carrying Out the Invention

[0008] (Basic Explanation) First, the basic configuration and control of the pachinko gaming machine 1 will be described.

[0009] (Configuration, etc. of Pachinko Gaming Machine 1) FIG. 1 is a front view of the pachinko gaming machine 1, showing the layout of the main members. The pachinko gaming machine (gaming machine) 1 is roughly composed of a game board (gauge board) 2 that constitutes the game board surface, and a gaming machine frame (base frame) 3 that supports and fixes the game board 2. A game area is formed on the game board 2, and game balls as game media are launched from a predetermined ball shooting device and driven into this game area.

[0010] At a predetermined position on the game board 2, a first special symbol display device 4A and a second special symbol display device 4B are provided. In the example shown in FIG. 1, they are provided on the right side of the game area. The first special symbol display device 4A and the second special symbol display device 4B can each perform variable display of special symbols as a plurality of types of special identification information. The special symbol is also called a "special figure". The variable display of the special symbol is also called a "special figure game". Both the first special symbol display device 4A and the second special symbol display device 4B are configured using 7-segment LEDs or the like. The special symbol is represented by numbers indicating "0" to "9", symbols indicating "-", and other arbitrary lighting patterns. The special symbol may include a pattern in which all the LEDs are turned off.

[0011] The "variable display" of special symbols means, for example, variably displaying multiple types of special symbols. For other symbols such as effect symbols, small symbols, and normal symbols, the "variable display" also means variably displaying multiple types of symbols. Effect symbols are also called decorative symbols or ornamental symbols. Variable display is also called variable presentation or simply variable. Examples of variables include the updated display of multiple symbols, the scroll display of multiple symbols, the deformation, enlargement, or reduction of one or more symbols. The variable may include a mode of blinking display of a certain symbol. In the variable display of special symbols or normal symbols, multiple types of special symbols or normal symbols are displayed in an updatable manner. In the variable display of effect symbols, multiple types of effect symbols are scrolled or updated, or one or more effect symbols are deformed, enlarged, or reduced. In the variable display of any symbol, finally, a predetermined symbol is stopped and displayed as the display result. Stopped display is also called derived display or simply derived. The symbol finally stopped and displayed in the variable display is also called the final stop symbol or the determined symbol. The final stop symbol in the special symbol game is also called the determined special symbol. The display result of the variable display includes the display result of the special symbol and is also called the variable display result. The display result of the special symbol is also called the special symbol display result. The execution time of the variable display includes the special symbol variation time, which is the variation time of the special symbol, and is also called the variable display time. The special symbol variation time can be set to different times corresponding to the variation patterns of the special symbols prepared in advance in multiple patterns.

[0012] The special symbol variably displayed in the first special symbol display device 4A is also called the "first special symbol". The special symbol variably displayed in the second special symbol display device 4B is also called the "second special symbol". The special symbol game using the first special symbol is also called the "first special symbol game". The special symbol game using the second special symbol is also called the "second special symbol game". There may be one type of special symbol display device for performing the variable display of special symbols.

[0013] At a predetermined position on the game board 2, a normal symbol display 20 is provided. In the example shown in FIG. 1, it is provided on the left side of the game area. The normal symbol display 20 can perform variable display of normal symbols as a plurality of types of normal identification information different from special symbols. Normal symbols are also referred to as "normal symbols". The variable display of normal symbols is also referred to as a "normal symbol game". The normal symbol display 20 is configured using, for example, 7-segment LEDs. Normal symbols are represented by numbers indicating "0" to "9", symbols indicating "-", and other arbitrary lighting patterns. Among the normal symbols, patterns in which some or all of a plurality of LEDs are lit, or patterns in which all of the plurality of LEDs are turned off, may be included. The final stopped symbol in the normal symbol game is also referred to as a confirmed normal symbol. The display result of the normal symbol is also referred to as a normal symbol display result. The execution time during which the normal symbol is variably displayed in the normal symbol game is also referred to as the normal symbol variation time. The normal symbol variation time can be set to different times corresponding to the variation patterns of normal symbols for which a plurality of patterns are prepared in advance.

[0014] Near the center of the game area on the game board 2, an image display device 5 is provided. The image display device 5 may be configured using, for example, an LCD (liquid crystal display device), an organic EL (Electro Luminescence), a dot matrix LED, a projector and a screen, a stereoscopic image projection device, or any other mechanism capable of forming an arbitrary image. The image display device 5 can display various effect images. Further, the image display device 5 is not limited to effect images and can display any control-related images such as inspection images and setting images.

[0015] For example, on the screen of the image display device 5, variable display of production symbols can be executed in synchronization with the first special figure game and the second special figure game. The production symbols are display symbols indicating numbers and the like, and are multiple types of decorative identification information different from special symbols and ordinary symbols. On the screen of the image display device 5 shown in FIG. 1, production symbol display areas 5L, 5C, and 5R for "left", "center", and "right" are provided, and in synchronization with the first special figure game or the second special figure game, for example, the production symbols are scrolled or updated in the vertical direction, thereby performing variable display of the production symbols. The synchronization of the variable display only requires that the timing when the change of the symbol starts and the timing when the change ends and the symbol finally stops being displayed are common timing for different types of symbols. The finally stopped symbol in the variable display of the production symbol is also referred to as a determined production symbol, a determined decorative symbol, or a determined decoration symbol. Since the variable display of the production symbol is synchronized with the first special figure game and the second special figure game, the variable display time of the production symbol is the same as the special figure change time.

[0016] On the screen of the image display device 5, a display area capable of displaying production images corresponding to hold display and active display may be provided. The hold display is a display corresponding to a variable display that is still held without being executed yet. The active display is a display corresponding to a variable display that is being executed. The hold display and the active display are also collectively referred to as variable display corresponding displays corresponding to the variable display. The display area for performing the hold display is also referred to as a hold display area. The display area for performing the active display is also referred to as an active display area. The number of variable displays held is also referred to as the hold memory number. The hold memory number corresponding to the first special figure game is also referred to as the first hold memory number. The hold memory number corresponding to the second special figure game is also referred to as the second hold memory number. The total value of the first hold memory number and the second hold memory number is also referred to as the total hold memory number.

[0017] Above the first special symbol display device 4A and the second special symbol display device 4B shown in FIG. 1, a first hold display 25A and a second hold display 25B each including a plurality of LEDs are provided. The first hold display 25A displays the first hold memory count according to the number of lit LEDs. The second hold display 25B displays the second hold memory count according to the number of lit LEDs. Above the normal symbol display 20 shown in FIG. 1, a general symbol hold display 25C including a plurality of LEDs is provided. The general symbol hold display 25C displays the general symbol hold memory count according to the number of lit LEDs. The general symbol hold memory count is the hold memory count corresponding to the general symbol game.

[0018] Below the image display device 5, a winning ball device 6A and a variable winning ball device 6B are provided. The winning ball device 6A forms a first start winning opening that is always kept in a certain open state where game balls can enter, for example, by a predetermined ball receiving member. The variable winning ball device 6B forms a second start winning opening that can be changed between a closed state and an open state by a general electric accessory solenoid 81 shown in FIG. 2 as a general electric accessory. The variable winning ball device 6B includes, for example, an electric tulip-type accessory having a pair of movable wing pieces. When the general electric accessory solenoid 81 is in the off state, the movable wing pieces are in the vertical position, so that the second start winning opening is in a closed state where game balls cannot enter or a normal open state where game balls can hardly enter. The variable winning ball device 6B is in an open state where game balls can enter the second start winning opening or an enlarged open state where game balls can easily enter the second start winning opening when the general electric accessory solenoid 81 is in the on state and the movable wing pieces are in the tilted position. The open state where game balls can enter the second start winning opening or the enlarged open state where game balls can easily enter is also referred to as the first variable state. The closed state where game balls cannot enter the second start winning opening or the normal open state where game balls can hardly enter is also referred to as the second variable state. Note that the variable winning ball device 6B only needs to be able to change between the first variable state and the second variable state, and is not limited to one including an electric tulip-type accessory.

[0019] When a game ball enters the first start winning opening formed by the winning ball device 6A, it is also referred to as the first start win. When a game ball enters the second start winning opening formed by the variable winning ball device 6B, it is also referred to as the second start win. The game ball that enters the first start winning opening is detected by the first start opening switch 22A shown in FIG. 2. The game ball that enters the second start winning opening is detected by the second start opening switch 22B shown in FIG. 2. Based on the occurrence of the first start win, a predetermined number of prize balls, for example, three, are paid out and the first hold memory count can be updated by adding 1. However, when the first hold memory count has reached the upper limit, the first hold memory count is not updated even if the first start win occurs. Corresponding to the case where the first hold memory count is incremented by 1, the first start condition is satisfied and the first special symbol game in which the special symbol is variably displayed by the first special symbol display device 4A can be executed. Based on the occurrence of the second start win, a predetermined number of prize balls, for example, three, are paid out and the second hold memory count can be updated by adding 1. However, when the second hold memory count has reached the upper limit, the second hold memory count is not updated even if the second start win occurs. Corresponding to the case where the second hold memory count is incremented by 1, the second start condition is satisfied and the second special symbol game in which the special symbol is variably displayed by the second special symbol display device 4B can be executed.

[0020] At a predetermined position on the game board 2, a general winning opening 10 that is always kept in a constant open state by a predetermined ball receiving member is provided. In the example shown in FIG. 1, the general winning openings 10 are provided at two locations in the lower left of the game area. When a game ball enters any of the general winning openings 10, a predetermined number of prize balls, for example, ten, are paid out.

[0021] In the game area formed by the game board 2, a first path and a second path are provided as flow-down paths for the game balls to flow down. The first path is mainly provided in the area on the left side of the image display device 5 when viewed from the front. The second path is mainly provided in the area on the right side of the image display device 5 when viewed from the front. The left area of the image display device 5 is also referred to as the left game area or the left-side game area. The right area of the image display device 5 is also referred to as the right game area or the right-side game area. The left game area and the right game area may be divided, for example, by the end face of the image display device 5 in the game area, the arrangement of game pins, or the like. Launching the game ball toward the left game area to let the game ball flow down the first path is also called a left shot. Launching the game ball toward the right game area to let the game ball flow down the second path is also called a right shot. The first path is also referred to as the left-shot path. The second path is also referred to as the right-shot path. The first path and the second path may be constituted by different paths or may be paths in which a part is shared.

[0022] In response to the operation of the hitting operation handle provided in the hitting device, the game ball is launched from the hitting device and driven into the game area. When the game ball driven into the game area is guided to the left game area and flows down the first path, for example, it is guided along the arrangement of game pins, making it impossible or difficult to guide it to the second path in the right game area. When the game ball driven into the game area is guided to the right game area and flows down the second path, for example, it is guided along the arrangement of game pins, making it impossible or difficult to guide it to the first path in the left game area.

[0023] The winning ball device 6A is provided in the first path in the left game area, and the game ball flowing down the first path can enter. The variable winning ball device 6B is provided in the second path in the right game area, and the game ball flowing down the second path can enter. Note that the variable winning ball device 6B may also allow the game ball flowing down the first path in the left game area to enter. The variable winning ball device 6B may be arranged such that the game ball flowing down the second path in the right game area is more likely to enter than the game ball flowing down the first path in the left game area.

[0024] In the second path in the right game area, a passing gate 41 and a special variable winning ball device 50 are provided. The passing gate 41 forms a passing area through which the game balls can pass. The game balls passing through the passing gate 41 are detected by the gate switch 21 shown in FIG. 2. Based on the fact that the game balls have passed through the passing gate 41, it becomes possible to add and update the number of ordinary holds in memory, and as an ordinary pattern game, it becomes possible to execute the variable display of the ordinary pattern by the ordinary pattern display device 20. The passing gate 41 can be configured as an ordinary pattern operation port into which the game balls can enter. In this case, the gate switch 21 can be configured as an ordinary pattern operation port switch capable of detecting the game balls entering the ordinary pattern operation port.

[0025] The special variable winning ball device 50, as a special electric accessory, forms a big winning port that can be changed between a closed state and an open state by the big winning port solenoid 82. The upper part of the special variable winning ball device 50 is formed with a guiding passage having a passage width in the front-rear direction to such an extent that the game balls can pass through. This guiding passage is inclined so as to descend from the right side to the left side, and wall portions are provided on the front side and the rear side, which are both sides of the extended passage. In the central part of the guiding passage, an accessory entrance serving as the big winning port is formed. In the special variable winning ball device 50, at a position where the big winning port can be opened and closed, a movable member 52 movable in the front-rear direction is provided as a big winning port opening / closing member. In the special variable winning ball device 50, in a portion where the big winning port of the guiding passage is not formed, a fixing member 53 forming a fixed passage is provided.

[0026] The movable member 52 is driven by the big winning port solenoid 82 and is capable of advancing and retracting to open and close the accessory inlet serving as the big winning port. In the special variable winning ball device 50, the game balls that enter the interior from the big winning port are detected by the count switch 23. Inside the special variable winning ball device 50, a V winning area 51 serving as a specific area is provided as a winning area through which game balls can pass. Also, inside the special variable winning ball device 50, a normal area different from the V winning area 51 is provided. Above the V winning area 51, a plate-shaped vibrating member capable of switching the V winning area 51 between an open state and a closed state is provided as a V winning port opening / closing member. The vibrating member is driven by the specific area solenoid 83 and is capable of advancing and retracting to open and close the V winning area 51. The V winning area 51 allows game balls to pass through when it is in the open state and does not allow game balls to pass through when it is in the closed state. The game balls that pass through the V winning area 51 are detected by the specific area switch 24. The game balls that do not pass through the V winning area 51 pass through the normal area. Both the game balls that pass through the V winning area 51 and the game balls that pass through the normal area without passing through the V winning area 51 are detected by the discharge port switch 26 and then discharged to the outside of the special variable winning ball device 50.

[0027] On the surface of the game board 2, in addition to the above configuration, a windmill and a number of obstacle pins for changing the flow direction and speed of the game balls are provided. At the lowermost part of the game area, an out port for taking in the game balls that have not entered any of the winning ports is provided. At the upper left and right positions of the game machine frame 3, speakers 8L and 8R for reproducing and outputting sound effects and the like are provided, and a game effect lamp 9 for lighting effects is provided in the peripheral part of the game area. The game effect lamp 9 is configured to include LEDs. At a predetermined position on the game board 2, a movable body 32 that operates according to the performance is provided.

[0028] At the lower right position of the frame 3 for the gaming machine, there is a hitting operation handle that is operated by a player or the like to launch a game ball toward the game area by a ball hitting and launching device. The hitting operation handle is also referred to as an operation knob. At a predetermined position of the frame 3 for the gaming machine below the game area, there is a hitting supply tray that holds game balls paid out as prize balls or game balls lent by a predetermined ball lending machine so as to be supplyable to the ball hitting and launching device. The hitting supply tray is also referred to as an upper tray. Below the upper tray, there is a prize ball storage tray where the prize balls paid out when the upper tray is full flow down and are stored. The prize ball storage tray is also referred to as a lower tray.

[0029] At a predetermined position of the frame 3 for the gaming machine below the game area, there are provided a stick controller 31A and a push button 31B. The stick controller 31A can be gripped by a player for tilting operation, and is provided with a trigger button that allows the player to perform a pushing and pulling operation. The operation on the stick controller 31A is detected by the controller sensor unit 35A shown in FIG. 2. The push button 31B allows the player to perform a pressing operation. The operation on the push button 31B is detected by the push sensor 35B shown in FIG. 2. In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are used as detection means for detecting operations of the player and the like, but other detection means may be used.

[0030] (Outline of the progress of the game) When a player rotates a hitting operation handle provided in the pachinko gaming machine 1, a game ball is launched toward the game area. When the game ball passes through the passage gate 41, a normal symbol game by the normal symbol display 20 is started. In the case where it is, for example, during the period when the previous normal symbol game was being executed, even if the game ball passes through the passage gate 41, the normal symbol game based on the passage cannot be immediately executed, so the normal symbol game based on the passage is held until a predetermined upper limit number, such as "4". In the normal symbol game, when a specific normal symbol, such as a normal symbol per normal symbol, stops and is displayed as a determined normal symbol, the display result of the normal symbol becomes "normal symbol win". On the other hand, when a normal symbol other than the normal symbol win symbol, such as a normal symbol loss symbol, stops and is displayed as the determined normal symbol, the display result of the normal symbol becomes "normal symbol loss". When it is "normal symbol win", opening control is performed to make the variable winning ball device 6B in an open state or an expanded open state for a predetermined period. At this time, the second start winning opening becomes in an open state or an expanded open state.

[0031] When a game ball passes through and enters the first start winning opening formed in the winning ball device 6A, the first special symbol game by the first special symbol display device 4A can be started. When a game ball passes through and enters the second start winning opening formed in the variable winning ball device 6B, the second special symbol game by the second special symbol display device 4B can be started. In addition, when it is a period during which the special symbol game is being executed, or a period during which it is controlled to be in the big win game state or the small win game state, even if a game ball enters the start winning opening and a start winning occurs, the special symbol game based on the start winning cannot be immediately executed. Therefore, the special symbol game based on the start winning is held until a predetermined upper limit number such as "4". In the special symbol game, when a specific special symbol such as a big win symbol stops and is displayed as a determined special symbol, the display result of the special symbol becomes "big win". On the other hand, when a predetermined special symbol different from the big win symbol, such as a small win symbol, stops and is displayed as the determined special symbol, the display result of the special symbol becomes "small win". Also, when a special symbol different from the big win symbol and the small win symbol, such as a losing symbol, stops and is displayed as the determined special symbol, the display result of the special symbol becomes "losing". Furthermore, when a special symbol different from the big win symbol, the small win symbol, and the losing symbol, such as a time-saving symbol, stops and is displayed as the determined special symbol, the display result of the special symbol may become "time-saving". The special symbol may not include the time-saving symbol. That is, the display result of the special symbol may not include "time-saving".

[0032] In a special symbol game, after the display result of the special symbol becomes a "big win", it is controlled to a big win game state as an advantageous state for the player. In the big win game state, the big winning opening formed in the special variable winning ball device 50 can be opened in a predetermined manner. The opening state at this time continues until the earlier timing among, for example, the elapse timing of a predetermined period such as 29 seconds or 1.8 seconds, and the timing when the number of game balls entering the big winning opening reaches a predetermined number. The predetermined period during which the big winning opening can be controlled to the open state is the upper limit period during which the big winning opening can be opened in one round, and is also referred to as the opening upper limit period. One cycle in which the big winning opening becomes the open state in the big win game state is called a round or a round game. In the big win game state, such a round can be repeatedly executed until a predetermined upper limit number of times, for example, 15 times or 2 times. In the big win game state, the player can obtain prize balls by making the game balls enter the big winning opening. Therefore, the big win game state is an advantageous state for the player. The more the number of rounds in the big win game state and the longer the opening upper limit period, the more advantageous it is for the player.

[0033] When the display result of the special symbol becomes a "big win", it includes a plurality of big win types. For example, the opening mode of the big winning opening such as the number of rounds and the opening upper limit period, and the game state after the end of the big win game state such as the normal state, the time-saving state, and the probability-variable state are set as a plurality of different settings, and a big win type is specified corresponding to each setting. The plurality of big win types may include some or all of the big win types that can obtain a large number of prize balls, the big win types with few prize balls, or the big win types that can hardly obtain prize balls, or may include big win types with the same level regarding the obtainable prize balls. Being controlled to the big win game state based on the fact that the display result of the special symbol is a "big win" is also called a symbol big win, a big win by a special symbol, a variable display big win, or a direct hit big win.

[0034] In a special symbol game, after the display result of the special symbol becomes a "small win", the game state is controlled to a small win game state. In the small win game state, the large winning opening formed in the special variable winning ball device 50 can be opened in a predetermined opening mode. For example, in the small win game state, the large winning opening may be opened in the same opening mode as in the jackpot game state for some jackpot types. As long as the number of opening times and the opening period are common, the large winning opening may be in the same opening mode. Alternatively, in the small win game state, the large winning opening may be opened in an opening mode different from that in the jackpot game state. Similar to the jackpot types, when the display result of the special symbol becomes a "small win", a plurality of small win types may also be included. The jackpot types and small win types are also collectively referred to as winning types. The operation of opening and closing the large winning opening in the small win game state is also called a start operation. When in the small win game state, when the accessory entrance that becomes the large winning opening of the special variable winning ball device 50 is opened and the game ball passes through the V winning area 51 and is detected by the specific area switch 24, the jackpot occurrence condition is satisfied, and it becomes possible to control the game state to the jackpot game state. Controlling to the jackpot game state based on the occurrence of a V win due to the game ball passing through the V winning area 51 in the small win game state is also called a jackpot via small win.

[0035] After the jackpot game state ends, the game state can be controlled to a time-saving state or a probability-variable state corresponding to the jackpot type. Also, in the special symbol game, after the display result of the special symbol becomes "time-saving", the game state is controlled to the time-saving state without being controlled to the jackpot game state. The time-saving state is a game state in which the second special symbol display device 4B executes the second special symbol game more easily than in the normal state. A game state in which the second special symbol game is executed more easily than in the normal state is a game state in which the game ball more easily passes through the second start winning opening than in the normal state. The control of whether the game ball easily passes through the second start winning opening is also called base control. The base control in the normal state is also called normal base control or low base control. The base control in the time-saving state includes high base control. In addition to the high base control, the time-saving state may include medium base control. The medium base control is a base control in which the game ball more easily passes through the second start winning opening than in the low base control, while the game ball less easily passes through the second start winning opening than in the high base control. The game state in which the medium base control is performed is also called the medium base state. The game state in which the high base control is performed is also called the high base state. The high base control is also called high release control.

[0036] In any of the cases of the normal state, the medium base state, and the high base state, it is possible to stop displaying the time-saving symbol as the display result of the special symbol. However, in the case of the medium base state and the high base state, even if the time-saving symbol is stopped and displayed as the display result of the special symbol, the base control based on the time-saving symbol is not performed, and new control to shift to the medium base state or the high base state is not started. In the time-saving state, it is possible to perform time-saving control that shortens the average variable display time compared to the normal state. As a result, the time-saving state is also called the time-shortening state.

[0037] The short-time state is a state in which the variation efficiency of special symbols, especially the second special symbol, is improved. Therefore, it is included in a special state that is advantageous for players different from the jackpot gaming state. When the gaming state is the probability-variable state, in addition to short-time control, probability-variable control is possible in which the probability that the display result of the special symbol becomes a "jackpot" is higher than in the normal state. Thus, the probability-variable state is also called a probability-variation state. Since the probability-variable state is a state in which the variation efficiency of special symbols is improved and it is easy to get a "jackpot", it is included in a special state that is advantageous for players different from the jackpot gaming state. The short-time state and the probability-variable state continue until any one of the predetermined end conditions, such as that a predetermined number of special symbol games have been executed or that it has been controlled to the next jackpot gaming state, is satisfied first. What has the execution of a predetermined number of special symbol games as an end condition is also called "running out of times". The short-time state when running out of times is also called "short-time when running out of times". The probability-variable state when running out of times is also called "probability-variable when running out of times".

[0038] The gaming state that becomes the normal state is a gaming state that is not included in advantageous states such as the jackpot gaming state that is advantageous for players, predetermined states such as the small jackpot gaming state, and special states such as the short-time state and the probability-variable state. The normal state is a gaming state in which the probability that the display result in the normal symbol game becomes a "normal symbol win" and the probability that the display result in the special symbol game becomes a "jackpot" are controlled to be the same as in the initial setting state of the pachinko gaming machine 1. The initial setting state of the pachinko gaming machine 1 is the control state after executing the initial setting process without executing a predetermined recovery process after power-on, such as when a system reset is performed.

[0039] The state in which probability-variable control is being executed is also called the high-probability state, and the state in which probability-variable control is not being executed is also called the low-probability state. The state in which short-time control is being executed is also called the high-base state, and the state in which short-time control is not being executed is also called the low-base state. Combining these, the short-time state is also called the low-probability high-base state, the probability-variable state is also called the high-probability high-base state, and the normal state is also called the low-probability low-base state. The high-probability state and the low-base state are also called the high-probability low-base state. Note that the pachinko gaming machine 1 may not include the probability-variable state as a gaming state.

[0040] After the small win gaming state ends, there are two cases: one is that it is controlled to the big win gaming state based on the occurrence of a V win, and the other is that the gaming state before becoming the small win gaming state without the occurrence of a V win remains unchanged. However, when the display result of the special symbol game is "small win" and a predetermined number of special symbol games in the count-down situation are executed, the control of the time-saving state or the probability-variable state may end and it may return to the normal state. Note that the pachinko gaming machine 1 may not include the small win gaming state as a gaming state. That is, the display result of the special symbol may not include "small win".

[0041] When the time-saving condition based on the number of executions of the variable display is satisfied, it may be possible to control the gaming state to the time-saving state. Such a time-saving state is also called a relief time-saving state. The time-saving condition may be any condition that can be satisfied when, after the power is turned on to the pachinko gaming machine 1, after a big win occurs, or after the display result of the special symbol game becomes "time-saving", a specific number of variable displays are executed but no control to a new big win gaming state or time-saving state is performed.

[0042] (Advancement of the performance, etc.) The pachinko gaming machine 1 can execute various performances according to the progress of the game. These performances include a performance for notifying the progress of the game and a performance for livening up the game. These performances may include displaying various performance images on the image display device 5, outputting sound effects from the speakers 8L and 8R, lighting the game effect lamp 9, operating the movable body 32, vibrating the stick controller 31A or the push button 31B, or any combination of some or all of these, as long as they can be executed using any performance device.

[0043] The effects that can be executed according to the progress of the game include variable display of effect symbols. In response to the start of the first special figure game or the second special figure game, variable display of the effect symbols is started in the "left", "middle", and "right" effect symbol display areas 5L, 5C, and 5R provided on the screen of the image display device 5. When the determined special symbol that is the display result in the first special figure game or the second special figure game stops being displayed, the determined effect symbol that is the display result in the variable display of the effect symbols stops being displayed. The determined effect symbol is composed of a combination of three effect symbols corresponding to the "left", "middle", and "right" effect symbol display areas 5L, 5C, and 5R. During the period from the start to the end of the variable display of the effect symbols, the display mode in the variable display of the effect symbols may become a reach mode. The reach mode is a mode in which the effect symbols that have stopped on the screen of the image display device 5 are part of a jackpot combination and the variation continues for the effect symbols that have not yet stopped. The fact that the display mode in the variable display of the effect symbols becomes a reach mode is also said to mean that a reach is established.

[0044] In response to the variable display of the effect symbols becoming a reach mode, a reach effect can be executed. The pachinko gaming machine 1 can execute a plurality of types of reach effects so that the ratio of the display result of the variable display being a "jackpot" is different when the display modes are different. The ratio of "jackpot" corresponding to the display mode is also called jackpot reliability and jackpot expectancy. The reach effects include, for example, a normal reach and a super reach with a higher jackpot reliability than the normal reach. In addition, corresponding to the execution time of the reach effect, it may include a short reach and a long reach with a longer execution time than the short reach.

[0045] When the display result of the special symbol is a "big win", on the screen of the image display device 5, the determined performance symbol that forms a predetermined big win combination is stopped and displayed as the display result of the performance symbol. As an example, the same performance symbol, such as a performance symbol indicating the number "7", is aligned and stopped and displayed on a predetermined effective line in the performance symbol display areas 5L, 5C, and 5R of "left", "center", and "right". In the case of a "probability-variable big win" that is controlled to enter the probability-variable state after the end of the big win gaming state, for example, odd-numbered performance symbols such as a performance symbol indicating the number "7" may be aligned and stopped and displayed. In the case of a "non-probability-variable big win" that is not controlled to enter the probability-variable state after the end of the big win gaming state, for example, even-numbered performance symbols such as a performance symbol indicating the number "6" may be aligned and stopped and displayed. A "non-probability-variable big win" is also referred to as a "normal big win". In this case, odd-numbered performance symbols are also referred to as probability-variable symbols. Even-numbered performance symbols are also referred to as non-probability-variable symbols or normal symbols. After reaching the reach mode with non-probability-variable symbols, an upgrade performance that finally results in a "probability-variable big win" may be executed.

[0046] When the display result of the special symbol is a "small win", on the screen of the image display device 5, the determined performance symbol that forms a predetermined small win combination is stopped and displayed as the display result of the performance symbol. As an example, the same performance symbol, such as a performance symbol indicating a number other than "7", may be aligned and stopped and displayed on a predetermined effective line in the performance symbol display areas 5L, 5C, and 5R of "left", "center", and "right". The same determined performance symbol may be stopped and displayed when the display result of the special symbol becomes a "big win" and when it becomes a "small win".

[0047] When the display result of the special symbol is "loss", in the variable display of the effect symbol, it may not enter the reach mode and the display result may be stopped. In this case, as the display result of the effect symbol, the confirmed effect symbol of the non-reach combination is stopped. The display result in which the confirmed effect symbol of the non-reach combination is stopped without entering the reach mode is also called a non-reach loss. When the display result of the special symbol is "loss", in the variable display of the effect symbol, it may enter the reach mode, and after the reach effect is executed, the display result may be stopped. In this case, as the display result of the effect symbol, the confirmed effect symbol of the reach combination that is not a big win combination or a small win combination is stopped. The display result in which the confirmed effect symbol of the reach combination is stopped after entering the reach mode is also called a reach loss.

[0048] The effects that the pachinko gaming machine 1 can execute include variable display corresponding displays such as hold display and active display. In addition, for example, a preview effect that previews the big win reliability can be executed during the variable display of the effect symbol. The preview effect may include the variable preview effect that previews the big win reliability corresponding to the variable display being executed and the advance preview effect that previews the big win reliability corresponding to the variable display before execution that is on hold. The advance preview effect may be able to execute a change effect that changes the display mode of the variable display corresponding display such as hold display and active display to a mode different from the normal one.

[0049] On the screen of the image display device 5, during the variable display of the effect symbol, after temporarily stopping the effect symbol once and then restarting the variable display, it may be possible to execute a pseudo-continuous effect that makes one variable display appear like a plurality of variable displays. The pseudo-continuous effect may be set so that the big win reliability is higher when the number of times of restarting the variable display after temporarily stopping the effect symbol once is larger than when the number of times is smaller. In the variable display of the effect symbol, it may include the case where the pseudo-continuous effect is executed before entering the reach mode and the case where the pseudo-continuous effect is executed after entering the reach mode. In addition, in the variable display of the effect symbol, the pseudo-continuous effect may be executable at a plurality of timings.

[0050] During the control of the jackpot gaming state, it is possible to execute a jackpot performance for notifying the jackpot gaming state. The jackpot performance may include a performance for notifying the number of rounds and a promotion performance for suggesting or notifying that the advantage degree of the jackpot gaming state is improved. During the control of the minor win gaming state, it is possible to execute a minor win performance for notifying the minor win gaming state. By executing a common performance during the control of the jackpot gaming state and during the control of the minor win gaming state, it may be made impossible or difficult for the player to recognize whether the current gaming state is a jackpot gaming state or a minor win gaming state.

[0051] In a non-gaming state where there is no execution of a special figure game or the like and the game is not in progress, it is possible to display a demonstration performance image on the screen of the image display device 5. The demonstration performance image is also referred to as a demo image. The display of the demo image is also referred to as a demo display. The performance by the demo display is also referred to as a customer waiting demo performance.

[0052] (Substrate Configuration) The pachinko gaming machine 1 is equipped with, for example, a main board 11, a performance control board 12, an audio control board 13, a lamp control board 14, a relay board 15, a power supply board 17, etc. as shown in FIG. 2. In addition, on the back of the pachinko gaming machine 1, various boards such as a payout control board, an information terminal board, a launch control board, etc. are arranged.

[0053] The main board 11 is a control board on the main side and has a function capable of controlling the progress of the game in the pachinko gaming machine 1. The progress of the game includes the execution of a special figure game involving the management of holds, the execution of a general figure game involving the management of holds, the execution of various games and the transition of game states such as the jackpot gaming state, the minor win gaming state, the time-saving state, and the probability-variable state. The main board 11 includes a game control microcomputer 100, a switch circuit 110, and a solenoid circuit 111.

[0054] The game control microcomputer 100 provided in the main board 11 is, for example, a one-chip microcomputer, and can be configured to include a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, and an I / O (Input / Output port) 105. Part or all of the ROM 101, the RAM 102, and the random number circuit 104 may be configured to be externally attachable to the game control microcomputer 100, or may be configured to be built into the game control microcomputer 100. The switch circuit 110 takes in detection signals from various switches for detecting game balls and transmits them to the game control microcomputer 100. The various switches for detecting game balls include, for example, a gate switch 21, start port switches such as a first start port switch 22A and a second start port switch 22B, a count switch 23, a specific area switch 24, and an ejection port switch 26. The detection signal indicates that a game ball has passed or entered and the switch has been turned on. By transmitting the detection signal, it is detected that a game ball has passed or entered. The solenoid circuit 111 can supply solenoid drive signals from the game control microcomputer 100 to a normal electric accessory solenoid 81, a big winning port solenoid 82, and a specific area solenoid 83. The solenoid drive signal may be a signal for turning on each solenoid.

[0055] The ROM 101 included in the game control microcomputer 100 is a non-volatile memory device that stores computer programs and data used for game control. The data stored in the ROM 101 includes variable patterns, effect control commands, and table data that constitutes tables used for various settings, determinations, and decisions. The RAM 102 included in the game control microcomputer 100 is a temporary storage device that provides a work area used for game control and a stack for storing data. The RAM 102 only needs to be a backup RAM that can restore the stored content in part or all of the storage area within a predetermined period even when the power supply to the pachinko game machine 1 is stopped. The RAM 102 is also called RWM (Read / Write Memory). The work area of the RAM 102 includes a storage area capable of storing various data used for game control, such as counters, timers, buffers, and storage areas for various codes and numerical values. The CPU 103 included in the game control microcomputer 100 can control the progress of the game in the pachinko game machine 1 by executing processes corresponding to the programs stored in the ROM 101.

[0056] The random number circuit 104 included in the game control microcomputer 100 countably updates numerical data indicating various random number values used when controlling the progress of the game. The random numbers used when controlling the progress of the game are also called game random numbers. Some or all of the game random numbers may be updated by hardware using a dedicated circuit, or may be updated by software such as a computer program executed by the CPU 103.

[0057] Figure 3 shows an example of game random numbers. The game random numbers include a random number MR1-1 for special symbol determination, a random number MR1-2 for winning symbols, a random number MR1-3 that serves as the initial value for winning symbols, a random number MR2-1 for winning symbols in normal symbols, a random number MR2-2 that serves as the initial value for winning symbols in normal symbols, a random number MR3-1 for normal symbol variation patterns, a random number MR3-2 for selecting a losing effect, a random number MR3-3 for selecting a variation pattern type, and a random number MR3-4 for variation patterns.

[0058] The random number MR1-1 for special symbol determination is used to determine the display result of special symbols, such as whether the display result of special symbols is a "big win" or not, or whether the display result of special symbols is a "small win" or not. The random number MR1-2 for winning symbols is used to select a winning special symbol from a plurality of special symbols, such as a big win symbol when the display result of special symbols is a "big win" or a small win symbol when the display result of special symbols is a "small win". The random number MR1-3 that serves as the initial value for winning symbols is used to set the initial value of the random number MR1-2. The random number MR2-1 for winning symbols in normal symbols is used to select a determined normal symbol that is displayed when the display result is a "normal symbol win" in the variable display of normal symbols from a plurality of normal symbols. The random number MR2-2 that serves as the initial value for winning symbols in normal symbols is used to set the initial value of the random number MR2-1. The random number MR3-1 for normal symbol variation patterns is used to determine the variation pattern of normal symbols to be one of a plurality of pre-prepared patterns. The random number MR3-2 for selecting a losing effect is used to select whether or not to enter a reach state in the variable display of effect symbols when the display result of special symbols is a "loss". The random number MR3-3 for selecting a variation pattern type is used to select the variation pattern type of special symbols. The variation pattern type of special symbols is a group in which the variation patterns of special symbols are pre-classified based on, for example, the effect mode during the variable display of effect symbols, and may be configured to include one or a plurality of variation patterns. The random number MR3-4 for variation patterns is used to select the variation pattern of special symbols.

[0059] When performing various determinations and decisions based on random numbers, such as numerical data indicating the value of a game random number, the CPU 103 reads various tables from the ROM 101 and refers to them. Even when not using random numbers, necessary tables may be read from the ROM 101 and referred to, and various determinations, decisions, settings, etc. may be made.

[0060] The I / O 105 included in the game control microcomputer 100 is composed of an input port to which various signals are input and an output port from which various signals are output. The various signals input to the input port of the I / O 105 may include detection signals from various switches transmitted via the switch circuit 110. The various signals output from the output port of the I / O 105 may include signals for controlling the first special symbol display device 4A, the second special symbol display device 4B, the normal symbol display 20, the first hold display 25A, the second hold display 25B, the normal symbol hold display 25C, etc., and solenoid drive signals for driving the normal electric accessory solenoid 81, the big winning opening solenoid 82, the specific area solenoid 83, etc.

[0061] The main board 11 can output, as part of the operation of controlling the progress of the game by the game control microcomputer 100, an effect control command corresponding to the progress of the game to the effect control board 12. The effect control command is a command for designating or notifying the progress status of the game, etc. The effect control command output from the main board 11 is relayed by the relay board 15 and supplied to the effect control board 12. The effect control command may include, for example, a command for designating various determination results on the main board 11, such as the display result of a special symbol game, the winning type, the variation pattern, etc., a command for designating the game status, such as the start and end of variable display, the open status of the big winning opening, the occurrence of a win, the number of stored holds, the game state, etc., and a command for designating the occurrence of an error, etc.

[0062] The performance control board 12 is a sub-control board independent of the main board 11 and has a function of receiving performance control commands and controlling performances based on the received performance control commands. The performances that can be controlled by the performance control board 12 are various performances according to the progress of the game, such as driving the movable body 32, and in addition, include various notifications such as error notifications and power failure recovery notifications. The performance control board 12 includes a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.

[0063] The performance control CPU 120 performs processing for controlling the execution of performances together with the display control unit 123 by executing the programs stored in the ROM 121. This processing is for realizing the various functions of the performance control board 12 and includes determining the performances to be executed. The performance control CPU 120 uses the various data stored in the ROM 121, such as the data of various tables, and uses the RAM 122 as the main memory. The performance control CPU 120 may also instruct the display control unit 123 to execute a performance based on the detection signals from the controller sensor unit 35A or the push sensor 35B. The detection signal here is a signal output when an operation by the player is detected, and any signal that appropriately indicates the operation content may be used.

[0064] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and controls to enable execution of mainly display-related effects based on an effect execution instruction from the effect control CPU 120. The display control unit 123 causes an effect image to be displayed on the screen of the image display device 5 by supplying a video signal corresponding to the executed effect to the image display device 5. The display control unit 123 further supplies a sound designation signal to the audio control board 13 or supplies a lamp signal to the lamp control board 14. The sound designation signal designates the sound output from the speakers 8L and 8R. The lamp signal designates the lighting mode or the extinguishing mode of the game effect lamp 9. By supplying the sound designation signal and the lamp signal, it becomes possible to output the sound from the speakers 8L and 8R and to light or extinguish the game effect lamp 9 in synchronization with the display of the effect image. The display control unit 123 may be able to supply a signal for operating the movable body 32 to the motor or solenoid of the movable body 32 or to a driver circuit for driving the movable body 32. A driver board for driving the movable body 32 may be provided separately from the effect control board 12.

[0065] The random number circuit 124 countably updates numerical data indicating various random number values used when controlling the execution of various effects. The random number used when controlling the execution of an effect is also referred to as an effect random number. The effect random number may be updated by software such as a computer program executed by the effect control CPU 120. When performing various determinations and decisions based on a random number value, such as numerical data indicating the value of the effect random number, the effect control CPU 120 reads out and refers to various tables from the ROM 121. Even when not using a random number value, the effect control CPU 120 may read out and refer to necessary tables from the ROM 121, and various determinations, decisions, settings, etc. may be performed.

[0066] I / O 125 includes, for example, an input port for capturing an effect control command transmitted from the main board 11 and an output port for transmitting various signals. The input port of I / O 125 may include an input terminal for a detection signal supplied from the controller sensor unit 35A and an input terminal for a detection signal supplied from the push sensor 35B. The output port of I / O 125 may include an output terminal for a video signal supplied to the image display device 5, an output terminal for a sound designation signal supplied to the audio control board 13, and an output terminal for a lamp signal supplied to the lamp control board 14.

[0067] The audio control board 13 is equipped with various circuits for driving the speakers 8L and 8R, drives the speakers 8L and 8R based on the sound designation signal from the display control unit 123, and outputs the sound designated by the sound designation signal from the speakers 8L and 8R. The lamp control board 14 is equipped with various circuits for driving the game effect lamp 9, drives the game effect lamp 9 based on the lamp signal from the display control unit 123, and lights or turns off the game effect lamp 9 in the manner designated by the lamp signal. In this way, the audio output from the speakers 8L and 8R and the lighting and extinguishing of the game effect lamp 9 can be controlled based on the signal from the display control unit 123. Note that, regarding the supply of the sound designation signal and the lamp signal, the control of the audio output and the lighting and extinguishing of the lamp, and the supply of the signal for operating the movable body 32, the control of the movable body 32, the production control CPU 120 may execute part or all of them. Boards other than the main board 11, such as the production control board 12, the audio control board 13, and the lamp control board 14, are also called sub-boards. As in the configuration example shown in FIG. 2, a plurality of sub-boards may be provided according to function, or, different from the configuration example shown in FIG. 2, one sub-board may be configured to have a plurality of functions.

[0068] The power supply board 17 can supply power from an AC power source such as AC 100V in an external power source like a commercial power supply to electrical components including various control boards such as the main board 11 and the effect control board 12. The power supply board 17 is provided with, for example, a rectifying circuit for converting alternating current (AC) to direct current (DC), a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (such as DC 12V or DC 5V), and the like. The pachinko gaming machine 1 can switch between the start and end of power-on by operating the power switch 91. The switch circuit 110 of the main board 11 takes in a reset signal, a power-off signal, and a clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal for putting control circuits such as the game control microcomputer 100 into an operation stop state, and it may be output using any one of a power supply monitoring circuit, an IC with a built-in watchdog timer, and a system reset IC. The power-off signal becomes off when a predetermined power supply voltage used in the pachinko gaming machine 1 exceeds a predetermined value, and becomes on when the period during which the predetermined power supply voltage is below the predetermined value continues for a power-off reference time or more. The clear signal becomes on in response to, for example, a pressing operation on a clear switch 92 provided on the power supply board 17.

[0069] (Operation) Next, the operation (function) of the pachinko gaming machine 1 will be described.

[0070] (Main operation of the main board 11) First, the main operation of the main board 11 will be described. When power supply to the pachinko gaming machine 1 is started, the game control microcomputer 100 starts up, and the main processing for game control is executed by the CPU 103.

[0071] FIG. 4 is a flowchart showing the main process P_MAIN for game control executed by the CPU 103 in the main board 11. When starting the main process P_MAIN for game control shown in FIG. 4, the CPU 103 executes the power supply start corresponding process P_POWER_ON (step S1), and then executes the RWM check process P_RWM_CHK (step S2). The power supply start corresponding process P_POWER_ON in step S1 can execute the initial settings of the game control microcomputer 100 in response to the start of power supply in the pachinko game machine 1. The initial settings of the game control microcomputer 100 may include the initialization of the output port, the setting of the interrupt vector, the setting of the built-in device register, and the setting of the specific register. The RWM check process P_RWM_CHK in step S2 includes a checksum calculation process, and compares the checksum data obtained as a processing result with the stored data in the checksum buffer. When the two data match, it is determined that the stored content in the RAM 102 is normal.

[0072] Subsequently, it is determined whether or not a predetermined recovery condition is satisfied (step S3). The recovery condition can be satisfied when the clear signal corresponding to the operation of the clear switch 92 is in the OFF state, there is normal stored data in the checksum buffer, and the stored content in the RAM 102 as the backup RAM is normal. When the pachinko gaming machine 1 is powered on, for example, if the clear switch 92 provided on the power supply board 17 is pressed, the ON-state clear signal is input to the game control microcomputer 100. When such an ON-state clear signal is input, it may be determined that the recovery condition is not satisfied in step S3. The checksum buffer stores the checksum data calculated by the checksum calculation process when the backup monitoring timer measures the backup determination time at the previous power-off. When the counted value of the backup monitoring timer does not match the specific value corresponding to the backup determination time, it may be determined that the recovery condition is not satisfied in step S3. The backup data may be the stored data in the game work area of the RAM 102 serving as the backup RAM for game control. In step S3, based on the result of checking or inspecting the presence or absence of backup data and data errors by the RWM check process P_RWM_CHK in step S2, it may be determined whether or not the recovery condition can be satisfied.

[0073] When the recovery condition is satisfied (step S3; Yes), the backup time setting process P_BACKUP_SET is executed (step S4). The backup time setting process P_BACKUP_SET enables the transmission of the effect control command corresponding to the backup time from the main board 11 to the effect control board 12 using the backup time command transmission table. Also, the backup time setting process P_BACKUP_SET can be initialized by clearing the process code, timer, counter, and flag specified by the backup time setting table.

[0074] When the restoration condition is not satisfied (step S3; No), the initialization setting process P_INIT_SET is executed (step S5). The initialization setting process P_INIT_SET enables the transfer of clear data to the game work area, which is the work area in the RAM 102. As a result, the game work area in the RAM 102 is initialized. Then, the initialization setting process P_INIT_SET enables the transmission of the effect control command corresponding to the initialization from the main board 11 to the effect control board 12 using the initialization command transmission table. Also, the initialization setting process P_INIT_SET can be initialized by clearing the buffer, timer, pointer, and counter specified by the initialization setting table.

[0075] After that, the control start setting process P_STACON is executed (step S6). The control start setting process P_STACON may include a wait process. The wait process executes a loop process and waits until the set waiting time elapses, ensuring that sub-boards such as the effect control board 12 can be started up reliably. Also, the control start setting process P_STACON may include a specific number of times command transmission process or a chip individual number information command transmission process. The specific number of times command transmission process enables the transmission of an effect control command that designates the count value of the specific number of times counter at power-on from the main board 11 to the effect control board 12. The specific number of times counter may be provided at a predetermined address in the RAM 102 and can count the remaining number of times until the execution count of the variable display reaches the specific number corresponding to the time shortening condition. The chip individual number information command transmission process enables the transmission of an effect control command that designates the stored value of the chip individual number register from the main board 11 to the effect control board 12. The chip individual number register may be included in the built-in register of the game control microcomputer 100 and can store different values assigned to each chip as the chip individual number.

[0076] The control start setting process P_STACON may include out-of-startup-area processing. The out-of-startup-area processing is a process executed by reading a program stored in the non-game program area of the ROM 101 in response to the startup at the start of power supply to the pachinko game machine 1. The out-of-startup-area processing may be, for example, the performance display RWM initial value setting process. The performance display RWM initial value setting process enables setting an initial value for performing an initial display by means of the 7-segment LEDs constituting the performance display monitor. The performance display monitor may be mounted on, for example, the main board 11 and may display contents regarding set values and contents regarding the base. The set value can be changed to any one of a plurality of levels, for example, six levels, when the pachinko game machine 1 is in a set change state where the settings can be changed, and enables setting the probability that the display result of the special symbol becomes "big win". The base is calculated, for example, by dividing the number of prize balls paid out when the game ball passes through each winning port, such as the start winning port, the general winning port, and the big winning port, by the number of game balls launched into the game area.

[0077] Next to the control start setting process P_STACON in step S6, the timer interrupt counter setting is performed (step S7). In step S7, the PTC counter output value is set so that a periodic timer interrupt occurs every predetermined time, for example, 4 [ms (milliseconds)]. Thereafter, the main process P_MAIN for game control enters a loop process. In this loop process, interrupt inhibition is set (step S8), the initial value determination random number update process P_TFINIT is executed (step S9), and after the out-of-loop area process P_REGOUT is executed (step S10), interrupt permission is set (step S11), and the process returns to step S8. Then, each time an interrupt request signal from the PTC to the CPU 103 is input in the interrupt permission state, the CPU 103 becomes capable of executing the timer interrupt process. Thereby, the CPU 103 can execute the timer interrupt process, for example, every time a predetermined time, such as 4 [ms], elapses.

[0078] FIG. 5 is a flowchart showing an example of a timer interrupt process P_PCT for game control. In the timer interrupt process P_PCT shown in FIG. 5, a power-off process P_POWER_OFF is executed (step S51). Subsequently, it is determined whether the cheating monitoring flag is "0" (step S52). The cheating monitoring flag is set to "1" corresponding to the on state when magnetism is detected by a magnet sensor or when radio waves are detected by a frame radio wave sensor. In other cases, the cheating monitoring flag is set to "0" corresponding to the off state.

[0079] When the cheating monitoring flag is "1" (step S52; No), a game stop process P_GAME_STOP is executed (step S53). The game stop process P_GAME_STOP may be a process of initializing the output port and turning off the output of the connection confirmation signal. The connection confirmation signal is transmitted from the main board 11 to the payout control board, and when it is in the off state, the execution of the payout process in the payout control board is stopped.

[0080] When the cheating monitoring flag is "0" (step S52; Yes), a switch process P_SW is executed (step S54), a switch error notification process P_CON_CHK is executed (step S55), a random number update process P_RANDOM is executed (step S56), and an initial value determination random number update process P_TFINIT is executed (step S57). Also, a special symbol process P_TPROC is executed (step S58), a normal symbol process P_FPROC is executed (step S59), an information output process P_JYOUHOU is executed (step S60), a prize ball process P_PAY is executed (step S61), and a display process P_HYOUZI is executed (step S62). Furthermore, other timer interrupt corresponding processes are executed (step S63). After that, after the interrupt permission is set (step S64), the timer interrupt process P_PCT ends.

[0081] The power-off process P_POWER_OFF in step S51 determines the power confirmation signal transmitted from the power supply board 17 and enables execution of checksum calculation processing during power-off. The switch process P_SW in step S54 determines the state of the input port and enables updating of the switch-on buffer and the like. The switch error notification process P_CON_CHK in step S55 can update, for example, the count value of the sensor-on counter specified by the switch error notification determination table, and can execute error notification display when the count value reaches the sensor abnormality error determination value. The random number update process P_RANDOM in step S56 enables software to update the software random numbers among the game random numbers. The random number update process for initial value determination P_TFINIT in step S57 enables software to update the random numbers used as the random number initial values among the game random numbers.

[0082] The special symbol process P_TPROC in step S58 includes processes related to the variable display of special symbols and the game state, such as the execution and suspension management of special symbol games, the control of big win game states and small win game states, and the control of game states. The normal symbol process P_FPROC in step S59 includes processes related to the variable display of normal symbols and the state control of the second start winning port, such as the execution and suspension management of normal symbol games based on the detection signal from the gate switch 21 and the opening and closing control of the variable winning ball device 6B based on "normal symbol win". The information output process P_JYOUHOU in step S60 sets the information output signal. The information output signal is a signal corresponding to information supplied to, for example, a hall management computer installed outside the pachinko gaming machine 1, such as big win information, start information, probability variation information, etc. The big win information indicates the number of occurrences of big wins, etc. The start information indicates the number of times of start wins, etc. The probability variation information indicates the number of times of entering the probability variation state, etc. The prize ball process P_PAY in step S61 includes a prize ball command output counter addition process and a prize ball control process. The prize ball command output counter addition process uses the prize ball number table to perform an on determination of the switch, and when an on detection occurs, updates the prize ball command output counter and the winning information output counter. The prize ball control process selects a process corresponding to the prize ball process code and controls to make it possible to pay out prize balls based on the detection of game balls. The display process P_HYOUZI in step S62 makes settings related to the display by the first suspension display 25A, the second suspension display 25B, the normal symbol suspension display 25C, and other various status indicator lights.

[0083] FIG. 6 is a flowchart showing an example of a process executable in step S58 shown in FIG. 5 as the special symbol process P_TPROC. In the special symbol process P_TPROC, the CPU 103 sets the first start winning corresponding flag (step S101). The setting of the first start winning corresponding flag reflects the state of the first start port switch 22A included in the switch-on buffer in the flag register of the CPU 103 by executing a logical operation instruction or the like. At this time, the on state of the zero flag in the flag register indicates that the first start winning corresponding flag is in the off state. On the contrary, the off state of the zero flag indicates that the first start winning corresponding flag is in the on state. Subsequently, the first start port winning table is set by a transfer instruction for setting the table pointer (step S102). Then, it is determined whether or not the first start winning corresponding flag is on (step S103). When the first start winning corresponding flag is on (step S103; Yes), the start port switch passing process P_TZU_ON is executed (step S104).

[0084] When the first start winning corresponding flag is off corresponding to step S103 (step S103; No), or after the start port switch passing process P_TZU_ON in step S104, the second start winning corresponding flag is set (step S105). The setting of the second start winning corresponding flag reflects the state of the second start port switch 22B included in the switch-on buffer in the flag register of the CPU 103 by executing a logical operation instruction or the like. At this time, the on state of the zero flag in the flag register indicates that the second start winning corresponding flag is in the off state. On the contrary, the off state of the zero flag indicates that the second start winning corresponding flag is in the on state. Subsequently, the second start port winning table is set by a transfer instruction for setting the table pointer (step S106). Then, it is determined whether or not the second start winning corresponding flag is on (step S107). When the second start winning corresponding flag is on (step S107; Yes), the start port switch passing process P_TZU_ON is executed (step S108).

[0085] The start port switch passing process P_TZU_ON in step S104 uses the first start port winning table set in step S102. When the first reserved memory count is less than the upper limit, it updates by adding 1 to the first reserved memory count and the total reserved memory count, extracts the random number MR1-1 for special symbol determination, the random number MR3-2 for losing effect selection, the random number MR3-3 for variable pattern type selection, and the random number MR3-4 for variable pattern, stores them in their respective random number buffers, and then transfers them to the first special symbol reserved buffer. Also, using the first reserved memory information designation command transmission table, it enables the transmission of the first reserved memory information designation command in which the first reserved memory count is designated from the main board 11 to the effect control board 12. Then, it stores a value indicating "1" as the start port winning designated value in the start port winning buffer.

[0086] The start port switch passing process P_TZU_ON in step S108 uses the second start port winning table set in step S106. When the second reserved memory count is less than the upper limit, it updates by adding 1 to the second reserved memory count and the total reserved memory count, extracts the random number MR1-1 for special symbol determination, the random number MR3-2 for losing effect selection, the random number MR3-3 for variable pattern type selection, and the random number MR3-4 for variable pattern, stores them in their respective random number buffers, and then transfers them to the second special symbol reserved buffer. Also, using the second reserved memory information designation command transmission table, it enables the transmission of the second reserved memory information designation command in which the second reserved memory count is designated from the main board 11 to the effect control board 12. Then, it stores a value indicating "2" as the start port winning designated value in the start port winning buffer.

[0087] In steps S104 and S108, it is possible to execute the common start port switch passing process P_TZU_ON. On the other hand, the start port switch passing process P_TZU_ON in step S104 uses the first start port winning table set in step S102, while the start port switch passing process P_TZU_ON in step S108 uses the second start port winning table set in step S106. In this way, the common start port switch passing process P_TZU_ON is executed using different start port winning tables. Therefore, different data settings and controls can be achieved through common processes when the game ball enters the first start winning port and when it enters the second start winning port. Note that the start port switch passing process P_TZU_ON may include a prize presentation process using the extracted game random number.

[0088] When the second start winning corresponding flag is off corresponding to step S107 (step S107; No), or after the start port switch passing process P_TZU_ON in step S108, a transfer instruction for setting a pointer sets a special symbol process processing jump table (step S109). The special symbol process processing jump table is an address management table that enables selection and execution of processes corresponding to the read values of the special symbol process codes. The special symbol process codes can be updated and set to any of 00[H] to 0B[H] corresponding to the progress of game control in the pachinko game machine 1, and are also referred to as special figure process codes. Here, [H] indicates hexadecimal. Note that [B] may also indicate binary.

[0089] Subsequent to step S109, a transfer instruction for reading memory data is used to load a special symbol process code (step S110). Next, by executing a 2-byte data selection process P_ABXEXEC (step S111), an address of a process selected corresponding to the special symbol process code is acquired. The address acquired at this time is set to a pointer. Thereafter, by executing the process pointed to by the pointer by means of a subroutine call instruction (step S112), the process selected corresponding to the special symbol process code becomes executable. When the process thus selected ends and returns to the special symbol process process P_TPROC by means of a return instruction, this special symbol process process P_TPROC also ends and returns to the game control timer interrupt process P_PCT by means of a return instruction.

[0090] FIG. 7 shows a configuration example TT01 of a special symbol process processing jump table used in the special symbol process processing P_TPROC. The special symbol process processing jump table is configured to include table data that can set the address of the process selected corresponding to the special symbol process code in an internal register of the CPU 103 used as a pointer. The special symbol process processing jump table of the configuration example TT01 includes the special symbol normal process P_TNORMAL when the special symbol process code is 00[H], the special symbol variation process P_TSTART when the special symbol process code is 01[H], the special symbol stop process P_TSTOP when the special symbol process code is 02[H], the small hit release pre-process P_TLFAN when the special symbol process code is 03[H], the small hit release in-process P_TLOPEN when the special symbol process code is 04[H], the small hit release post-process P_TLCLSF when the special symbol process code is 05[H], the small hit discharge ball standby process P_TLOUT when the special symbol process code is 06[H], the small hit end process P_TLEND when the special symbol process code is 07[H], the big winning opening pre-process P_TINT when the special symbol process code is 08[H], the big winning opening in-process P_TOPEN when the special symbol process code is 09[H], the big winning opening post-process P_TCLSF when the special symbol process code is 0A[H], and the big hit end process P_TEND when the special symbol process code is 0B[H], and includes table data that can set the corresponding address values to the pointer.

[0091] The special symbol normal process P_TNORMAL enables determination of whether to start a special symbol game based on the presence or absence of stored hold information, etc., determination of the special symbol display result using the random number MR1-1 for special symbol determination, determination of the confirmed special symbol to be stopped in the variable display of the special symbol, and determination of the variation pattern of the special symbol. The special symbol display result includes "big win", "small win", "loss", etc. When it is determined to be "big win", it is determined to control to a big win game state as an advantageous state favorable to the player. Further, when the display result of the special symbol is "big win", among a plurality of types of big win game states with different degrees of advantage for the player, corresponding to the big win symbol that becomes the confirmed special symbol, it is determined which big win game state to control to. Therefore, by executing the special symbol normal process P_TNORMAL, the CPU 103 can determine whether to control to an advantageous state favorable to the player, and can determine which of a plurality of types of advantageous states with different degrees of advantage for the player to control to. Furthermore, by executing the special symbol normal process P_TNORMAL, the CPU 103 can determine to any one of a plurality of types of variation patterns.

[0092] Special symbol variation process P_TSTART measures the elapsed time since the special symbol started to vary in the first special symbol display device 4A and the second special symbol display device 4B, enabling determination of whether the special symbol variation time corresponding to the variation pattern has elapsed. Special symbol stop process P_TSTOP measures the elapsed time since the special symbol stopped varying in the first special symbol display device 4A and the second special symbol display device 4B, enabling determination of whether the symbol stop time has elapsed. The symbol stop time may be set as the time to stop displaying the special symbol if it is determined in the special symbol variation process P_TSTART that the special symbol variation time has elapsed. When the symbol stop time has elapsed, updates to the special symbol process code and various settings are performed corresponding to the special symbol display result. For example, the special symbol process code can be updated to 08[H] when the special symbol display result is "big win", to 03[H] when the special symbol display result is "small win", and to 00[H] when the special symbol display result is "loss" as long as it is possible.

[0093] The small win release pre - process P_TLFAN, small win release in - process P_TLOPEN, small win release post - process P_TLCLSF, small win payout ball standby process P_TLOUT, and small win end process P_TLEND are processes for controlling the progress of the game in the small win game state. The big winning opening pre - process P_TINT, big winning opening in - process P_TOPEN, big winning opening post - process P_TCLSF, and big win end process P_TEND are processes for controlling the progress of the game in the big win game state.

[0094] (Main operations of the effect control board 12) Next, the main operations of the effect control board 12 will be described. In the effect control board 12, when the power supply voltage is supplied from the power supply board 17 etc., the effect control CPU 120 is activated and executes the effect control main process.

[0095] FIG. 8 is a flowchart showing the main process S_MAIN for production control executed by the production control CPU 120 on the production control board 12. When starting the main process S_MAIN for production control shown in FIG. 8, the production control CPU 120 executes a production control initialization process S_INIT (step S71). The production control initialization process S_INIT includes clearing the RAM 122, setting various initial values, and setting registers for the timer circuit mounted on the production control board 12. Subsequently, an initial operation control process S_SYOKI is executed (step S72). The initial operation control process S_SYOKI enables control of the initial operation of the movable body 32, such as control to drive the movable body 32 back to the initial position and control to perform a predetermined operation check. Thereafter, it is determined whether the timer interrupt flag is on (step S73). The timer interrupt flag is set to the on state every time a predetermined time, such as 2 [ms (milliseconds)], elapses based on the register setting of the timer circuit. Corresponding to the timer interrupt flag being off (step S73; No), step S73 is repeated for waiting.

[0096] Corresponding to the timer interrupt flag being on (step S73; Yes), the timer interrupt flag is cleared to the off state (step S74), the command analysis process S_COMMAND is executed (step S75), the production control process process S_CPROC is executed (step S76), the production random number update process S_RANDOM is executed (step S77), and the production output process S_OUT is executed (step S78). Then, after executing other timer interrupt corresponding processes (step S79), the process returns to step S73.

[0097] The command analysis process S_COMMAND in step S75 enables reading of the production control commands stored in the buffer for receiving production control commands and performing settings and controls corresponding to the read production control commands. By executing the command analysis process S_COMMAND, the production control CPU 120 can update storage data indicating the state of a flag, stored data in a register, and any other storage data in the working area of the RAM 122, etc., corresponding to the production control commands transmitted from the main board 11. The production control process S_CPROC in step S76 enables control of the execution of productions using various production devices, including, for example, display of production images on the screen of the image display device 5, audio output from the speakers 8L and 8R, lighting or extinguishing of decorative light emitters such as the game effect lamp 9 and the decorative LED, and drive control of the movable body 32. The control content of the production using various production devices may be determined, decided, set, etc., based on the production control commands transmitted from the main board 11 and the execution results of the processes by the production control CPU 120. The production random number update process S_RANDOM in step S77 enables at least a part of the production random numbers used on the production control board 12 side to be updated by executing a program as software.

[0098] Figure 9(A) is a flowchart showing an example of a process executable in step S76 shown in FIG. 8 as the production control process S_CPROC. In the production control process, the production control CPU 120 executes the pre-reading production setting process S_SAKI_SET (step S151). The pre-reading production setting process S_SAKI_SET enables, for example, determination, decision, setting, etc., regarding the execution of the pre-reading preview production based on the production control commands at the time of starting winning transmitted from the main board 11. Also, the pre-reading production setting process S_SAKI_SET enables updating of the reserved display based on the number of reserved memories specified from the production control commands.

[0099] After the pre-reading effect setting process S_SAKI_SET in step S151, the transfer instruction for setting the pointer sets the effect control process processing jump table (step S152). The effect control process processing jump table is an address management table that enables selection and execution of the process corresponding to the read value of the effect control process code. The effect control process code can be updated and set to any of 00[H] to 0A[H] corresponding to the progress of the effect control in the pachinko gaming machine 1, and is also referred to as the effect process code. The effect control process code is loaded by the transfer instruction for reading the stored data (step S153). Corresponding to the effect control process code thus obtained, the address of the selected process is set to the effect control pointer (step S154). Therefore, by executing the process pointed to by the effect control pointer (step S155), the process selected corresponding to the effect control process code becomes executable.

[0100] FIG. 9(B) shows a configuration example TT02 of an effect control process jump table used in the effect control process S_CPROC. The effect control process jump table is configured to include table data that can set the address of a process selected corresponding to an effect control process code in a register used as an effect control pointer. The effect control process jump table of the configuration example TT02 includes a variable pattern command wait process when the effect control process code is 00[H], an effect symbol variation start process when the effect control process code is 01[H], an effect symbol variation in-process when the effect control process code is 02[H], an effect symbol variation stop process when the effect control process code is 03[H], a small hit display process when the effect control process code is 04[H], a small hit release in-process when the effect control process code is 05[H], a small hit end effect process when the effect control process code is 06[H], a big hit display process when the effect control process code is 07[H], a round in-process when the effect control process code is 08[H], a post-round process when the effect control process code is 09[H], and a big hit end effect process when the effect control process code is 0A[H], and includes table data that can set the corresponding address value in the effect control pointer.

[0101] The variable pattern command reception waiting process enables determination of whether a variable pattern designation command transmitted from the game control microcomputer 100 of the main board 11 has been received. When it is determined that the variable pattern designation command has been received, the effect control process code is updated to 01[H] corresponding to the effect symbol variation start process. When it is determined that the variable pattern designation command has not been received, the demo display can be controlled. The effect symbol variation start process enables the start of the effect during variation corresponding to the special figure game. For example, corresponding to the variable pattern designation command transmitted from the main board 11, it enables selection of the effect pattern used for control of the effect during variation and start of updating of the effect process timer that measures the effect execution time. The effect symbol variation in-process enables control of the switching timing of each effect element constituting the effect pattern and enables determination of whether the effect execution time has elapsed based on the measured value of the effect process timer. When it is determined that the effect execution time has elapsed, the effect control process code is updated to 03[H] corresponding to the effect symbol variation stop process. The effect symbol variation stop process enables end control of the effect during variation and display control of the effect result corresponding to the determined special symbol based on the fact that the effect execution time has elapsed or the effect symbol confirmation command has been received, etc., that is, based on the establishment of the end condition of the effect during variation. At this time, updates of the effect control process code and various settings are performed corresponding to the display result of the variable display. For example, when the display result of the variable display is "big win", the effect control process code can be updated to 07[H]; when the display result of the variable display is "small win", the effect control process code can be updated to 04[H]; and when the display result of the variable display is "loss", the effect control process code can be updated to 00[H].

[0102] The small win display process, the small win release in-process, and the small win end effect process are processes for controlling the progress of the effect corresponding to the small win game state. The big win display process, the in-round process, the post-round process, and the big win end effect process are processes for controlling the progress of the effect corresponding to the big win game state.

[0103] (Modification examples such as basic explanations) The pachinko gaming machine 1 is not limited to the configurations, functions, processes, and operations in the basic description and other descriptions, and various modifications and applications are possible. For example, the pachinko gaming machine 1 does not necessarily have all the technical features shown in the embodiments, and may have some of the configurations described in the embodiments so as to solve at least one problem in the prior art. In the embodiments, when matters of lower concepts are described, inventions of upper concepts using homologous matters or similar matters, or inventions of upper concepts using common properties are included as the invention of the present application, and may have some of the structures and characteristics described in the embodiments so as to solve at least one problem in the prior art.

[0104] The pachinko gaming machine 1 may be a payout type gaming machine that pays out a predetermined number of game media as prizes based on the occurrence of a winning, or may be an enclosed type gaming machine that encloses game media and awards points when a winning occurs.

[0105] During the variable display of the special symbol, what is displayed may be, for example, only one type of symbol such as a symbol indicating "-", and a variable display may be performed by repeating the display and turning off of this symbol. During the variable display, one type of symbol may be displayed, and this symbol may not be displayed when the variable display stops. For example, as a display result, a symbol indicating "-" may not be displayed, and it may be in a non-display state where there is no display of the special symbol.

[0106] The pachinko gaming machine 1 may be configured such that the jackpot winning probability and the payout rate change corresponding to a plurality of setting values. For example, in the special symbol normal process of the special symbol process, the jackpot winning probability and the payout rate may be changeable by using different jackpot determination values for each set setting value. As a specific example, the setting values consist of six levels from 1 to 6, and 6 has the highest jackpot winning probability. The jackpot winning probability decreases in the order of 6, 5, 4, 3, 2, 1 as the value becomes smaller. In this case, if 6 is set as the setting value, it is most advantageous for the player, and the degree of advantage gradually decreases in the order of 6, 5, 4, 3, 2, 1. If the jackpot winning probability changes according to the setting value, the payout rate may also change according to the setting value. The jackpot winning probability may be constant regardless of the setting value, while the number of rounds in the jackpot gaming state may change according to the setting value. The pachinko gaming machine 1 only needs to be configured to be able to set any one of a plurality of setting values with different degrees of advantage for the player. The setting value set in the pachinko gaming machine 1 may be notified by sending a setting value designation command from the main board 11 side to the effect control board 12 side. During the execution of the variable display, a setting suggestion effect that suggests the setting value in the pachinko gaming machine 1 at a predetermined ratio may be executable. The suggestion regarding the setting value of the pachinko gaming machine 1 is not limited to that which suggests the setting value in the pachinko gaming machine 1, and may be, for example, that which suggests whether the setting value in the pachinko gaming machine 1 has been changed. The setting suggestion effect may be able to suggest the jackpot expectancy by any effect and also suggest the setting value of the pachinko gaming machine 1.

[0107] Instead of part or all of the suggestion regarding the control of the jackpot gaming state, or together with part or all of the suggestion regarding the control of the jackpot gaming state, it may be that which gives a suggestion regarding the control of a state advantageous to the player that is different from the jackpot gaming state. For example, it may be that which gives a suggestion regarding the certain probability state controlled after the end of the jackpot gaming state. Additionally, regarding an advantageous state, it may be that which gives a suggestion according to whether it is controlled or not, etc., regarding a state in which any gaming value advantageous to the player is given.

[0108] The invention related to gaming machines is not limited to the pachinko gaming machine 1 and can also be appropriately applied to slot machines. A slot machine is a game in which medals are inserted, a predetermined number of bets is set, a plurality of types of symbols are rotated in response to an operation of an operation lever by a player, and when the symbols are stopped in response to an operation of a stop button by the player and the combination of the stopped symbols becomes a specific combination of symbols, a predetermined number of medals are paid out to the player. In a slot machine, a favorable state for the player may include one or more of so-called bonuses such as big bonus, regular bonus, RT, AT, ART, CZ, etc.

[0109] Programs and data for realizing various controls including the progress of the game and the execution of effects may be distributed and provided to a computer device included in a gaming machine such as the pachinko gaming machine 1 by a detachable recording medium, or may be distributed and provided by being installed in a storage device such as a computer device in advance. Further, it may be provided with a communication processing unit connectable to an external device on a network via a communication line or the like, and may be distributed or provided by downloading a program or data from the external device. The execution form of the game and the effect may also be executable by attaching a detachable recording medium, or may be executable by temporarily storing the program and data downloaded via a communication line or the like in an internal memory or the like, or may be directly executable using the hardware resources of an external device on a network connected via a communication line or the like, or the game and the effect may be executable by exchanging data with other computer devices or the like via a network.

[0110] When comparing various ratios such as the ratio of processing, data determination, and execution ratio of effects, expressions such as "high", "low", "different", etc. may include the case where one is a ratio of "0%" or "100%". For example, regarding the determination result or execution content of one party, it may include the case where there is no determination or execution at a ratio of "0%", or it may include the case where there is always determination or execution at a ratio of "100%".

[0111] (Description of Feature Part 003AK) FIG. 10-1 shows a configuration example of various circuits mounted on the effect control board 12 with respect to the feature part 003AK. In the configuration example shown in FIG. 10-1, the effect control microprocessor 100A is mounted on the effect control board 12. The effect control microprocessor 100A executes data processing and signal processing based on the effect control commands received from the main board 11, etc., and controls the execution of effects using some or all of a plurality of effect devices such as the image display device 5, speakers 8L, 8R, game effect lamps 9 and other decorative LEDs, and movable members for effects such as the movable body 32.

[0112] The effect control microprocessor 100A may be a microcomputer for effect control that integrates built-in electronic circuits. The effect control microprocessor 100A is an integrated processor in which circuits capable of controlling the execution of effects are integrated on one chip, and is also called an effect processor. The effect control microprocessor 100A includes a CPU 120A, an internal ROM 121A, an internal RAM 122A, a VDP 123A, an audio processing circuit 131, a lamp control circuit 132, and a motor control circuit 133. Note that while the effect control microprocessor 100A includes a CPU 120A, an internal ROM 121A, an internal RAM 122A, and a VDP 123A, some or all of the audio processing circuit 131, the lamp control circuit 132, and the motor control circuit 133 may be provided outside the effect control microprocessor 100A.

[0113] The CPU 120A can execute processing according to a computer program read from an internal ROM 121A or the like, corresponding to the production control use CPU 120 in the basic explanation. The internal ROM 121A is included in the ROM 121 in the basic explanation, and can fixedly store a basic program of processing executed by the CPU 120A, such as firmware, and system setting data specific to the production control use microprocessor 100A. The internal RAM 122A is included in the RAM 122 in the basic explanation, and can provide a temporary storage area that serves as a work area for the CPU 120A. The VDP 123A is included in the display control unit 123 in the basic explanation, and can execute data processing related to image display in the image display device 5.

[0114] The VDP 123A determines the control content of image display in the image display device 5 based on a display list, register settings, etc. from the CPU 120A. For example, the VDP 123A performs control for executing variable display of production symbols and various production displays by determining the switching timing of production images to be displayed on the screen of the image display device 5. The VDP 123A is an image processor having image data processing functions such as a high-speed drawing function, a moving image data separation function, and a video decoding function. Note that the VDP 123A may be a microprocessor for image processing generally referred to as a GPU (Graphics Processing Unit), a GCL (Graphics Controller LSI), or a DSP (Digital Signal Processor). The VDP 123A includes an instruction decoder 141, a demultiplexer 142, a video decoder 143, a moving image renderer 144, a character image renderer 145, a text image renderer 146, a VRAM 147, and a display drive circuit 148.

[0115] The instruction decoder 141 decodes the instruction part (instruction code) included in the display control instruction from the CPU 120A, and instructs image processing or the like according to the decoding result. For example, the instruction group for display control included in the decoding result is supplied to the internal circuit of the VDP 123A. The instruction decoder 141 may generate a control signal according to the decoding result and supply it to the internal circuit of the VDP 123A. The instruction group for audio control included in the decoding result may be supplied to the audio processing circuit 131. The instruction group for lamp control included in the decoding result may be supplied to the lamp control circuit 132. The instruction group for motor control included in the decoding result may be supplied to the motor control circuit 133.

[0116] The demultiplexer 142 receives the moving image data read from the effect data memory 163 or the like, separates it into video data and audio data, and outputs them. The video data output from the demultiplexer 142 is input to the video decoder 143. The audio data output from the demultiplexer 142 is input to the audio decoder 151 of the audio processing circuit 131. The video decoder 143 decompresses and decodes the compressed and encoded video data and outputs it. The video data output from the video decoder 143 is supplied to the moving image renderer 144. The video decoder 143 may read the compressed and encoded character image data and text image data from the effect data memory 163 or the like, decompress and decode them, and then supply them to the character image renderer 145 and the text image renderer 146.

[0117] The moving image renderer 144 writes the video data supplied from the video decoder 143 to a predetermined area of the VRAM 147 for storage. The moving image renderer 144 may perform image processing capable of adjusting the hue, saturation, brightness of the video shown in the video data, or some or all of these, and temporarily store the adjusted video data in the VRAM 147. The character image renderer 145 receives the character image data read from the production data memory 163 or the like and the character image data supplied from the video decoder 143, and writes and stores it in a predetermined area of the VRAM 147. The character image renderer 145 may convert the character image data in vector format into bitmap format and temporarily store it in the VRAM 147. The character image renderer 145 may perform image conversion processing or the like for displaying the character image specified by the character image specification information in a display mode including the display style and display layout set by the character display setting information. The text image renderer 146 receives the text image data read from the production data memory 163 or the like and the text image data supplied from the video decoder 143, and writes and stores it in a predetermined area of the VRAM 147. The text image renderer 146 may convert the text image data in vector format into bitmap format and temporarily store it in the VRAM 147. The text image renderer 146 may perform image conversion processing or the like for displaying the text image specified by the text image specification information in a display mode including the display style and display layout set by the text display setting information.

[0118] VRAM 147 temporarily stores image data and provides a work area for image data processing by VDP 123A. VRAM 147 may provide various areas such as a palette area where palette data is arranged, a character buffer where character image data is stored, a text buffer where text image data is stored, and a buffer for CG. The buffer for CG is used to temporarily store palette data defining the display colors of characters and text when drawing processing by VDP 123A is executed, or to temporarily store display data of effect images created by the drawing processing. The display drive circuit 148 is a circuit for outputting signals for displaying various images on the screen of the image display device 5. The display drive circuit 148 may output a predetermined clock signal (dot clock signal) and a scanning signal (drive control signal) to the image display device 5 together with a color signal (tone control signal) corresponding to the display data created in VDP 123A.

[0119] A frame buffer may be provided inside VRAM 147 or in a memory module separate from VRAM 147 such as internal RAM 122A. The frame buffer provides a virtual display area where display data of effect images created by drawing processing by VDP 123A and the like is expanded and stored. The display data stored in the frame buffer may be, for example, bitmap image data (pixel data, raster data) created by VDP 123A based on vector format image data (vector data, vector data) such as points, lines, and polygons. Note that the frame buffer may include an actual display area for storing display data of various images displayed on the screen of the image display device 5 and a virtual display area for storing display data of various images not displayed on the screen of the image display device 5. Alternatively, display data for performing a screen display of the same size as the display screen of the image display device 5 may be created in the virtual display area of the frame buffer, and the display data of the virtual display area may be supplied to the display drive circuit 148 so as to be output to the side of the image display device 5.

[0120] For example, in the storage area of the frame buffer, an image display area and an image drawing area are allocated. In the image display area, display data for displaying the effect image on the screen of the image display device 5 is stored. In the image drawing area, display data of each effect image created by the drawing process is stored. The image display area and the image drawing area may be switched with each other every time a vertical blanking occurs. The vertical blanking occurs at a cycle for updating the image displayed on the screen of the image display device 5. Every time the vertical blanking is started, a vertical blanking interrupt signal is output from the VDP123A to the CPU120A, and various interrupt signals may be output from the VDP123A to the CPU120A. By switching the image display area and the image drawing area every time the vertical blanking occurs, in the storage area allocated as the image drawing area in the vertical blanking period which is the first drawing display period, the drawing process for creating the display data of each effect image is performed, and in the vertical blanking period which becomes the second drawing display period next to the first drawing display period, this storage area is switched to the image display area. Therefore, the display data created by the drawing process in the first drawing display period is output toward the image display device 5 in the second drawing display period, and in the storage area allocated as the image drawing area in the second drawing display period, the storage of the display data created by the drawing process is performed.

[0121] The audio processing circuit 131 generates an audio signal that enables audio output using the speakers 8L and 8R based on instructions and register settings from the CPU 120A and the VDP 123A. The audio processing circuit 131 includes an audio decoder 151. Audio data output from the demultiplexer 142 of the VDP 123A is supplied to the audio decoder 151 of the audio processing circuit 131. The audio decoder 151 decompresses and decodes the compressed and encoded audio data to generate an audio signal. Further, the audio processing circuit 131 may include an audio data memory capable of storing in advance audio data not included in moving image data. The audio data memory may be provided outside the audio processing circuit 131 by being included in, for example, the effect data memory 163, the internal ROM 121A, or the external ROM 121B. The audio processing circuit 131 may generate an audio signal by, for example, decompressing and decoding the audio data read from the audio data memory based on instructions and register settings from the CPU 120A and the VDP 123A.

[0122] The lamp control circuit 132 controls the lighting modes of light-emitting members such as the game effect lamp 9 and the decorative LED, such as lighting, extinguishing, and blinking. The lighting mode is also referred to as the light-emitting mode. The lamp control circuit 132 only needs to be able to output lamp drive data to the lamp control board 14 and the lamp driver board by, for example, expanding and decoding the lamp drive data according to commands and register settings from the CPU 120A and the VDP 123A. Further, the lamp control circuit 132 may directly control the light-emitting modes by various light-emitting members using the expanded and decoded lamp drive data. For example, the lamp control circuit 132 is included in the light-emitting control means that controls the light-emitting modes for the push button LED 171, the panel decoration LED 172, and the frame part LED 173. The push button LED 171 is built into the push button 31B and enables the surface part of the push button 31B to emit light in a predetermined emission color. The panel decoration LED 172 is built into, for example, the peripheral decoration members and the internal decoration members corresponding to a part or all of the image display device 5, the winning ball device 6A, the variable winning ball device 6B, the passing gate 41, the special variable winning ball device 50, and enables the surface part of each decoration member to emit light in a predetermined emission color. The frame part LED 173 is built into a predetermined position of the game machine frame 3 and enables the surface part of the game machine frame 3 to emit light in a predetermined emission color. The lamp control circuit 132 only needs to be able to perform light-emitting control including light-emitting timing, emission color, brightness, etc. by a light-emitting pattern in which part or all of each data is configured using common or different luminance data corresponding to each light-emitting member.

[0123] The motor control circuit 133 controls the operating states of the movable body motor 32A, such as rotation, stop, rotation speed, and rotation angle (phase). The movable body motor 32A only needs to be connected to the movable body 32 via a predetermined link mechanism. The movable body motor 32A transmits power to the movable body 32, enabling the movable body 32 to move between the retracted position, which is the first position, and the advanced position, which is the second position. The motor control circuit 133 only needs to be able to generate motor control data and control the movable body motor 32A according to commands and register settings from the CPU 120A and the VDP 123A. The motor control circuit 133 is included in the movable body control means that can control the movable body 32 by the movable body motor 32A.

[0124] The external ROM 121B, together with the internal ROM 121A, can store computer programs for effect control, fixed data, etc. The external RAM 122B, together with the internal RAM 122A, can provide a work area for the CPU 120A of the effect control microprocessor 100A. In addition to the program for effect control, the external ROM 121B may store various table data used for controlling the effect operation. For example, the external ROM 121B can store table data, pattern data, etc. The table data stored in the external ROM 121B constitutes a plurality of determination tables and decision tables prepared for the CPU 120A of the effect control microprocessor 100A to perform various determinations, decisions, and settings. The pattern data stored in the external ROM 121B constitutes various effect control patterns.

[0125] The effect control pattern is composed of, for example, process data including effect control execution data and end codes associated with the effect control process timer determination value. The effect control execution data may include display control data, voice control data, lamp control data, motor control data, operation detection control data, combinations of some or all of these, etc. Some or all of the effect control pattern and the effect control execution data may be configured as a display list. The display list is data of a group of instructions that describes a series of transfer instructions to be executed by the VDP 123A in accordance with the order of image processing, etc. The display list may contain a mixed group of instructions for display control, voice control, lamp control, and motor control. By controlling the progress of the effect using such a display list, it is sufficient to be able to control the electrical components for the effect in cooperation.

[0126] The input circuit 161 enables various signals to be input from outside the effect control board 12. The input circuit 161 may include, for example, a buffer circuit or the like. The buffer circuit of the input circuit 161 is used to receive the effect control commands transmitted from the main board 11 via the relay board 15. The memory controller 162 enables storage control of the stored data in the effect data memory 163 by performing read and write processes on the stored data in response to the request signal supplied from the effect control microprocessor 100A. The effect data memory 163 stores in advance effect data that can be used for executing effects using effect devices, such as various image data indicating the display images in the image display device 5. The watchdog timer 164 forcibly resets the CPU 120A when the execution of the program by the CPU 120A enters a runaway state, enabling the effect control microprocessor 100A to be restarted.

[0127] The image data stored in the effect data memory 163 may include moving image data and still image data. As the still image data, for example, sprite image data that is a plurality of types of image element data corresponding to a plurality of types of effect images, such as a plurality of types of effect symbols variably displayed on the screen of the image display device 5, may be prepared. These sprite image data can be used as character image data. The effect image corresponding to the effect symbol may be included in the character image. In addition, arbitrary character images displayed on the screen of the image display device 5, specifically, effect images showing people, figures, symbols, etc., and the image data of the background image may be stored in the effect data memory 163 in advance. As the still image data, for example, text image data that enables characters to be displayed on the screen of the image display device 5 may be prepared. The still image data may include planar still image data capable of generating a still image corresponding to a two-dimensional plane and stereoscopic image data capable of generating a stereoscopic image that is a still image corresponding to a virtual three-dimensional space.

[0128] In addition to the image data, the effect data memory 163 may store part or all of the audio data used for audio output by the speakers 8L and 8R. The effect data memory 163 may store part or all of the lamp drive data used for lighting drive of light-emitting members such as the game effect lamp 9 and the decorative LED. The effect data memory 163 may store part or all of the motor drive data used for rotational drive of the movable body motor 32A that operates the movable body 32. The effect data memory 163 may include a non-volatile semiconductor memory such as an NAND type flash memory that can be electrically erased, written, or rewritten. However, even if it is a non-volatile semiconductor memory, it is used as a read-only storage device when the game machine 1 is in the normal use state where the progress of the game is controlled.

[0129] FIG. 10-2 shows a screen display configuration example in the image display device 5 as a configuration example AKP0 related to the feature portion 003AK. In the configuration example AKP0, the display screen of the image display device 5 includes a small symbol display area AKC1 and a variation-related display area AKC2 as interface display areas where special information related to the progress of the game can be displayed, in addition to the "left", "center", and "right" effect symbol display areas 5L, 5C, and 5R. The variation-related display area AKC2 includes an active display area AKA1, a first hold display area AKB1, and a second hold display area AKB2.

[0130] The "left" effect symbol display area 5L is a symbol display area provided for variably displaying the effect symbol that becomes the left symbol. The "center" effect symbol display area 5C is a symbol display area provided for variably displaying the effect symbol that becomes the center symbol. The "right" effect symbol display area 5R is a symbol display area provided for variably displaying the effect symbol that becomes the right symbol. In this embodiment, it is assumed that variable display can be executed using nine types of effect symbols indicating the numbers "1" to "9" corresponding to the symbol numbers "1" to "9" in each of the effect symbol display areas 5L, 5C, and 5R.

[0131] The small symbol display area AKC1 is arranged as a display area smaller than each of the production symbol display areas 5L, 5C, and 5R of "left", "center", and "right" at a predetermined position such as the lower right end of the display screen of the image display device 5, for example. The variable display of the small symbol in the small symbol display area AKC1 can be executed corresponding to the variable display of the special symbol or the production symbol. The image display showing the small symbol is reduced compared to the identification information display which is the image display showing the production symbol, and becomes a reduced identification information display capable of executing variable display in a display mode that is partially or entirely common to each of the identification information images showing the production symbols. For example, while the image display showing the small symbol is an image display showing a number corresponding to the same symbol number as the part showing the number included in the production symbol, it may be a simpler display mode than the image display showing the production symbol by not including the part showing the character included in the production symbol. The small symbol display area AKC1 arranged on the display screen of the image display device 5 can execute the variable display of the small symbol that becomes reduced identification information, and a determined small symbol as the display result is derived. The image display showing the small symbol is preferably arranged at a position where it can be constantly visually recognized.

[0132] The first hold display area AKB1 can have hold displays associated with "1", "2", "3", "4" of the hold numbers in order from the right end, for example. The display area may be configured such that the first hold display is performed in a right-justified manner. The second hold display area AKB2 can have hold displays associated with "1", "2", "3", "4" of the hold numbers in order from the left end, for example. The display area may be configured such that the second hold display is performed in a left-justified manner. In the active display area AKA1, when the first special figure game starts, an active display corresponding to the first hold display erased (consumed) from the first hold display area AKB1 is started. When the second special figure game starts, an active display corresponding to the second hold display erased (consumed) from the second hold display area AKB2 is started. The active display that can be displayed in the active display area AKA1 may be the same as the first hold display or the second hold display in terms of color and pattern. For example, the active display may be one in which a common production image for the first hold display and the second hold display is displayed larger than each hold display. The display mode of the active display may change to a display mode different from that in the case of the first hold display or the second hold display when an active display change production is executed. Also, in the active display area AKA1, for example, by displaying a production image showing a pedestal below the active display, the active display may be made distinguishable from the first hold display and the second hold display.

[0133] The small symbols in the small symbol display area AKC1 are included in the special information regarding variable display in that they can execute variable display corresponding to the variable display of special symbols and effect symbols. The hold displays in the first hold display area AKB1 and the second hold display area AKB2 are included in the display of special information regarding variable display in that they can be displayed corresponding to variable displays that have not yet been executed. The active display in the active display area AKA1 is included in the display of special information regarding variable display in that it can be displayed corresponding to the variable display being executed. Thus, the small symbol display area AKC1, the active display area AKA1, the first hold display area AKB1, and the second hold display area AKB2 included in the variable-related display area AKC2 can all display special information regarding variable display.

[0134] Figure 10-3 shows a configuration example of screen display including various effect images that can be displayed on the screen of the image display device 5. The plurality of effect images displayed on the image display device 5 are drawn separately in a plurality of display layers. The plurality of display layers are set with different display priorities in advance as display layers for performing image display. In the configuration example shown in Figure 10-3, layers AKL1 to AKL5 are provided as the plurality of display layers. Layer AKL1 is the display layer with the highest display priority and is used for drawing such as image display showing the small symbols in the small symbol display area AKC1. Layer AKL2 is the display layer with the next highest display priority after layer AKL1 and is used for drawing such as image display that becomes the active display and hold display in the variable-related display area AKC2. Layer AKL3 is the display layer with the next highest display priority after layer AKL2 and is used for drawing such as image display in various effects including preview effects. Layer AKL4 is the display layer with the next highest display priority after layer AKL3 and is used for drawing such as image display showing the effect symbols in the effect symbol display areas 5L, 5C, and 5R of "left", "center", and "right". Layer AKL5 is the display layer with the lowest display priority and is used for drawing such as image display that becomes the background display by displaying the background image.

[0135] The display layer used for rendering the image display is specified by, for example, the display priority information included in the display list. In the display list, layer AKL5 may be specified as the first rendering target, and then each display layer may be specified as the rendering target in the order of layer AKL4, AKL3, AKL2, and AKL1. Also, for example, the image data used for rendering each of layers AKL1 to AKL5 may be set with a Z value that is the depth value used when superimposing and rendering the corresponding images. By setting the Z value using the Z value setting table, the Z value specified by the image data used for rendering each of layers AKL1 to AKL5 may be different depending on the destination layer. For example, a display layer assigned a small value as the Z value may be arranged on the front side, which is the nearer side in the Z-axis direction, than a display layer assigned a large value as the Z value, so that the display priority of the image becomes higher.

[0136] When VDP123A writes the image data read from the effect data memory 163 or the like to the frame buffer provided in the VRAM 147 or the like, it may perform a determination of the display priority by performing a comparison operation of the Z values. For example, image data with a small Z value is written to the frame buffer prior to image data with a large Z value. In this case, the image display corresponding to the display layer assigned a small value as the Z value has a higher display priority than the image display corresponding to the display layer assigned a large value as the Z value, and can be arranged on the front side, which is the nearer side as viewed by the player. Conversely, the image display corresponding to the display layer assigned a large value as the Z value has a lower display priority than the image display corresponding to the display layer assigned a small value as the Z value, and can be arranged on the rear side, which is the farther side as viewed by the player. Note that the relationship between the Z value and the display priority may be the opposite, and a display layer assigned a large value as the Z value may be arranged on the front side, which is the nearer side in the Z-axis direction, than a display layer assigned a small value as the Z value, so that the display priority of the image becomes higher.

[0137] Execute the drawing process of the image data corresponding to layers 01AKL1 to 01AKL5 included in a plurality of display layers, so as to enable the execution of an image display 01AKM1 including a plurality of display elements. The image display 01AKM1 can be executed on the screen of the image display device 5 after being composited by superimposing the images drawn on layers 01AKL1 to 01AKL5 as a plurality of display layers with different display priorities. Among layers 01AKL1 to 01AKL5, layers 01AKL1 and 01AKL2 may be special layers, and layers 01AKL3 to 01AKL5 may be specific layers. Different drawing processes may be executed between layers 01AKL3 to 01AKL5 included in the specific layer and layers 01AKL1 and 01AKL2 included in the special layer to execute an image display corresponding to the image data. Also, the same drawing process may be executed between layers 01AKL3 to 01AKL5 included in the specific layer and layers 01AKL1 and 01AKL2 included in the special layer to execute an image display corresponding to the image data.

[0138] FIG. 10-4 shows a determination example 003AKD01 regarding the feature part 003AK, which is a determination example of the special figure display result using the special figure display result determination table. The special figure display result determination table is a table in which a jackpot determination value to be compared with the random number MR1-1 for special figure display result determination is set. The CPU 103 of the game control microcomputer 100 that executes the special symbol process P_TPROC in FIG. 6 executes the start port switch passing process P_TZU_ON in step S104 when the first start winning corresponding flag is on, step S108 when the second start winning corresponding flag is on, and extracts the random number MR1-1 for special symbol determination from the count value of the random number circuit 104. Then, the special symbol normal process P_TNORMAL executed when the special symbol process code is 00[H] in step S112 of the special symbol process P_TPROC reads the random number MR1-1 for special symbol determination from the first special symbol hold buffer or the second special symbol hold buffer with the start of the special figure game, and can determine the special figure display result, which is the display result of the special symbol, by referring to the table data of the special figure display result determination table stored in advance in the ROM 101.

[0139] The random number MR1-1 for special symbol determination is compared with the distribution determination value set in the special symbol display result determination table. The special symbol normal process P_TNORMAL includes a jackpot determination process, and it is possible to determine whether the random number MR1-1 for special symbol determination is within the range of the distribution determination value that becomes the preset jackpot determination value. By this jackpot determination process, when it is determined that the random number MR1-1 for special symbol determination is within the range of the distribution determination value that becomes the jackpot determination value, it is determined that the special symbol display result is "jackpot". Thereby, it is possible to determine whether to control the game state to the jackpot game state with the special symbol display result as "jackpot" before the variable display result is derived and displayed corresponding to the stop display of the confirmed special symbol. For the special symbol display result determination table, a common table may be used for the first special symbol and the second special symbol, or individual tables may be used for the first special symbol and the second special symbol. In this embodiment, while it is possible to determine the special symbol display result as either "jackpot" or "loss", it is only necessary that the table data corresponding to the distribution determination value of the special symbol display result determination table is set so that the special symbol display result is not determined as "small jackpot" or "time shortening".

[0140] In the determination example 003AKD01 of FIG. 10-4, the determination ratio of the special figure display result being "big win" is higher when the probability variation control is "present" than when the probability variation control is "absent". When the probability variation control is not performed (i.e., "absent"), the determination ratio of the special figure display result being "big win" is 1 / 319, and the determination ratio of the special figure display result being "loss" is 318 / 319. In this case, the big win probability in the special figure game is 1 / 319. When the probability variation control is performed (i.e., "present"), the determination ratio of the special figure display result being "big win" is 1 / 100, and the determination ratio of the special figure display result being "loss" is 99 / 100. In this case, the big win probability in the special figure game is 1 / 100. In this embodiment, the probability variation state, which is a high probability state, has a big win probability that is increased by 3.19 times compared to the normal state, which is a low probability state. As a result, the probability of determining to control the special figure display result as "big win" and entering the big win game state is higher when it is in the probability variation state where the probability variation control is performed as the high probability state than when it is in the normal state where the probability variation control is not performed as the low probability state. Note that the big win probability when the special figure display result is "big win" in any game state including the probability variation state may be arbitrarily set based on the specifications of the pachinko gaming machine 1. Also, the big win probability may be set differently between the special figure game using the first special figure by the first special figure display device 4A and the special figure game using the second special figure by the second special figure display device 4B.

[0141] FIG. 10-5 shows, as a setting example 003AKA01, a variable pattern setting example that can be used for the variable display of the feature part 003AK. These variable patterns are a plurality of variable patterns including those with different special figure variation times and variable display contents of the effect symbols. The plurality of variable patterns include variable patterns corresponding to any one of "non-reach (loss)", "reach (loss)", and "big win" as the variable display content.

[0142] A variation pattern corresponding to "non-hit" in variable display content is a non-hit variation pattern, and it is used when, among the cases where the special figure display result is "miss", the variable display does not become a hit mode and the determined effect symbol of the non-hit combination is stopped from being displayed. A variation pattern corresponding to "hit (miss)" in variable display content is a hit variation pattern, and it is used when, among the cases where the special figure display result is "miss", the variable display becomes a hit mode and the determined effect symbol of the hit combination is stopped from being displayed. A variation pattern corresponding to "big win" in variable display content is a big win variation pattern, and it is used when the special figure display result is "big win", and after the variable display becomes a hit mode, the determined effect symbol of the big win combination is stopped from being displayed.

[0143] The non-hit variation pattern and the hit variation pattern are collectively also called miss variation patterns. The hit variation pattern and the big win variation pattern in this embodiment include a "normal" variation pattern, a "music" variation pattern, and a "super" variation pattern. For variable display using the "normal" variation pattern, after performing a hit effect that results in a normal hit, the display result of the variable display is stopped from being displayed. For variable display using the "music" variation pattern, after performing a hit effect that results in a normal hit, a hit effect that results in a music hit is performed, and the display result of the variable display is stopped from being displayed. For variable display using the "super" variation pattern, after performing a hit effect that results in a normal hit, a hit effect that results in a super hit is performed, and the display result of the variable display is stopped from being displayed. The variable display content of "hit (miss)" includes the variable display content of "normal hit (miss)", the variable display content of "music hit (miss)", and the variable display content of "super hit (miss)". The variable display content of "big win" includes the variable display content of "normal hit (big win)", the variable display content of "music hit (big win)", and the variable display content of "super hit (big win)". Also, the variable display content of "big win" may include the variable display content of "non-probability change (big win)" and the variable display content of "probability change (big win)".

[0144] The reach effect in this embodiment includes a reach effect that becomes a music reach in addition to a normal reach and a super reach. The reach effect that becomes a music reach can output a music that is a specific music and can display an effect pattern corresponding to the music. As the reach effect that becomes a music reach, there are music MUA, music MUB, music MUC, and these reach effects. As the reach effect that becomes a super reach, there are super SPA, super SPB, super SPC, and these reach effects. The reach effect that becomes a music reach or a super reach may be a reach effect that develops after executing the reach effect of the normal reach.

[0145] In setting example 003AKA01, from variation pattern PA1-1 to variation pattern PA1-3, they are non-reach variation patterns where the variable display content corresponds to "non-reach (miss)". Variation pattern PA2-1 is a reach variation pattern where the variable display content corresponds to "normal reach (miss)". From variation pattern PA2-2 to variation pattern PA2-4, they are reach variation patterns where the variable display content corresponds to "music reach (miss)". From variation pattern PA2-5 to variation pattern PA2-7, they are reach variation patterns where the variable display content corresponds to "super reach (miss)". Variation pattern PA3-1 is a jackpot variation pattern where the variable display content corresponds to "normal reach (jackpot)". From variation pattern PA3-2 to variation pattern PA3-4, they are jackpot variation patterns where the variable display content corresponds to "music reach (jackpot)". From variation pattern PA3-5 to variation pattern PA3-7, they are jackpot variation patterns where the variable display content corresponds to "super reach (jackpot)".

[0146] FIG. 10-6 shows an example of determining a variation pattern in the feature part 003AK. This example of determining a variation pattern includes a losing variation pattern determination example 003AKD02, which is the determination example shown in FIG. 10-6(A), and a big win variation pattern determination example 003AKD03, which is the determination example shown in FIG. 10-6(B). The determination example 003AKD02 in FIG. 10-6(A) shows the determination ratio of the variation pattern that becomes a losing variation pattern that can be used when the special symbol display result is "losing". The determination example 003AKD03 in FIG. 10-6(B) shows the determination ratio of the variation pattern that becomes a big win variation pattern that can be used when the special symbol display result is "big win".

[0147] The CPU 103 of the game control microcomputer 100 that executes the special symbol process P_TPROC in FIG. 6 executes the special symbol normal process P_TNORMAL when the special symbol process code is 00[H] in step S112, and uses the variation pattern determination table selected corresponding to the case where the special symbol display result determined with the start of the special symbol game is "losing" or "big win", respectively, to enable the determination of the variation pattern. When determining the variation pattern, the CPU 103 reads out the random number MR3-3 for selecting the variation pattern type, the random number MR3-4 for the variation pattern, and these game random numbers from the first special symbol holding buffer or the second special symbol holding buffer. The random number MR3-3 for selecting the variation pattern type is used for selecting the variation pattern type. The random number MR3-4 for the variation pattern is compared with a preset distribution determination value in the variation pattern determination table corresponding to the selection result of the variation pattern type. For example, the variation pattern corresponding to the distribution determination value exceeding the random number MR3-4 for the variation pattern is determined as the used pattern.

[0148] In determination example 003AKD02 of FIG. 10-6(A), the determination ratio of variation pattern PA2-1, which is a reach variation pattern corresponding to "Normal Reach (Loss)", is set in the variation pattern determination table to be higher than the determination ratios of each of variation patterns PA2-2 to PA2-7, which are reach variation patterns corresponding to "Music Reach (Loss)" or "Super Reach (Loss)". In this determination example 003AKD02, the determination ratios of each of variation patterns PA2-2 to PA2-4, which are reach variation patterns corresponding to "Music Reach (Loss)", are set in the variation pattern determination table to be higher than the determination ratios of each of variation patterns PA2-5 to PA2-7, which are reach variation patterns corresponding to "Super Reach (Loss)".

[0149] In determination example 003AKD03 of FIG. 10-6(B), the determination ratios of each of variation patterns PA3-5 to PA3-7, which are jackpot variation patterns corresponding to "Super Reach (Jackpot)", are set in the variation pattern determination table to be higher than the determination ratios of each of variation patterns PA3-1 to PA3-4, which are jackpot variation patterns corresponding to "Normal Reach (Jackpot)" or "Happy Reach (Jackpot)". In this determination example 003AKD03, the determination ratios of each of variation patterns PA3-2 to PA3-4, which are jackpot variation patterns corresponding to "Music Reach (Jackpot)", are set in the variation pattern determination table to be higher than the determination ratio of variation pattern PA3-1, which is a jackpot variation pattern corresponding to "Normal Reach (Jackpot)".

[0150] Based on the determination ratios of the reach variation pattern or the jackpot variation pattern in determination examples 003AKD02 and 003AKD03, when a reach effect that becomes a normal reach is executed, the expectation of hitting the jackpot is higher in the case where the reach effect that becomes a music reach or a super reach is executed and then the display result of the variable display stops being displayed, compared to the case where the display result of the variable display stops being displayed without executing the reach effect that becomes a music reach or a super reach. Also, when the reach effect that becomes a super reach is executed and the display result of the variable display stops being displayed, the expectation of hitting the jackpot is higher than when the reach effect that becomes a music reach is executed and the display result of the variable display stops being displayed. Therefore, when the reach effect that becomes a music reach is an example of a specific effect, the reach effect that becomes a super reach is an example of a predetermined effect, and the jackpot gaming state is an example of an advantageous state, the ratio of being controlled to the advantageous state is higher when the predetermined effect is executed than when the specific effect is executed.

[0151] In determination example 003AKD1 of FIG. 10-4, the determination ratio where the special figure display result is "loss" becomes significantly higher than the determination ratio where the special figure display result is "jackpot". When the determination ratio where the special figure display result is "loss" is significantly higher than the determination ratio where the special figure display result is "jackpot", in determination example 003AKD02 which is a loss variation pattern determination example, the reach variation pattern with a high determination ratio has a high execution ratio of the corresponding reach effect as a whole for the variable display executed by the pachinko gaming machine 1. In determination example 003AKD02, each determination ratio from variation pattern PA2-2 to variation pattern PA2-4 that executes the reach effect that becomes a music reach is set to be higher than each determination ratio from variation pattern PA2-5 to variation pattern PA2-7 that executes the reach effect that becomes a super reach. Therefore, when the reach effect that becomes a music reach is an example of a specific effect and the reach effect that becomes a super reach is an example of a predetermined effect, the execution ratio of the specific effect is higher than that of the predetermined effect.

[0152] FIG. 10-7 is a flowchart showing an example of a process executable when the production control process code is 01[H] in step S155 of the production control process S_CPROC as the production symbol variation start process. When the CPU 120A of the production control microprocessor 100A executes the production symbol variation start process, it determines the final stop symbol and the like in the variable display of the production symbol (step 003AKS11). The final stop symbol in the variable display of the production symbol may be determined based on the variable display content as long as it can be determined. The variable display content may be specified corresponding to the variation pattern indicated by the variation pattern designation command transmitted from the main board 11, or may be specified including the variable display result indicated by the display result notification command. The variation pattern designation command and the display result notification command are transmitted from the main board 11 to the production control board 12 by, for example, performing the transmission setting of the command corresponding to the case where the variable display of the special symbol is started. The variation pattern designation command is a production control command that designates the variation pattern determined as the use pattern. The display result notification command is a production control command that notifies the display result of the special symbol as the variable display result determined using the random number MR1-1 for special symbol determination and the random number MR1-2 for winning symbol.

[0153] When the variable display content is "non-hit", the winning symbols determined as the final stop symbols are different and inconsistent with each other in the "left" and "right" effect symbol display areas 5L and 5R. When the variable display content is "hit", the same and matching winning symbols in the "left" and "right" effect symbol display areas 5L and 5R are determined as the final stop symbols. In this case, the medium determined winning symbol that is stopped and displayed in the "middle" effect symbol display area 5C on the screen of the image display device 5 among the determined winning symbols is determined as a winning symbol different from the left and right determined winning symbols. When the variable display content is "big win", the same and matching winning symbols in the "left", "middle", and "right" effect symbol display areas 5L, 5C, and 5R are determined as the final stop symbols. Among the cases where the variable display content is "big win", depending on whether the variable display content is "non-probability variable (big win)" or "probability variable (big win)", or whether a big win promotion effect is executed or not, etc., it is only necessary to determine whether the normal symbol or the probability variable symbol is used as the determined winning symbol. The normal symbol is, for example, a winning symbol indicating an even number. The probability variable symbol is, for example, a winning symbol indicating an odd number. The big win combination using the normal symbol is also called a non-probability variable big win combination. The big win combination using the probability variable symbol is also called a probability variable big win combination.

[0154] When the variable display content is "non-probability variable (big win)" or "probability variable (big win)", a decision may be made on whether to execute a probability variable promotion effect such as a re-drawing effect or a big win promotion effect during the big win. The re-drawing effect makes it temporarily difficult or impossible to recognize that during the variable display of the winning symbols, the winning symbols of a non-probability variable big win combination using the same normal symbol are once displayed and thereby controlled to a probability variable state. Then, when the winning symbols of a probability variable big win combination using the same probability variable symbol are stopped and displayed by re-varying the once-displayed winning symbols again, the player can be notified in a recognizable manner that it is controlled to a probability variable state. When the winning symbols of a non-probability variable big win combination are stopped and displayed after re-varying the winning symbols in the re-drawing effect, the player can be notified in a recognizable manner that it is controlled to a probability variable state. When it is determined to execute the re-drawing effect, it is only necessary to determine the combination of the winning symbols to be temporarily stopped and displayed before the execution of the re-drawing effect.

[0155] After determining the final stop symbol or the like in step 003AKS11, the effect determination process is executed (step 003AKS12). The effect determination process may be able to make determinations regarding the presence or absence of a preview effect corresponding to whether or not to execute a preview effect, the execution timing and effect pattern when executing the preview effect, and the like. The effect determination process may also be able to make determinations regarding the effect pattern when executing a reach effect that is a music reach or a super reach. The effect determination process may also be able to make determinations regarding the effect pattern when executing a big win notification effect.

[0156] Following the effect determination process in step 003AKS12, a process table is selected from a plurality of pre-prepared tables (step 003AKS13). The CPU 120A of the effect control microprocessor 100A selects, for example, any one of the process tables for special figure variation among the plurality of prepared process tables in correspondence with the variation pattern indicated by a variation pattern designation command or the like, and sets it as the table to be used. Further, the CPU 120A may select, for example, in correspondence with the determination result by the effect determination process in step 003AKS12, among the plurality of prepared process tables, a process table for preview effect used for executing a preview effect, a process table for music reach used for executing a reach effect that is a music reach, a process table for super reach used for executing a reach effect that is a super reach, a process table for big win notification used for executing a big win notification effect, some or all of these, and set them as the table to be used. The process tables corresponding to the variable display of the effect symbol and various effects may be such that a plurality of process tables are individually selected, or a single process table corresponding to the combination of the variable display of the effect symbol and the execution settings of various effects may be selected collectively.

[0157] When the process table is selected by step 003AKS13, the initial value of the effect control process timer is set based on the set value read from the process table (step 003AKS14). The initial value of the effect control process timer is the initial value of the effect control process timer provided in the effect control timer setting section of the internal RAM 122A or the external RAM 122B. At this time, the measurement of the elapsed time by the effect control process timer is started. Also, the variable display start setting in the image display device 5 is performed (step 003AKS15). This variable display start setting is a setting for starting the variable display of effect symbols or the like on the screen of the image display device 5. In this case, for example, by the command transmission or register setting of the VDP123A specified by the display control data included in the process table determined by step 003AKS13, the variable display of the effect symbols may be started in each of the "left", "center", and "right" effect symbol display areas 5L, 5C, and 5R provided on the screen of the image display device 5. At this time, the initial value of the variable time timer indicating the special figure variable time corresponding to the variable pattern is set in the variable time timer, and the measurement of the elapsed time by the variable time timer is started. In this way, the variable display of the effect symbols is started on the screen of the image display device 5, and various effects corresponding to this variable display become executable.

[0158] After step 003AKS15, a setting for updating the hold display at the start of variable display is performed (step 003AKS16). This hold display update setting is a setting for updating the hold display in the hold display area provided on the screen of the image display device 5 in response to the start of variable display. For example, when the execution of the first special figure game is started, in the first hold display area AKB1, the hold display corresponding to the hold number "1" is erased and cleared, and the hold displays corresponding to the other hold numbers "2" to "4" are moved and shifted. When the execution of the second special figure game is started, in the second hold display area AKB2, the hold display corresponding to the hold number "1" is erased and cleared, and the hold displays corresponding to the other hold numbers "2" to "4" are moved and shifted. Corresponding to the hold display erased in the first hold display area AKB1 or the second hold display area AKB2, the active display in the active display area AKA1 may be updated. The display of the effect image that becomes the active display in the active display area AKA1 may be started as long as it can be started with the start of variable display. Then, after updating the effect control process code to 02[H] corresponding to the process during the change of the effect symbol (step 003AKS17), the effect symbol change start process ends.

[0159] FIG. 10-8 is an explanatory diagram regarding the process table. The process table is a control table in which process data that can be referred to when the CPU 120A of the effect control microprocessor 100A controls the effect device is set. The CPU 120A can control the effect device including effect components such as the image display device 5 using the process data set in the process table. FIG. 10-8(A) shows a process table configuration example as the configuration example 003AKT01. FIG. 10-5(B) shows an effect device control example using the process table as the control example 003AKC01.

[0160] The process table of Configuration Example 003AKT01 is composed of process data #1 which is the first process data, process data #2 which is the second process data, ···, process data #n which is the nth process data, and these multiple pieces of process data. Here, n can be any integer. Each piece of process data may be composed of an effect control process timer setting value, display control data, audio control data, lamp control data, detection control data, other effect control data, or some or all of these. The process data is control data that enables various effects using various effect devices such as the image display device 5, speakers 8L and 8R, light-emitting members such as game effect lamps 9 and decorative LEDs, stick controller 31A, push button 31B, movable body 32, or combinations of some or all of these. The effect control data such as the display control data included in each piece of process data is also called effect control execution data. For example, process data #1 can be configured as a combination of an effect control process timer setting value #1 and effect control execution data #1. Process data #2 can be configured as a combination of an effect control process timer setting value #2 and effect control execution data #2. Process data #n can be configured as a combination of an effect control process timer setting value #n and effect control execution data #n. The process table may be able to set the content and switching timing of effect control in a time series according to the arrangement of the process data.

[0161] The performance control process timer setting value is a value that can be set as the control initial value of the performance control process timer provided in the internal RAM 122A or the external RAM 122B, and enables setting the execution period of the performance control using the performance control execution data. After the CPU 120A of the performance control microprocessor 100A sets the performance control process timer setting value obtained from the process table in the performance control process timer, it subtracts and updates the timer value every time a timer interrupt occurs, and performs the performance control using the performance control execution data until a timeout occurs. Thereby, various performances including the variable display of the performance pattern can be executed in the performance mode corresponding to the performance control execution data during the execution period corresponding to the performance control process timer setting value. Note that, for example, when a predetermined performance control command is received from the main board 11, or when a predetermined process is executed as a process for controlling the performance operation by the CPU 120A in the performance control microprocessor 100A, process data indicating the content and switching timing of the performance control may be set due to the establishment of conditions corresponding to the predetermined control content and process content.

[0162] The display control data is data that can specify the display content of the effect image on the screen of the image display device 5. The display of the effect image is also referred to as effect display. For example, the display control data includes data indicating the variation mode of each effect symbol during the variable display of the effect symbol. The voice control data is data that can specify the voice output content from the speakers 8L and 8R. For example, the voice control data includes data indicating the output modes such as music and sound effects linked to the variable display of the effect symbol. The lamp control data is data that can specify the lighting mode of light-emitting members such as the game effect lamp 9 and the decorative LED. For example, the lamp control data includes data indicating the lighting mode linked to the variable display of the effect symbol for the light-emitting member. The detection control data is data that can specify the effect control corresponding to the detection of the actions and movements by the player. For example, the detection control data includes data specifying the detection effective period for effectively detecting a tilting operation including a pulling operation or a pushing operation on the stick controller 31A, a pressing operation on the push button 31B, and any operation including some or all of these, and data specifying the control content corresponding to the detection of the operation.

[0163] There may be a process table configured to include some of the effect control data corresponding to the content of the effect control using each process table. The plurality of types of process data included in the process table may have different types of effect control data constituting each process data corresponding to the content of the effect control executed at each timing. That is, there may be process data configured to include all of the display control data, voice control data, lamp control data, detection control data, or there may be process data configured to include some of these. The effect control data of the effect device that is not a control target corresponding to the effect control process timer setting value may be set as dummy data that does not specify control. Further, some or all of the process data in the process table may include movable body control data indicating the movement mode of the movable body 32 serving as an effect accessory, vibration control data indicating the on period and drive mode of the vibration motor, air blowing control data indicating the output mode of the effect air by the air blowing unit, and any other effect control data.

[0164] The process table may have a plurality of patterns prepared in advance corresponding to a plurality of variation patterns and stored in the internal ROM 121A or the external ROM 121B. Also, corresponding to a plurality of effect stages that result in a plurality of effect states in the pachinko gaming machine 1, a plurality of process tables with different effect modes even for the same variation pattern may be prepared in advance. Additionally, the process table may have a plurality of patterns prepared in advance corresponding to, for example, a preview effect, a reach effect, a jackpot notification effect, or a plurality of effects including some or all of these. In the case of a process table used for a variation pattern accompanied by a reach effect, after the variable display becomes a reach mode by stopping the left symbol display and then further stopping the right symbol display when a predetermined time has elapsed since the start of the variable display, process data indicating the content of the effect control during the execution of the reach effect may be set. The setting of the effect symbol to be stopped and displayed may be generated by synthesizing an image for displaying the effect symbol corresponding to the final stop symbol determined by step 003AKS11 shown in FIG. 10-7 and the temporary stop symbols in the pseudo-consecutive or sliding effects.

[0165] The control of the effect device such as the control example 003AKC01 shown in FIG. 10-8(B) can be executed using a process table such as the configuration example 003AKT01 shown in FIG. 10-8(A). The microprocessor 100A for effect control reads out the process data #1 that becomes the first process data by the CPU 120A in step 003AKS15 shown in FIG. 10-7. The process data #1 includes display control data #1, audio control data #1, lamp control data #1, detection control data #1, any other arbitrary effect control data, some or all of these. The CPU 120A executes the control of the effect device including the effect components using these effect control data. For example, a command based on the display control data for displaying an effect image corresponding to the variation pattern on the image display device 5 is output to the VDP 123A. A control signal based on the audio control data for causing audio output from the speakers 8L and 8R is output to the audio processing circuit 131. A control signal based on the lamp control data for turning on or off a light emitter such as the game effect lamp 9 is output to the lamp control circuit 132. In addition, based on the detection control data, detection signals from the effect detection sensor group including the controller sensor unit 35A, the push sensor 35B, etc. may be acquired, and effect control corresponding to the detection results of the actions and movements by the player may be performed. A control signal based on the movable body control data may be output to the motor control circuit 133. A control signal based on the air blowing control data may be output to the air blowing unit. A drive signal based on the vibration control data may be output to the vibration motor.

[0166] After the production control using Process Data #1 is started, every time the value of the production control process timer is updated by subtraction, it is determined whether a timeout has occurred. If a timeout has occurred, production control is performed using the process data arranged in the next order in the process table. Thus, in the production control microprocessor 100A, the CPU 120A advances the control of the production using the production device according to the contents from Process Data #1 to Process Data #n included in the process data. In the process table of Configuration Example 003AKT01, a combination of the production control process timer setting value #n+1 and the end code is arranged after the process data #n that becomes the nth process data. The end code may be any control code that designates the end of the production control using the process table. The production control process timer setting value #n+1 may be any timer setting value corresponding to the end waiting period for waiting for the end of the production control using the process table.

[0167] FIG. 10-9 is a flowchart showing an example of the process executable in step 003AKS12 of the production symbol variation start process as the production determination process. In the production control microprocessor 100A, when the CPU 120A executes the production determination process, it determines the presence or absence of a preliminary production and the timing when the preliminary production is to be executed (step 003AKS31). The preliminary production can be executed as a production for displaying an image suggesting that it is controlled to a jackpot gaming state. The presence or absence of the preliminary production becomes "no preliminary production" when the preliminary production is not executed, and becomes "there is a preliminary production" when the preliminary production is executed. The timing when the preliminary production is to be executed may be determined from the first timing during all symbol variations, the second timing after the reach is established, the third timing during the reach production, or a plurality of timings including some or all of these. It is determined whether or not the determination result of step 003AKS31 is "no preliminary production" (step 003AKS32). Then, when the determination result is "there is a preliminary production" (step 003AKS32; No), a preliminary production pattern is determined (step 003AKS33).

[0168] When there is no preview performance (step 003AKS32; Yes), or after the determination in step 003AKS33, it is determined whether or not a reach performance that becomes a music reach is executed (step 003AKS34). In step 003AKS34, it is only necessary to be able to determine the presence or absence of a reach performance that becomes a music reach corresponding to the variation pattern indicated by the variation pattern designation command. When a reach performance that becomes a music reach is executed (step 003AKS34; Yes), a performance pattern for music reach is determined (step 003AKS35), and the performance determination process ends.

[0169] When a reach performance that becomes a music reach is not executed (step 003AKS34; No), it is determined whether or not a reach performance that becomes a super reach is executed (step 003AKS36). In step 003AKS36, it is only necessary to be able to determine the presence or absence of a reach performance that becomes a super reach corresponding to the variation pattern indicated by the variation pattern designation command. When a reach performance that becomes a super reach is not executed (step 003AKS36; No), the performance determination process ends. When a reach performance that becomes a super reach is executed (step 003AKS36; Yes), a performance pattern for super reach is determined (step 003AKS37), and the performance determination process ends. Note that the performance determination process may include a process of determining a performance pattern corresponding to a big win notification performance when the display result of the special symbol is "big win".

[0170] FIG. 10-10 is a flowchart showing an example of a process executable when the production control process code is 02[H] in step S155 of the production control process S_CPROC as the production symbol variation process. In the production control microprocessor 100A, when the CPU 120A executes the production symbol variation process, timer update settings are performed (step 003AKS51). For example, the timer value of the production control process timer is updated by subtracting 1, and the timer value of the variation time timer is also updated by subtracting 1. Then, it is determined whether the variable display time has elapsed (step 003AKS52). For example, when the timer value in the updated variation time timer indicates a specific timer value such as 0, it may be determined that the variable display time has elapsed. Alternatively, when the production control process timer times out, it may be determined that the variable display time has elapsed in response to the end code being read as process data from the process table.

[0171] When the variable display time has not elapsed (step 003AKS52; No), it is determined whether it is a preview production period (step 003AKS53). The preview production period may be specified by a process table selected corresponding to the preview production pattern. When it is a preview production period (step 003AKS53; Yes), preview production control is executed (step 003AKS54). In the production control microprocessor 100A, the CPU 120A uses the process data read from the process table selected corresponding to the preview production pattern to control the display of the production image by the image display device 5, the output of sound by the speakers 8L and 8R, the lighting of light-emitting members such as the game effect lamp 9 and the decorative LED, the operation of the movable body 32 serving as a production accessory, and the production by the production device including some or all of these, so that the preview production can be made executable.

[0172] When it is not the preview performance period (step 003AKS53; No), or after executing the control of step 003AKS54, it is determined whether it is the reach performance period (step 003AKS55). The reach performance period can be specified by, for example, a process table selected corresponding to the performance pattern for music reach, a process table selected corresponding to the super reach performance pattern, or any other process table selected corresponding to an arbitrary variation pattern, as long as it can be specified by any of these. When it is the reach performance period (step 003AKS55; Yes), the reach performance control is executed (step 003AKS56). In the microprocessor 100A for performance control, the CPU 120A uses the process data read from the process table to control the display of the performance image by the image display device 5, the output of sound by the speakers 8L and 8R, the lighting of light-emitting members such as the game effect lamp 9 and the decorative LED, the operation of the movable body 32 serving as the performance accessory, and the performance by the performance device including some or all of these, so that the reach performance can be made executable. By the reach performance control in step 003AKS56, a reach performance that becomes a music reach, a reach performance that becomes a super reach, etc. can be made executable. Therefore, the CPU 120A of the microprocessor 100A for performance control that executes step 003AKS56 is an example of the performance execution means. When the reach performance that becomes a music reach is an example of a specific performance and the reach performance that becomes a super reach is an example of a predetermined performance, the performance execution means can execute the predetermined performance and the specific performance.

[0173] When it is not the jackpot notification performance period (step 003AKS55; No), or after executing the control of step 003AKS56, it is determined whether it is the jackpot notification performance period (step 003AKS57). The jackpot notification performance period may be specified by, for example, a process table selected corresponding to the jackpot notification performance pattern, or a process table selected corresponding to the variable pattern, as long as it can be specified by either of these. When it is the jackpot notification performance period (step 003AKS57; Yes), the jackpot notification performance control is executed (step 003AKS58). In the microprocessor 100A for performance control, the CPU 120A uses the process data read from the process table to control the display of the performance image by the image display device 5, the output of sound by the speakers 8L and 8R, the lighting of light-emitting members such as the game effect lamp 9 and the decorative LED, the operation of the movable body 32 serving as the performance accessory, and the performance by the performance device including some or all of these, so that it may be controlled to be able to execute the jackpot notification performance.

[0174] When it is not the jackpot notification performance period (step 003AKS57; No), or after executing the control of step 003AKS58, other variable display in-progress performance control is executed (step 003AKS59), and the process during the variable display of the performance symbols is terminated. The variable display in-progress performance control may be able to control the variable display of the performance symbols by controlling the display of the performance image by the image display device 5 using, for example, the process data read from the process table selected corresponding to the variable pattern.

[0175] When the variable display time has elapsed during the performance symbol variation process (step 003AKS52; Yes), it is determined whether a symbol determination command transmitted from the main board 11 has been received (step 003AKS60). If the symbol determination command has not been received (step 003AKS60; No), the performance symbol variation process is terminated and the system waits. Note that after the variable display time has elapsed, if the symbol determination command is not received and the abnormal determination time has elapsed, it may be determined that the symbol determination command could not be received normally, and a predetermined error process may be executed. If the symbol determination command has been received (step 003AKS60; Yes), control is performed to stop displaying the final stop symbol that is the display result in the variable display of the performance symbol (step 003AKS61). For example, in the performance control microprocessor 100A, the final stop symbol may be stopped and displayed by supplying a drawing command corresponding to symbol determination from the CPU 120A to the VDP 123A. Thereby, the variable display result of the performance symbol that becomes the confirmed performance symbol is derived and displayed.

[0176] Following the control by step 003AKS61, a fixed time predetermined as the winning start designation command reception waiting time is set (step 003AKS62). The winning start designation command reception waiting time is used as the waiting time in the performance symbol variation stop process that is executed when the performance control process code is 03[H] in step S155 of the performance control process S_CPROC. Also, the performance control process code is updated to a value 03[H] corresponding to the performance symbol variation stop process (step 003AKS63), and the performance symbol variation process is terminated.

[0177] Figures 10-11 show the executable timings corresponding to the variation patterns for the preview performance. The executable timings of the preview performance can be set corresponding to whether the variable display of the performance symbol is non-reach, normal reach, music reach, super reach, or any of these. It suffices that it can be set to include the first timing corresponding to during all symbol variations, the second timing corresponding to after reach is established, the third timing corresponding to before the win / loss notification, or some or all of these timings. Figure 10-11(A) shows the executable timings of the preview performance corresponding to the case of non-reach. Figure 10-11(B) shows the executable timings of the preview performance corresponding to the case of normal reach. Figure 10-11(C) shows the executable timings of the preview performance corresponding to the case of music reach. Figure 10-11(D) shows the executable timings of the preview performance corresponding to the case of super reach.

[0178] In the case of non-reach shown in Figure 10-11(A), the preview performance can be executed during all symbol variations before reach is established, which is the first timing. When the variable display of the performance symbol does not become a reach mode corresponding to non-reach, the preview performance can be executed at the first timing included in the variable display part that is executing the variable display of the performance symbol.

[0179] In the case of normal reach shown in Figure 10-11(B), the preview performance can be executed either during all symbol variations before reach is established, which is the first timing, or after reach is established, which is the second timing. When the variable display of the performance symbol becomes a reach mode corresponding to normal reach but the reach performance does not include music reach or super reach, the preview performance can be executed at the first timing included in the variable display part that is executing the variable display of the performance symbol, or at the second timing after the variable display of the performance symbol becomes a reach mode.

[0180] In the case of the music reach shown in FIG. 10-11(C), a preview effect can be executed at any of the following timings: during all symbol variations before the establishment of the reach which is the first timing, after the establishment of the reach which is the second timing, and before the win / loss notification which is the third timing. When the variable display of the effect symbols becomes the reach mode corresponding to the music reach and the reach effect is executed, a preview effect can be executed at the first timing included in the variable display part during which the variable display of the effect symbols is being executed, the second timing before the start of the music reach after the variable display of the effect symbols has become the reach mode, or the third timing before the win / loss notification which notifies whether it is a big win after the start of the music reach.

[0181] In the case of the super reach shown in FIG. 10-11(D), a preview effect can be executed at any of the following timings: during all symbol variations before the establishment of the reach which is the first timing, after the establishment of the reach which is the second timing, and before the win / loss notification which is the third timing. When the variable display of the effect symbols becomes the reach mode corresponding to the super reach and the reach effect is executed, a preview effect can be executed at the first timing included in the variable display part during which the variable display of the effect symbols is being executed, the second timing before the development into the super reach after the variable display of the effect symbols has become the reach mode, or the third timing before the win / loss notification which notifies whether it is a big win after the start of the super reach.

[0182] Figures 10 - 12 show examples of determining a preview effect in the feature section 003AK. These examples of determining a preview effect include a preview effect determination example corresponding to a non - reach shown in Fig. 10 - 12(A) as determination example 003AKD11, a preview effect determination example corresponding to a normal reach (miss) shown in Fig. 10 - 12(B) as determination example 003AKD12, a preview effect determination example corresponding to a normal reach (big win) shown in Fig. 10 - 12(C) as determination example 003AKD13, a preview effect determination example corresponding to a music reach (miss) shown in Fig. 10 - 12(D) as determination example 003AKD14, a preview effect determination example corresponding to a music reach (big win) shown in Fig. 10 - 12(E) as determination example 003AKD15, a preview effect determination example corresponding to a super reach (miss) shown in Fig. 10 - 12(F) as determination example 003AKD16, and a preview effect determination example corresponding to a super reach (big win) shown in Fig. 10 - 12(G) as determination example 003AKD17.

[0183] The CPU 120A of the microprocessor 100A for performance control that executes the performance determination process of Fig. 10 - 9 can select a preview effect determination table prepared in advance corresponding to each of "non - reach (miss)", "normal reach (miss)", "normal reach (big win)", "music reach (miss)", "music reach (big win)", "super reach (miss)", and "super reach (big win)" at step 003AKS31 to determine the presence or absence and timing of the preview effect. The table data of the preview effect determination table only needs to be stored at a predetermined address in the internal ROM 121A or the external ROM 121B. In the microprocessor 100A for performance control, the CPU 120A can extract numerical data that is a random number for preview effect determination and can be updated by a performance random counter provided in the internal RAM 122A or the external RAM 122B, and determine the presence or absence and timing of the preview effect by referring to the selected preview effect determination table.

[0184] Decision example 003AKD11 in FIGS. 10 - 12(A) shows the presence or absence of a preview effect and the decision ratio of timing corresponding to the non - reach case. In this decision example 003AKD11, the decision ratio of "no preview effect" is 80 / 100, and the decision ratio of the first timing is 20 / 100. Thus, when the variable display of the performance symbol does not become a reach mode corresponding to non - reach, the ratio of "no preview effect" and not executing the preview effect is high, and the ratio of executing the preview effect at the first timing is low. The decision ratio may be set accordingly.

[0185] Decision example 003AKD12 in FIGS. 10 - 12(B) shows the presence or absence of a preview effect and the decision ratio of timing corresponding to the case of normal reach where the special figure display result is "miss". In this decision example 003AKD12, the decision ratio of "no preview effect" is 50 / 100, the decision ratio of the first timing is 45 / 100, and the decision ratio of the second timing is 5 / 100. Thus, when the special figure display result is "miss" and the variable display of the performance symbol becomes a reach mode corresponding to normal reach but the reach effect does not include a music reach or a super reach, the ratio of "no preview effect" and not executing the preview effect and the ratio of executing the preview effect at the first timing are high, and the timing of executing the preview effect at the second timing is low. The decision ratio may be set accordingly.

[0186] Decision example 003AKD13 in FIGS. 10 - 12(C) shows the presence or absence of a pre - announcement effect and the decision ratio of timings for the case of a normal reach where the special figure display result is a "big win". In this decision example 003AKD13, the decision ratio of "no pre - announcement effect" is 20 / 100, the decision ratio of the first timing is 30 / 100, and the decision ratio of the second timing is 50 / 100. Thus, when the special figure display result is a "big win" and the variable display of the performance symbol becomes the reach mode corresponding to the normal reach but the reach effect does not include a music reach or a super reach, there is "no pre - announcement effect", and the ratio of executing the pre - announcement effect at the first timing is higher than the ratio of not executing the pre - announcement effect. Also, the ratio of executing the pre - announcement effect at the second timing is higher than the ratio of executing the pre - announcement effect at the first timing. As long as the decision ratio is set like this, it is fine.

[0187] Decision example 003AKD14 in FIGS. 10 - 12(D) shows the presence or absence and the determination ratio of the timing of a preview effect corresponding to the case of a music reach where the special figure display result is "failure". In this decision example 003AKD14, the determination ratio of "no preview effect" is 50 / 100, the determination ratio of the first timing is 45 / 100, the determination ratio of the second timing is 5 / 100, and the determination ratio of the third timing is 0 / 100. As shown in FIG. 10 - 11(C), in the case of a music reach, a preview effect can be executed at the third timing before the success or failure notification. However, corresponding to the case where the special figure display result is "failure", the determination ratio of the third timing becomes 0 / 100. Therefore, within the range of a music reach where the special figure display result is "failure", a limit is set such that a preview effect is not executed at the third timing before the success or failure notification. Thus, when the special figure display result is "failure" and the variable display of the effect symbol becomes the reach mode and the reach effect is executed corresponding to the music reach, it suffices that the determination ratio is set so that the ratio of "no preview effect" and the ratio of executing the preview effect at the first timing are high, and the ratios of executing the preview effect at the second timing and the third timing are low. When the ratio of executing the preview effect is low, it may include the case of not executing the preview effect or the case of executing the preview effect at a predetermined ratio.

[0188] Decision example 003AKD15 in FIGS. 10 - 12(E) shows the determination ratio of the presence or absence and timing of a pre - announcement effect corresponding to the case of a music reach where the special figure display result is "big win". In this decision example 003AKD15, the determination ratio of "no pre - announcement effect" is 20 / 100, the determination ratio of the first timing is 30 / 100, the determination ratio of the second timing is 40 / 100, and the determination ratio of the third timing is 10 / 100. Thus, when the special figure display result is "big win" and the variable display of the effect symbol becomes a reach mode corresponding to the music reach and the reach effect is executed, it is "no pre - announcement effect", and the ratio of executing the pre - announcement effect at the first timing is higher than the ratio of not executing the pre - announcement effect. The ratio of executing the pre - announcement effect at the second timing is higher than the ratio of executing the pre - announcement effect at the first timing, and the ratio of executing the pre - announcement effect at the third timing is lower. As long as the determination ratio is set like this, it is fine.

[0189] Decision example 003AKD16 in FIGS. 10 - 12(F) shows the determination ratio of the presence or absence and timing of a pre - announcement effect corresponding to the case of a super - reach where the special figure display result is "loss". In this decision example 003AKD16, the determination ratio of "no pre - announcement effect", the determination ratio of the first timing, the determination ratio of the second timing, and the determination ratio of the third timing are all 25 / 100. Thus, when the special figure display result is "loss" and the variable display of the effect symbol becomes a reach mode corresponding to the super - reach and the reach effect is executed, it is "no pre - announcement effect", and the ratio of not executing the pre - announcement effect, the ratio of executing the pre - announcement effect at the first timing, the ratio of executing the pre - announcement effect at the second timing, and the ratio of executing the pre - announcement effect at the third timing, as long as these are set to a common ratio, it is fine.

[0190] Determination example 003AKD17 in FIGS. 10-12(G) shows the presence or absence and the determination ratio of the timing of a pre-announcement effect corresponding to the case of a super reach where the special figure display result is a "big win". In this determination example 003AKD17, the determination ratio of "no pre-announcement effect" is 10 / 100, the determination ratio of the first timing is 10 / 100, the determination ratio of the second timing is 20 / 100, and the determination ratio of the third timing is 60 / 100. Thus, when the special figure display result is a "big win" and the variable display of the performance symbol becomes a reach mode corresponding to a super reach and the reach effect is executed, there is "no pre-announcement effect", and the ratio of not executing the pre-announcement effect and the ratio of executing the pre-announcement effect at the first timing are lower than the ratio of executing the pre-announcement effect at the second timing, and the ratio of executing the pre-announcement effect at the third timing is higher than the ratio of executing the pre-announcement effect at the second timing. As long as the determination ratio is set like this. By setting the determination ratio in determination examples 003AKD14 to 003AKD17, the display of layer AKL3 with a higher priority than layer AKL4 has a lower display ratio in the reach effect that becomes a music reach than in the reach effect that becomes a super reach. In addition, any setting may be made such that the display of layer AKL3 with a higher priority than layer AKL4 has a lower display ratio in the reach effect that becomes a music reach than in the reach effect that becomes a super reach.

[0191] In determination example 003AKD14 in FIG. 10-12(D) and determination example 003AKD15 in FIG. 10-12(E), the ratio of executing the pre-announcement effect at the third timing after the start of the music reach and before the win / loss notification is set to be lower than the ratio of executing the pre-announcement effect at the first timing or the second timing before the start of the music reach. In particular, in determination example 003AKD14 where the special figure display result is a "loss", the pre-announcement effect is not executed at the third timing after the start of the music reach. On the contrary, the ratio of executing the pre-announcement effect at the first timing or the second timing before the start of the music reach is set to be higher than the ratio of executing the pre-announcement effect at the third timing.

[0192] The image display in the preview performance is drawn using the layer AKL3 shown in FIG. 10-3. The image display showing the performance symbol is drawn using the layer AKL4 shown in FIG. 10-3. The layer AKL3 has a higher priority than the layer AKL4 and can display the image in the preview performance as an image suggesting that it is controlled to the jackpot gaming state. According to the determination ratio from the first timing to the third timing in the determination examples 003AKD14 and 003AKD15, the display of the layer AKL3 with a higher priority than the layer AKL4 has a lower display ratio for the reach performance that becomes the music reach than the variable display of the performance symbol. Therefore, when the performance symbol is an example of decoration identification information, the jackpot gaming state is an example of an advantageous state, the layer AKL4 is an example of the first layer, the layer AKL3 is an example of the second layer, the reach performance that becomes the music reach is an example of a specific performance, and the image in the preview performance is an example of a suggestive image, it is possible to display using a plurality of layers including the first layer and the second layer with a higher priority than the first layer, it is possible to display the decoration identification information on the first layer, and it is possible to display the suggestive image suggesting that it is controlled to the advantageous state on the second layer, and the suggestive image has a lower display ratio for the specific performance than the variable display of the decoration identification information. The variable display of the decoration identification information may mean, for example, the pre-reach display before the variable display of the performance symbol becomes the reach mode, the display until the reach performance that becomes the music reach, which is an example of a specific performance, is executed, or any of these.

[0193] FIG. 10-13 shows a determination example of the preview performance pattern in the feature part 003AK. This determination example of the preview performance pattern includes the determination example of the preview performance pattern corresponding to the first timing shown in FIG. 10-13(A) as the determination example 003AKD21, the determination example of the preview performance pattern corresponding to the second timing shown in FIG. 10-13(B) as the determination example 003AKD22, and the determination example of the preview performance pattern corresponding to the third timing shown in FIG. 10-13(C) as the determination example 003AKD23.

[0194] The CPU 120A of the effect control microprocessor 100A that executes the effect determination process of FIG. 10-9 can select a pre-warning effect pattern determination table prepared in advance corresponding to each of the first timing, the second timing, and the third timing of the execution timing of the pre-warning effect, and determine the pre-warning effect pattern. The table data of the pre-warning effect pattern determination table only needs to be stored at a predetermined address in the internal ROM 121A or the external ROM 121B. In the effect control microprocessor 100A, the CPU 120A extracts numerical data that is a random number for effect pattern determination and can be updated by an effect random counter provided in the internal RAM 122A or the external RAM 122B, and refers to the selected pre-warning effect pattern determination table to determine the pre-warning effect pattern.

[0195] The determination example 003AKD21 in FIG. 10-13(A) shows the determination ratios of the pre-warning effect patterns corresponding to "Non-Reach (Loss)", "Normal Reach (Loss)", "Music Reach (Loss)", "Super Reach (Loss)", "Jackpot", respectively, when the pre-warning effect is executed at the first timing. The pre-warning effect patterns that can be determined when the pre-warning effect is executed at the first timing include the effect patterns AKY01 to AKY03. For example, when the special figure display result is "Loss", the determination ratio of the effect pattern AKY01 may be set to be high and the determination ratio of the effect pattern AKY03 may be set to be low. When the special figure display result is "Jackpot", the determination ratio of the effect pattern AKY02 may be set to be higher than the determination ratio of the effect pattern AKY01, and the determination ratio of the effect pattern AKY03 may be set to be higher than the determination ratio of the effect pattern AKY02. With such settings, the pre-warning effect executed at the first timing will have a higher jackpot expectation for the effect pattern AKY02 than the effect pattern AKY01, and a higher jackpot expectation for the effect pattern AKY03 than the effect pattern AKY02.

[0196] In the determination example 003AKD22 of FIG. 10-13(B), when a preview effect is executed at the second timing, the variable display content is "Normal Reach (Loss)", "Music Reach (Loss)", "Super Reach (Loss)", "Big Win", and it shows the determination ratios of the preview effect patterns corresponding to each of these. The preview effect patterns that can be determined when a preview effect is executed at the second timing include effect patterns AKY11 to AKY13. For example, when the special figure display result is "Loss", the determination ratio of effect pattern AKY12 is higher than that of effect pattern AKY13, and the determination ratio of effect pattern AKY11 is higher than that of effect pattern AKY12. As long as the determination ratios of each effect pattern are set in this way. When the special figure display result is "Big Win", the determination ratio of effect pattern AKY12 is higher than that of effect pattern AKY11, and the determination ratio of effect pattern AKY13 is higher than that of effect pattern AKY12. As long as the determination ratios of each effect pattern are set in this way. With such settings, the preview effect executed at the second timing will have a higher big win expectation for effect pattern AKY12 than for effect pattern AKY11, and a higher big win expectation for effect pattern AKY13 than for effect pattern AKY12.

[0197] In the determination example 003AKD23 of FIG. 10 - 13(C), when a pre - announcement effect is executed at the third timing, it shows the determination ratios of the variable display contents "Super Reach (Loss)", "Big Win", and the pre - announcement effect patterns corresponding to each of them. The pre - announcement effect patterns that can be determined when the pre - announcement effect is executed at the third timing include effect patterns AKY21 to AKY23. For example, when the special figure display result is "Loss", the determination ratio of effect pattern AKY22 is higher than that of effect pattern AKY23, and the determination ratio of effect pattern AKY21 is higher than that of effect pattern AKY22. As long as the determination ratios of each effect pattern are set in this way. When the special figure display result is "Big Win", the determination ratio of effect pattern AKY22 is higher than that of effect pattern AKY21, and the determination ratio of effect pattern AKY23 is higher than that of effect pattern AKY22. As long as the determination ratios of each effect pattern are set in this way. With such a setting, the pre - announcement effect executed at the third timing makes effect pattern AKY22 have a higher big win expectation than effect pattern AKY21, and effect pattern AKY23 have a higher big win expectation than effect pattern AKY22.

[0198] FIGS. 10 - 14 and 10 - 15 show execution examples of pre - announcement effects corresponding to the first timing, the second timing, the third timing, and these multiple timings. The execution example of the pre - announcement effect corresponding to the first timing is called the first - timing pre - announcement effect execution example. The execution example of the pre - announcement effect corresponding to the second timing is called the second - timing pre - announcement effect execution example. The execution example of the pre - announcement effect corresponding to the third timing is called the third - timing pre - announcement effect execution example. FIGS. 10 - 14(A1) to (A3) show the first - timing pre - announcement effect execution example. FIGS. 10 - 14(B1) to (B3) show the second - timing pre - announcement effect execution example. FIGS. 10 - 15(A1) to (A3) show the third - timing pre - announcement effect execution example.

[0199] The execution example of the first timing pre-show includes, as the pre-show that can be executed corresponding to the first timing, the pre-show corresponding to the show pattern AKY01 in Fig. 10-14(A1), the pre-show corresponding to the show pattern AKY02 in Fig. 10-14(A2), the pre-show corresponding to the show pattern AKY03 in Fig. 10-14(A3), and a plurality of pre-shows with different show modes corresponding to these show patterns. For example, the pre-shows corresponding to the show patterns AKY01 to AKY03 may be executed with different show modes including the display mode of the show image, such as the display of character information showing the lines of the character. In this case, the pre-show corresponding to the show pattern AKY01 includes the display of character information where the character's line is "···". The pre-show corresponding to the show pattern AKY02 includes the display of character information where the character's line is "from now on". The pre-show corresponding to the show pattern AKY03 includes the display of character information where the character's line is "might be hot".

[0200] The execution example of the second timing pre-show includes, as the pre-show that can be executed corresponding to the second timing, the pre-show corresponding to the show pattern AKY11 in Fig. 10-14(B1), the pre-show corresponding to the show pattern AKY12 in Fig. 10-14(B2), the pre-show corresponding to the show pattern AKY13 in Fig. 10-14(B3), and a plurality of pre-shows with different show modes corresponding to these show patterns. For example, the pre-shows corresponding to the show patterns AKY11 to AKY13 may be executed with different show modes including the display mode of the show image, such as the display of character information showing the message on the placard included in the cut-in display. In this case, the pre-show corresponding to the show pattern AKY11 includes the display of character information where the message in the cut-in display is "???". The pre-show corresponding to the show pattern AKY12 includes the display of character information where the message in the cut-in display is "Chance!!". The pre-show corresponding to the show pattern AKY13 includes the display of character information where the message in the cut-in display is "Intense heat!!".

[0201] The execution examples of the third timing pre-announcement effects include pre-announcement effects corresponding to the effect pattern AKY21 in FIG. 10-15(A1), pre-announcement effects corresponding to the effect pattern AKY22 in FIG. 10-15(A2), pre-announcement effects corresponding to the effect pattern AKY23 in FIG. 10-15(A3), and a plurality of pre-announcement effects with different effect modes corresponding to these effect patterns, as pre-announcement effects executable corresponding to the third timing. For example, the pre-announcement effects corresponding to the effect patterns AKY21 to AKY23 may be executed with different effect modes including the display mode of the effect image, such as the number and type of characters displayed along with the movement of the movable body 32. Further, the pre-announcement effects corresponding to the effect patterns AKY21 to AKY23 may also be executed with different effect modes including the movement mode of the movable body 32, such as the movement amount and movement speed from the retracted position to the advanced position using the movable body 32.

[0202] At the executable timings of the pre-announcement effects shown in FIG. 10-11, the first timing is during the change of all symbols, the second timing is after the establishment of a reach, and the third timing is before the win / loss notification. The pre-announcement effects executable at these multiple timings have different display modes of the effect image corresponding to multiple effect patterns, and can suggest that the game is controlled to a big win game state. Thus, the pre-announcement effects can be included in the suggestive effects that display images suggesting that the game is controlled to a big win game state. Further, the pre-announcement effects executable at the third timing can be included in the movable body effects using the movable body 32.

[0203] In Decision Example 003AKD14 of FIG. 10-12(D) and Decision Example 003AKD15 of FIG. 10-12(E), the ratio at which a preview performance is executed at the third timing before the success / failure notification after the music reach is started is set to be lower than the ratio at which a preview performance is executed at the first timing or the second timing before the music reach is started. In particular, in Decision Example 003AKD14 where the special figure display result is "loss", no preview performance is executed at the third timing after the music reach is started. On the other hand, in Decision Example 003AKD16 of FIG. 10-12(F) and Decision Example 003AKD17 of FIG. 10-12(G), the ratio at which a preview performance is executed at the third timing before the success / failure notification after the super reach has developed is set to be higher than the ratio at which a preview performance is executed at the third timing in the case of music reach. In the case of a reach performance that becomes a music reach, the preview performance executable at the third timing may not include a movable body performance using the movable body 32. Therefore, when the reach performance that becomes a music reach is an example of a specific performance, the reach performance that becomes a super reach is an example of a predetermined performance, and the preview performance executable at the third timing is an example of a movable body performance, the number of times the movable body performance using the movable body is executed is less for the specific performance than for the predetermined performance.

[0204] The preview performance may be executed in different performance modes depending on the lines and messages of the characters, the types, sizes, shapes, patterns, colors of the characters to be displayed, the types, sizes, shapes, patterns, colors of the pictures displayed within the frames or borders displayed as the outer frames, the types, sizes, shapes, patterns, colors of the effect displays, some or all of these, and other display modes of any performance images, as long as they can be executed in different performance modes. The moving body performance using the moving body 32 is not limited to being executed as a preview performance, and may be included in the reach performance that becomes a music reach or a super reach and can be executed. Also in this case, for the moving body performance using the moving body 32, a determination ratio or the like may be set so that the reach performance that becomes a music reach is executed fewer times than the reach performance that becomes a super reach. In the reach performance that becomes a super reach, the moving body performance is always executed one or more times, while in the reach performance that becomes a music reach, the moving body performance may be set not to be executed.

[0205] Figures 10-16 show examples of pattern movement in the feature part 003AK. These pattern movement examples show the movement paths including the pre-movement positions and post-movement positions of the performance patterns that are variably displayed, and include the normal-time pattern movement example in Figure 10-16(A) as the movement example 003AKE01 and the pattern movement example at the time of music reach in Figure 10-16(B) as the movement example 003AKE02. The normal-time pattern movement example shows the movement path of the performance pattern in normal times, such as during all pattern fluctuations before reach establishment. The pattern movement example at the time of music reach shows the movement path of the performance pattern after the start of the reach performance that becomes a music reach. Note that the pattern movement example at the time of music reach also includes the movement paths of the performance patterns after the start of other reach performances different from the music reach.

[0206] The movement example 003AKE01 shown in FIG. 10-16(A) includes starting points P01L, P01C, and P01R that can be set as the pre-movement positions, arrival points P02L, P02C, and P02R that can be set as the post-movement positions, and paths A01L, A01C, and A01R that can be set as the movement paths when the effect symbols are moved and displayed from the pre-movement positions to the post-movement positions. The starting point P01L can be set as the pre-movement position when the left symbol is moved and displayed. The starting point P01C can be set as the pre-movement position when the middle symbol is moved and displayed. The starting point P01R can be set as the pre-movement position when the right symbol is moved and displayed. The arrival point P02L can be set as the post-movement position when the left symbol is moved and displayed. The arrival point P02C can be set as the post-movement position when the middle symbol is moved and displayed. The arrival point P02R can be set as the post-movement position when the right symbol is moved and displayed. The path A01L can be set as the movement path when the pre-movement position is the starting point P01L and the post-movement position is the arrival point P02L, and the left symbol is moved and displayed. The path A01C can be set as the movement path when the pre-movement position is the starting point P01C and the post-movement position is the arrival point P02C, and the middle symbol is moved and displayed. The path A01R can be set as the movement path when the pre-movement position is the starting point P01R and the post-movement position is the arrival point P02R, and the right symbol is moved and displayed.

[0207] The movement example 003AKE02 shown in FIG. 10-16(B) shows the movement path of the middle symbol that is moved and displayed in the reach effect where the music reaches after the variable display of the effect symbol becomes the reach mode. This movement example 003AKE02 includes starting points P11 and P12 that can be set as the pre-movement positions, arrival points P21 and P22 that can be set as the post-movement positions, and paths A11 to A14 that can be set as the movement paths when the middle symbol is moved and displayed from the pre-movement position to the post-movement position. Both starting points P11 and P12 can be set as the pre-movement positions when the middle symbol is moved and displayed. Both arrival points P21 and P22 can be set as the post-movement positions when the middle symbol is moved and displayed. Paths A11, A13, and A14 can be set as the movement paths when the pre-movement position is starting point P11 and the post-movement position is arrival point P21. Path A12 can be set as the movement path when the pre-movement position is starting point P12 and the post-movement position is arrival point P22.

[0208] The distance from starting point P01L to arrival point P02L, the distance from starting point P01C to arrival point P02C, and the distance from starting point P01R to arrival point P02R in movement example 003AKE01, and the distance from starting point P11 to arrival point P21 and the distance from starting point P12 to arrival point P22 in movement example 003AKE02 are all the same linear distance on the screen of the image display device 5. Some or all of the starting points in movement examples 003AKE01 and 003AKE02 may be the points where the display of the effect symbol to be variably displayed starts, or may be the points set as the comparison criteria on the path that is moved and passed through after the display of the effect symbol to be variably displayed starts. Some or all of the arrival points in movement examples 003AKE01 and 003AKE02 may be the points where the display of the effect symbol to be variably displayed ends, or may be the points set as the comparison criteria on the path that is moved and passed through before the display of the effect symbol to be variably displayed ends.

[0209] In the movement example 003AKE01 of FIG. 10-16(A), the effect symbol during normal times moves a specific distance along the path A01L from the starting point P01L, which is the pre-movement position, to the arrival point P02L, which is the post-movement position, the path A01C from the starting point P01C, which is the pre-movement position, to the arrival point P02C, which is the post-movement position, and the path A01R from the starting point P01R, which is the pre-movement position, to the arrival point P02R, which is the post-movement position. In the movement example 003AKE02 of FIG. 10-16(B), the effect symbol, which is the middle symbol that moves and is displayed when the music reaches the target, moves a specific distance along the path A11 from the starting point P11, which is the pre-movement position, to the arrival point P21, which is the post-movement position, the path A12 from the starting point P12, which is the pre-movement position, to the arrival point P22, which is the post-movement position, the path A13 from the starting point P11, which is the pre-movement position, to the arrival point P21, which is the post-movement position, and the path A14 from the starting point P11, which is the pre-movement position, to the arrival point P21, which is the post-movement position. This specific movement is different from the predetermined movement by moving the same distance as these specific distances. The specific movement may include moving along a different path even with the same straight-line distance as the predetermined movement, moving along a different path with a different straight-line distance from the predetermined movement, or one or both of these cases. Therefore, the effect symbol is an example of decorative identification information. The starting points P01L, P01C, P01R, P11, and P12 are examples of pre-movement positions, the arrival points P02L, P02C, P02R, P21, and P22 are examples of post-movement positions, the movement along the paths A01L, A01C, and A01R is an example of a predetermined movement, the reach effect when the music reaches the target is an example of a specific effect, and when the movement along the paths A11 to A14 is an example of a specific movement, in the variable display of the decorative identification information, the decorative identification information moves from the pre-movement position to the post-movement position by a predetermined movement, and in the specific effect, the decorative identification information moves from the pre-movement position to the post-movement position by a specific movement different from the predetermined movement.

[0210] Figures 10-17 show, as setting example 003AKA11, the symbol movement settings in feature part 003AK. Setting example 003AKA11 shows the pre-movement position, post-movement position, movement path, movement speed, movement time, and these settings corresponding to the normal left symbol, normal middle symbol, normal right symbol, middle symbol during music MUA, middle symbol during music MUB, middle symbol during music MUC, and other reach middle symbols. The normal left symbol is a performance symbol that is variably displayed in the "left" performance symbol display area 5L during normal times corresponding to movement example 003AKE01 in Fig. 10-16(A). The normal middle symbol is a performance symbol that is variably displayed in the "middle" performance symbol display area 5C during normal times corresponding to movement example 003AKE01 in Fig. 10-16(A). The normal right symbol is a performance symbol that is variably displayed in the "right" performance symbol display area 5R during normal times corresponding to movement example 003AKE01 in Fig. 10-16(A). The middle symbol during music MUA is a performance symbol that is variably displayed in the "middle" performance symbol display area 5C at the time of music reach of music MUA corresponding to movement example 003AKE02 in Fig. 10-16(B). The middle symbol during music MUB is a performance symbol that is variably displayed in the "middle" performance symbol display area 5C at the time of music reach of music MUB corresponding to movement example 003AKE02 in Fig. 10-16(B). The middle symbol during music MUC is a performance symbol that is variably displayed in the "middle" performance symbol display area 5C at the time of music reach of music MUC corresponding to movement example 003AKE02 in Fig. 10-16(B). The other reach middle symbols are included in movement example 003AKE02 in Fig. 10-16(B) and are performance symbols that are variably displayed in the "middle" performance symbol display area 5C at the time of a reach different from music reaches such as normal reach and super reach. The movement speed is the speed at which the performance symbol moves from the pre-movement position to the post-movement position. The movement time is the required time for the performance symbol to move from the pre-movement position to the post-movement position.

[0211] In setting example 003AKA11, for the normal left symbol, normal middle symbol, normal right symbol, and their effect symbols, as described in movement example 003AKE01 in FIGS. 10-16(A), the pre-movement position, post-movement position, movement path, and each of these are set. In these cases, the movement speed is set to a speed 10V0 which is 10 times the single-unit movement speed V0. Also, the movement time becomes a time T0 equal to the single-unit movement time T0.

[0212] During music MUA, the middle symbol passes through path A11 set as the movement path, where starting point P11 is the pre-movement position and arrival point P21 is the post-movement position in movement example 003AKE02 in FIGS. 10-16(B). In this case, the movement speed is set to a speed 2V0 which is 2 times the single-unit movement speed V0. Also, the movement time becomes a time 5T0 which is 5 times the single-unit movement time T0. The middle symbol during music MUA is displayed moving so as to pass through the same path A11 as the path A01C of the normal middle symbol as the movement path. On the other hand, while the movement speed of the normal middle symbol is 10 times the single-unit movement speed V0, the movement speed of the middle symbol during music MUA is 2 times the single-unit movement speed V0. Therefore, compared with the movement time T0 of the normal middle symbol, the movement time 5T0 of the middle symbol during music MUA is a longer time.

[0213] During music MUB, the middle symbol passes through path A12 set as the movement path, where starting point P12 is the pre-movement position and arrival point P22 is the post-movement position in movement example 003AKE02 in FIGS. 10-16(B). In this case, the movement speed is set to a speed 2V0 which is 2 times the single-unit movement speed V0. Also, the movement time becomes a time 5T0 which is 5 times the single-unit movement time T0. The middle symbol during music MUB is displayed moving so as to pass through path A12 which is different from the path A01C of the normal middle symbol, with starting point P12 as the pre-movement position and arrival point P22 as the post-movement position. Path A12 has the same linear distance as path A01C on the screen of the image display device 5. While the movement speed of the normal middle symbol is 10 times the single-unit movement speed V0, the movement speed of the middle symbol during music MUB is 2 times the single-unit movement speed V0. Therefore, compared with the movement time T0 of the normal middle symbol, the movement time 5T0 of the middle symbol during music MUB is a longer time.

[0214] In the middle symbol of music MUC, in the movement example 003AKE02 of FIG. 10-16(B), the starting point P11 is the pre-movement position, the arrival point P21 is the post-movement position, and it passes through either of the paths A13 and A14 set as the movement path. Whether it passes through path A13 or A14 as the movement path may be set for each production symbol displayed as the middle symbol. In this case, the movement speed is set to a speed 10V0 which is 10 times the single-unit movement speed V0. Also, the movement time becomes a time 3T0 which is 3 times the single-unit movement time T0. The middle symbol in music MUC, as the movement path, when compared with the path A01C of the normal middle symbol, has a starting point P11 common with the starting point P01C of the path A01C as the pre-movement position and an arrival point P21 common with the arrival point P02C of the path A01C as the post-movement position, while the paths A13 and A14 through which the middle symbol passes are different. The path A01C is a linear movement path, while the paths A13 and A14 are curved movement paths and have a longer path length than the path A01C. Therefore, the speed 10V0 set for the movement speed of the middle symbol in music MUC is the same as that of the normal middle symbol, but compared with the movement time T0 of the normal middle symbol, the movement time 3T0 of the middle symbol in music MUC is a longer time.

[0215] In this way, in the reach effect where the music reaches, the distances that the normal left symbol, normal middle symbol, normal right symbol, and their effect symbols move from the pre-movement position to the post-movement position are shorter than the time T0 it takes for the music to reach. For the middle symbol in music MUA, the middle symbol in music MUB, the middle symbol in music MUC, and their effect symbols, the time it takes for them to move from the pre-movement position to the post-movement position is 5T0 or 3T0, which is longer. Therefore, the effect symbol is an example of decorative identification information, the starting points P01L, P01C, P01R, P11, P12 are examples of the pre-movement positions, the arrival points P02L, P02C, P02R, P21, P22 are examples of the post-movement positions, the straight-line distances such as the paths A01L, A01C, A01R, A11, A12 are examples of the specific distances, the movement display where the normal middle symbol passes through the movement path A01C is an example of the predetermined movement, the time T0 is an example of the time for the predetermined movement, the movement display where the middle symbol in music MUA passes through the movement path A11 or the middle symbol in music MUB passes through the movement path A12 or the middle symbol in music MUC passes through the movement paths A13, A14 is an example of the specific movement, and when the times 5T0, 3T0 are examples of the times for the specific movement, in the variable display of the decorative identification information, the time for the decorative identification information to move from the pre-movement position to the post-movement position is longer for the specific movement different from the predetermined movement than the time for the decorative identification information to move from the pre-movement position to the post-movement position for the predetermined movement.

[0216] For other reach middle symbols, in the movement example 003AKE02 in FIG. 10-16(B), the starting point P11 is the pre-movement position, the arrival point P21 is the post-movement position, and it passes through the path A11 set as the movement path. In this case, the movement speed is set to 3V0, which is 3 times the single-unit movement speed V0. Also, the movement time is 3T0, which is 3 times the single-unit movement time T0. The other reach middle symbols are displayed to move passing through the path A11 similar to the path A01C of the normal middle symbol as the movement path. On the one hand, while the movement speed of the normal middle symbol is 10 times the single-unit movement speed V0, the movement speed of the other reach middle symbols is 2 times the single-unit movement speed V0. Therefore, compared with the movement time T0 of the normal middle symbol, the movement time 3T0 of the other reach middle symbols is a longer time.

[0217] Thus, when the effect symbol moves a predetermined movement or a specific movement from the pre-movement position to the post-movement position at the same linear distance on the screen of the image display device 5, the movement time required may be different between the normal time and the music reach time due to different movement speeds or different path lengths of the movement paths. At the music reach time, the movement time may be longer than the normal time by reducing the movement speed compared to the normal time or increasing the path length of the movement path compared to the normal time. The movement speed of the effect symbol may be a constant speed during the period of passing through each movement path, or may be a speed that can continuously or intermittently change as it passes through the path set as each movement path. When the movement speed of the effect symbol can change, the setting example 003AKA11 may show the average movement speed corresponding to the movement display of each effect symbol.

[0218] Figures 10-18 show examples of background displays in the feature part 003AK. This example of the background display is an example of the display of the background image drawn on the layer AKL5 shown in Figure 10-3, and includes an example of the display of the background image AKH01 corresponding to the normal time in Figure 10-18(A), an example of the display of the background image MRH01 corresponding to the music reach time in Figure 10-18(B), and an example of the display of the background image SRH01 corresponding to the super reach time in Figure 10-18(C). The background image AKH01 corresponding to the normal time is an effect image that can be used as a normal background display, such as during all symbol fluctuations before the reach is established or during the stop display of the effect symbol in the normal state. The background image MRH01 corresponding to the music reach time is an effect image that can be used as a background display after the start of the reach effect that becomes the music reach. The background image SRH01 corresponding to the super reach time is an effect image that can be used as a background display after the start of the reach effect that becomes the super reach.

[0219] The normal background image AKH01 shown in Fig. 10-18(A) can display a stage scenery without character display. When the background image AKH01 is displayed, the display color of the stage device display AK01 can be continuously or intermittently changed at a normal change speed over time, so that the background display can be dynamically changed. In this case, as the degree of dynamic change of the background display, a dynamic change amount M0 is set.

[0220] The background image MRH01 at the time of music reach shown in Fig. 10-18(B) can display a stage scenery including a plurality of character displays AK11~AK13. In addition to the plurality of character displays AK11~AK13, the background image MRH01 can be displayed including a plurality of symbol displays AK21~AK26 imitating musical notes and an effect display AK31. When the background image MRH02 is displayed, the display color of the stage device display AK02 can be continuously or intermittently changed at a high change speed faster than the normal change speed over time, the plurality of character displays AK11~AK13 can be changed to dance, the plurality of symbol displays AK21~AK26 and the effect display AK31 can be changed, and the background display can be dynamically changed by some or all of these. In addition, when characters are displayed, the amount of movement of the characters is larger than that in the normal state, the number of displayed characters is larger, the dance movement by the characters is larger, and for any display body including some or all of these, the degree of dynamic change can be increased by the change amount becoming larger. Thus, for the background image MRH01 at the time of music reach, as the degree of dynamic change of the background display, a dynamic change amount 12M0 larger than that in the normal state is set.

[0221] The background image display is drawn using the layer AKL5 shown in FIG. 10-3. The image display showing the effect symbol is drawn using the layer AKL4 shown in FIG. 10-3. The layer AKL5 has a lower priority than the layer AKL4 and can display a plurality of background images including the background image AKH01 corresponding to the variable display during normal times and the background image MRH01 corresponding to the music reach. Depending on the display settings of the background image AKH01 and the background image MRH01, the display of the layer AKL5 with a lower priority than the layer AKL4 has a higher degree of dynamic change in the reach effect when the music reaches than in the variable display of the effect symbol. Therefore, when the effect symbol is an example of decoration identification information, the background image AKH01 is an example of the first background image, the reach effect when the music reaches is an example of a specific effect, and the background image MRH01 is an example of the second background image, it can be displayed using a plurality of layers including a first layer and a second layer with a lower priority than the first layer. The decoration identification information can be displayed on the first layer, the first background image can be displayed on the second layer in the variable display of the decoration identification information, the second background image can be displayed on the second layer in the specific effect, and the display of the second layer has a higher degree of dynamic change in the specific effect than in the variable display of the decoration identification information.

[0222] The background image SRH01 during super reach shown in FIG. 10-18(C) can display two character displays AK51 and AK52 showing enemy planes, a character display AK61 showing a sight, and a dogfight scene including these. When displaying the background image SRH01, the character displays AK51 and AK52 showing enemy planes can be changed to engage in a dogfight, the character display AK61 showing a sight can be changed to move towards the enemy plane, and the missile display and effect display during other attacks can be changed. By some or all of these, the background display can be dynamically changed. In this case, as the degree of dynamic change of the background display, a dynamic change amount 5M0 that is larger than normal and smaller than during music reach is set. According to the display settings of the background images AKH01, MRH01, and SRH01, the display of layer AKL5 with a lower priority than layer AKL4 should have a higher degree of dynamic change in the reach effect that becomes super reach than the variable display of the production design, and the reach effect that becomes music reach should have a higher degree of dynamic change than the reach effect that becomes super reach. In this way, by increasing the degree of dynamic change of the display in the reach effect that becomes music reach, the player can be made to pay attention to the lively reach effect that becomes music reach.

[0223] Figures 10-19 show an example of time table settings corresponding to the reach effect that is the reach of music MUA. This example of time table settings includes the setting example of the introduction part common pattern 003AKP11 shown in Figure 10-19(A), the setting example of the notification part failure pattern 003AKP12 shown in Figure 10-19(B), and the setting example of the notification part success pattern 003AKP13 shown in Figure 10-19(C). The reach effect that is the reach of music includes, as multiple effect parts, an introduction part before notifying the effect result and a notification part for notifying the effect result. The introduction part common pattern 003AKP11 shows the time table in the introduction part common to the cases where the special figure display result is "miss" and "big win". The notification part failure pattern 003AKP12 shows the time table in the notification part when the special figure display result is "miss". The notification part success pattern 003AKP13 shows the time table in the notification part when the special figure display result is "big win". The notification part can be executed by either a success pattern that notifies a player-favorable effect result when the special figure display result is "big win" or a failure pattern that notifies a player-unfavorable effect result when the special figure display result is "miss". The reach effect that is the reach of music MUA can output the voice of the phrase included in music ESM01.

[0224] The CPU 120A of the effect control microprocessor 100A that executes the effect determination process of Figure 10-9 may be able to select or create a time table that can specify a time schedule as a music reach effect pattern corresponding to the effects and displays included in the reach effect that is the reach of music. The time table may be created by combining table data that is partially or entirely prepared in advance, or may be created by combining table data that is partially or entirely generated by calculation.

[0225] In the common pattern 003AKP11 of the introduction part in Fig. 10-19(A), the table data with numbers a01 to a12 can identify the time schedule including the timings of effects and displays, the display contents, the sound output contents, and the lamp output contents included in the music reach of music MUA. The timing ta01 is when the blackout display is performed, the playback output of phrase PHM12 included in music ESM01 starts, and the light-emitting member turns off. The timing ta02 is when the display of the background image MRH01 starts, the playback output of phrase PHM12 included in music ESM01 continues, and the light-emitting member turns blue. The timings ta03 to ta07 are when the first to fifth effect pattern images are sequentially started to be displayed and a moving display is performed. In this case, the playback output of phrase PHM12 included in music ESM01 continues, and the light-emitting member turns blue with a wave lighting. The wave lighting may be, for example, a lighting mode in which the emission luminance of each part changes in a wave shape corresponding to the height and the elapsed time at the frame part LED173.

[0226] The timing ta08 is when the moving display of the effect pattern image is performed, the playback output of phrase PHM12 included in music ESM01 stops, and the light-emitting member blinks blue twice. The timing ta09 is when the display of the background image MRH01 ends, and the light-emitting member blinks white twice. The timing ta10 is when the display of the effect pattern image ends, and the light-emitting member turns off. The timing ta11 is when the swaying effect image starts to be displayed together with the background image MRH11, the output of the sound effect EFS01 starts, and a high-speed lighting of a red-blue loop occurs. The high-speed lighting of the blue-red loop may be, for example, a lighting mode in which the red-lighting part and the blue-lighting part are alternately arranged at the frame part LED173 and the emission color of each part changes in a loop shape corresponding to the elapsed time. The timing ta12 is when the display of the swaying effect image ends together with the background image MRH11, the output of the sound effect EFS01 ends, and the light-emitting member turns off.

[0227] In the notification part failure pattern 003AKP12 of Fig. 10 - 19(B), the table data with numbers a21 and a22 indicates a time schedule including the timing of effects and displays, display contents, sound output contents, and lamp output contents corresponding to the case where the special figure display result is "failure" in the music reach of music MUA. Timing ta21 becomes the display of the determined effect symbol at the time of failure, the start of the output of the sound effect EFA01, and the light emission member lights up in dark gray. Timing ta22 becomes the return display of the background image AKH01, the end of the output of the sound effect EFA01, and the light emission member lights up in yellow corresponding to the normal background.

[0228] In the notification part success pattern 003AKP13 of Fig. 10 - 19(C), the table data with numbers a31~a35 indicates a time schedule including the timing of effects and displays, display contents, sound output contents, and lamp output contents corresponding to the case where the special figure display result is "big win" in the music reach of music MUA. Timing ta31 is the start of the display of the effect image EFG01 during the operation of the movable body, the start of the output of the sound effect EFS11, and the light emission member lights up in rainbow. Timing ta32 is the end of the display of the effect image EFG01 during the operation of the movable body, the end of the output of the sound effect EFS11, and the light emission member lights up in rainbow. Timing ta33 is the start of the display of the epilogue performance image, the start of the playback output of the phrase PHM13 included in the music ESM01, and the light emission member lights up in rainbow. Timing ta34 is the end of the display of the epilogue performance image, the end of the playback output of the phrase PHM13 included in the music ESM01, and the light emission member lights up in rainbow. Timing ta35 is the display of the determined effect symbol at the time of big win, the sound effect EFA02 is output, and the light emission member lights up in rainbow.

[0229] Figures 10-20 show an example of time table settings corresponding to the reach effect that is the reach of music MUB. This example of time table settings includes the setting example of the introduction part common pattern 003AKP21 shown in Fig. 10-20(A), the setting example of the notification part failure pattern 003AKP22 shown in Fig. 10-20(B), and the setting example of the notification part success pattern 003AKP23 shown in Fig. 10-20(C). The introduction part common pattern 003AKP21 shows the time table in the introduction part common to the cases where the special figure display result is "miss" and "big win". The notification part failure pattern 003AKP22 shows the time table in the notification part when the special figure display result is "miss". The notification part success pattern 003AKP23 shows the time table in the notification part when the special figure display result is "big win". The reach effect that is the reach of music MUB can output the voice of the phrase included in music ESM02.

[0230] In the common pattern 003AKP21 of the introduction part in FIG. 10-20(A), the table data with numbers b01 to b16 indicates a time schedule including the timings of effects and displays, display contents, sound output contents, and lamp output contents included in the music reach of music MUB, making it possible to specify them. Timing tb01 is when the blackout display is performed, the reproduction output of phrase PHM22 included in music ESM02 starts, and the light-emitting member turns off. Timing tb02 is when the display of the background image MRH01 starts, the reproduction output of phrase PHM22 included in music ESM02 continues, and the light-emitting member blinks red. Timing tb03 is when the display of the first effect symbol image starts and the moving display of the effect symbol image is performed, the reproduction output of phrase PHM22 included in music ESM02 continues, and the light-emitting member lights up in a red wave. Timing tb04 is when the display of the second effect symbol image starts and the moving display of the effect symbol image is performed, the reproduction output of phrase PHM22 included in music ESM02 continues, and the light-emitting member lights up in an orange wave. Timing tb05 is when the display of the third effect symbol image starts and the moving display of the effect symbol image is performed, the reproduction output of phrase PHM22 included in music ESM02 continues, and the light-emitting member lights up in a yellow wave. Timing tb06 is when the display of the fourth effect symbol image starts and the moving display of the effect symbol image is performed, the reproduction output of phrase PHM22 included in music ESM02 continues, and the light-emitting member lights up in a green wave. Timing tb07 is when the display of the fifth effect symbol image starts and the moving display of the effect symbol image is performed, the reproduction output of phrase PHM22 included in music ESM02 continues, and the light-emitting member lights up in a blue wave. Timing tb08 is when the display of the sixth effect symbol image starts and the moving display of the effect symbol image is performed, the reproduction output of phrase PHM22 included in music ESM02 continues, and the light-emitting member lights up in a purple wave.

[0231] Timing tb09 starts the moving display of the effect symbol image along with the start of the display of the seventh effect symbol image, continues the playback output of phrase PHM22 included in music ESM02, and causes the light-emitting member to light up in a blue wave. Timing tb10 starts the moving display of the effect symbol image along with the start of the display of the eighth effect symbol image, continues the playback output of phrase PHM22 included in music ESM02, and causes the light-emitting member to light up in a green wave. Timing tb11 starts the moving display of the effect symbol image along with the start of the display of the ninth effect symbol image, continues the playback output of phrase PHM22 included in music ESM02, and causes the light-emitting member to light up in a red wave. Timing tb12 performs the moving display of the effect symbol image, stops the playback output of phrase PHM22 included in music ESM02, and causes the light-emitting member to blink purple twice. Timing tb13 ends the display of background image MRH01, and causes the light-emitting member to blink purple twice. Timing tb14 ends the display of the effect symbol image, and causes the light-emitting member to turn off. Timing tb15 starts the display of the swaying effect image together with background image MRH11, starts the output of sound effect EFS02, and causes high-speed lighting in a red-blue loop. Timing tb16 ends the display of the swaying effect image together with background image MRH11, ends the output of sound effect EFS02, and causes the light-emitting member to turn off.

[0232] In the notification part failure pattern 003AKP22 of FIG. 10-20(B), the table data with numbers b21 and b22 indicates a time schedule including the timing of effects and displays, display contents, sound output contents, and lamp output contents corresponding to the case where the special symbol display result is "failure" in the music reach of music MUB. Timing tb21 is the display of the determined effect symbol at the time of failure, starts the output of sound effect EFA01, and causes the light-emitting member to light up in dark gray. Timing tb22 is the return display of background image AKH01, ends the output of sound effect EFA01, and causes the light-emitting member to light up yellow corresponding to the normal background.

[0233] In the notification part success pattern 003AKP23 of FIG. 10-20(C), the table data with numbers b31 to b35 indicates the timing of effects and displays, the display content, the sound output content, and the lamp output content corresponding to the case where the special figure display result is "big win" in the music reach of music MUB, so as to specify the time schedule. The timing tb31 is when the effect image EFG01 during the operation of the movable body starts to be displayed, the output of the sound effect EFS11 starts, and the light emitting member starts rainbow lighting. The timing tb32 is when the effect image EFG01 during the operation of the movable body ends, the output of the sound effect EFS11 ends, and the light emitting member starts rainbow lighting. The timing tb33 is when the display of the epilogue performance image starts, the playback output of the phrase PHM23 included in the music ESM02 starts, and the light emitting member starts rainbow lighting. The timing tb34 is when the display of the epilogue performance image ends, the playback output of the phrase PHM23 included in the music ESM02 ends, and the light emitting member starts rainbow lighting. The timing tb35 is when the determined winning performance symbol is displayed, the sound effect EFA02 is output, and the light emitting member starts rainbow lighting.

[0234] FIG. 10-21 is a timing diagram showing a control example of the reach performance execution timing for the music reach of music MUA. The timings ta01 to ta35 shown in FIG. 10-21 are set using the introduction part common pattern 003AKP11, the notification part failure pattern 003AKP12, and the notification part success pattern 003AKP13 in the time table setting example of FIG. 10-19. The control example in FIG. 10-21 includes an execution control example of the reach performance corresponding to the reach miss in FIG. 10-21(A) as an example when the special figure display result is "miss", and an execution control example of the reach performance corresponding to the big win in FIG. 10-21(B) as an example when the special figure display result is "big win".

[0235] In the control example of FIG. 10-21(A), the reach effect that becomes the music reach of music MUA includes an introduction part that is an effect part from timing ta01 to timing ta21, and a notification part that is an effect part from timing ta21 to timing ta22. Among these, the introduction part includes a main music effect period from timing ta01 to timing ta11, and a symbol waving period from timing ta11 to timing ta21. During the main music effect period, the reproduction output of phrase PHM12 included in music ESM01 is performed along with the start and moving display of the effect symbol that becomes the middle symbol. As a result, music ESM01 can be output in the reach effect that becomes the music reach of music MUA. In the symbol waving period, in the introduction part immediately before the notification part where the effect result is notified, an effect is executed to wave whether the special symbol display result is "loss" or "big win" according to the display mode of the effect symbol. The effect in the introduction part from the start of the main music effect period to the end of the symbol waving period in this control example may be executed using the introduction part common pattern 003AKP11 shown in FIG. 10-19(A).

[0236] In the control example of FIG. 10-21(A), the notification part of the reach effect that becomes the music reach of music MUA includes a loss symbol display period from timing ta21 to timing ta22. The loss symbol display period provides notification that enables the player to recognize that the special symbol display result is "loss" through the display of the effect symbols that make up the confirmed effect symbol of the reach combination. The effect in the notification part from the start to the end of the loss symbol display period in this control example may be executed using the notification part failure pattern 003AKP12 shown in FIG. 10-19(B).

[0237] In the control example of FIG. 10-21(B), the reach effect that becomes the music reach of music MUA includes an introduction part which is an effect part from timing ta01 to timing ta31, and a notification part which is an effect part from timing ta31 to timing ta35. Among these, the introduction part includes a music main effect period and a symbol fluttering period, similar to the control example of FIG. 10-21(A). The effect in the introduction part from the start of the music main effect period to the end of the symbol fluttering period in this control example may be executed using the introduction part common pattern 003AKP11 shown in FIG. 10-19(A).

[0238] In the control example of FIG. 10-21(B), the notification part of the reach effect that becomes the music reach of music MUA includes a movable body operation period from timing ta31 to timing ta33, a jackpot epilogue period from timing ta33 to timing ta34, and a jackpot symbol display period from timing ta34 to timing ta35. During the movable body operation period, as the movable body 32 moves from the retracted position to the advanced position, the display of the effect image EFG01 and the output of the sound effect EFS11 are performed. During the jackpot epilogue period, along with the display of the epilogue effect image, the reproduction output of the phrase PHM13 included in the music ESM01 is performed. Thereby, in the notification part of the reach effect that becomes the music reach of music MUA, when the special figure display result is "jackpot", the music ESM01 can be output. The jackpot symbol display period performs a notification that enables the player to recognize that the special figure display result is "jackpot" by displaying the display symbols constituting the determined effect symbols of the jackpot combination. The effect in the notification part from the start of the movable body operation period to the end of the jackpot symbol display period in this control example may be executed using the notification part success pattern 003AKP13 shown in FIG. 10-19(C).

[0239] FIG. 10-21(C) shows a modified example in which the notification part does not include the movable body operation period. In this case, when the main music production period of the introduction part ends, a jackpot epilogue period from timing ta33 to timing ta34 starts, followed by a jackpot symbol display period from timing ta34 to timing ta35. Thus, the notification part when the special figure display result is "jackpot" may be configured to include a jackpot epilogue period and a jackpot symbol display period, while not including the movable body operation period.

[0240] Regarding the reach production that becomes the reach of music MUB or music MUC, it is also possible to execute the production in the introduction part using the common pattern of the introduction part, and it is sufficient that the production in the notification part can be executed using the notification part failure pattern when the special figure display result is "loss", and the production in the notification part can be executed using the notification part success pattern when the special figure display result is "jackpot".

[0241] FIG. 10-22 is a timing chart showing a control example of the execution timing of the reach production that becomes the super reach of the super SPA. The timings td01 to td35 shown in FIG. 10-22 may be set using the common pattern of the introduction part, the notification part failure pattern, the notification part success pattern, as in the case of the music reach. The control example of FIG. 10-22 includes an execution control example of the reach production corresponding to the reach loss in FIG. 10-22(A) as an example when the special figure display result is "loss", and an execution control example of the reach production corresponding to the jackpot in FIG. 10-22(B) as an example when the special figure display result is "jackpot". The reach production that becomes the super reach may include, as in the case of the reach production that becomes the music reach, an introduction part before notifying the production result and a notification part for notifying the production result, as a plurality of production parts.

[0242] In the control example of FIG. 10-22(A), the reach effect that becomes the super reach of the super SPA includes a super reach part, which is the introduction part from timing td01 to timing td11, and a notification part from timing td11 to timing td21. Among these, the super reach part, which is the introduction part, executes a reach effect including the display of an effect image from the start of the reach effect that becomes the super reach until the notification part that executes the effect result is notified. The effect in the super reach part of this control example may be executed using a common pattern for the introduction part that can be selected or created corresponding to the reach effect that becomes the super reach of the super SPA.

[0243] In the control example of FIG. 10-22(A), the notification part in the reach effect that becomes the super reach of the super SPA includes a losing symbol display period from timing td11 to timing td21. The losing symbol display period notifies the player that the special figure display result is "losing" by displaying the effect symbols that make up the confirmed effect symbols of the reach combination. The effect in the notification part from the start to the end of the losing symbol display period in this control example may be executed using a failure pattern for the notification part that can be selected or created corresponding to the reach effect that becomes the super reach of the super SPA when the special figure display result is "losing".

[0244] In the control example of FIG. 10-22(B), the reach effect that becomes the super reach of the super SPA includes a super reach part, which is the introduction part from timing td01 to timing td31, and a notification part from timing td31 to timing td35. Among these, the super reach part, which is the introduction part, executes a reach effect including the display of an effect image in the same manner as the control example of FIG. 10-22(A). The effect in the super reach part of this control example may be executed using a common pattern for the introduction part that can be selected or created corresponding to the reach effect that becomes the super reach of the super SPA.

[0245] In the control example of FIG. 10-22(B), the notification part in the reach effect that becomes the super reach of the super SPA includes the movable body operation period from timing td31 to timing td33, the jackpot epilogue period from timing td33 to timing td34, and the jackpot symbol display period from timing td34 to timing td35. In the movable body operation period, as the movable body 32 is moved from the retracted position to the advanced position, the display of the effect image and the output of the sound effect are performed. In the jackpot epilogue period, along with the display of the epilogue performance image, the reproduction output of the music or the output of the sound effect is performed. In the jackpot symbol display period, by displaying the performance symbols that make up the confirmed performance symbols of the jackpot combination, the player can recognize that the special figure display result is "jackpot", and a notification is made. The performance in the notification part from the start of the movable body operation period to the end of the jackpot symbol display period in this control example may be executed using a notification part success pattern that can be selected or created corresponding to the reach effect that becomes the super reach of the super SPA when the special figure display result is "jackpot".

[0246] Even in the case of the reach effect that becomes the super reach, similar to the case of the reach effect that becomes the music reach, the notification part may be configured to include the jackpot epilogue period and the jackpot symbol display period, while not including the movable body operation period. Regarding the reach effects that become the super reaches of the super SPB and super SPC, the performance in the super reach part can be executed using the introduction part common pattern, and it is sufficient that the performance in the notification part can be executed using the notification part failure pattern when the special figure display result is "miss", and the performance in the notification part can be executed using the notification part success pattern when the special figure display result is "jackpot".

[0247] Figure 10-23 shows an example of music performance settings in the feature section 003AK as setting example 003AKA21. Setting example 003AKA21 corresponds to the cases of music MUA, music MUB, music MUC, and the reach performances that are the reaches of these music pieces, and the cases of super SPA, super SPB, super SPC, and the reach performances that are the super reaches of these, and shows the settings of the music data and the brightness data table together with the music during reach and the corresponding volume, shows the settings of the music data and the brightness data table together with the music during jackpot and the corresponding volume, and in addition, shows the settings of the number of performance symbols corresponding to the music and the link. The music during reach is the music that is played and output during the execution of the reach performance. The music during jackpot is the music that is played and output in the jackpot gaming state controlled after the execution of the reach performance. The music data is the audio data used for the playback output of the music. The brightness data table is a setting table that can specify the brightness data used for the lighting control of the game effect lamp 9. The number of performance symbols corresponding to the music is the maximum number of performance symbols that can be displayed corresponding to the playback output of the music in the reach performance. The link may be referred to as, for example, a hyperlink, and is an object that gives a direct relevance when a performance symbol that becomes a middle symbol is displayed in the reach performance, and may be set including one or both of the rhythm and lyrics when the music is output.

[0248] In the case of the reach performance that is the music reach of music MUA, the music during reach is music ESM01 played and output at volume 8. In this case, music data 003AKG11 is used, and the brightness data is specified by the brightness data table 003AKT51. When the reach performance that is the music reach of music MUA is executed and the special figure display result becomes "jackpot" and is controlled to the jackpot gaming state, the music during jackpot is music ESM01 played and output at volume 6. In this case, music data 003AKG12 is used, and the brightness data is specified by the brightness data table 003AKT52. The music reach of music MUA has a music-corresponding display symbol number of 5, and performance symbols are displayed according to the rhythm of the music played and output.

[0249] In the case of the reach effect that is the music reach of music MUB, the music during reach is played and output with music ESM02 at volume 8. In this case, music data 003AKG21 is used, and the luminance data is specified by luminance data table 003AKT53. When the reach effect that is the music reach of music MUB is executed and the special figure display result becomes "big win" and is controlled to the big win gaming state, the music during big win is played and output with music ESM02 at volume 6. In this case, music data 003AKG22 is used, and the luminance data is specified by luminance data table 003AKT54. The music reach of music MUB has 7 music-corresponding display symbols, and the effect symbols are displayed according to the lyrics of the music played and output.

[0250] In the case of the reach effect that is the music reach of music MUC, the music during reach is played and output with music ESM03 at volume 8. In this case, music data 003AKG31 is used, and the luminance data is specified by luminance data table 003AKT55. When the reach effect that is the music reach of music MUC is executed and the special figure display result becomes "big win" and is controlled to the big win gaming state, the music during big win is played and output with music ESM03 at volume 6. In this case, music data 003AKG32 is used, and the luminance data is specified by luminance data table 003AKT55. The music reach of music MUC has 9 music-corresponding display symbols, and the effect symbols are displayed according to the rhythm and lyrics of the music played and output.

[0251] In the case of the reach effect that is the super reach of Super SPA, the music during reach is played and output with Music FSM01 at volume 8. In this case, music data 003AKG41 is used, and the luminance data is specified by luminance data table 003AKT61. When the reach effect that is the super reach of Super SPA is executed and the special figure display result becomes "big win" and is controlled to the big win gaming state, the music during big win is played and output with Music FSM01 at volume 6. In this case, music data 003AKG42 is used, and the luminance data is specified by luminance data table 003AKT62. The super reach of Super SPA has 0 music-corresponding symbol display numbers, and displays the effect symbols without matching the rhythm or lyrics of the played music.

[0252] In the case of the reach effect that is the super reach of Super SPB, the music during reach is played and output with Music FSM02 at volume 8. In this case, music data 003AKG51 is used, and the luminance data is specified by luminance data table 003AKT63. When the reach effect that is the super reach of Super SPB is executed and the special figure display result becomes "big win" and is controlled to the big win gaming state, the music during big win is played and output with Music FSM02 at volume 6. In this case, music data 003AKG52 is used, and the luminance data is specified by luminance data table 003AKT64. The super reach of Super SPB has 1 music-corresponding symbol display number, and displays the effect symbols in accordance with the rhythm of the played music.

[0253] In the case of the reach effect that becomes the super reach of the super SPC, the music during reach is played and output with the volume 8 of music FSM03. In this case, music data 003AKG61 is used, and the luminance data is specified by the luminance data table 003AKT65. When the reach effect that becomes the super reach of the super SPC is executed and the special figure display result becomes "big win" and is controlled to the big win gaming state, the music during big win is played and output with the volume 6 of music FSM03. In this case, music data 003AKG62 is used, and the luminance data is specified by the luminance data table 003AKT66. The super reach of the super SPC has 2 music corresponding symbol display numbers, and the effect symbols are displayed according to the lyrics of the music to be played and output.

[0254] In the time table setting example of FIG. 10-19, the phrase PHM12 included in music ESM01 is played and output in the introduction part in the music reach of music MUA by the introduction part common pattern 003AKP11 shown in FIG. 10-19(A). In the time table setting example of FIG. 10-20, the phrase PHM22 included in music ESM02 is played and output in the introduction part in the music reach of music MUB by the introduction part common pattern 003AKP21 shown in FIG. 10-20(A). Similarly, the phrase included in music ESM03 may be played and output in the introduction part in the music reach of music MUC by the introduction part common pattern that can be selected or created corresponding to the music reach of music MUC. The phrase included in music FSM01 may be played and output in the introduction part in the super reach of super SPA by the introduction part common pattern that can be selected or created corresponding to the super reach of super SPA. The phrase included in music FSM02 may be played and output in the introduction part in the super reach of super SPC by the introduction part common pattern that can be selected or created corresponding to the super reach of super SPB.

[0255] Thus, in the introduction part of the reach effect that becomes a music reach, any one of the music ESM01 to ESM03 can be played and output. Also, in the introduction part of the reach effect that becomes a super reach, any one of the music FSM01 to FSM03 can be played and output. Therefore, when the reach effect that becomes a super reach is an example of a predetermined effect, the reach effect that becomes a music reach is an example of a specific effect, the music FSM01 to FSM03 are examples of predetermined music, and the music ESM01 to ESM03 are examples of specific music, it is possible to output the predetermined music in the introduction part of the predetermined effect and output the specific music in the introduction part of the specific effect.

[0256] The setting example 003AKA21 in FIG. 10-23 is set such that the number of music-corresponding display symbols "5", "7", "9" in the music reach is larger than the number of music-corresponding display symbols "0", "1", "2" in the super reach. Note that the number of music-corresponding display symbols in the music reach may be set to any value larger than the number of music-corresponding display symbols in the super reach, as long as a plurality of performance symbols can be displayed corresponding to the music ESM01 to ESM03. Also, the music ESM01 to ESM03 can be output in the introduction part of the reach effect that becomes a music reach. The music FSM01 to FSM03 can be output in the introduction part of the reach effect that becomes a super reach. As a result, the degree of displaying performance symbols corresponding to the music ESM01 to ESM03 in the case of the music reach is higher than the degree of displaying performance symbols corresponding to the music FSM01 to FSM03 in the case of the super reach. Therefore, when the music FSM01 to FSM03 are examples of predetermined music, the music ESM01 to ESM03 are examples of specific music, and the performance symbols are examples of decoration identification information, the degree of displaying decoration identification information corresponding to the specific music is higher than the degree of displaying decoration identification information corresponding to the predetermined music.

[0257] According to the notification part failure pattern 003AKP12 in FIG. 10-19(B), in the notification part during the music reach of music MUA, when the special figure display result is "miss", a confirmed performance symbol at the time of miss is displayed along with the output of the sound effect EFA01 at timing ta21. According to the notification part success pattern 003AKP13 in FIG. 10-19(C), in the notification part during the music reach of music MUA, when the special figure display result is "big win", a confirmed performance symbol at the time of big win is displayed along with the output of the sound effect EFA02 at timing ta35. According to the notification part failure pattern 003AKP22 in FIG. 10-20(B), in the notification part during the music reach of music MUB, when the special figure display result is "miss", a confirmed performance symbol at the time of miss is displayed along with the output of the sound effect EFA01 at timing tb21. According to the notification part success pattern 003AKP23 in FIG. 10-20(C), in the notification part during the music reach of music MUB, when the special figure display result is "big win", a confirmed performance symbol at the time of big win is displayed along with the output of the sound effect EFA02 at timing tb35. Similarly, in the notification part during the music reach of music MUC, when the special figure display result is "miss", it is sufficient that a confirmed performance symbol at the time of miss is displayed along with the output of the sound effect EFA01 or other sound effects, and when the special figure display result is "big win", it is sufficient that a confirmed performance symbol at the time of big win is displayed along with the output of the sound effect EFA02 or other sound effects. In this way, in the notification part of the reach performance that becomes a music reach, a performance symbol is displayed without corresponding to music ESM01 to ESM03. Therefore, when the reach performance that becomes a music reach is an example of a specific performance, music ESM01 to ESM03 are examples of specific music, and the performance symbol is an example of decoration identification information, in the notification part of the specific performance, the decoration identification information is displayed without corresponding to the specific music.

[0258] Similar to the case of music reach, in the notification part of the super reach of Super SPA, when the special figure display result is "miss", it is sufficient if the confirmed performance symbol at the time of miss is displayed along with the output of the sound effect EFA01 or other sound effects. When the special figure display result is "big win", it is sufficient if the confirmed performance symbol at the time of big win is displayed along with the output of the sound effect EFA02 or other sound effects. In the notification part of the super reach of Super SPB, when the special figure display result is "miss", it is sufficient if the confirmed performance symbol at the time of miss is displayed along with the output of the sound effect EFA01 or other sound effects. When the special figure display result is "big win", it is sufficient if the confirmed performance symbol at the time of big win is displayed along with the output of the sound effect EFA02 or other sound effects. In the notification part of the super reach of Super SPC, when the special figure display result is "miss", it is sufficient if the confirmed performance symbol at the time of miss is displayed along with the output of the sound effect EFA01 or other sound effects. When the special figure display result is "big win", it is sufficient if the confirmed performance symbol at the time of big win is displayed along with the output of the sound effect EFA02 or other sound effects. Thus, in the notification part of the reach performance that becomes super reach, the performance symbol is displayed without corresponding to the music FSM01 to FSM03. Therefore, when the reach performance that becomes super reach is an example of a predetermined performance, the music FSM01 to FSM03 is an example of a predetermined music, and the performance symbol is an example of decoration identification information, in the notification part of the predetermined performance, the decoration identification information is displayed without corresponding to the predetermined music.

[0259] In the music performance setting example 003AK21 of FIG. 10-23, in the case of the reach performance that is the music reach of music MUA, the number of display symbols corresponding to the music is 5, and the performance symbols are displayed 5 times in accordance with the rhythm of the reproduced music ESM01, so that the performance symbols are displayed a plurality of times corresponding to the music ESM01. In the case of the reach performance that is the music reach of music MUB, the number of display symbols corresponding to the music is 7, and the performance symbols are displayed 7 times in accordance with the lyrics of the reproduced music ESM02, so that the performance symbols are displayed a plurality of times corresponding to the music ESM02. In the case of the reach performance that is the music reach of music MUC, the number of display symbols corresponding to the music is 9, and the performance symbols are displayed 9 times in accordance with the rhythm and lyrics of the reproduced music ESM03, so that the performance symbols are displayed a plurality of times corresponding to the music ESM03. When the performance symbols are displayed a plurality of times corresponding to these music ESM01 to ESM03, it may include the case of repeatedly displaying the same performance symbol, or may include the case of displaying different performance symbols one by one. Thus, in the reach performance that is the music reach, the performance symbols are displayed a plurality of times corresponding to the music ESM01 to ESM03. Therefore, when the reach performance that is the music reach is an example of a specific performance, the music ESM01 to ESM03 are examples of specific music, and the performance symbols are examples of decoration identification information, the decoration identification information is displayed a plurality of times corresponding to the specific music in the specific performance.

[0260] In the music performance setting example 003AKA21 of FIG. 10-23, in the case of the reach performance that is the music reach of music MUA, the performance symbols are displayed in accordance with the rhythm of the music ESM01 which is the music during reach. Also, in the case of the reach performance that is the music reach of music MUC, the performance symbols are displayed in accordance with the rhythm and lyrics of the music ESM03 which is the music during reach. Therefore, when the reach performance that is the music reach of music MUA or music MUC is an example of a specific performance, the music ESM01, ESM03 are examples of specific music, and the performance symbols are examples of decoration identification information, the decoration identification information is displayed in accordance with the rhythm of the specific music in the specific performance.

[0261] In the music performance setting example 003AKA21 of FIG. 10-23, in the case of the reach performance that is the music reach of music MUB, the performance pattern is displayed in accordance with the lyrics of music ESM02 which is the music during reach. Also, in the case of the reach performance that is the music reach of music MUC, the performance pattern is displayed in accordance with the rhythm and lyrics of music ESM03 which is the music during reach. Therefore, when the reach performance that is the music reach of music MUB or music MUC is an example of a specific performance, music ESM02 and ESM03 are examples of specific music, and the performance pattern is an example of decoration identification information, the decoration identification information is displayed in accordance with the lyrics of the specific music in the specific performance.

[0262] FIG. 10-24 shows a configuration example of music ESM01. Music ESM01 is composed of a plurality of melody sections such as the intro PHM10 shown in FIG. 10-24(A), the phrase PHM11 shown in FIG. 10-24(B), the phrases PHM12 shown in FIGS. 10-24(C) and 10-24(D), and the phrase PHM13 shown in FIG. 10-24(E). The intro PHM10 is an introductory melody section that is the prelude part of music ESM01. The phrase PHM11 is the first singing melody section that is the A-melody part of music ESM01. The phrase PHM12 is the second singing melody section that is the B-melody part and the refrain part of music ESM01. The phrase PHM13 is the third singing melody section that is the C-melody part or the last refrain part of music ESM01. Note that the configuration of the melody section may be arbitrarily set corresponding to the music.

[0263] According to the introduction part common pattern 003AKP11 corresponding to the music MUA in Fig. 10-19(A), in the introduction part of the music reach of the music MUA, among the multiple melody sections included in the music ESM01, the phrase PHM12 which is the second singing melody section is reproduced and output, and the intro PHM10 which is the introduction melody section, the phrase PHM11 which is the first singing melody section, the phrase PHM13 which is the third singing melody section, and these melody sections are not reproduced and output. According to the notification part failure pattern 003AKP12 in Fig. 10-19(B), in the notification part of the music reach of the music MUA, when the special figure display result is "miss", none of the multiple melody sections included in the music ESM01 are reproduced and output. According to the notification part success pattern 003AKP13 in Fig. 10-19(C), in the notification part of the music reach of the music MUA, when the special figure display result is "big win", among the multiple melody sections included in the music ESM01, the phrase PHM13 which is the third singing melody section is reproduced and output, and the intro PHM10 which is the introduction melody section, the phrase PHM11 which is the first melody section, the phrase PHM12 which is the second melody section, and these melody sections are not reproduced and output.

[0264] When a reach effect that is the reach of the music MUA is executed and the special figure display result becomes "big win" and is controlled to the big win gaming state, the music ESM01 that is reproduced and output as the music during the big win includes the intro PHM10 which is the introduction melody section, the phrase PHM11 which is the first melody section, the phrase PHM12 which is the second melody section, the phrase PHM13 which is the third melody section, as long as all these melody sections are included. When the special figure display result is "big win", the phrase PHM12 which is the second singing melody section of the music ESM01 is reproduced and output by the introduction part common pattern 003AKP11 corresponding to the music MUA in Fig. 10-19(A), and the phrase PHM13 which is the third singing melody section of the music ESM01 is reproduced and output by the notification part success pattern 003AKP13 corresponding to the music MUA in Fig. 10-19(C). In this way, the music ESM01 is common in that the phrases PHM12 and PHM13 can be output during the reach music and during the big win music, and is different in that the intro PHM10 and the phrase PHM11 are not output during the reach music, while the intro PHM10 and the phrase PHM11 are output during the big win music.

[0265] In the time table setting example shown in FIGS. 10-19, in the introduction part of the music reach of music MUA according to the common pattern 003AKP11 of the introduction part shown in FIG. 10-19(A), the phrase PHM11 included in music ESM01 is not reproduced and output, and the phrase PHM12 included in music ESM01 is reproduced and output. In the music performance setting example 003AKA21 shown in FIG. 10-23, in the case of the reach performance that becomes the music reach of music MUA, a performance pattern is displayed in accordance with the rhythm of music ESM01 which is the music during the reach. For example, in the first half part of the phrase PHM12 shown in FIG. 10-24(C), according to the common pattern 003AKP11 of the introduction part shown in FIG. 10-19(A), the reproduction output at the start is started at timing ta01, and after the reproduction output is continued at timing ta02, the first performance pattern image to the third performance pattern image are sequentially started to be displayed in accordance with the rhythm from timing ta03 to timing ta05. In the second half part of the phrase PHM12 shown in FIG. 10-24(D), according to the common pattern 003AKP11 of the introduction part shown in FIG. 10-19(A), the fourth performance pattern image and the fifth performance pattern image are sequentially started to be displayed in accordance with the rhythm of timing ta06 and timing ta07, and after the reproduction output is continued until timing ta08, the reproduction output at the end ends at timing ta08. Thus, in the introduction part of the reach performance that becomes the music reach of music MUA, the phrase PHM12 is output without outputting the phrase PHM11 included in music ESM01. Also, a performance pattern is displayed corresponding to the phrase PHM12 included in music ESM01 in the introduction part of the reach performance that becomes the music reach of music MUA. Therefore, when the reach performance that becomes the music reach of music MUA is an example of a specific performance, music ESM01 is an example of a specific music, the phrase PHM11 is an example of the first part, the phrase PHM12 is an example of the second part, and the performance pattern is an example of the decoration identification information, in the introduction part of the specific performance, the second part is output without outputting the first part of the specific music, and the decoration identification information is displayed corresponding to the second part of the specific music in the introduction part of the specific performance.

[0266] In the time table setting example of FIGS. 10 - 19, according to the notification part failure pattern 003AKP12 shown in FIG. 10 - 19(B), for the notification part in the music reach of music MUA, when the special figure display result is "miss", music ESM01 is not reproduced and output in any melody section. On the contrary, according to the notification part success pattern 003AKP13 shown in FIG. 10 - 19(C), for the notification part in the music reach of music MUA, when the special figure display result is "big win", the phrase PHM13 included in music ESM01 is reproduced and output. In music ESM01, the phrase PHM13 is a melody section following the phrase PHM12 reproduced and output in the introduction part in the music reach of music MUA. For example, the phrase PHM13 shown in FIG. 10 - 24(E) starts the initial reproduction and output at timing ta33 according to the notification part success pattern 003AKP13 in FIG. 10 - 19(C), continues the reproduction and output until timing ta34, and then ends the final reproduction and output at timing ta34. The period from when the reproduction and output of the phrase PHM12 included in music ESM01 stops at the timing ta08 of the introduction part common pattern 003AKP11 to when the reproduction and output of the phrase PHM13 included in music ESM01 starts at the timing ta33 of the notification part success pattern 003AKP13 may have the reproduction and output of music ESM01 interrupted or may have the reproduction and output of music ESM01 paused. Music ESM01 whose reproduction and output stopped at timing ta08 only needs to be output so that the player can recognize the continuity of music ESM01 by the start of the reproduction and output at timing ta33. In this way, music ESM01 output in the introduction part of the reach effect that becomes the music reach of music MUA is continuously output in the notification part success pattern 003AKP13 and not output in the notification part failure pattern 003AKP12. Therefore, when music ESM01 is an example of a specific music, the notification part success pattern 003AKP13 is an example of a success pattern, and the notification part failure pattern 003AKP12 is an example of a failure pattern, the specific music output in the introduction part is continuously output in the success pattern and not output in the failure pattern.

[0267] In the music performance setting example 003AKA21 of FIG. 10-23, in the case of the reach performance that is the music reach of music MUA, for both the music during reach and the music during jackpot, music ESM01 is reproduced and output. On the other hand, music data 003AKG11 is used for the music during reach, and music data 003AKG12 is used for the music during jackpot. In this way, it is possible to output music ESM01 when executing the reach performance that is the music reach of music MUA, and it is possible to output music ESM01 when controlled to the jackpot gaming state. When executing the reach performance that is the music reach of music MUA and when controlled to the jackpot gaming state, it is possible to output music ESM01 using different music data 003AKG11 and 003AKG12. Therefore, when the reach performance that is the music reach of music MUA is an example of a specific performance, music ESM01 is an example of a specific music, the jackpot gaming state is an example of an advantageous state, and music data 003AKG11 and 003AKG12 are examples of different music data, it is possible to output the specific music when executing the specific performance, and it is possible to output the specific music when controlled to the advantageous state. When executing the specific performance and when controlled to the advantageous state, it is possible to output the specific music using different music data.

[0268] FIG. 10-25 shows a configuration example of music ESM02. Music ESM02 is composed of a plurality of melody sections such as the intro PHM20 shown in FIG. 10-25(A), the phrase PHM21 shown in FIG. 10-25(B), the phrases PHM22 shown in FIGS....

Claims

【Claim 1】 A gaming machine capable of variably displaying decorative identification information and controllable to an advantageous state favorable to a player, comprising: a presentation execution means; a sound output means, and the presentation execution means is capable of executing a predetermined presentation and a specific presentation suggesting that it is controlled to the advantageous state using the decorative identification information; the sound output means is capable of outputting a specific music piece when the specific presentation is being executed; the ratio of being controlled to the advantageous state is higher when the predetermined presentation is executed than when the specific presentation is executed; the type and number of the decorative identification information that can be displayed in one scene are more in the specific presentation than in the predetermined presentation, characterized by the gaming machine.

Citation Information

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