Game machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- DAIICHI SHOKAI KK
- Filing Date
- 2024-06-05
- Publication Date
- 2026-06-12
AI Technical Summary
Existing gaming machines lack engaging presentation methods to maintain player interest, particularly in determining jackpot outcomes.
Implementing a gaming machine with sound output, symbol changes, and performance controls that execute effects based on lottery information, varying execution timing and probability to enhance player engagement.
Prevents a decline in interest by providing dynamic and probabilistically varied presentations, enhancing player engagement through diverse and timed effects.
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
[Technical Field] 【0001】 The present invention relates to gaming machines such as pinball gaming machines (generally referred to as "pachinko machines") and slot machine gaming machines (generally referred to as "pachislot machines"). [Background technology] 【0002】 Conventionally, a gaming machine is known in which a lottery is held to determine whether or not a jackpot will be awarded based on the entry of a gaming ball into a starting hole, and a pattern is displayed on a display device in a variable manner, and the pattern is displayed in a static manner according to the lottery result, and if the lottery result is a jackpot, a jackpot pattern is displayed in a static manner on the display device, creating a jackpot gaming state. 【0003】 In addition, many gaming machines have been proposed that display symbols on a display device in a variable manner and stop the symbols in a manner corresponding to the lottery results while also executing effects that indicate the expectation of a win (for example, Patent Document 1). [Prior art documents] [Patent documents] 【0004】 [Patent Document 1] Japanese Patent Application Laid-Open No. 2010-220861 Summary of the Invention [Problem to be solved by the invention] 【0005】 However, there is room for further improvement in such presentations. Therefore, an object of the present invention is to provide a gaming machine that is capable of suppressing a decline in interest in playing games by incorporating improvements in presentations. [Means for solving the problem] 【0006】 Means 1: A gaming machine having a sound output means for outputting a sound, a determining means for obtaining lottery information when a ball enters a starting hole and determining whether a winning has occurred based on the lottery information when a starting condition is met; A symbol change execution means for executing a symbol change based on the establishment of the start condition; a storage means for storing the lottery information acquired by the ball entering the starting hole up to a predetermined number; a storage display means for displaying that the information has been stored in the storage means; a pre-determination means for determining whether or not the lottery result is a win based on the lottery information before the determination by the determination means; a performance control means capable of controlling the performance; A performance execution means for executing the performance, The effects include at least a first effect, a second effect, and a third effect that can be executed based on the lottery information before the start condition is established, The second performance is different from the display by the storage display means, The first and second effects can be executed at the timing when the ball goes in, whereas the third effect can be executed at a predetermined timing after the timing when the ball goes in, The second effect and the third effect are each displayed in one of a plurality of modes having different expected probabilities that the judgment result by the judgment means based on lottery information corresponding to the ball that triggered the execution of the second effect and the third effect will be a win, The first effect can be executed only once for the ball entering the ball, whereas the second effect and the third effect can be displayed in a mode with a lower expectation level and then in a mode with a higher expectation level than the mode, The first effect, the second effect, and the third effect can be executed based on lottery information corresponding to one ball entering the starting hole, In the first performance, a first performance sound related to the first performance can be output, In the third effect, a third effect sound related to the third effect can be output. A gaming machine characterized by: 【0007】 In one aspect of the present invention, the gaming machine is capable of executing a first effect, a second effect, and a third effect based on the entry of a gaming ball into a starting hole, and by varying the execution timing and execution manner for at least some of the first effect, second effect, and third effect, it is possible to prevent a decline in interest in the game (see, for example, paragraphs
[1231] to
[1561] , Figures 70 to 101, etc.). [Effects of the Invention] 【0008】 According to the present invention, it is possible to provide a gaming machine that can prevent a decline in interest in gaming. [Brief explanation of the drawings] 【0009】 [Figure 1] 1 is a front view showing an example of a schematic appearance of a pachinko machine. [Figure 2] FIG. 1 is a block diagram showing an outline of the control configuration of a pachinko machine. [Figure 3] Figure 3(a) is a flowchart showing the control processing steps performed by the main control MPU of the main control board when the power is turned on to the pachinko machine, and Figure 3(b) is a flowchart showing the processing steps for timer interrupt control that is periodically performed by the main control MPU of the main control board. [Figure 4] 10 is a flowchart showing the procedure for special symbol process processing. [Figure 5] 10 is a flowchart showing the procedure for first special symbol process processing. [Figure 6] This is a flowchart showing the procedure for the jackpot control processing. [Figure 7] 10 is a flowchart showing the procedure for the normal symbol process. [Figure 8] 10 is a flowchart showing the processing procedure for the control performed by the peripheral control MPU mounted on the peripheral control board when the power is turned on to the pachinko machine. [Figure 9]10 is a flowchart showing an example of a 16 mS steady process executed every 16 mS in the sub-main process. [Figure 10] 10 is a flowchart showing an example of a performance control process. [Figure 11] This is an explanatory diagram showing an example of a performance when an effective operation period for an attack performance occurs (a period during which a specified operation on a specified operation unit is detected, or which ends when a specified time has passed since the start of the period), and an operation to launch an attack is performed during the effective operation period. [Figure 12] This is an explanatory diagram showing an example of a performance when an effective operation period for an attack performance occurs (a period during which a specified operation on a specified operation unit is detected, or which ends when a specified time has passed since the start of the period), and an operation to launch an attack is performed during the effective operation period. [Figure 13] FIG. 10 is an explanatory diagram showing an example of an attack effect when the operating unit is not operated. [Figure 14] FIG. 10 is an explanatory diagram showing an example of an attack effect in which operation of the operation section has already begun at the start of the effective operation period. [Figure 15] FIG. 10 is an explanatory diagram showing an example of an attack effect in which operation of the operation section has already begun at the start of the effective operation period. [Figure 16] FIG. 10 is an explanatory diagram showing an example of a performance in which the rotation operation unit 302 is operated before the valid operation period in another example of the second performance pattern of the attack performance. [Figure 17] 10A and 10B are schematic diagrams showing other configuration examples of the pressing operation unit and the rotation operation unit. [Figure 18] FIG. 10 is an explanatory diagram showing an example of a cancelable attack effect. [Figure 19] FIG. 10 is an explanatory diagram showing an example of a cancelable attack effect. [Figure 20] FIG. 10 is an explanatory diagram showing an example of a presentation in which a strong boss is encountered in a search quest presentation. [Figure 21] FIG. 10 is an explanatory diagram showing an example of a presentation in which a strong boss is encountered in a search quest presentation. [Figure 22]FIG. 10 is an explanatory diagram showing an example of a presentation in which a character discovers a weak boss that is a rare animal in a search quest presentation. [Figure 23] FIG. 10 is an explanatory diagram showing another example of a search quest presentation. [Figure 24] FIG. 10 is an explanatory diagram showing an example of a presentation in which two selected characters are unable to find a rare animal in a search quest presentation. [Figure 25] FIG. 10 is an explanatory diagram showing another example of a search quest presentation. [Figure 26] FIG. 10 is an explanatory diagram showing another example of a search quest presentation. [Figure 27] This is another example of exploration quest presentation. [Figure 28] FIG. 10 is an explanatory diagram showing an example of the final battle reach of Daruma-san ga Koronda. [Figure 29] FIG. 10 is an explanatory diagram showing an example of the final battle reach of Daruma-san ga Koronda. [Figure 30] FIG. 10 is an explanatory diagram showing an example of a chance game where Daruma-san falls down. [Figure 31] FIG. 10 is an explanatory diagram showing an example of a relay race presentation. [Figure 32] FIG. 10 is an explanatory diagram showing another example of a relay race performance. [Figure 33] FIG. 10 is an explanatory diagram showing another example of a relay race performance. [Figure 34] FIG. 10 is an explanatory diagram showing another example of a relay race performance. [Figure 35] FIG. 10 is an explanatory diagram showing another example of a relay race performance. [Figure 36] 10A and 10B are diagrams showing other examples of relay station effects and section breakthrough effects included in relay race effects. [Figure 37] FIG. 10 is an explanatory diagram showing another example of a relay race performance. [Figure 38] FIG. 10 is an explanatory diagram showing another example of a relay race performance. [Figure 39] FIG. 10 is a diagram showing an example of the data structure of a fluctuation pattern table. [Figure 40] A figure showing an example of a timing chart for the reach selection preview performance. [Figure 41] An explanatory diagram showing an example of a reach selection preview effect. [Figure 42] An explanatory diagram showing an example of a reach selection preview effect. [Figure 43] An explanatory diagram showing another example of a reach selection preview performance. [Figure 44] An explanatory diagram showing an example of a star change effect executed during a reach selection preview effect. [Figure 45] A figure showing an example of a timing chart for the reach promotion preview performance. [Figure 46] An explanatory diagram showing an example of a reach promotion preview effect. [Figure 47] An explanatory diagram showing an example of a reach promotion preview effect. [Figure 48] A figure showing an example of a timing chart of a reach execution notice performance. [Figure 49] FIG. 10 is an explanatory diagram showing an example of a reach execution notice presentation. [Figure 50] FIG. 10 is an explanatory diagram showing an example of a reach execution notice presentation. [Figure 51] FIG. 10 is an explanatory diagram showing an example of a reach execution notice presentation. [Figure 52] An explanatory diagram showing an example of a presentation in which no weapon is selected in the reach execution preview presentation. [Figure 53] A figure showing an example of the data configuration of a character equipment allocation table used in the reach execution preview performance. [Figure 54] FIG. 10 is an explanatory diagram showing an example of a couple presentation. [Figure 55] FIG. 10 is a diagram showing an example of the data configuration of a pattern allocation table for determining the effect pattern of the smart ball croon effect. [Figure 56] FIG. 10 is an explanatory diagram showing an example of a smart ball croon effect. [Figure 57] FIG. 10 is an explanatory diagram showing an example of a smart ball croon effect. [Figure 58] FIG. 10 is an explanatory diagram showing an example of a performance in which a ball rotates on a crane in a smart ball crane performance. [Figure 59] FIG. 10 is an explanatory diagram showing an example of a battle presentation. [Figure 60]FIG. 10 is an explanatory diagram showing an example of a battle presentation. [Figure 61] FIG. 10 is an explanatory diagram showing another example of a battle presentation. [Figure 62] FIG. 10 is an explanatory diagram showing another example of a battle presentation. [Figure 63] FIG. 10 is an explanatory diagram showing another example of a battle presentation. [Figure 64] FIG. 10 is an explanatory diagram showing another example of a battle presentation. [Figure 65] FIG. 10 is an explanatory diagram showing another example of a battle presentation. [Figure 66] FIG. 10 is an explanatory diagram showing another example of a battle presentation. [Figure 67] FIG. 10 is an explanatory diagram showing another example of a battle presentation. [Figure 68] FIG. 10 is an explanatory diagram showing another example of a battle presentation. [Figure 69] FIG. 10 is an explanatory diagram showing another example of a battle presentation. [Figure 70] This is an explanatory diagram showing an example of a presentation including a matchmaking SP reach. [Figure 71] This is an explanatory diagram showing an example of a presentation including a matchmaking SP reach. [Figure 72] This is an explanatory diagram showing an example of a presentation including a matchmaking SP reach. [Figure 73] This is an explanatory diagram showing an example of a presentation including a matchmaking SP reach. [Figure 74] An explanatory diagram showing an example of a matchmaking SP reach presentation during a jackpot fluctuation. [Figure 75] This is an example of a timing chart in which a consultation office effect, a male character effect, and an application effect are executed based on one ball entering the first starting hole. [Figure 76] This is an explanatory diagram showing an example of the presentation after a miss is announced in the matchmaking SP reach. [Figure 77] 10 is an explanatory diagram showing an example of a consultation office presentation and a male character presentation. FIG. [Figure 78] This is an example of a timing chart of the changes that occur when a matchmaking SP reach is executed and a loss is announced in the matchmaking SP reach. [Figure 79]This is an example of a timing chart of the changes that occur when a matchmaking appointment making effect is executed and a failure in the matchmaking appointment making effect is notified. [Figure 80] This is an example of a timing chart of a change in which a miss is notified without the reach effect being executed (without the decorative symbols forming a reach). [Figure 81] FIG. 10 is an explanatory diagram showing an example of a presentation including a matchmaking quiz presentation. [Figure 82] FIG. 10 is an explanatory diagram showing an example of a presentation including a matchmaking quiz presentation. [Figure 83] An explanatory diagram showing an example of a presentation in which a consultation office presentation and a male character presentation are executed, but an application presentation is not executed. [Figure 84] FIG. 10 is an explanatory diagram showing another example of a presentation including a matchmaking quiz presentation. [Figure 85] FIG. 10 is an explanatory diagram showing another example of a presentation including a matchmaking quiz presentation. [Figure 86] This is an explanatory diagram showing another example of a presentation including a matchmaking SP reach. [Figure 87] This is an explanatory diagram showing another example of a presentation including a matchmaking SP reach. [Figure 88] FIG. 10 is an explanatory diagram showing an example of a performance including a vehicle performance. [Figure 89] FIG. 10 is an explanatory diagram showing an example of a performance including a vehicle performance. [Figure 90] FIG. 10 is an explanatory diagram showing an example of a performance including a vehicle performance. [Figure 91] This is an example of a timing chart in which a consultation office effect, a male character effect, a vehicle effect, and an application effect are executed based on one ball entering the first starting gate. [Figure 92] FIG. 10 is an explanatory diagram showing an example of a presentation including presentation mode selection. [Figure 93] FIG. 10 is an explanatory diagram showing another example of a presentation including presentation mode selection. [Figure 94] An explanatory diagram showing an example of a pre-reading effect when an effect in which a movable body moves is being executed. [Figure 95]An explanatory diagram showing an example of a pre-reading effect when an effect in which a movable body moves is being executed. [Figure 96] FIG. 10 is an explanatory diagram showing an example of a presentation when transitioning from a wilderness stage to a forest stage. [Figure 97] FIG. 10 is an explanatory diagram showing an example of a performance when transitioning from a forest stage to a big city stage. [Figure 98] FIG. 10 is an explanatory diagram showing an example of a performance when transitioning from a big city stage to a city stage. [Figure 99] FIG. 10 is an explanatory diagram showing an example of a presentation when transitioning from a city stage to a wilderness stage. [Figure 100] FIG. 10 is a diagram showing an example of a consultation center performance selection table. [Figure 101] FIG. 10 is a diagram showing an example of a vehicle effect selection table. DETAILED DESCRIPTION OF THE INVENTION 【0010】 [1. Example of a Pachinko machine configuration] 1 is a front view showing an example of the outline of the exterior of a pachinko machine 1. The pachinko machine 1 is installed in an island facility (not shown) in a gaming hall. The pachinko machine 1 is equipped with a game board 5 that is visible to the player and has a game area 5a into which the player can shoot game balls and into which the game balls can flow down. 【0011】 The gaming area 5a includes a general winning opening 2001, a first starting opening 2002, a gate unit 2003, a second starting opening 2004, and a special winning opening 2005. When a gaming ball enters the general winning opening 2001, a predetermined number of gaming balls (for example, five) are paid out. When a gaming ball enters the first starting opening 2002, a predetermined number of gaming balls (for example, four) are paid out and a first special lottery is executed. The first starting opening 2002 and the second starting opening 2004 are also collectively referred to simply as the starting openings. 【0012】 When a gaming ball passes through the gate section 2003, a normal lottery is held. If a winning ticket is awarded in the normal lottery, an opening / closing member (not shown) provided in the second starting port 2004 opens for a predetermined time. Only when the opening / closing member is open can a gaming ball enter the second starting port 2004. When a gaming ball enters the second starting port 2004, a predetermined number of gaming balls (for example, one) are paid out, and a second special lottery, which is more advantageous to the player than the first special lottery, is held. The first special lottery and the second special lottery are collectively referred to as simply a special lottery. 【0013】 Within the game area 5a, multiple obstacle nails (not shown) are planted in a predetermined gauge arrangement at appropriate positions on the front side, and when the game ball hits the obstacle nails, the speed at which the game ball flows down is suppressed and various movements are imparted to the game ball, allowing players to enjoy its movements.In addition to the obstacle nails, within the game area 5a, there are also provided at appropriate positions a windmill (not shown) that rotates when the game ball hits it. 【0014】 If a jackpot is won in the first special lottery or the second special lottery, the game transitions to a jackpot gaming state, and the large prize opening 2005 opens. When a gaming ball enters the large prize opening 2005, a predetermined number of gaming balls (for example, 15 balls) are paid out. In the jackpot gaming state, the large prize opening 2005 repeatedly opens and closes. Furthermore, the gaming area 5a is arranged to surround an area where gaming balls do not flow down, and an effect display device 1600 capable of displaying a predetermined effect image is arranged in the area where gaming balls do not flow down. 【0015】 The pachinko machine 1 is equipped with a pressing operation unit 303 and a rotation operation unit 302, which are each an operation unit operable by a player. The pressing operation unit 303 is an operation unit that can be pressed by a player. The rotation operation unit 302 is an annular operation unit arranged around the lower side of the pressing operation unit 303, and is an operation unit that can be rotated by a player. The rotation operation unit 302 can be rotated in one direction (for example, only clockwise) or in both directions (clockwise and counterclockwise). In addition, the rotation operation unit 302 is equipped with a detection unit that can detect operations by a player. 【0016】 The pachinko machine 1 is equipped with a handle unit 500 that can be operated by a player to shoot game balls stored in an upper tray (not shown) into the game area 5a. The handle unit 500 includes a handle lever, a handle touch sensor, and a shot stop button. When the handle touch sensor detects contact with the player's palm, fingers, etc. and the handle rotates by more than a predetermined amount, the game ball is shot out; the more the handle is rotated, the more powerfully the game ball is shot out. Furthermore, even if the handle touch sensor detects contact and the handle has rotated by more than the predetermined amount, the game ball will not be shot out if the shot stop button is operated. 【0017】 Although not visible in Fig. 1, an outlet that penetrates from front to back is formed at the lowest position within the play area 5a (behind the pressing operation unit 303 and the rotation operation unit 302). Game balls that flow down to the bottom end of the play area 5a are guided to the outlet and discharged to the rear of the game board 5 through the outlet. 【0018】 FIG. 2 is a block diagram showing an outline of the control configuration of a pachinko machine. As shown in the figure, the main control configuration of the pachinko machine 1 is composed of a main control board 1310 and a peripheral control board 1510 attached to the game board 5, and a payout control board 63 attached to the main body frame, with each board performing its own control. The main control board 1310 controls the game operation (progress of the game). The peripheral control board 1510 is equipped with a peripheral control unit 1511 that controls various effects during game play based on commands from the main control board 1310, and an effect display control unit 1512 that controls the display of effect images on the effect display device 1600 based on commands from the peripheral control unit 1511. The payout control board 63 is equipped with a payout control unit 633a that controls the payout of game balls, etc., and a launch control unit 633b that controls the launch of game balls by rotating the handle. 【0019】 The main control board 1310 that controls the progress of the game is not shown in detail, but is equipped with a main control MPU, which is a microprocessor with built-in ROM that stores various processing programs and commands and RAM that temporarily stores data, a main control I / O port as an input / output device (I / O device), a main control input circuit to which detection signals from various detection switches are input, a main control solenoid drive circuit for driving various solenoids, and a RAM clear switch for completely erasing information stored in the RAM built into the main control MPU. In addition to its built-in ROM and RAM, the main control MPU also has built-in functions such as a watchdog timer that monitors its operation (system) and functions to prevent fraud. 【0020】 The main control MPU of the main control board 1310 receives detection signals from the first start port sensor 3052 that detects game balls received in the first start port 2002, the gate sensor 2801 that detects game balls that have passed through the gate section 2003, the second start port sensor 2401 that detects game balls received in the second start port 2004, the general prize port sensor 3051 that detects game balls received in the general prize port 2001, the special prize port sensor 2402 that detects game balls received in the special prize port 2005, the outlet sensor 3053 that detects game balls received in the outlet port, and the magnetic sensor 2404 that detects illegal magnetism within the game area 5a, via the main control I / O port. 【0021】 Based on these detection signals, the main control MPU outputs a control signal from the main control I / O port to the main control solenoid drive circuit, thereby outputting drive signals to the second starting port solenoid 2415, the attacca solenoid 2418, etc., and outputs drive signals from the main control I / O port to the status indicator, normal pattern indicator, normal hold indicator, first special pattern indicator, first special hold number indicator, second special pattern indicator, second special hold number indicator, round indicator, etc. of the function display unit 1400. 【0022】 The main control MPU transmits various information related to games (game information) and various commands related to payouts to the payout control board 63, and receives various commands related to the state of the pachinko machine 1 from the payout control board 63. Furthermore, the main control MPU transmits various commands related to the control of game presentations and various commands related to the state of the pachinko machine 1 to the peripheral control unit 1511 of the peripheral control board 1510 via the main control I / O port. When the main control MPU receives various commands related to the state of the pachinko machine 1 from the payout control board 63, it formats these various commands and transmits them to the peripheral control unit 1511. 【0023】 The payout control board 63, which controls the payout of game balls, etc., is equipped with a payout control unit 633a which performs various controls related to payout, a launch control unit 633b which controls launch using the launch solenoid 542 and also controls ball delivery using the ball delivery solenoid 145, an error LED indicator (not shown) which displays the status of the pachinko machine 1, an error release switch (not shown) for clearing the error displayed on the error LED indicator, and a ball removal switch which, during maintenance, discharges the game balls in the ball tank (not shown), tank rail (not shown), ball guidance unit (not shown), and payout device (not shown) outside the pachinko machine 1 and starts the ball removal operation. 【0024】 The dispensing control unit 633a, which performs various controls related to dispensing in the dispensing control board 63, is equipped with a dispensing control MPU, which is a microprocessor with built-in ROM for storing various processing programs and commands and RAM for temporarily storing data, a dispensing control I / O port as an I / O device, an external WDT (external watchdog timer) for monitoring whether the dispensing control MPU is operating normally, a dispensing motor drive circuit for outputting a drive signal to the dispensing motor 584 of the dispensing device, and a dispensing control input circuit to which detection signals from various detection switches related to dispensing are input. In addition to its built-in ROM and RAM, the dispensing control MPU also has built-in functions for preventing fraud. 【0025】 The payout control MPU of the payout control unit 633a receives various information regarding the game (game information) and various commands regarding payouts from the main control board 1310 serially via the payout control I / O port, and also receives the operation signal (detection signal) of the RAM clear switch from the main control board 1310 via the payout control I / O port.In addition, it also receives detection signals from the full tank detection sensor 154, the ball out detection sensor 574, and the payout detection sensor 591. 【0026】 The detection signals from the ball out detection sensor 574 of the ball guide unit and the dispensing detection sensor 591 of the dispensing device are input to the dispensing control input circuit and input to the dispensing control MPU via the dispensing control I / O port. Also, the detection signal from the full tank detection sensor 154 is input to the dispensing control input circuit and input to the dispensing control MPU via the dispensing control I / O port. 【0027】 The payout control MPU outputs a drive signal for driving the payout motor 584 to the payout motor 584 via the payout control I / O, outputs a signal for displaying the status of the pachinko machine 1 on the error LED indicator to the error LED indicator via the payout control I / O port, serially transmits commands indicating the status of the pachinko machine 1 to the main control board 1310 via the payout control I / O port, and outputs the number of game balls actually paid out to an external terminal via the payout control I / O port. This external terminal is connected to a hall computer installed in the gaming hall. This hall computer monitors the player's play by keeping track of the number of game balls paid out by the pachinko machine 1 and game information of the pachinko machine 1. 【0028】 The error LED indicator (not shown) is a segment indicator that displays alphanumeric characters, figures, etc. to indicate the status of the pachinko machine 1. There are two types of errors: strong errors, which are reported by stopping the game, and weak errors, which are reported while the game continues. An error detected by a fired ball sensor (not shown) that detects the game ball B shot into the game area 5a and an error detected by an illegal magnetism within the game area 5a are examples of strong errors. Examples of weak errors include a full tank error (an error indicating that the far cover unit (not shown) is full of game balls B stored therein, based on a detection signal from a full tank detection sensor (not shown) provided in the far cover unit (not shown), which receives game balls that have missed into the game area 5a and discharges them into a lower tray (not shown)), a ball out error (an error indicating that there are no game balls B in the payout device (not shown), based on a detection signal from a ball out detection sensor 574 attached to the payout device), and a counting switch error (an error indicating that there is a malfunction in the payout detection sensor 591, which is attached to a payout passage (not shown) in the payout device and detects game balls B). 【0029】 The launch control unit 633b controls launching by the launch solenoid 542 and ball feeding by the ball feeding solenoid 145. The launch control unit 633b controls the launch solenoid 542 and the ball feeding solenoid 145 so that 100 game balls B are shot out toward the game area 5a per minute. 【0030】 In the handle unit 500, the detection signals from the handle touch sensor 192, which detects whether the palm or fingers are touching the handle, and the shot stop button sensor 194, which detects whether the player wants to forcibly stop the shooting of the game ball, are input to the launch control input circuit and then to the launch timing control circuit. The handle rotation detection sensor 189 detects the rotation position of the handle. The strength with which the game ball is shot toward the play area 5a is electrically adjusted according to the detected rotation position. 【0031】 The peripheral control board 1510 is equipped with a peripheral control unit 1511 that controls the performance based on commands from the main control board 1310, and a performance display control unit 1512 that controls the drawing of the performance display device 1600 based on control data from this peripheral control unit 1511. 【0032】 The peripheral control unit 1511 that controls the performance on the peripheral control board 1510 is not shown in detail, but is equipped with a peripheral control MPU as a microprocessor, a peripheral control ROM that stores various processing programs and various commands, a sound source IC that produces high-quality sound, and a sound ROM that stores sound information such as music, voice, and sound effects referenced by this sound source IC. 【0033】 The peripheral control MPU has multiple built-in parallel I / O ports, serial I / O ports, etc., and when it receives various commands from the main control board 1310, it transmits game board side light emission data for outputting lighting signals, flashing signals, or gradation lighting signals to color LEDs, etc., provided on the decorative board 184 such as the game board 5 and door frame, etc., from the serial I / O port for the lamp drive board to the decorative board 184 based on these various commands, and transmits drive data for outputting drive signals to drive motors that operate various performance units to the drive motors of the game board 5 from the serial I / O port for the game board decoration drive board. It transmits door-side drive light-emitting data consisting of door-side light-emitting data for outputting lighting signals, flashing signals, or gradation lighting signals to color LEDs or the like provided on the decorative board 184 of the door frame or the like from the serial I / O port for the frame decoration drive board to the door frame 3 side, transmits control data (display commands) indicating the screen to be displayed on the performance display device 1600 from the serial I / O port for the display control unit to the performance display control unit 1512, and outputs control signals (sound commands) for extracting sound information from the sound ROM to the sound source IC. The LEDs whose light emission is controlled by the peripheral control MPU include a fourth pattern display that shows the results of the special pattern lottery. 【0034】 Furthermore, detection signals from the pressing detection sensor 381 of the pressing operation unit 303 and the rotation detection sensor 347 of the rotation operation unit 302 are input to the peripheral control MPU. Furthermore, the peripheral control MPU receives a signal (operation signal) from the performance display control unit 1512 informing it that the performance display control unit 1512 is operating normally, and monitors the operation of the performance display control unit 1512 based on this operation signal. 【0035】 The sound source IC extracts sound information from the sound ROM based on control data (sound commands) from the peripheral control MPU, and controls the playback of music, sound effects, and other sounds that match various performances from speakers 354 installed on the door frame, main body frame, etc. 【0036】 In addition to the built-in WDT (watchdog timer) built into the peripheral control MPU, the peripheral control unit 1511 also has an external WDT (watchdog timer) not shown, and the peripheral control MPU uses both the built-in WDT and the external WDT to diagnose whether its own system is running out of control. 【0037】 The performance display control unit 1512 controls the drawing of the performance display device 1600. Although not shown in detail, the performance display control unit 1512 includes a display control MPU as a microprocessor, a display control ROM that stores various processing programs, various commands, and various data, a VDP (short for Video Display Processor) that controls the display of the performance display device 1600, an image ROM that stores various data for the screen displayed on the performance display device 1600, and an image RAM to which the various data stored in this image ROM is transferred and copied. 【0038】 This display control MPU has built-in parallel I / O ports, serial I / O ports, etc., and controls the VDP based on control data (display commands) from the peripheral control unit 1511 to control the drawing of the performance display device 1600. When the display control MPU is operating normally, it outputs an operation signal to inform the peripheral control unit 1511. The display control MPU also receives an execution signal from the VDP, and performs interrupt processing when the output of this execution signal is stopped every 16 ms. 【0039】 Next, an example of control processing executed by the main control board 1310 (particularly the main control MPU) will be described. Fig. 3(a) is a flowchart showing the procedure of control processing executed by the main control MPU of the main control board 1310 when the power to the pachinko machine 1 is turned on. 【0040】 As shown in Figure 3(a), the main control board 1310 according to this embodiment first initializes the data stored in various registers and the RAM built into the main control MPU (hereinafter referred to as the main control built-in RAM) as a process of step S1, provided that the RAM clear switch of the main control board 1310 has been operated. The RAM clear switch is provided on the rear side of the pachinko machine 1 and cannot be operated unless the main body frame 4 is opened. The RAM clear switch outputs a clear signal to the main control board 1310 in response to operation before a predetermined period (e.g., one second) has elapsed since power was turned on, and if the main control MPU determines that a clear signal has been input when power is turned on, it executes initialization processing (step S1) to initialize the data stored in various registers and the main control built-in RAM. 【0041】 Although not shown, in this example, when power to the pachinko machine 1 is cut off, a backup process is executed to save information indicating the progress of the game (for example, various flags, etc.) in the main control built-in RAM. If the RAM clear switch is not operated when power is applied to the pachinko machine 1, the information saved in the main control built-in RAM in the backup process is referenced without executing the initialization process (step S1), and a recovery process is executed to restore the state according to that information. Also, if the RAM clear switch is operated when power is applied to the pachinko machine 1, an initialization process is executed without executing the recovery process, and the pachinko machine 1 is set to its initial state. Furthermore, when the initialization process is executed, the game state is controlled to a non-time-shortened state. 【0042】 Next, in the process of step S2, a random number, which is a number that is updated within a predetermined numerical range, is updated. That is, the main control board 1310 according to this embodiment is provided with random number counters that hold random numbers such as special random numbers (first special random number, second special random number) used in a lottery process for the display mode when the variable display of the special symbol stops, a variable random number used in a lottery process for a predetermined time (variation time) required for controlling the variable display of the special symbol, a reach random number used in a lottery process for whether or not to make a reach (whether or not to execute a performance) as a game performance executed by the performance display device 1600 in response to the variable display of the special symbol, a pattern random number (first pattern random number, second pattern random number) used in a lottery process for determining the type of jackpot when it is determined that a jackpot has occurred based on the special random number, and a random number (normal random number) used in a lottery process for whether or not to win, which triggers the opening of the second starting port 2004. 【0043】 In this example, the reach random number is configured to be the same for the first special pattern and the second special pattern, that is, whether the start winning is at the first start winning port 2002 or the second start winning port 2004, the reach random number is obtained from the same counter that updates the reach random number.However, the execution rate of the reach effect may be made different by obtaining the reach random number from a counter with a different range of random numbers that updates the reach random number, or the execution rate of the reach effect may be made different by providing a reach judgment table that is compared with the obtained reach random number, which is a first reach judgment table corresponding to the first special pattern and a second reach judgment table that is corresponding to the second special pattern and has a judgment value different from that of the first reach judgment table. 【0044】 In the process of step S2, only the random numbers (variable random numbers) that are not related to the winning or losing of the lottery are updated, and the counter of the random number counter is operated in such a way. After the processes of steps S1 and S2 are performed in this way, only the process of step S2 is basically repeated. However, in this embodiment, the following timer interrupt control is performed, for example, every 4 mS. 【0045】 FIG. 3(b) is a flowchart showing the processing procedure for timer interrupt control periodically performed by the main control MPU of the main control board 1310. 【0046】 As shown in FIG. 3(b), this interrupt control first involves a register save process in step S11. Next, in step S12, detection signals are input from various sensors, such as the gate sensor 2801, the first start opening sensor 3052, the second start opening sensor 2401, the first count sensor for detecting the game ball B received in the special prize opening 2005, the general prize opening sensor 3001, and various magnetic sensors. Next, in step S13, a random number update process is performed to update the value of the random number counter that generates the random numbers. In step S13, the random numbers (special random numbers, general random numbers) related to the display mode when the variable display of the special and general symbols is stopped are updated, and the random number counter is operated. 【0047】 After the random number has been updated in this way, the main control MPU of the main control board 1310 executes special symbol process processing, including lottery processing relating to the display mode when the variable display of the special symbol is stopped, as processing in step S14. Note that this special symbol process processing will be described later, but here, basically, the corresponding processing is selectively executed based on the special symbol process flags (first special symbol process flag, second special symbol process flag) that indicate the progress of the game stored in the main control built-in RAM. 【0048】 Next, in step S15, the main control MPU of the main control board 1310 executes a normal symbol process process including a lottery process for determining whether or not a winning combination will result in the opening of the second starting slot 2004. In this normal symbol process process, basically, the corresponding process is selectively executed according to the normal symbol process flag indicating the progress of the game. 【0049】 In addition, when the special symbol process processing (step S14) and the normal symbol process processing (step S15) are performed, the main control MPU of the main control board 1310 then performs a process of step S16 in which the command set in a predetermined area of the main control built-in RAM in the special symbol process processing is sent to the peripheral control board 1510, etc. Next, in step S17, the command set in a predetermined area of the main control built-in RAM in the normal symbol process processing is sent to, for example, the peripheral control board 1510, etc. 【0050】 Next, the main control MPU of the main control board 1310 performs an information output process in step S18, for example, to output data such as winning information to be supplied to a hall management computer. 【0051】 Next, in step S19, the main control MPU of the main control board 1310 executes a prize ball process that outputs a payout control command to the payout control board 63 so that prize balls corresponding to the signals are paid out to the player when the detection signals of the first start hole sensor 3052, the second start hole sensor 2401, the first count sensor, the second count sensor, the general winning hole sensor 3051, etc. are in the ON state. As a result, the payout control MPU mounted on the payout control board 63 outputs a drive signal to the payout motor 584, and pays out prize balls to the player. In this example, when game ball B enters the first start opening 2002 and the first start opening sensor 3052 turns on, "3 balls" are paid out to the player; when game ball B enters the second start opening 2004 and the second start opening sensor 2401 turns on, "1 ball" is paid out; when game ball B enters the special prize opening 2005 and the first count sensor turns on, "15 balls" are paid out; and when game ball B enters the general prize opening 2001 and the general prize opening sensor 3051 turns on, "8 balls" are paid out to the player. 【0052】 The main control MPU of the main control board 1310 then executes a storage process in step S20 to check whether the number of reserved memories has increased or decreased. Next, in step S21, it executes a test terminal process, which is a process of outputting a test signal so that the control status of the pachinko machine 1 can be confirmed outside the gaming machine. After that, it controls the drive of the actuator that operates at all times (step S22), restores the contents of the register (step S23), and ends this control when it is set to an interrupt-permitted state (step S24). 【0053】 By the above control, in this embodiment, the game control process is started every 4 mS. In this embodiment, the game control process is executed by the timer interrupt process, but the interrupt process may, for example, only set a flag indicating that an interrupt has occurred. In this case, however, the game control process is executed in the main process. 【0054】 Figure 4 is a flowchart showing the procedure for the special symbol process (step S14). Now, assuming that the random numbers used in various lottery processes have been updated (step S13), as shown in Figure 4, the main control MPU of the main control board 1310 first executes the start-up winning determination process (S31). 【0055】 An example of the start winning determination process will be described. When the main control MPU of the main control board 1310 detects a game ball entering the first start opening 2002, it obtains from the random number counter a first special random number for determining the result of the first special lottery, a reach random number for determining whether a reach will be executed, a first symbol random number, and a variable random number for determining a variation pattern. The main control MPU of the main control board 1310 updates the number of reserved first special random numbers stored in the main control internal RAM, up to a predetermined number (e.g., four). (In other words, if the number of reserved first special random numbers has already reached the upper limit, this update process is not performed.) In other words, if game ball B is detected entering the first start opening 2002 when the number of reserved first special random numbers has not yet reached the upper limit, the start condition for the first special symbol variation corresponding to that ball is established. Similarly, if game ball B is detected entering the second start opening 2004 when the number of reserved second special random numbers has not yet reached the upper limit, the start condition for the second special symbol variation corresponding to that ball is established. In addition, for the first special pattern, a display (for example, the number of reserved memories, etc.) can be displayed indicating that lottery information for which the start condition has been met but the start condition has not been met is stored, and this display may be displayable on both the performance display device 1600 (display on the performance display device 1600 is controlled by the peripheral control MPU) and the first special reserved number display which is an LED (display on the first special reserved number display is controlled by the main control MPU), or may be displayable on either one. Similarly, for the second special pattern, a display (for example, the number of reserved memories, etc.) can be displayed indicating that lottery information for which the start condition has been met but the start condition has not been met is stored, and this display may be displayable on both the performance display device 1600 (display on the performance display device 1600 is controlled by the peripheral control MPU) and the second special reserved number display which is an LED (display on the second special reserved number display is controlled by the main control MPU), or may be displayable on either one. 【0056】 In addition, the main control MPU of the main control board 1310 may execute a performance pre-determination process to determine, based on the acquired first special random number, reach random number, first pattern random number, and variable random number, whether the display result of the first special pattern variable display will be a jackpot, the type of jackpot if it is a jackpot, and if it is not a jackpot, whether to execute a reach performance as a game performance executed by the performance display device 1600, or the type of mode (type of variable pattern) of the game performance to be executed, before starting the variable display corresponding to the start winning. 【0057】 In this pre-determination process, a pre-determination table (not shown) is compared with the acquired first special random number, first pattern random number, reach random number, and variable random number to determine in advance pre-determination information indicating whether a jackpot will occur, the type of jackpot if a jackpot will occur, and if not, whether a reach effect will be executed as a game effect executed by effect display device 1600, the type of mode of the game effect to be executed, etc. The main control MPU of main control board 1310 transmits a command associating this pre-determination information with the value of the counter in the reserved memory (i.e., which reserved first special random number the pre-determination information corresponds to) to peripheral control board 1510 before the variable display corresponding to the start winning is started (start condition is met), and thereby the peripheral control MPU of peripheral control board 1510 can execute a so-called pre-reading effect (pre-effect) corresponding to the start winning before the variable display corresponding to the start winning is started (start condition is met). 【0058】 The processing performed when the main control MPU of the main control board 1310 detects that a game ball has entered the second starting hole 2004 is the same as the processing performed when a game ball has entered the first starting hole 2002, although the random numbers and tables used for the judgment are different, so explanation will be omitted. 【0059】 Following the start determination process in step S31, the main control MPU determines whether or not a jackpot in progress flag indicating that control is being performed for a jackpot game is set (step S32), and if the jackpot in progress flag is set, executes a jackpot control process (step S36) for controlling the jackpot game. In the jackpot control process, when the result of the lottery process for the display mode when the variable display of the first special symbol or the second special symbol stops (the result of the win determination and the content of the jackpot type) indicates, for example, a "15R jackpot," the main control MPU executes a process for controlling to a 15R jackpot game in which the opening and closing pattern is repeated 15 times after the large prize winning port 2005 has been opened for a long time (for example, 28.5 seconds) or when it is detected that 10 game balls B have entered the large prize winning port 2005. 【0060】 Furthermore, in the jackpot control process, a process for setting a time-shortening flag is executed after performing such control for opening the jackpot opening 2005. The time-shortening flag is a flag indicating that time-shortening control (control executed in the time-shortening state) is being executed, and is set when the jackpot game based on the time-shortening controlled jackpot is terminated after the jackpot game ends, and is reset by a first special symbol stop process described later or a second special symbol stop process of a second special symbol process described later. 【0061】 In addition, if the jackpot execution flag is not set, the main control MPU executes a first special pattern process including a lottery process for the display mode when the varying display of the first special pattern stops (step S34), provided that the value of the second special reserve number counter, which indicates the number of second special random numbers stored in the second special pattern reserve memory area, is "0" (step S33), and executes a second special pattern process including a lottery process for the display mode when the varying display of the second special pattern stops (step S35), provided that the value of the second special reserve number counter, which indicates the number of second special random numbers stored in the second special pattern reserve memory area, is not "0" (step S33). 【0062】 FIG. 5 is a flowchart showing the procedure for the first special symbol process (step S34). The first special symbol process executed in step S34 of the special symbol process and the second special symbol process executed in step S35 of the special symbol process are similar program modules, differing only in the random numbers and tables used for determination. Therefore, only the first special symbol process executed in step S38 of the special symbol process will be described here. In the first special symbol process, on the condition that the interval timer described below has timed out (YES in step S85), one of the following five process operations is selectively executed according to the first special symbol process flag. If the interval timer has not timed out (NO in step S85), the process ends without executing the following process. 【0063】 1. First special symbol normal processing (step S80) in which the first special random number stored in the main control built-in RAM is read, and a lottery process is performed based on the read first special random number to determine the display mode when the variable control of the first special symbol is stopped. 【0064】 2. First special symbol stop symbol setting process (step S81) in which a process for determining the display mode when the first special symbol variable control is stopped is performed based on the result of a lottery process regarding the display mode when the first special symbol variable control is stopped. 【0065】 3. A first variation pattern setting process (step S82) in which a lottery process is performed on the variation mode of the first special symbol displayed on the first special symbol display device of the function display unit 1400 based on the variation random number, and the variation mode of the performance display executed in response to the first special symbol on the performance display device 1600. 4. First special symbol variation process (step S83) that waits until the variation display of the first special symbol on the first special symbol display device of the function display unit 1400 stops. 【0066】 5. A first special symbol stop process (step S84) for stopping the variable display of the first special symbol so that the display mode at the time of stopping the variable control of the first special symbol determined based on the result of the lottery process for stopping the variable control of the first special symbol is displayed on the first special symbol display device of the function display unit 1400. 【0067】 The first special symbol process flag is operated in the process of step S1 to indicate that the first special symbol normal process (step S80) should be performed. 【0068】 An example of the first special symbol normal processing (step S80) will be described. When the first special symbol process flag indicates that the first special symbol normal processing should be performed, if the counter value of the first special reserved number counter is 0 or greater, the main control MPU of the main control board 1310 reads random numbers (e.g., first special random number, first pattern random number, reach random number, variable random number) from the main control built-in RAM, subtracts 1 from the first special reserved number counter, and shifts random numbers (first special random number, first pattern random number, reach random number, variable random number) related to the display mode when the variable display of the first special symbol stops, stored in each memory area of the first special symbol reserved memory area of the main control built-in RAM, in a first-in first-out manner. Furthermore, the main control MPU of the main control board 1310 performs a win determination process, which is a lottery process for determining whether the big win or small win will occur, based on the first special random number of the read first special symbol. Thereafter, when the first special symbol process flag is updated so that the process is shifted to the first special symbol stop symbol setting process (step S81), the first special symbol normal process is terminated. 【0069】 In the hit determination process described above, the hit determination table stored in the main control built-in ROM is compared with the special random number (if the first special symbol normal processing is being executed, the first special random number read in the first special symbol normal processing; if the second special symbol normal processing is being executed, the second special random number read in the second special symbol normal processing) to determine whether a jackpot has been won, and a jackpot flag is set according to the determination result. If a jackpot has not been won, that is, if it is determined to be a miss, the reach determination table stored in the main control built-in ROM is compared with the read-out reach random number (if the first special symbol normal processing is being executed, the reach random number read in the first special symbol normal processing; if the second special symbol normal processing is being executed, the reach random number read in the second special symbol normal processing) to determine whether or not to execute a reach, and if so, the type of reach to execute, and a reach flag is set according to the determination result. 【0070】 An example of the first special symbol stop symbol setting process (step S81) will be described. When the first special symbol process flag indicates that the first special symbol stop symbol setting process should be performed, the main control MPU of the main control board 1310 first determines the result of the lottery process for the display mode when the variable display of the first special symbol stops, i.e., the result of the win determination process, and determines the stopped jackpot symbol or loss symbol based on the determination result. The main control MPU of the main control board 1310 transmits a determination result notification command indicating the lottery result (indicating the type of jackpot, small win, reach miss, or miss (which may also indicate the mode of the stopped symbol of the first special symbol)) to the peripheral control board 1510, and updates the first special symbol process flag so that the process will proceed to the first variable pattern setting process (step S82). 【0071】 An example of the first variation pattern setting process (step S82) will be described. When the first special symbol process flag indicates that the first variation pattern setting process should be performed, the main control MPU of the main control board 1310 selects a variation pattern table (not shown) at the time of a jackpot according to the type of jackpot determined if the jackpot flag is set, selects a variation pattern table (not shown) at the time of a reach if the reach flag is set, and selects a variation pattern table (not shown) at the time of a miss if neither the jackpot flag nor the reach flag is set, that is, if it is a normal miss (a miss where the reach effect is not executed). Note that each variation pattern table is stored in the main control built-in ROM. 【0072】 Then, the selected variation pattern table is compared with the variation random number read in the first special symbol normal processing to determine the variation pattern to be executed, and a variation pattern command is sent to notify the peripheral control board 1510 that the determined variation pattern will be started, thereby starting the variable display of the first special symbol displayed on the first special symbol display of the function display unit 1400 (the start condition is met). In addition, the main control MPU sets the variation time set corresponding to the determined variation pattern in the variation timer. As a result, the variable display control of the first special symbol is performed on the first special symbol display of the function display unit 1400 for only the determined variation time, and the performance control is performed on the performance display device 1600 in synchronization with the variable display of the special symbol. 【0073】 Furthermore, in the fluctuation pattern table of this example, for example, the fluctuation time corresponding to the first special random number is set to 13 to 60 seconds in the non-time-saving state and 4 to 60 seconds in the time-saving state, and similarly, the fluctuation time corresponding to the second special random number is set to 13 to 60 seconds in the non-time-saving state and 2 to 60 seconds in the time-saving state. 【0074】 When the variable display control of the first special symbol is started, it is determined whether the counter value of the time-saving count counter, which sets the number of times the time-saving state continues, is "0," and if this counter value is not "0," the time-saving count counter is counted down, and then it is further determined whether the counter value of the simultaneous time-saving count counter is "0." If the counter value is "0," a time-saving end flag is set, indicating that the time-saving control is to be ended. 【0075】 If it is determined that the time-saving counter is not "0", this process is terminated when the above-mentioned first special pattern process flag is updated (step S155) so that the process transitions to the above-mentioned first special pattern change process (step S83). 【0076】 An example of the first special symbol variation process (step S83) will be described. When the first special symbol process flag indicates that the first special symbol variation process should be performed, the main control MPU of the main control board 1310 subtracts 1 from a variation timer in which a variation time corresponding to the variation pattern determined in the variation pattern lottery process (step S82) is set. Then, when it is determined that the variation time timer is 0, that is, the lottery-determined variation time has elapsed, the first special symbol process flag is updated so that the process transitions to the first special symbol stop process (step S84). 【0077】 An example of the first special symbol stop processing (step S84) will be described. When the first special symbol process flag indicates that the first special symbol stop processing should be performed, the main control MPU of the main control board 1310 first performs display control to display the stop symbol determined in the first special symbol stop symbol setting processing on the first special symbol display of the function display unit 1400, and also transmits a stop display command to the peripheral control board 1510 to instruct the performance display device 1600 to derive and display the display result of the decorative symbol corresponding to the stop symbol of the first special symbol. 【0078】 Next, when the time-saving end flag is set, the main control MPU of the main control board 1310 resets the time-saving end flag and also resets the time-saving flag. As a result, when the variable display of the special symbols (first special symbol, second special symbol) is executed a predetermined number of times (for example, 100 times), the time-saving control is ended and control of the non-time-saving state is started. 【0079】 In the time-saving state, in order to make game ball B enter second starting hole 2004, an instruction recommending a right hit (hereinafter also referred to as a right hit instruction) is executed using effect display device 1600, speaker 354, etc. Then, as described above, when a predetermined number of special symbol variations have been completed since the start of the time-saving state, the time-saving state ends, and the state returns to the normal state (non-time-saving state). When the state returns to the normal state, in order to make game ball B enter first starting hole 2002, the right hit instruction ends, and an instruction recommending a left hit (hereinafter also referred to as a left hit instruction) is executed using effect display device 1600, speaker 354, etc. 【0080】 For example, if the number of time-saving cycles is 100 (i.e., the time-saving cycle ends when 100 special pattern variations have been completed since the time-saving cycle began), then, for example, by inserting game ball B into second starting hole 2004 during the 100th variation from the start of the time-saving cycle (i.e., the final variation of the time-saving cycle), up to four second special pattern variations can be performed in the normal state after the time-saving cycle ends. 【0081】 In other words, after the time-saving state ends, the second special pattern change (which can mainly be performed during the time-saving state) is executed, but since the state is still normal, a state occurs in which a left-hit instruction is executed, which is a different way of hitting than during the time-saving state. 【0082】 Furthermore, when the jackpot variation of the second special pattern variation ends, the jackpot game begins, and in the jackpot game, the right-hit instruction is executed in the same way as during the time-saving state in order to make the game ball enter the large prize hole. 【0083】 In addition, if a player hits from the right in the normal state after the time-saving feature has finished, the player can enter a lottery that is advantageous to the player, which is different from the special lottery that is normally drawn when game ball B passes through gate 2003. However, since the probability of winning in the normal lottery is extremely low (or zero), it is difficult for game ball B to enter second starting port 2004, and the player has fewer opportunities to enter the special lottery compared to when the player hits from the left, meaning the probability of winning a jackpot is lower. Thus, if a player hits from the right in a situation where a left-handed hit is required (specifically, for example, when a predetermined number of game balls pass through gate 2003 within a predetermined time), a left-handed hit warning effect is executed, warning the player to hit from the left. The left-handed hit warning effect does not appear in situations where a player should hit from the right, such as in the time-saving mode or during a jackpot game. 【0084】 Furthermore, the main control MPU of the main control board 1310 determines whether the jackpot flag is set, and if it determines that the jackpot flag is set, it sets a jackpot start command indicating that a jackpot game corresponding to the type of jackpot will start, sets the waiting time until the jackpot game starts (the time during which a message indicating that the jackpot game will start is displayed) in an interval timer, and further sets a jackpot in progress flag and a time-saving flag, and updates the first special symbol process flag so that the process will be shifted to the first special symbol normal processing, which is its initial value. Note that, if the main control MPU of the main control board 1310 determines that the jackpot flag is not set, it updates the first special symbol process flag so that the process will be shifted to the first special symbol normal processing, which is its initial value, without executing the above processing. 【0085】 6 is a flowchart showing the procedure for the jackpot control process (step S40). In the jackpot control process, one of the following three processes is selectively executed according to the jackpot process flag. 【0086】 1. A pre-opening process (step S91) for waiting until the peripheral control board 1510 notifies the player that the game will proceed to the jackpot based on the fact that the state of the special symbols (first special symbol, second special symbol) when the variable display stops has become a jackpot symbol, or until the next round begins. 【0087】 2. A process of controlling the large prize opening 2005 to an open state based on the fact that the mode of the special symbol when the variable display stops becomes a jackpot symbol, or based on the fact that the next round is about to start, and closing the large prize opening 2005 after it has been open for a long time (for example, 28.5 seconds) or when the first count sensor or the second count sensor detects that 10 game balls B have entered the large prize opening 2005 (step S92). 【0088】 3. After all rounds are completed, the peripheral control board 1510 notifies the player that the jackpot game has ended (step S93). 【0089】 The jackpot process flag is set in the processing of step S1 (see FIG. 3) to indicate that the pre-opening process (step S91) for the large prize opening should be performed. Furthermore, in the open-opening process (step S92), a jackpot round start command corresponding to the number of rounds is set at the start of the round in which the large prize opening 2005 is controlled to be open, and a jackpot round end command corresponding to the number of rounds is set at the end of the round in which the large prize opening 2005 is controlled to be closed. The jackpot round start command and the jackpot round end command are sent to the peripheral control board 1510, and the effects of the jackpot game corresponding to the number of rounds indicated by the jackpot round start command and the jackpot round end command are executed by the effect display device 1600, lamps, LEDs, speaker 354, etc. 【0090】 FIG. 7 is a flowchart showing the procedure for the normal symbol process (step S15). 【0091】 Now, in the processing of step S801, if it is determined that the detection signal from the gate sensor 2801 is in the on state and that game ball B has passed through the gate section 2003, then the main control MPU of the main control board 1310 performs gate section passing processing as processing of step S802, such as first obtaining the normal random number of the normal pattern from the random number counter and storing it in the normal pattern reserve memory area of the RAM. 【0092】 Next, in the normal symbol process processing, one of the following five processes is selectively executed according to the normal symbol process flag. 【0093】 1. A normal random number stored in the RAM of the main control MPU is read, and a lottery process for determining the display mode when the variable control of the normal symbol is stopped is performed based on the read normal random number (step S803). 【0094】 2. A normal symbol variation pattern determination process (step S804) in which a lottery process is performed on the variation mode (variation time) of the normal symbol displayed on the normal symbol display device of the function display unit 1400 based on the normal symbol variation random number. 3. Normal symbol variation processing (step S805) that waits until the variable display of the normal symbol on the normal symbol display device of the function display unit 1400 stops. 【0095】 4. A normal pattern stop process (step S806) that stops the variable display of the normal pattern so that the display mode at the time of stopping the variable control of the normal pattern determined based on the result of the lottery process for stopping the variable control of the normal pattern is displayed on the normal pattern display device of the function display unit 1400. 【0096】 5. When the result of the lottery process regarding the state when the normal symbol fluctuation control stops indicates a state suggesting a "normal symbol win," a normal electric accessory opening process (step S807) is executed to control the reception of the game ball B into the second starting opening 2004. 【0097】 The normal symbol process flag is operated in the process of step S1 to indicate that the normal symbol normal process (step S803) should be performed. 【0098】 An example of the gate section passing process (S802) will be described. If the detection signal from the gate sensor 2801 is in the ON state and it is determined that a gaming ball has passed through the gate section 2003, the normal random number and the normal symbol variation random number are obtained from the random number counter, and the main control MPU of the main control board 1310 updates the reserved memory of the normal random number in the main control built-in RAM with a predetermined number (for example, 4) as the upper limit (in other words, if the reserved memory number has already reached the upper limit, the update process is not performed). If the passage of gaming ball B through the gate section 2003 is detected when the reserved memory number of normal random numbers has not reached the upper limit, the start condition for the normal symbol variation corresponding to the ball entering is established. For normal symbols, it is possible to display a display (for example, the number of reserved memory) indicating that lottery information for which the start condition has been met but not yet met has been stored, and this display may be displayed on both the performance display device 1600 (display on the performance display device 1600 is controlled by the peripheral control MPU) and the normal reserved number display which is an LED (display on the normal reserved number display is controlled by the main control MPU), or it may be displayed on just one of them.Then, the normal symbol process flag is updated so that the process is transferred to the normal normal symbol processing (step S803). 【0099】 An example of the normal symbol normal processing (S803) will be described. When the normal symbol process flag indicates that the normal symbol normal processing should be performed, the main control MPU of the main control board 1310 determines whether there is variable display control of the normal symbol in a reserved state based on the counter value of the counter in the normal reserved memory. As a result, if it is determined that there is variable display control of the normal symbol in a reserved state, the random number stored in the earliest memory area of the random numbers (e.g., normal random number, normal symbol variable random number) related to the display mode of the normal symbol stored in the normal symbol reserved memory area of the RAM of the main control MPU is read from the same RAM. Then, the count of the normal reserved number counter is decremented by 1, and the random numbers (normal random number, normal symbol variable random number) related to the display mode when the variable display of the normal symbol is stopped, stored in each memory area of the normal reserved memory area of the RAM of the main control MPU, are shifted in a first-in first-out manner. 【0100】 Next, the main control MPU of the main control board 1310 compares the read normal random number with the normal winning judgment table stored in the main control built-in ROM to determine whether it is a normal winning. If it is determined to be a normal winning, it sets a normal winning flag indicating that the variation has won a normal winning, and determines the normal winning pattern as the pattern when the normal pattern variation control stops (the normal pattern stopping pattern). On the other hand, if it is determined not to be a normal winning, it determines the normal losing pattern as the pattern when the normal pattern variation control stops (the normal pattern stopping pattern). 【0101】 After the lottery process for the normal symbols has been carried out in this manner, a normal symbol determination result notification command corresponding to the lottery results (indicating either a normal symbol win or a loss) is sent to the peripheral control board 1510, and the normal symbol process flag is updated so that the process moves to the normal symbol variation pattern determination process (step S804). 【0102】 An example of the normal symbol variation pattern determination process (step S804) will be described. When the normal symbol process flag indicates that the normal symbol variation pattern determination process should be performed, if the time-saving flag is set, the main control MPU of the main control board 1310 compares the normal symbol variation pattern determination table for time-saving stored in the main control built-in ROM with the normal random number read in the normal symbol normal process, and if the time-saving flag is set, compares the normal symbol variation pattern determination table for non-time-saving stored in the main control built-in ROM with the normal random number read in the normal symbol normal process to determine the normal symbol variation pattern to be executed (normal symbol variation pattern). The main control MPU of the main control board 1310 sets a normal symbol variation pattern command that notifies the peripheral control board 1510 of the start of normal symbol variation in the determined normal symbol variation pattern, and starts the normal symbol variation display displayed on the normal symbol display of the function display unit 1400 (the start condition is met). 【0103】 In addition, when the main control MPU determines the normal symbol variation pattern, it sets the normal symbol variation time corresponding to this determined normal symbol variation pattern in the normal symbol variation timer. As a result, the performance control is performed on the normal symbol display (the normal symbol variation display) of the function display unit 1400 for the normal symbol variation time corresponding to the determined normal symbol variation pattern. 【0104】 In addition, in the normal symbol variation pattern determination table of this example when the time is not shortened, the normal symbol variation time is set to, for example, 20 seconds. On the other hand, in the normal symbol variation pattern determination table of this example when the time is shortened, the normal symbol variation time is set to, for example, 0.8 seconds, so that the normal symbol variation time is shorter than that of the normal symbol variation pattern determination table when the time is not shortened. In addition, the normal symbol variation pattern determination table is stored in the ROM of the main control MPU. 【0105】 Also, when the variable display control of the normal symbol is started, this process is terminated at the point when the normal symbol process flag is updated so that the process is transferred to the normal symbol variable process (step S805). 【0106】 An example of the normal symbol variation process (step S805) will be described. When the normal symbol process flag indicates that the normal symbol variation process should be performed, the main control MPU of the main control board 1310 subtracts 1 from the normal symbol variation timer in which the normal symbol variation time is set. Then, when it is determined that the normal symbol variation time timer is 0, that is, the normal symbol variation time has elapsed, the normal symbol process flag is updated so that the process is shifted to the first special symbol stop process (step S806). 【0107】 An example of the normal symbol stop processing (step S806) will be described. When the normal symbol process flag indicates that the normal symbol stop processing should be performed, the main control MPU of the main control board 1310 performs display control to display the normal symbol stop pattern determined in the normal symbol normal processing on the normal symbol display of the function display unit 1400, and transmits a normal symbol stop display command to the peripheral control board 1510 to notify the derived display of the first special symbol stop pattern. 【0108】 Next, when the normal winning flag is set, the opening pattern of the second start opening 2004 is set according to the current game state using the normal winning opening pattern table stored in the main control built-in ROM. Specifically, if the game is controlled to a non-time-saving mode when the second start opening 2004 begins, if a lottery result based on a normal random number results in a normal winning, the start opening solenoid 2514 that opens and closes the second start opening 2004 is turned on, and opening pattern A is executed, in which the second start opening 2004 opens and closes in a short opening mode (e.g., 0.05 seconds). As a result, when opening pattern A is executed as the opening pattern of the second start opening 2004, the opening time of the second start opening 2004 is short, making it difficult to insert a game ball when the second start opening 2004 is in the open state. In other words, even if the second start opening 2004 is opened and closed in the non-time-saving mode, almost no game balls will enter the opening pattern. 【0109】 On the other hand, if the second starting hole 2004 is controlled to the time-shortened state when it starts to open, when the lottery result based on the normal random number results in a normal winning, the starting hole solenoid 2514 that opens and closes the second starting hole 2004 is turned on to execute opening pattern B in which the second starting hole 2004 opens and closes in a long opening mode (for example, 1.5 seconds). As a result, when opening pattern B is executed as the opening pattern for the second starting hole 2004, the second starting hole 2004 opens for a long time, and a game ball can enter the hole when the second starting hole 2004 is in the open state. 【0110】 When the opening pattern of the second start port 2004 is set, a normal symbol win start command indicating that a normal symbol win game is to be started is set, and the normal symbol process flag is updated so that the process is transferred to the normal electric device opening process. The normal symbol win start command is a command sent to the peripheral control board 1510, and the effect of the normal symbol win game according to the type of normal symbol win instructed by the normal symbol win start command can be executed by the effect display device 1600, lamps, LEDs, speaker 354, etc. 【0111】 In addition, if the above-mentioned normal winning flag is not set, the main control MPU of the main control board 1310 updates the normal pattern process flag so that the process is shifted to the normal pattern normal processing, which is the initial value, without executing the above-mentioned processing. 【0112】 An example of the normal electric accessory opening process (step S807) will be described below. If it is determined that the second starting port 2004 is in the open state, the main control MPU of the main control board 1310 ends this process when it controls the second starting port 2004 to the closed state by turning off the starting port solenoid 2514 that opens and closes the second starting port 2004 if a predetermined time (the opening time of the second starting port 2004 in the set opening pattern) has elapsed since the second starting port 2004 was controlled to the open state. 【0113】 Furthermore, if it is determined that the second starting port 2004 is in a closed state, the main control MPU of the main control board 1310 will, if it is time to open the second starting port 2004, turn on the starting port solenoid 2514 that opens and closes the second starting port 2004, and end this processing at the point when it has controlled the second starting port 2004 to an open state. 【0114】 Also, if it is not the time to open the second start port 2004, the main control MPU of the main control board 1310 sets a normal winning end command when the number of times the second start port 2004 has been opened reaches a predetermined number (the number of times the second start port 2004 has been opened in the set opening pattern). Then, this processing ends when the normal symbol process flag is updated so that the process transitions to the normal symbol normal processing, which is the initial value. The normal winning end command is sent to the peripheral control board 1510, and when the peripheral control board 1510 receives the normal winning end command, it can end the effect of the normal symbol winning game currently being executed by the effect display device 1600, lamps, LEDs, speaker 354, etc. 【0115】 Next, we will explain the processing executed by the peripheral control MPU mounted on the peripheral control board 1510. Figure 8 is a flowchart showing the processing procedure for control performed by the peripheral control MPU mounted on the peripheral control board 1510 when the power to the pachinko machine 1 is turned on. 【0116】 When power supply to the pachinko machine 1 is started, the peripheral control MPU performs an initial setting process (step S501). This initial setting process includes processes such as clearing the RAM built into the peripheral control MPU mounted on the peripheral control board 1510. Note that interrupts are prohibited during this initial setting process, and are permitted after the initial setting process. When the initial setting process (step S501) is completed, a loop process is started to monitor whether the 16 ms elapsed flag T has been set (step S502). 【0117】 In this embodiment, the peripheral control MPU generates an interrupt every 2 ms and executes 2 ms steady processing. In the 2 ms steady processing, a 16 ms progress monitoring counter is counted up (the 16 ms progress monitoring counter is incremented by 1). When the value of the 16 ms progress monitoring counter reaches 8, i.e., when 16 ms have elapsed, a 16 ms progress flag T is set and the 16 ms progress monitoring counter is reset (to 0). In this way, the 16 ms progress flag T is set to "1" every 16 ms during the 2 ms steady processing and is normally set to "0." When the 16 ms progress flag T is set in step S502 (the 16 ms progress flag T is "1"), the 16 ms steady processing is executed (step S504) after the 16 ms progress flag is reset (step S503). 【0118】 In this 16 ms steady-state processing, processing is executed to control the performance display device 1600, lamps, LEDs, speaker 354, etc. based on commands received from the main control board 1310. When the 16 ms steady-state processing is completed, the process returns to step S502 again, and the above steps S503 to S504 are repeated every time the 16 ms elapsed flag T is set, that is, every 16 ms. On the other hand, if the 16 ms elapsed flag T is not set in step S502 (the 16 ms elapsed flag T is "0"), loop processing is executed until the 16 ms elapsed flag T is set. 【0119】 9 is a flowchart showing an example of 16 ms steady-state processing executed every 16 ms in the sub-main processing. In the 16 ms steady-state processing, the peripheral control MPU executes the processing of steps S601 to S606. In the command analysis processing of step S601, the command received from the main control board 1310 is analyzed. In the performance control processing of step S602, control processing related to the performance display device 1600 is executed based on the reception of the variation pattern command transmitted by being set in the variation pattern setting processing (first variation pattern setting processing and second variation pattern setting processing). 【0120】 Furthermore, in the sound control process of step S603, control processes relating to the speaker 354 provided in the pachinko machine 1 are executed. In the lamp control process of step S604, control processes relating to the lamps and LEDs provided in the pachinko machine 1 are executed. In the information output process of step S605, processes such as sending lamp and LED lighting signals to the various decorative boards 184, 273, etc. are executed. In the random number update process of step S606, processes are executed to update the random numbers used for various settings in the performance control process (step S602). 【0121】 The processing of steps S601 to S606 in the 16 ms steady processing is completed within 16 ms. Even if it takes more than 16 ms from the start of the 16 ms steady processing to the end of the 16 ms steady processing, the 16 ms steady processing is not executed from the beginning (from the command analysis processing of step S601) immediately after 16 ms have elapsed since the start of the 16 ms steady processing. In other words, if 16 ms have elapsed during the execution of the 16 ms steady processing, only the 16 ms elapsed flag is set, and after the end of the 16 ms steady processing, the 16 ms steady processing is started when it is determined in step S502 that the 16 ms elapsed flag has been set. 【0122】 In addition, in this embodiment, the random number update process (step S606) is executed in the 16 ms steady process to update various random numbers, but the timing for updating various random numbers is not limited to this. For example, the random numbers may be updated in either or both of the loop process in the sub-main process and the 16 ms steady process. 【0123】 10 is a flowchart showing an example of the effect control process (step S602). In the effect control process, the peripheral control MPU selectively executes one of the following five processes according to the effect process flag that indicates the progress of the game stored in the peripheral control MPU of the peripheral control board 1510. 【0124】 1. After performing processing to control the performance display device 1600, LED, speaker 354, etc. based on the variation pattern command (first variation pattern command indicating the variation pattern of the first special pattern, second variation pattern command indicating the variation pattern of the second special pattern) that indicates the variation pattern of the special patterns (first special pattern, second special pattern) analyzed in the command analysis processing, a variation performance start processing is performed (step S711) that changes the performance process flag to a value corresponding to the variation performance processing. 【0125】 2. The time elapsed since the start of control of the performance display device 1600, LED, speaker 354, etc. is measured, and processing to control the performance display device 1600, LED, speaker 354, etc. is performed according to the elapsed time, and the performance process flag is changed to a value according to the variation end processing according to the variation time according to the variation pattern of the special pattern (first special pattern, second special pattern) during the variation performance (step S712). 【0126】 3. A process for deriving and displaying a predetermined display result based on the reception of a stop display command instructing the stopping of the variable display of the special symbols (first special symbol, second special symbol) is performed, and if it is a miss, the above-mentioned performance process flag is changed to a value corresponding to the variable performance start processing, if it is a big hit, it is changed to a value corresponding to the big hit performance processing, and if it is a small hit, it is changed to a value corresponding to the small hit performance processing. A variable performance end processing (step S713) 【0127】 4. A jackpot performance process (step S714) in which the performance display device 1600 performs processing to execute display control during the jackpot game based on the reception of a jackpot start command instructing the start of the jackpot game, and when the jackpot game ends, the performance process flag is changed to a value corresponding to the variable performance start process. 【0128】 By the above processing, the effect display device 1600 displays the decorative pattern variations in synchronization with the display of the special patterns (first special pattern, second special pattern) displayed on the special pattern display devices (first special pattern display device of the function display unit 1400, second special pattern display device of the function display unit 1400). If the special pattern variation is not performed for a predetermined time, the effect display device 1600 displays a demo screen (a predetermined video including the characters and story that appear in the performance of the pachinko machine 1, an explanation of the performance, the model name, and the manufacturer name) indicating that the machine is in a waiting state. In addition, the effects (special pattern variation effects) that are performed during the execution of the special pattern variation described in this embodiment and that show the results of the special lottery can all be replaced with effects (regular pattern variation effects) that are performed during the execution of the regular pattern variation and that show the results of the regular lottery. Also, when a special symbol variation effect is replaced with a normal symbol variation effect, the triggers for executing the special symbol variation effect that relate to the special symbol are replaced with those for the normal symbol (for example, the entry of game ball B into the first starting port 2002 and the entry of game ball B into the second starting port 2004 are replaced with the passage of game ball B through the gate section 2003, a trigger related to the result of a special lottery is replaced with a trigger related to the result of a normal lottery, a trigger related to the reserved memory number of special random numbers is replaced with a trigger related to the reserved memory number of normal random numbers, etc.). Also, when a special symbol variation effect is replaced with a normal symbol variation effect, it is advisable to make it so that a win in the special lottery can be obtained by a win in the normal symbol lottery. Specifically, for example, if a win is made in the regular lottery, the opening and closing member provided in the second starting port 2004 will be released, allowing the player to take part in the second special lottery. However, if the probability of winning in the second special lottery is configured to be essentially 1 / 1 due to a small win or the like, then a win in the regular pattern lottery will result in a win in the second special lottery, and in this case, the regular pattern variation presentation can be said to indicate the result of the special lottery. 【0129】 [2. Attack effects] 11 and 12 are explanatory diagrams showing an example of an attack effect when an effective operation period for an attack effect (a period that ends when a predetermined operation on a predetermined operation unit is detected during the period or when a predetermined time has passed since the start of the period) occurs and an operation to launch an attack is performed during the effective operation period. The attack effect is an effect that is executed, for example, before the start of a reach effect during a fluctuation in which a reach effect is executed, or during a fluctuation in which a reach effect is not executed. The attack effect is an effect that is executed, for example, when a start win is made in the first start slot 2002 or the second start slot 2004 and the jackpot flag is set, and when the reach flag is set, regardless of which fluctuation pattern is selected. The attack effect is an effect that is executed when a start win is made in the first start slot 2002 or the second start slot 2004 and neither the jackpot flag nor the reach flag is set, and when a predetermined fluctuation pattern is selected. 【0130】 In an attack effect, an effective operation period occurs, and when a predetermined operation is performed on a predetermined operation unit during that effective operation period, an ally character (a white character in the figure) launches an attack with either a punch or a kick against an enemy character (a character with diagonal lines in the figure), and if the attack hits the enemy character, the effect progresses to a reach effect, and if the enemy character avoids the attack, the effect does not progress to a reach effect, and the decorative pattern stops with a miss combination, and the ongoing variation ends. Note that, for example, when a variation pattern in which a reach is executed is selected, the allocation in which an ally character is determined to execute a punch effect is smaller than the allocation in which an effect in which a kick effect is executed (for example, the allocation in which a punch is executed is 1 / 3 of the allocation in which a kick is executed), and when a variation pattern in which a reach is not executed is selected, the allocation in which an ally character is determined to execute a punch effect is larger than the allocation in which an effect in which a kick effect is executed (for example, the allocation in which a punch is executed is 3 times the allocation in which a kick is executed). 【0131】 The first presentation pattern that is performed when an attack presentation is being performed encourages operation of the pressing operation unit 303 (for example, pressing (so-called single pressing)), and the second presentation pattern that is performed when an attack presentation is being performed encourages continuous operation of the rotation operation unit 302 (for example, rotation, which is an operation different from pressing (so-called single pressing) which is an operation of the pressing operation unit 303, continued by a predetermined amount for a predetermined period of time or more). 【0132】 In this example, the rotary operation unit 302 can be rotated clockwise within a range of up to 360 degrees (for example, when it has been rotated 360 degrees clockwise, a stopper is activated to prevent it from rotating any further clockwise), and one step of clockwise rotation corresponds to a 10-degree rotation, for a maximum of 36 steps. A rotation detection sensor 347 provided in the rotary operation unit 302 detects the amount of rotation of the rotary operation unit 302 (how many steps it has been rotated). The range of clockwise rotation of the rotary operation unit 302 from its initial position does not have to be the above-mentioned 360 degrees, and may be any value between 45 degrees and 360 degrees, for example. 【0133】 In the figure, the effects branch into the upper and lower rows, but the effects before the branching are common to both the first and second effect patterns, and the effects written in the upper row after the branching are the effects of the first effect pattern, and the effects written in the lower row after the branching are the effects of the second effect pattern. 【0134】 In the first effect pattern, there is an effective operation period for the pressing operation unit 303. When the pressing detection sensor 381 provided in the pressing operation unit 303 changes from an off state to an on state during the effective operation period, the operation period ends, and as post-operation effects corresponding to the operation, a reach suggestion effect in which the ally character attacks the enemy character (an effect in which the probability of the reach being executed differs depending on whether a punch or a kick appears), and an effect in which the attack hits the enemy character or an effect in which the attack is avoided by the enemy character are executed. 【0135】 In the second effect pattern, an effective operation period of the rotation operation unit 302 occurs. During this effective operation period, if the rotation detection sensor 347 provided in the rotation operation unit 302 detects a right rotation of a predetermined amount or more (hereinafter, five steps or more) from the initial position, an effect in which the ally character is surrounded by an aura is executed as an in-operation effect corresponding to that operation. This in-operation effect in which the ally character is surrounded by an aura continues to be executed as long as a right rotation of the rotation operation unit 302 of five steps or more is detected during the effective operation period of the rotation operation unit 302. 【0136】 Furthermore, in the second effect pattern, if the rotation operation unit 302 continues to rotate right by five or more steps for three seconds during the valid operation period of the rotation operation unit 302, the valid operation period ends, and as post-operation effects, a reach suggestion effect in which the ally character attacks the enemy character (an effect in which the expectation of a reach being executed differs depending on whether a punch or kick appears) and an effect in which the attack hits the enemy character or an effect in which the attack is avoided by the enemy character are executed. In the first effect pattern, if the pressure detection sensor 381 changes from an off state to an on state during the valid operation period of the press operation unit 303, the valid operation period ends, and in the second effect pattern, the valid operation period ends when the rotation operation unit 302 continues to rotate right by five or more steps for three seconds during the valid operation period of the rotation operation unit 302. In other words, the operation that ends the valid operation period is different between the first effect pattern and the second effect pattern. In the second presentation pattern, the conditions for the end of the valid operation period and the execution of the post-operation presentation may be that the operation of the rotation operation unit 302 continues continuously for a predetermined time during the valid operation period regardless of the amount of rotation, that the rotation operation unit 302 is operated by a rotation amount of 5 steps or more or for a predetermined time in total regardless of the amount of rotation during the valid operation period, or that the rotation amount of the rotation operation unit 302 reaches a predetermined step (for example, 36 steps, which is the maximum amount of rotation) during the valid operation period, etc. 【0137】 The effective operation period of pressing operation unit 303 in the first effect pattern and the effective operation period of rotation operation unit 302 in the second effect pattern are both 10 seconds. The effective operation period of pressing operation unit 303 in the first effect pattern may be longer or shorter than the effective operation period of rotation operation unit 302 in the second effect pattern. However, since the operation required for producing the post-operation effect in the second effect pattern (continuing to rotate rotation operation unit 302 right by five or more steps for three seconds during the effective operation period of rotation operation unit 302) takes longer than the operation required for producing the post-operation effect in the first effect pattern (changing pressure detection sensor 381 from the off state to the on state during the effective operation period of pressing operation unit 303), it is desirable that the effective operation period of rotation operation unit 302 in the second effect pattern be longer than the effective operation period of pressing operation unit 303 in the first effect pattern. 【0138】 FIG. 11(A) shows a state in which all decorative symbols have changed and an attack effect has begun. In FIG. 11(A), the effect display device 1600 displays a message indicating a chance if the ally character's punch hits the enemy character. The decorative symbols are multiple rows of symbols displayed on the effect display device 1600, indicating the results of a special lottery. The decorative symbols, for example, consist of three rows: a left decorative symbol, a center decorative symbol, and a right decorative symbol. The three rows of decorative symbols begin to change when the special symbol change begins, and then, for example, the left decorative symbol, the right decorative symbol, and the center decorative symbol are displayed in that order. Finally, when all the decorative symbol rows are displayed in a stopped state, the result of the special lottery is indicated to the player based on the combination of the displayed decorative symbols. When the ally character's attack hits the enemy character during the attack effect, the decorative symbols form a reach effect after the attack effect ends, and a reach effect is executed. A state in which a decorative pattern reach has been formed is a state in which all decorative patterns in multiple rows (for example, three rows of left decorative pattern, middle decorative pattern, and right decorative pattern) except for one decorative pattern (for example, the middle decorative pattern) stop in the same display mode (for example, the left decorative pattern and the right decorative pattern are the same pattern) (however, they appear to be stopped even though they are slightly shaking up and down, etc., in a so-called temporary stop state), and the one decorative pattern is fluctuating. 【0139】 In Figure 11(A), the valid operation period for the pressing operation unit 303 and the rotation operation unit 302 has not yet begun (the player does not know whether the first presentation pattern will be executed, in which operation of the pressing operation unit 303 is required during the valid operation period, as in the presentation from Figure 11(C) onwards, or whether the second presentation pattern will be executed, in which rotation of the rotation operation unit 302 is required during the valid operation period, as in the presentation from Figure 11(C') onwards), and the player has not yet operated the pressing operation unit 303 or the rotation operation unit 302. 【0140】 In Figure 11(B), an ally character and an enemy character are displayed on the effect display device 1600, and a line suggesting that the ally character will soon attack is also displayed on the effect display device 1600. In Figure 11(B), the effective operation period of the pressing operation unit 303 and the rotation operation unit 302 has not yet started, and the player has not yet operated the pressing operation unit 303 or the rotation operation unit 302. In addition, the player does not know whether the first effect pattern or the second effect pattern will be executed. 【0141】 After FIG. 11(B), if it is determined that the first effect pattern is to be executed, the display transitions to the effect of FIG. 11(C) or later, and if it is determined that the second effect pattern is to be executed, the display transitions to the effect of FIG. 11(C') or later. First, the case where the display transitions to the effect of FIG. 11(C) (where it is determined that the first effect pattern is to be executed) will be described. Following FIG. 11(B), in FIG. 11(C), the operation valid period of the pressing operation unit 303 begins, and a gauge 1603 indicating the remaining time of the operation valid period and a display prompting the operation of the pressing operation unit 303 (an image imitating the pressing operation unit 303 and a message saying "Press!") are displayed on the effect display device 1600. Note that in FIG. 11(C), the player has not yet operated the pressing operation unit 303. 【0142】 In FIG. 12(D), the valid operation period of the pressing operation unit 303 is progressing, and the remaining time of the valid operation period indicated by the gauge 1603 is decreasing, but the player has not yet operated the pressing operation unit 303. 【0143】 12(E) shows a state in which the player operates the pressing operation unit 303 during the valid operation period (a state in which the pressing operation unit 303 is pressed to a height tmax from the initial position of the pressing operation unit 303 before FIG. 12(D), and a press is detected), and the post-operation performance has started. Specifically, a reach suggestion performance is being performed in which the ally character throws a punch (which has a lower expectation of a reach being executed than a kick) at the enemy character, and it has not yet been announced whether the punch will hit the enemy character. 【0144】 12(F) is a continuation of the post-operation performance, in which the enemy character steps back to avoid the punch of the ally character, and it is announced that the performance will not progress to a reach performance, and the post-operation performance ends. In the post-operation performance, a sound corresponding to the display mode of the post-operation performance (for example, a different sound depending on whether the ally character's attack is a punch or a kick, and a different sound depending on whether the ally character's attack hits) is output from speaker 354, and a lamp lights up in a mode corresponding to the display mode of the post-operation performance (for example, a different light-emitting mode depending on whether the ally character's attack is a punch or a kick, and a different light-emitting mode depending on whether the ally character's attack hits). 【0145】 When the first presentation pattern is being executed in a variation in which a reach is executed, the reach suggestion presentation in the presentation in Fig. 12(E) (a presentation in which an ally character throws a punch or kick) is followed by a presentation in Fig. 12(F) in which the ally character's attack hits the enemy character (a presentation informing that the game will develop into a reach presentation), the post-operation presentation ends, and then the game develops into a reach presentation. In the post-operation presentation of the first presentation pattern in a variation in which a reach is executed, a sound corresponding to the display mode of the post-operation presentation (which may be the same sound as in the case in which the game does not develop into a reach or a different sound) is output from speaker 354, and a lamp lights up in a mode corresponding to the display mode of the post-operation presentation (which may be the same light-emitting mode as in the case in which the game does not develop into a reach or a different light-emitting mode). 【0146】 Following the effect of Figure 12 (F), the decorative patterns stop at a combination that indicates that the result of the special lottery is a miss (a combination in which the display mode of at least one of the left decorative pattern, middle decorative pattern, and right decorative pattern is different from the display mode of the remaining decorative patterns), and the ongoing special pattern variation ends (not shown). 【0147】 Next, a case where a transition to the effect of Fig. 11(C') (in which it has been determined that the second effect pattern will be executed) will be described. Following Fig. 11(B), in Fig. 11(C'), the effective operation period of the rotary operation unit 302 begins, and a gauge 1603 indicating the remaining time of the effective operation period and a display prompting the operation of the rotary operation unit 302 (an image imitating the rotary operation unit 302 and a message saying "Spin!") are displayed on the effect display device 1600. Note that in Fig. 11(C'), the player has not yet operated the rotary operation unit 302. 【0148】 12(D'), the valid operation period of the rotary operation unit 302 is progressing, and the remaining time of the valid operation period indicated by the gauge 1603 is decreasing. Furthermore, because the player has rotated the rotary operation unit 302 to the right by five steps or more, an effect is executed in which the ally character is surrounded by an aura, a sound corresponding to the aura is output from the speaker 354, and a lamp lights up in the color of the aura as an in-operation effect. Note that the display mode, such as the color and size of this aura, suggests the attack (punch or kick) that the ally character will make, thereby suggesting the likelihood of a reach being executed before the post-operation effect. 【0149】 In Figure 12(E'), the effective operation period of the rotary operation unit 302 ends when the rotary operation unit 302 continues to rotate right for 3 seconds or more than 5 steps during the effective operation period, and the post-operation effect begins. Specifically, a reach suggestion effect is being executed in which an ally character throws a punch at an enemy character (which has a lower likelihood of a reach being executed than a kick), and it has not yet been announced whether the punch will hit the enemy character. Figure 12(F') is a continuation of the post-operation effect, in which the enemy character steps back to avoid the punch from the ally character, an announcement is made that the reach effect will not develop, and the post-operation effect ends. Following the effect of Figure 12(F'), the decorative symbols stop in a combination indicating that the result of the special lottery is a loss, and the special symbol variation currently being executed ends (not shown). 【0150】 13 is an explanatory diagram showing an example of an attack effect when the operation unit is not operated. First, an example in which it has been determined that the first effect pattern will be executed will be described. Following FIG. 11(C), in FIG. 13(D2), as in FIG. 12(D), the effective operation period of the pressing operation unit 303 is progressing, and the remaining time of the effective operation period indicated by the gauge 1603 is decreasing, but the player is not operating the pressing operation unit 303. 【0151】 In FIG. 13(E2), the operation valid period of the pressing operation unit 303 continues to progress, and the remaining time of the operation valid period indicated by the gauge 1603 further decreases. Also, in FIG. 13(E2), the player has not operated the pressing operation unit 303, and the display is the same as FIG. 13(D2), except for the display of the remaining time of the operation valid period indicated by the gauge 1603. In FIG. 13(F2), even though the entire operation valid period of the pressing operation unit 303 has elapsed and the operation valid period has ended, the pressing operation unit 303 has not been operated, and the attack effect has ended without the post-operation effect being performed. Following the effect in FIG. 13(F2), the decorative symbols stop in a combination indicating that the special lottery result is a loss, and the currently running special symbol variation ends (not shown). 【0152】 Next, an example in which it has been determined that the second effect pattern will be executed will be described. Following Fig. 11(C), Fig. 13(D'2) shows a state in which the effective operation period of the rotary operation unit 302 has progressed and the remaining time of the effective operation period indicated by the gauge 1603 has decreased, as in Fig. 12(D'). In Fig. 13(D'2), the player has not operated the rotary operation unit 302 (has not rotated right by five steps or more), so the effect of the ally character being surrounded by an aura during operation is not executed. 【0153】 Figure 13(E'2) shows a state in which the valid operation period of the rotary operation unit 302 has progressed further, and the remaining time of the valid operation period indicated by the gauge 1603 has further decreased. In Figure 13(E'2), the player has not yet started operating the rotary operation unit 302 (right rotation of 5 steps or more has not continued for 3 seconds), so the same display as in Figure 13(D'2) is displayed, except for the display of the remaining time of the valid operation period on the gauge 1603, and no in-operation effects are executed. 【0154】 13(F'2) shows a state in which the condition that the rotation operation element 302 rotates right by five or more steps for three seconds continuously is not met during the effective operation period of the rotation operation element 302, and the effective operation period of the rotation operation element 302 has elapsed, resulting in the end of the effective operation period and the end of the attack effect without a post-operation effect being performed. Following the effect of FIG. 13(F'2), the decorative symbols stop in a combination indicating that the result of the special lottery is a miss, and the ongoing special symbol variation ends (not shown). Note that if the rotation operation element 302 rotates right by five or more steps during the effective operation period of the rotation operation element 302, an effect in which an ally character is surrounded by an aura is performed as an in-operation effect, but if the rotation operation element 302 does not rotate right by five or more steps for three seconds continuously by the end of the effective operation period, the post-operation effect will not be performed. 【0155】 In addition, if the effective operation period ends without any operation being performed to execute the post-operation effect during the first and second attack effect patterns, after the effective operation period ends, an effect similar to the post-operation effect (i.e., an attack by an ally character is launched and then an effect in which announcing whether or not the attack will hit will determine whether or not the effect will develop into a reach effect) may be executed, and then an effect in which the decorative patterns stop in a combination indicating that the result of the special lottery is a miss, or a reach effect may be executed. 【0156】 14 and 15 are explanatory diagrams showing examples of effects in which operation of the operation unit has already begun at the start of the effective operation period for the attack effect. FIG. 14(A) is similar to FIG. 11(A). First, an example of a transition to FIG. 14(B3) (in which it has been determined that the first effect pattern will be executed) will be described. Following FIG. 14(A), in FIG. 14(B3), an effect similar to that in FIG. 11(B) is being performed, and the player has already operated the pressing operation unit 303 (the pressing operation unit 303 has been pressed down to a height tmax from the initial position of the pressing operation unit 303 in FIG. 12(A), and the pressing has been detected). In FIG. 14(B3), the pressing operation unit 303 has been operated and is in the on state, but the effective operation period has not yet begun, so the post-operation effect is not being executed. 【0157】 In FIG. 14(C3), the effective operation period of the pressing operation unit 303 has begun. In FIG. 14(C3), the player continues to operate (continuously press) the pressing operation unit 303 from FIG. 14(B3). In other words, the pressing detection sensor 381 of the pressing operation unit 303 has been in the ON state before the effective operation period of the pressing operation unit 303 has begun, and has not changed from the OFF state to the ON state since the effective operation period began. In this case (i.e., even if the pressing operation unit 303 is in the operated state at the start of the effective operation period of the pressing operation unit 303, if there is no change from the non-operated state to the operated state during the effective operation period), the post-operation effect will not occur. In addition, if the pressing operation unit 303 is operated simultaneously with the start of the effective operation period in FIG. 14(C3) (i.e., the pressing detection sensor 381 of the pressing operation unit 303 is in the ON state just at the start of the effective operation period), the same effects as those in FIG. 14(C3) and thereafter will be performed. 【0158】 In FIG. 15(D3), the player continues to operate (continuously press) the pressing operation unit 303 from FIG. 14(B3). Thus, if the pressing operation unit 303 is in an operating state at the start of the effective operation period of the pressing operation unit 303 and the operation of the pressing operation unit 303 continues thereafter, the pressing detection sensor 381 provided in the pressing operation unit 303 does not change from an OFF state to an ON state during the effective operation period of the pressing operation unit 303, and therefore the post-operation effect is not executed even though the pressing operation unit 303 is being operated. Therefore, no sound corresponding to the display mode of the post-operation effect is output from the speaker 354, and the lamp does not light up in the light-emitting mode corresponding to the display mode of the post-operation effect. In FIG. 15(D3), the same effect as in FIG. 12(D) is executed. In addition, if the pachinko machine 1 is equipped with a lamp that lights up when the pressing operation unit 303 is being operated (the pressing detection sensor 381 is in the on state), the lamp lights up when the pressing operation unit 303 is being operated at the start of the effective operation period of the pressing operation unit 303, and also lights up when the pressing operation unit 303 is operated at the start of the effective operation period of the pressing operation unit 303 and the operation of the pressing operation unit 303 is continuing. 【0159】 In FIG. 15(E3), the player continues to operate (continue to press) the pressing operation unit 303 from FIG. 14(B3). The pressing detection sensor 381 provided in the pressing operation unit 303 does not change from an off state to an on state during the valid operation period of the pressing operation unit 303, so the post-operation effect is not executed. Therefore, no sound corresponding to the display mode of the post-operation effect is output from the speaker 354, and the lamp does not light up in the light-emitting mode corresponding to the display mode of the post-operation effect. In FIG. 15(E3), the valid operation period of the pressing operation unit 303 continues to progress, and the remaining time indicated by the gauge 1603 further decreases. 【0160】 In Fig. 15(F3), the entire valid operation period has elapsed. Also, in Fig. 15(F3), the player continues to operate (continuously press) the pressing operation unit 303 from Fig. 14(B3), and the pressing detection sensor 381 provided in the pressing operation unit 303 has not changed from the OFF state to the ON state during the valid operation period of the pressing operation unit 303, so no post-operation effect is performed. Following the effect in Fig. 15(F3), the decorative symbols stop in a combination that indicates that the result of the special lottery is a loss, and the currently running special symbol variation ends (not shown). 【0161】 14(B3) , because the same effect is performed for both the first and second effect patterns, the player does not know which effect pattern is being executed. If it is determined that the first effect pattern will be executed, and the pressing operation unit 303 is operated before the effective operation period of the pressing operation unit 303 begins and the pressing detection sensor 381 is in the on state at the start of the effective operation period, if a post-operation effect is executed, a reach suggestion effect (an effect in which a friendly character throws a punch or kick) will be executed suddenly at the start of the effective operation period, which will extremely surprise the player. Therefore, when it is determined that the first effect pattern will be executed, even if the pressing operation unit 303 is operated before the effective operation period of the pressing operation unit 303 begins and the pressing detection sensor 381 is in the on state at the start of the effective operation period, the post-operation effect will not be executed. In addition, if it has been determined that the first presentation pattern will be executed, and the pressing operation unit 303 has been operated before the effective operation period of the pressing operation unit 303 occurs and the pressing detection sensor 381 is in the on state at the start of the effective operation period, the post-operation presentation will not be executed if the operation is continued, and even if the operation is stopped (i.e., even if the pressing detection sensor 381 changes from the on state to the off state), the post-operation presentation will not be executed. 【0162】 In addition, if the pressing operation unit 303 is in an operating state before the valid operation period occurs, if the operation is stopped during the valid operation period and the pressing operation unit 303 is operated again (i.e., if the pressing detection sensor 381 changes from an on state to an off state, and then changes from the off state to an on state), the post-operation performance will be executed. 【0163】 Next, an example of transition to Figure 14(B'3) (where it has been determined that the second presentation pattern will be executed) will be described. Following Figure 14(A), in Figure 14(B'3), the same presentation as in Figure 11(B) is being performed, and the player has already rotated the rotary operation unit 302 to the right by five steps or more. In Figure 14(B'3), the rotary operation unit 302 has been rotated to the right by five steps or more, but the effective operation period of the rotary operation unit 302 has not yet begun, so the presentation during operation is not being executed. 【0164】 In Figure 14(C'3), the effective operation period of the rotary operation unit 302 has begun. Note that in Figure 14(C'3), the player is still operating the rotary operation unit 302 (continuously rotating it to the right by five or more steps) from Figure 14(B'3). In other words, the right rotation of the rotary operation unit 302 by five or more steps has been detected before the effective operation period of the rotary operation unit 302 begins, and the rotation detection sensor 347 is still detecting rotation by five or more steps at the start of the effective operation period of the rotary operation unit 302. As long as the right rotation of the rotary operation unit 302 by five or more steps is detected during the effective operation period of the rotary operation unit 302 (in other words, there is no need for the rotation detection sensor 347 of the rotary operation unit 302 to change from its off state), an in-operation effect in which an ally character is surrounded by an aura similar to that in Figure 12(D') appears. 14(C'3), a right rotation of five steps or more of the rotation operation unit 302 is detected at the start of the valid operation period of the rotation operation unit 302, and so the during operation effect appears from the start of the valid operation period. Note that if the rotation operation unit 302 has not been operated before the start of the valid operation period in Figure 14(B'3), and the rotation operation unit 302 has been rotated right by five steps or more from the start of the valid operation period in Figure 14(C'3), the during operation effect will start at the point when the right rotation of five steps or more of the rotation operation unit 302 is detected. 【0165】 In Figure 15 (D'3), continuing from Figure 14 (B'3), the rotation operation unit 302 is being operated (rotating to the right for more than 5 steps), but the rotation operation unit 302 has not been rotated to the right for more than 5 steps for 3 seconds during the valid operation period of the rotation operation unit 302 (3 seconds have not passed since the start of the valid operation period), so the during operation effect continues but the post-operation effect is not performed, and the valid operation period of the rotation operation unit 302 continues to progress, with the remaining time indicated by the gauge 1603 decreasing. 【0166】 In FIG. 15(E'3), continuing from FIG. 14(B'3), the rotational operation unit 302 continues to rotate right for 3 seconds or more than 5 steps during the effective operation period of the rotational operation unit 302, ending the effective operation period of the rotational operation unit 302 and starting the post-operation effect. Specifically, a reach suggestion effect is being executed in which an ally character throws a punch at an enemy character (which has a lower likelihood of a reach being executed than a kick), and it has not yet been announced whether the punch will hit the enemy character. FIG. 15(F'3) is a continuation of the post-operation effect, in which the enemy character steps back to avoid the punch of the ally character, an announcement is made that the reach effect will not develop, and the post-operation effect ends. Following the effect of FIG. 15(F'3), the decorative symbols stop with a combination indicating that the special lottery result is a loss, and the special symbol variation currently being executed ends (not shown). 【0167】 In the second presentation pattern, when the rotation operation unit 302 has been rotated to the right by five or more steps before the start of the effective operation period of the rotation operation unit 302 and the effective operation period has begun, an in-operation presentation in which an ally character is enveloped in an aura is executed. Therefore, even if a player who becomes extremely nervous when seeing a reach suggestion presentation has rotated the rotation operation unit 302 to the right by five or more steps before the start of the effective operation period and the effective operation period has begun, if the rotation operation unit 302 is stopped from rotating to the right by five or more steps before continuing for three seconds during the effective operation period (by rotating the rotation operation unit 302 by an amount less than five steps, or by not rotating it at all), the player will not need to see the reach suggestion presentation. Note that in the second presentation pattern, when the rotation operation unit 302 has been rotated to the right by five or more steps before the start of the effective operation period of the rotation operation unit 302 and the effective operation period has begun, the in-operation presentation in which an ally character is enveloped in an aura need not be executed. In the second presentation pattern, if the rotation operation unit 302 has been rotated to the right by five steps or more before the start of the effective operation period of the rotation operation unit 302 and the effective operation period begins, even if the operation-in-progress presentation in which the ally character is surrounded by an aura is not executed, if the rotation operation unit 302 is stopped from rotating to the right by five steps or more before continuing for three seconds during the effective operation period (by rotating the rotation operation unit 302 by an amount less than five steps, or by not rotating it at all), the reach suggestion presentation will not be seen. 【0168】 In the second presentation pattern, if the rotation operation unit 302 is rotated right by five steps or more at the start of the valid operation period of the rotation operation unit 302 and the rotation is stopped before the post-operation effect appears, and the rotation of the rotation operation unit 302 is restarted to the right by five steps or more during the valid operation period, but the rotation of the rotation operation unit 302 to the right by five steps or more cannot be continued for three seconds by the end of the valid operation period, the post-operation effect will not be performed as shown in Fig. 15 (F3). In other words, in the second presentation pattern, if the rotation operation unit 302 is rotated right by five steps or more at the start of the valid operation period of the rotation operation unit 302 and the rotation is stopped before the post-operation effect appears, the reach suggestion effect cannot be made to appear unless the rotation of the rotation operation unit 302 to the right by five steps or more is resumed three seconds before the end of the valid operation period. 【0169】 In the above example, the attack effect is a pre-reach effect that indicates whether the effect will develop into a reach effect, but an attack effect as a reach effect may also be executable. Also, when an attack effect that is a pre-reach effect that indicates whether the effect will develop into a reach effect is performed and it is announced that the effect will develop into a reach effect, an attack effect as a reach effect may be executable in the same variation (i.e., in the reach effect that will develop into). 【0170】 In the attack effect as a reach effect, an ally character launches either a punch or a kick attack, and if the ally character's attack hits an enemy character, it is announced that the jackpot has been won, and if the ally character's attack is avoided by the enemy character, it is announced that the jackpot has been lost. Note that, for example, in an attack effect in a jackpot variation (a variation in which the jackpot flag is set), the allocation in which it is decided that an effect in which an ally character throws a punch will be executed is smaller than the allocation in which it is decided that an effect in which ... is thrown is executed will be one-third of the allocation in which a kick will be executed, and the allocation in which it is decided that an effect in which an ally character throws a punch will be executed is larger than the allocation in which it is decided that an effect in which an effect in which an effect in which an effect in which an effect in which an effect in which an effect in which an effect is thrown is executed will be three times the allocation in which a kick will be executed, and 【0171】 In the first pattern of attack effects as reach effects, when the press detection sensor 381 changes from the off state to the on state during the effective operation period of the press operation unit 303, an effect in which the ally character attacks the enemy character (an effect in which the rate at which a jackpot is notified differs depending on whether a punch or a kick appears) and an effect in which the attack hits the enemy character or is avoided by the enemy character are executed as post-operation effects. Note that the effective operation period of the press operation unit 303 in the first pattern of attack effects as reach effects may be the same length as or different from the effective operation period in the first effect pattern of the attack effects (the effects in Figures 11(A) to 12(F)), which is the effect before the reach that indicates whether the effect will develop into a reach effect. 【0172】 In the second pattern of attack effects as reach effects, when the rotation operation unit 302 is rotated to the right by five steps or more during the effective operation period of the rotation operation unit 302, an effect in which the ally character is enveloped in an aura is executed as an during-operation effect. Note that the effective operation period of the rotation operation unit 302 in the second pattern of attack effects as reach effects is a second effect pattern of attack effects that is a pre-reach effect that indicates whether the effect will develop into a reach effect (this may be the same length as or a different length from the effective operation period in the effects of Figures 11(A) to 12(F')). In the second pattern of attack effects as reach effects, when the rotation operation unit 302 continues to rotate to the right by five steps or more for three seconds during the effective operation period of the rotation operation unit 302, an effect in which the ally character attacks the enemy character (an effect in which the probability of announcing a jackpot differs depending on whether a punch or kick appears) and an effect in which the attack hits the enemy character or is avoided by the enemy character are executed as post-operation effects. 【0173】 14(B3)-(C3), even if the pressing operation unit 303 is kept pressed before the start of the effective operation period of the pressing operation unit 303 and is pressed at the start of the effective operation period (because the pressing detection sensor 381 provided in the pressing operation unit 303 does not change from an OFF state to an ON state during the effective operation period), the post-operation effect is not executed at the start of the effective operation period. However, since whether or not the jackpot notified by the attack effect as the reach effect has been won is important information for the player, it is desirable that at least part of the post-operation effect (for example, both the punch or kick effect of FIG. 12(E) (an effect suggesting the likelihood of a jackpot) and the effect of FIG. 12(F) notifying whether or not the jackpot has been won, or only the effect of FIG. 12(F)) be executed when the effective operation period of the pressing operation unit 303 has ended because a predetermined time has elapsed since the start of the effective operation period of the pressing operation unit 303. 【0174】 Furthermore, because whether or not a jackpot has been won is important information for a player, in the second presentation pattern of the attack presentation as a reach presentation, when the valid operation period of the rotation operation unit 302 ends because a predetermined time has elapsed since the start of the valid operation period of the rotation operation unit 302, it is desirable that at least a part of the post-operation presentation (for example, both the presentation of throwing a punch or kick (presenting an expected jackpot) of FIG. 12(E) and the presentation of FIG. 12(F) that notifies whether or not a jackpot has been won, or only the presentation of FIG. 12(F)) be performed. For example, even if the rotation operation unit 302 had been rotated right by five or more steps at the start of the valid operation period of the rotation operation unit 302, but the right rotation was stopped and the right rotation of the rotation operation unit 302 was resumed by five or more steps during the valid operation period, but the duration of the right rotation of the rotation operation unit 302 by five or more steps was less than three seconds by the end of the valid operation period, it is desirable that at least a part of the post-operation presentation be performed when the valid operation period ends. 【0175】 In the second attack performance pattern, the player may be prompted to operate another operation unit instead of the rotation operation unit 302. This other operation unit may be, for example, an operation unit capable of performing a rotation operation, other than the rotation operation unit 302. This other operation unit may also be an operation unit capable of performing an operation different from a rotation operation (i.e., an operation different from a rotation operation is prompted). The operation unit prompted to be operated in the first attack performance pattern and the second attack performance pattern may be the same operation unit or different operation units. 【0176】 For example, in the second presentation pattern of the attack presentation, an operation may be prompted to be made on the pressing operation unit 303 (i.e., the same operation unit as the operation prompted to be made in the first presentation pattern) instead of the rotation operation unit 302 (the operation valid period of the pressing operation unit 303 occurs instead of the operation valid period of the rotation operation unit 302), and in this case, in the second presentation pattern of the attack presentation, for example, instead of continuing to rotate the rotation operation unit 302 to the right for five steps or more for three seconds, an operation to the pressing operation unit 303 by long pressing or repeated tapping (continuous operations on the pressing operation unit 303) is prompted. 【0177】 In the second attack effect pattern, when a long press of the pressing operation unit 303 is prompted instead of rotating the rotation operation unit 302 to the right by five steps or more for three seconds, an effect in which the ally character is enveloped in an aura is executed as an effect during operation if the pressing detection sensor 381 is in the on state during the effective operation period of the pressing operation unit 303 (regardless of whether the pressing detection sensor 381 changes from the off state to the on state). In other words, when a long press of the pressing operation unit 303 is prompted instead of rotating the rotation operation unit 302 to the right by five steps or more for three seconds in the second attack effect pattern, the fact that the pressing detection sensor 381 is in the on state during the effective operation period of the pressing operation unit 303 corresponds to the rotation operation unit 302 being rotated to the right by five steps or more during the effective operation period of the rotation operation unit 302 when rotation of the rotation operation unit 302 is prompted in the second attack effect pattern. 【0178】 Furthermore, in the second attack effect pattern, when a long press of the pressing operation unit 303 is prompted instead of rotating the rotation operation unit 302 to the right for five or more steps for three seconds, if the pressing operation unit 303 continues to be pressed for a predetermined time during the effective operation period (if the pressing detection sensor 381 continues to be in the on state for the predetermined time), the post-operation effect appears. In other words, in the second attack effect pattern, when a long press of the pressing operation unit 303 is prompted instead of rotating the rotation operation unit 302 to the right for five or more steps for three seconds, the pressing detection sensor 381 continuing to be in the on state for a predetermined time during the effective operation period of the pressing operation unit 303 corresponds to the rotation of the rotation operation unit 302 to the right for five or more steps for three seconds during the effective operation period of the rotation operation unit 302 when rotation of the rotation operation unit 302 is prompted in the second attack effect pattern. 【0179】 In the second attack effect pattern, if the user is prompted to repeatedly tap the pressing operation unit 303 instead of continuing to rotate the rotation operation unit 302 to the right by five steps or more for three seconds, an effect in which the ally character is enveloped in an aura is executed as an in-operation effect when the pressure detection sensor 381 changes from the off state to the on state during the effective operation period of the pressure operation unit 303. In other words, in the second attack effect pattern, if the user is prompted to repeatedly tap the pressing operation unit 303 instead of continuing to rotate the rotation operation unit 302 to the right by five steps or more for three seconds, and the pressure detection sensor 381 changes from the off state to the on state during the effective operation period of the pressure operation unit 303, this corresponds to the rotation operation unit 302 being rotated to the right by five steps or more during the effective operation period of the rotation operation unit 302 when the rotation of the rotation operation unit 302 is encouraged in the second attack effect pattern. However, in the second attack effect pattern, if the player is prompted to repeatedly tap the pressing operation unit 303 instead of continuing to rotate the rotation operation unit 302 to the right for five or more steps for three seconds, an effect in which the ally character is enveloped in an aura is executed as an in-operation effect if the pressing detection sensor 381 is in the on state at the start of the effective operation period of the pressing operation unit 303 (regardless of whether the pressing detection sensor 381 changes from an off state to an on state). Note that the in-operation effect in the second attack effect pattern in which the player is prompted to repeatedly tap the pressing operation unit 303 is erased when a predetermined time has elapsed since the pressing detection sensor 381 turned on. However, if the pressing detection sensor 381 changes from the off state to the on state again while the in-operation effect in the second attack effect pattern in which the player is prompted to repeatedly tap the pressing operation unit 303 instead of continuing to rotate the rotation operation unit 302 to the right for five or more steps for three seconds is being executed, the in-operation effect is restarted. In other words, if the pressure detection sensor 381 changes to the OFF state and then changes to the ON state again before a predetermined time has elapsed since the start of the in-operation performance, the in-operation performance will continue without ending. 【0180】 Furthermore, in the second attack effect pattern, when repeated taps of the pressing operation unit 303 are encouraged instead of rotating the rotation operation unit 302 to the right for five or more steps for three seconds, the post-operation effect appears if the pressing operation unit 303 is pressed a predetermined number of times during the effective operation period (if the pressing detection sensor 381 turns on a predetermined number of times). In other words, in the second attack effect pattern, when repeated taps of the pressing operation unit 303 are encouraged instead of rotating the rotation operation unit 302 to the right for five or more steps for three seconds, the pressing detection sensor 381 turning on a predetermined number of times during the effective operation period of the pressing operation unit 303 corresponds to the rotation of the rotation operation unit 302 being continued to the right for five or more steps for three seconds during the effective operation period of the rotation operation unit 302 when rotation of the rotation operation unit 302 is encouraged in the second attack effect pattern. 【0181】 Note that a second attack effect pattern may be performed after a first attack effect pattern is performed in the same variation. For example, a first attack effect pattern is performed as a pre-reach effect indicating whether the effect will develop into a reach effect, and after the first effect pattern, a second attack effect pattern is executed as a reach effect in the same variation. 【0182】 Also, the first attack effect pattern may be performed after the second attack effect pattern is performed in the same variation. For example, the second attack effect pattern is performed as a pre-reach effect indicating whether the game will develop into a reach effect, and after the second effect pattern, the first attack effect pattern is executed as a reach effect in the same variation. 【0183】 Figure 16 is an explanatory diagram showing another example of an attack effect in the second attack effect pattern when operation of the rotation operation unit 302 has begun at the start of the valid operation period of the rotation operation unit 302. In the second attack effect pattern of Figure 16, if the rotation operation unit 302 is rotated five steps or more to the right at the start of the valid operation period of the rotation operation unit 302, a penalty is incurred in which operation of the rotation operation unit 302 is invalid for a predetermined time (hereinafter, eight seconds) from the start of the valid operation period. 【0184】 Figure 16(A) is the same as Figure 11(A). Following Figure 16(A), in Figure 16(B'4), the effective operation period of the rotary operation unit 302 has not started, and a message ("Don't turn it until the gauge appears!!") is displayed on the effect display device 1600 to urge the player not to operate the rotary operation unit 302 before the effective operation period starts. 【0185】 In Figure 16(C'4), the valid operation period for the rotary operation unit 302 has not yet begun, and the same effect as in Figure 11(B) is being performed, but the rotary operation unit 302 has been rotated to the right by five or more steps. Figure 16(D'4) shows the state after the valid operation period for the rotary operation unit 302 has begun. Because the rotary operation unit 302 was rotated to the right by five or more steps at the start of the valid operation period for the rotary operation unit 302, a penalty has been incurred in which operation of the rotary operation unit 302 is invalid for eight seconds from the start of the valid operation period. In Figure 16(D'4), a message indicating that the penalty has occurred ("Since it was rotated before the gauge appeared, rotation is invalid for eight seconds") is displayed on the effect display device 1600, superimposed on the effect display of Figure 13(D'2). 【0186】 Also, in Figure 16 (D'4), since a penalty is being imposed that makes the operation invalid, the rotation operation unit 302 is rotated to the right by more than five steps, but the effect of the ally character being surrounded by an aura as part of the during-operation effect is not performed, and this is not counted toward the duration of the right rotation of more than five steps that is a condition for the after-operation effect to appear. 【0187】 In Fig. 16(E'4), 8 seconds have passed since the start of the valid operation period (i.e., since the penalty started), so the penalty is released and operation of the rotary operation unit 302 is now valid. Note that the valid operation period for the rotary operation unit 302 continues to progress even while the penalty is occurring, so the initial 10-second valid operation period has only 2 seconds remaining when the penalty is released in Fig. 16(E'4). 【0188】 Therefore, when a penalty occurs, even if rotation of rotation operation unit 302 to the right by five steps or more is continued from the time the penalty is released until the end of the valid operation period, the post-operation effect cannot be made to appear (because there are two seconds remaining in the valid operation period when the penalty is released, and the condition for making the post-operation effect appear is that rotation of rotation operation unit 302 to the right by five steps or more is continued for three seconds during the valid operation period of rotation operation unit 302). Note that if rotation operation unit 302 is rotated to the right by five steps or more during the valid operation period of rotation operation unit 302 after the penalty is released, the effect of an ally character being surrounded by an aura will be executed as an in-operation effect. 【0189】 In Fig. 16(E'4), the effective operation period of the rotary operation unit 302 has elapsed, and therefore the attack effect ends without the post-operation effect being performed. Following the effect in Fig. 16(E'4), the decorative symbols stop in a combination that indicates that the result of the special lottery is a miss, and the ongoing special symbol variation ends (not shown). 【0190】 In the above example, the penalty time is set to 8 seconds from the start of the valid operation period, but the penalty time may be set to 7 seconds or less from the start of the valid operation period so that the reach suggestion effect can appear even if operation of the rotation operation unit 302 is started after the penalty has ended. 【0191】 17 is a schematic diagram showing another example of the configuration of the pressing operation unit 303 and the rotation operation unit 302. The rotation operation unit 302 in this example can be rotated clockwise from the initial position within a range of up to 360 degrees (for example, when it has been rotated 360 degrees clockwise, a stopper is activated to prevent it from rotating any further clockwise), and one step of rotation clockwise corresponds to a 10-degree rotation, allowing it to rotate a maximum of 36 steps, which is similar to the rotation operation unit 302 in FIGS. 11 to 16. The rotation operation unit 302 is also similar to the rotation operation unit 302 in FIGS. 11 to 16 in that it is provided with a sensor that can detect the amount of rotation (how many steps it has been rotated). 【0192】 The rotary operation unit 302 in this example further includes a specific operation detection unit (not shown) that can detect a specific operation. The specific operation detected by the specific operation detection unit may be, for example, a touch by the player, or a pressing or rotation by the player. The specific operation detection unit may be provided so as to cover the entire rotary operation unit 302 (i.e., if the specific operation is a touch, operating the rotary operation unit 302 will result in contact with the specific operation detection unit), or may be provided so as to cover a portion of the rotary operation unit 302 (i.e., if the specific operation is a touch, it is possible to operate the rotary operation unit 302 without contacting the specific operation detection unit). The pachinko machine 1 also includes a movable body 310 that resembles a chicken character, which is attached to the game board 5 and located outside the play area 5a (which may be located above, below, to the right, or to the left of the play area 5a). 【0193】 In FIG. 17(a), the rotation operation unit 302 is in the initial position, that is, the amount of rotation is zero. At this time, the pressing operation unit 303 is in the initial position (the initial position in this example is the lowest position, and at the initial position, part of the pressing operation unit 303 is hidden by the rotation operation unit 302 (i.e., the part is not visible to the player because of the rotation operation unit 302), and part of the pressing operation unit 303 protrudes from the rotation operation unit 302), and cannot be pressed. Note that when the pressing operation unit 303 is in the initial position, the pressing operation unit 303 may be entirely hidden by the rotation operation unit 302 (i.e., the pressing operation unit 303 is not entirely visible to the player because of the rotation operation unit 302). Also, in FIG. 17(a), the movable body 310 is not moving. 【0194】 In FIG. 17(b), the rotary operation unit 302 is rotated clockwise by r1 steps from the initial position. When the rotary operation unit 302 is rotated clockwise from the initial position, the pressing operation unit 303 begins to protrude, and when the rotary operation unit 302 is rotated by r1 steps, the pressing operation unit 303 protrudes by t1 from the initial position (i.e., the area of the pressing operation unit 303 that is not visible due to the rotary operation unit 302 is reduced compared to the state in FIG. 17(a)). Note that as long as the pressing operation unit 303 protrudes further than the initial position (i.e., as long as the rotary operation unit 302 has rotated clockwise from the initial position, regardless of whether a specific operation has been performed on the specific detection unit), the pressing operation unit 303 can be pressed. In this way, the pressing operation unit 303 can be operated only when the rotary operation unit 302 is rotated clockwise, allowing the player to enjoy complex operations. 【0195】 When the rotation operation unit 302 is rotated clockwise by r1 steps or more and the specific detection unit provided in the rotation operation unit 302 detects a specific operation, the movable body 310 performs a periodic movement (here, a movement of swinging from side to side). In FIG. 17(b), the rotation operation unit 302 is rotated clockwise by r1 steps and the specific detection unit provided in the rotation operation unit 302 detects the specific operation, so the movable body 310 swings from side to side, with a swing amplitude of w1. Note that if the specific detection unit does not detect the specific operation, the movable body 310 will not move even if the rotation operation unit 302 rotates by r1 steps or more. Furthermore, as described above, the specific detection unit may be arranged to cover the entire outer circumferential surface of the rotation operation unit 302. In this case, for example, if the specific operation detected by the specific detection unit is contact, the player will inevitably come into contact with the specific detection unit when rotating the rotation operation unit 302, and therefore the movable body 310 will move when the player rotates the rotation operation unit 302 by r1 steps or more. 【0196】 Note that when a specific detection unit provided in rotary operation unit 302 detects a specific operation, the greater the amount of rotation of rotary operation unit 302, the greater the range of movement of movable body 310. Furthermore, if a specific detection unit provided in rotary operation unit 302 detects a specific operation, the movement of movable body 310 may start at the point when rotation of rotary operation unit 302 starts, even if the amount of rotation of rotary operation unit 302 is less than r1 steps. 【0197】 In FIG. 17(c), the rotary operation unit 302 has been rotated clockwise by r2 (>r1) steps from the initial position (i.e., in FIG. 17(b), the rotary operation unit 302 has been rotated clockwise by r1 steps from the initial position, and then rotated clockwise by r2-r1 steps), and the player is performing a specific operation on the specific detection unit provided on the rotary operation unit 302. When the rotary operation unit 302 has been rotated by r2 steps, the pressing operation unit 303 protrudes by a maximum protrusion amount tmax (>t1) from the initial position (i.e., the area of the pressing operation unit 303 that is invisible due to the rotary operation unit 302 is reduced compared to the state in FIG. 17(b)). Furthermore, in FIG. 17(c), the rotary operation unit 302 has been rotated by r2 (>r1) steps, and the specific detection unit provided on the rotary operation unit 302 has detected the specific operation, so the movable body 310 swings left and right, with a swing amplitude of w2 (>w1). 【0198】 Note that within the range of 0 to r2 steps of the right rotation of the rotary operation unit 302, the greater the amount of rotation, the greater the amount of protrusion of the press operation unit 303; however, even if the rotary operation unit 302 is rotated right by more than r2 steps, the amount of protrusion of the press operation unit 303 remains at tmax. On the other hand, when the rotary operation unit 302 is rotated right by an amount greater than r2 steps, the amplitude of the swing of the movable body 310 continues to increase until the rotary operation unit 302 is rotated right by the maximum rotation amount rmax. When the rotary operation unit 302 is rotated right by the maximum rotation amount rmax, the movable body 310 swings left and right by the maximum swing amplitude wmax. 【0199】 In FIG. 17(d), the rotary operation unit 302 is rotated clockwise (r2<)r3 (<maximum rotation amount rmax) steps from the initial position (i.e., in FIG. 17(c), the rotary operation unit 302 is rotated clockwise r2 steps from the initial position, and then further rotated clockwise r3-r2 steps), and the player is performing a specific operation on the specific detection unit provided on the rotary operation unit 302. Even if the rotary operation unit 302 is rotated clockwise r3 steps (which is equal to or greater than r2 steps), the pressing operation unit 303 remains protruding by the maximum protrusion amount tmax from the initial position. Furthermore, when the rotary operation unit 302 is rotated r3 (>r2) steps and the specific detection unit provided on the rotary operation unit 302 detects a specific operation, the movable body 310 swings left and right, with the swing amplitude being (maximum swing amplitude wmax>)w3 (>w2). 【0200】 In FIG. 17(e), the rotary operation unit 302 has been rotated clockwise (r3<)r4 (<maximum rotation amount rmax) steps from the initial position (i.e., in FIG. 17(d), the rotary operation unit 302 has been rotated clockwise r3 steps from the initial position, and then further rotated clockwise r4-r3 steps), and the player is performing a specific operation on the specific detection unit provided on the rotary operation unit 302. Even when the rotary operation unit 302 is rotated r4 steps (which is equal to or greater than r2 steps), the pressing operation unit 303 remains protruding by the maximum protrusion amount tmax from the initial position. Furthermore, when the rotary operation unit 302 has been rotated clockwise r4 (>r3) steps, if the specific detection unit provided on the rotary operation unit 302 detects a specific operation, the movable body 310 swings left and right, with the swing amplitude being (maximum swing amplitude wmax>)w4 (>w3). 【0201】 Note that even if rotation operation unit 302 is rotated right, if the specific detection unit does not detect a specific operation, movable body 310 does not move, but if a specific operation is performed on the specific detection unit while maintaining the right rotation of rotation operation unit 302, movable body 310 suddenly moves with a width corresponding to the amount of rotation. Specifically, for example, even if rotation operation unit 302 is rotated right by r4 steps, if the specific detection unit does not detect a specific operation, movable body 310 does not move, but if a specific operation is performed on the specific detection unit while maintaining the right rotation of rotation operation unit 302 by r4 steps, movable body 310 suddenly swings with a swing width w4. 【0202】 17(f) shows a state in which the rotation operation unit 302 has been rotated clockwise r4 steps from the initial position, the player has performed a specific operation on a specific detection unit provided in the rotation operation unit 302, and the pressing operation unit 303 has been pressed to the initial position. When the pressing operation unit 303 is pressed to the initial position, the movement of the movable body 310 stops regardless of the amount of rotation of the rotation operation unit 302 and even if the specific detection unit detects a specific operation. Note that when the rotation operation unit 302 has been rotated clockwise from the initial position, the player has performed a specific operation on a specific detection unit provided in the rotation operation unit 302, and the pressing operation unit 303 has been pressed to the initial position, if the pressing of the pressing operation unit 303 is stopped, the movable body 310 moves according to the amount of rotation of the rotation operation unit 302. Furthermore, the drive member for swinging the movable body 310 left and right operates with a strength corresponding to the amount of rotation of the rotation operation unit 302, and when the pressing operation unit 303 is pressed to the initial position while the movable body 310 is operating, for example, stoppers are activated on the left and right sides of the movable body 310 when the movable body 310 returns to the initial position, thereby stopping the operation of the movable body 310. 【0203】 Furthermore, when rotation operation unit 302 is rotated clockwise from the initial position, a specific operation is being performed on the specific detection unit, and pressing operation unit 303 is pressed to the initial position, the detection of the specific operation by the specific detection unit may be configured to be invalidated by the operation of pressing operation unit 303, or the detection of the specific operation may be blocked from input (that is, the specific operation on the specific detection unit is invalidated when pressing operation unit 303 is being operated), thereby stopping the operation of movable body 310. Furthermore, if rotation operation unit 302 is rotated while pressing pressing operation unit 303, pressing operation unit 303 will not protrude as long as the pressure on pressing operation unit 303 is maintained. 【0204】 In the illustrated example, the volume of the rotation operation unit 302 is drawn smaller than the volume of the pressing operation unit 303, but the volume of the protruding portion when the pressing operation unit 303 protrudes up to tmax may be smaller than the volume of the rotation operation unit 302. 【0205】 Furthermore, when the rotary operation unit 302 has been rotated clockwise by r1 steps or more from the initial position and the specific detection unit provided in the rotary operation unit 302 has detected the specific operation and the movable body 310 is operating periodically, it is desirable that the operating mode of the movable body 310 change, such as by increasing the speed of the operation or widening the operating range, as the number of steps by which the rotary operation unit 302 has been rotated clockwise increases. In the example of FIG. 17 , an example is described in which the operating range of the movable body 310 increases as the number of steps by which the rotary operation unit 302 has been rotated clockwise increases. However, while the operating range and operating period of the movable body 310 remain the same, the speed at which the movable body 310 moves from the initial position to the maximum operating range may increase. Specifically, for example, when the movable body 310 operates, the movable body 310 moves to the right from the initial position, returns to the initial position, stops at the initial position, moves to the left from the initial position, and returns to the initial position, repeating this series of operations. In this case, for example, the movable body 310 moves from the initial position to the maximum operating range on the right side in time t1-kr (where t1 and k are positive constants, and r is the number of steps by which the rotation operation unit 302 is rotated to the right, and t1 and k are determined so that t1-kr>0 even when r is at its maximum value), returns from the maximum operating range on the right side to the initial position in time t2 (a positive constant), stops at the initial position for time t3+2kr (where t3 is a positive constant), moves from the initial position to the maximum operating range on the left side in time t1-kr, and returns from the maximum operating range on the right side to the initial position in time t2 (a positive constant). As a result, the greater the amount of rotation of the rotary operation unit 302, the smaller the value of the time t1-kr. Therefore, although the speed at which the movable body 310 moves from the initial position to the maximum operating range on the right and left sides increases, the operating range of the series of operations and the time required for the series of operations, i.e., the operating period of the series of operations, (t1-kr)+t2+(t3+2kr)+(t1-kr)+t2=2t1+2t2+t3, can be kept constant regardless of the amount of rotation of the rotary operation unit 302.In addition, as the number of steps by which the rotation operation unit 302 is rotated clockwise increases, the speed at which the movable body 310 moves from the initial position to the maximum operating range increases, even though the operating range and operating period of the movable body 310 remain the same.In this case, when the pressing operation unit 303 is pressed to the initial position while the movable body 310 is performing periodic operation, the periodic operation of the movable body 310 is stopped regardless of the speed of the movable body 310. 【0206】 Furthermore, when the pressing operation unit 303 has not protruded to the maximum protrusion amount tmax, pulling the pressing operation unit 303 (i.e., performing an operation on the pressing operation unit 303 such that a force is applied to the pressing operation unit 303 in the direction opposite to the direction of the force applied to the pressing operation unit 303 when pressing) can cause the pressing operation unit 303 to protrude to the maximum protrusion amount tmax, and at this time the rotation operation unit 302 may be configured to rotate clockwise in accordance with the protrusion amount of the pressing operation unit 303. In other words, when the pressing operation unit 303 has not protruded to the maximum protrusion amount tmax in accordance with the operation of the rotation operation unit 302, pulling the pressing operation unit 303 to the maximum protrusion amount tmax without operating the rotation operation unit 302 can cause the rotation operation unit 302 to rotate up to r2 steps without the player operating the rotation operation unit 302. Furthermore, by pulling the pressing operation unit 303 and performing a specific operation on the specific detection unit, the state shown in Figure 17(c) can be achieved without the player operating the rotation operation unit 302, and periodic movement of the movable body 310 can be initiated. 【0207】 17(b), the operation of movable body 310 can be started even if the amount of rotation of rotation operation unit 302 is less than the minimum amount of rotation (r2 steps) for pressing operation unit 303 to reach the maximum protrusion amount tmax, but movable body 310 may not operate until the amount of rightward rotation of rotation operation unit 302 reaches a predetermined amount of rotation (e.g., r3 steps) that is greater than r2 steps, which is the minimum amount of rotation for pressing operation unit 303 to reach the maximum protrusion amount tmax. In other words, movable body 310 can be prevented from operating even if pressing operation unit 303 has protruded to the maximum protrusion amount tmax. In addition, if the movable body 310 can start operating for the first time when the rotation operation unit 302 is rotated beyond the state in which the pressing operation unit 303 first protrudes to the maximum protrusion amount tmax (for example, when the pressing operation unit 303 is rotated r3 steps, which is larger than the r2 steps that are the rotation amount of the rotation operation unit 302 required for the pressing operation unit 303 to first protrude to the maximum protrusion amount tmax), the movable body 310 will not operate even if the specific detection unit provided in the rotation operation unit 302 detects a specific operation after the pressing operation unit 303 has been pulled to the maximum protrusion amount tmax. 【0208】 17 has been described as an example in which the protruding pressing operation unit 303 protrudes upward from the top surface of the rotation operation unit 302, but the protruding pressing operation unit 303 may be provided so as to protrude outward from a part of the side surface of the rotation operation unit 302. The protruding pressing operation unit 303 may be attached to the rotation operation unit 302, or the protruding pressing operation unit 303 and the rotation operation unit 302 may be integrated. When the protruding pressing operation unit 303 is provided so as to protrude outward from a part of the side surface of the rotation operation unit 302, it is desirable that the surface area exposed to the outside of the rotation operation unit 302 when the pressing operation unit 303 is in the initial position be approximately 1 / 30 to 1 / 5 of the surface area of the side surface of the rotation operation unit 302. 【0209】 18 and 19 are explanatory diagrams showing an example of a cancelable attack effect. Cancellation of an attack effect means that the attack effect is stopped and another effect is performed instead, or the effect is not performed at all. A cancelable effect is an effect that can be determined in both a variation pattern in which a reach is executed and a variation pattern in which a reach is not executed. In FIG. 19, the effects are branched into an upper section and a lower section according to the operation on the operation unit. In the example of FIG. 18 and FIG. 19, the pachinko machine 1 is equipped with the pressing operation unit 303, the rotation operation unit 302, and the movable body 310 shown in FIG. 17, as well as a specific detection unit. 【0210】 A cancelable attack effect is canceled if a right rotation of the rotation operation unit 302 is detected during the valid operation period of the rotation operation unit 302 (that is, the attack effect is stopped and ends at that point. For example, if it is canceled before a reach suggestion effect in which an ally character launches a punch or kick attack, the reach suggestion effect will not be performed, and no effect will be performed to notify whether the attack will develop into a reach depending on whether it hits). Note that in a cancelable attack effect, if force is applied to the pressing operation unit 303 so that it does not protrude (that is, if the pressing operation unit 303 is not moved from its initial position), the attack effect will not be canceled even if the rotation operation unit 302 detects a right rotation. If the detection of rotation operations by the rotation operation unit 302 is configured to be invalidated by operation of the pressing operation unit 303, or if the detection of specific operations is blocked for input, even if the pressing operation unit 303 does not have a sensor for detecting pressure, even if the rotation operation unit 302 is rotated to the right while the pressing operation unit 303 is pressed (i.e., with the pressing operation unit 303 not protruding), the right rotation of the rotation operation unit 302 is invalidated, and the attack effect is not canceled. 【0211】 Note that a cancelable attack effect is always within the valid operation period of the rotation operation unit 302, and the attack effect can be canceled by operating the rotation operation unit 302 at any timing from the start of the attack effect (from the time a message similar to that in FIG. 11(A) is displayed) to the end (until the end of the effect in which the attack hits or is avoided by the enemy character similar to that in FIG. 12(F) and FIG. 12(F')). Also, if a predetermined time has passed since the start of a cancelable attack effect without the attack effect being canceled, a reach suggestion effect is displayed in which the ally character launches an attack (punch or kick) at the enemy character, and an effect is displayed in which it is announced whether or not the enemy character will avoid the attack of the ally character or the attack will develop into a reach in which the enemy character will avoid the attack of the ally character or the attack will hit the enemy character. 【0212】 In Figure 18(A), the same effect as in Figure 11(A) is being performed. In Figure 18(A), because the rotation operation unit 302 is not being operated, the pressing operation unit 303 is in the initial position and does not protrude, so the pressing operation unit 303 cannot be pressed, the movable body 310 is not moving, and the attack effect continues without being canceled. 【0213】 In FIG. 18(B), a message indicating that the attack effect will be canceled when the rotation operation unit 302 is operated ("Spin if you don't want to see the effect!") is displayed on the effect display device 1600. In FIG. 18(B), the rotation operation unit 302 is not operated, so the pressing operation unit 303 is not protruding from the initial position and cannot be pressed, the movable body 310 is not moving, and the attack effect continues without being canceled. Note that if a cancelable attack effect has started even before the message in FIG. 18(B) is displayed (for example, even at the timing of FIG. 18(A)), the attack effect can be canceled. Note that the effect in FIG. 18(B), which displays a message indicating the operation to cancel the attack effect, does not have to be performed. 【0214】 In Figure 18(C), the same effect as in Figure 11(B) is being performed, but the gauge 1603 indicating the remaining time in the effective operation period of the rotation operation unit 302 is not displayed because the entire attack effect is during the effective operation period of the rotation operation unit 302. In Figure 18(C), again, because the rotation operation unit 302 is not being operated, the pressing operation unit 303 is not protruding from its initial position and cannot be pressed, the movable body 310 is not moving, and the attack effect continues without being canceled. 【0215】 First, an example of a transition to FIG. 19(D) (an example of canceling an attack effect) will be described. FIG. 19(D) shows a state in which, in the state of FIG. 18(C), the rotation operation unit 302 is rotated clockwise by r1 steps, and furthermore, the specific detection unit provided in the rotation operation unit 302 detects a specific operation. However, in FIG. 19(D), the pressing operation unit 303 is not operated. At this time, since the right rotation of the rotation operation unit 302 is detected without detecting the pressing of the pressing operation unit 303, the attack effect is canceled (ended). Note that in FIG. 19(D), the attack effect is canceled and only the changing decorative pattern is displayed on the effect display device 1600, but when the attack effect is canceled, the stopped decorative pattern and an image that is not displayed in a cancelable attack effect (for example, an image different from either the ally character or the enemy character that is displayed in a cancelable attack effect) may be displayed. 19(D), the rotation operation unit 302 has been rotated clockwise by r1 steps, causing the pressing operation unit 303 to protrude to t1, and the specific detection unit has detected a specific operation, causing the movable body 310 to move to a width w1. In this way, when the conditions for canceling the attack effect are met, the movable body 310 is moving, so even if the attack effect is canceled, the player's interest in the game will not decrease as long as they watch the movement of the movable body 310. 【0216】 As described above, when a cancelable attack effect is being executed, the attack effect may be canceled simply by detecting a specific operation on the specific detection unit provided in the rotation operation unit 302. In this case, the attack effect can be canceled without the pressing operation unit 303 protruding and without operating the movable body 310, and the attack effect is necessarily canceled in order to operate the movable body 310 (because the condition for operating the movable body 310 includes the specific detection unit detecting a specific operation) (in other words, the movable body 310 cannot be operated when a cancelable attack effect is being executed). Furthermore, during a cancelable attack effect, there may be a time when the attack effect is not canceled even if a specific operation on the specific detection unit provided in the rotation operation unit 302 is detected. 【0217】 FIG. 19(E) shows a state in which the attack effect has been canceled, but the rotation operation unit 302 has rotated clockwise by r3 steps, and the specific detection unit included in the rotation operation unit 302 has detected a specific operation. Some players may feel bored if nothing is displayed on the effect display device 1600 after the attack effect has been canceled. Therefore, on the condition that the amount of clockwise rotation of the rotation operation unit 302 is within a predetermined range (here, greater than or equal to r3 steps and less than r4 steps) and the specific detection unit included in the rotation operation unit 302 has detected a specific operation, an effect in which an ally character practices a punch is displayed on the effect display device 1600. Also, in FIG. 19(E), because the rotation operation unit 302 has rotated clockwise by r3 (>r2) steps, the pressing operation unit 303 protrudes to tmax, and because the specific detection unit has detected a specific operation, the movable body 310 operates with a width w3. When this ally character is practicing a punch, the color of the fist may indicate the likelihood of a jackpot in the variation being executed (for example, when an ally character is punching with a white fist, the likelihood of a jackpot in the variation being executed is lower than when the ally character is punching with a red fist). Note that instead of the effect of an ally character practicing a punch, the attack effect described in Figures 11 to 16 may be executed, or an effect different from the attack effect that can be canceled (an effect in which a display different from the ally character or enemy character displayed in the attack effect is displayed) may be executed. 【0218】 The effect of an ally character practicing a punch may be executed immediately when the amount of right rotation of rotation operation unit 302 is equal to or greater than r3 steps and less than r4 steps and a specific operation is detected by a specific detection unit included in rotation operation unit 302, or it may not be executed immediately after these operations are detected; for example, it may be executed after a predetermined time has elapsed since the amount of right rotation of rotation operation unit 302 is equal to or greater than r3 steps and less than r4 steps and a specific operation is detected by a specific detection unit included in rotation operation unit 302. Furthermore, the effect of an ally character practicing a punch may be executed with a predetermined probability when the amount of right rotation of rotation operation unit 302 is equal to or greater than r3 steps and less than r4 steps and a specific operation is detected by a specific detection unit included in rotation operation unit 302 (i.e., it does not necessarily have to be executed even if these operations are detected). 【0219】 Furthermore, after a cancelable attack effect is canceled, the next special pattern variation may begin and an effect in which an ally character practices a punch may be performed, provided that the amount of right rotation of the rotation operation unit 302 is equal to or greater than r3 steps and less than r4 steps and a specific operation has been detected by a specific detection unit provided in the rotation operation unit 302. Furthermore, in the special variation that begins next after a cancelable attack effect is canceled, an effect may be performed in which an ally character strikes a fighting pose but is not practicing a punch (an example of an effect suggesting that an effect in which an ally character practices a punch will be performed in the next special pattern variation), provided that the amount of right rotation of the rotation operation unit 302 is equal to or greater than r3 steps and less than r4 steps and a specific operation has been detected by a specific detection unit provided in the rotation operation unit 302. 【0220】 FIG. 19(F) shows a state in which, after the attack effect is canceled, the rotation operation unit 302 is rotated clockwise by r4 steps, and the specific detection unit included in the rotation operation unit 302 detects a specific operation. In FIG. 19(F), because the rotation operation unit 302 has been rotated clockwise by r4 (>r2) steps, the pressing operation unit 303 protrudes to tmax, and because the specific detection unit has detected a specific operation, the movable body 310 moves with a width w4. Furthermore, when the rotation amount of the rotation operation unit 302 is r4 steps or more and the specific detection unit included in the rotation operation unit 302 detects a specific operation, a message is displayed on the effect display device 1600. This message may be displayed so that it appears to the player as if it is coming from the chicken on the movable body 310. The message in Figure 19(F), "You're shaking too much and making me dizzy, stop it, stop it..." encourages the player to reduce the amount of rotation of the rotary operation unit 302. Seeing this message allows the player to enjoy the game even more. If the player reduces the amount of rotation of the rotary operation unit 302 in accordance with the message, the amount of movement of the movable body 310 decreases, thereby reducing the load on the movable body 310. The message may encourage the player to reduce the amount of rotation of the rotary operation unit 302, such as "You're shaking too much and making me dizzy, stop it, stop it..." or may also suggest to what extent the amount of rotation of the rotary operation unit 302 should be reduced (for example, to less than r4 steps). The message will not be displayed unless the following conditions are met: the amount of rotation of the rotary operation unit 302 is r4 steps or more, and the specific detection unit of the rotary operation unit 302 detects a specific operation. 【0221】 19(E)。 However, in order to make the message of FIG. 19(F) more easily recognizable to the player and to quickly reduce the load on the movable body 310, when the message of FIG. 19(E) and the message of FIG. 19(F) are displayed overlapping each other, it is desirable that the message of FIG. 19(F) has a higher display priority in the area where the message of FIG. 19(E) and the message of FIG. 19(F) are displayed overlapping each other (i.e., the message of FIG. 19(F) is displayed in front of the message of FIG. 19(E)). 【0222】 Note that the message in Figure 19(F) is a message that conveys that the amount of movement of movable body 310 is too large, and therefore it is desirable that it be displayed immediately when the amount of rotation of rotation operation unit 302 is r4 steps or more and the specific detection unit provided in rotation operation unit 302 detects a specific operation; however, it may also be displayed a predetermined time after the amount of rotation of rotation operation unit 302 is r4 steps or more and the specific detection unit provided in rotation operation unit 302 detects a specific operation (i.e., it does not have to be displayed immediately), or it may be displayed with a predetermined probability when the amount of rotation of rotation operation unit 302 is r4 steps or more and the specific detection unit provided in rotation operation unit 302 detects a specific operation (i.e., it does not necessarily have to be displayed even if these operations are detected). 【0223】 19(E) and 19(F) illustrate an effect in which an ally character practices a punch only when the specific detection unit detects a specific operation when the amount of rotation of the rotation operation unit 302 to the right is equal to or greater than r3 steps and less than r4 steps, and a message urging the player to reduce the amount of rotation of the rotation operation unit 302 is displayed when the specific detection unit detects a specific operation when the amount of rotation of the rotation operation unit 302 is equal to or greater than r4 steps. In addition to this effect, a message urging the player to increase the amount of rotation of the rotation operation unit 302, such as "If you turn it more, a kick practice effect will occur!" may be displayed only when the specific detection unit detects a specific operation when the amount of rotation of the rotation operation unit 302 is equal to or greater than r3 steps and less than r4 steps, and an effect in which an ally character practices a kick only when the amount of rotation of the rotation operation unit 302 is equal to or greater than r4 steps and less than r4 steps. 【0224】 Note that the effect of the ally character practicing a punch in FIG. 19(E) ends when a predetermined time has elapsed since the effect started. Also, the message in FIG. 19(F) disappears when a predetermined time has elapsed since the message started to be displayed. If the pressing operation unit 303 is operated while the ally character practicing a punch in FIG. 19(E) or the message in FIG. 19(F) is displayed, the movement of the movable body 310 stops, but the effect of the ally character practicing a punch in FIG. 19(E) and the display of the message in FIG. 19(F) do not end until the predetermined time has elapsed. In other words, the movement of the movable body 310 stops even when the effect of the ally character practicing a punch in FIG. 19(E) or the message in FIG. 19(F) is displayed. 【0225】 Note that the predetermined time from the start to the end of the effect of the ally character practicing a punch in Figure 19(E) and the predetermined time from the display to the disappearance of the message in Figure 19(F) may be the same as or different from each other. Furthermore, the predetermined time from the start to the end of the effect of the ally character practicing a punch in Figure 19(E) may be a time determined from a plurality of times. Each of the plurality of times may be different from the predetermined time from the display to the disappearance of the message in Figure 19(F), or some of the plurality of times may be the same as the predetermined time for displaying the message in Figure 19(F). 【0226】 In addition, the performance where the ally character in FIG. 19(E) makes a punching shadowboxing motion ends after a lapse of a predetermined time. However, if the condition for executing the performance where the ally character in FIG. 19(E) makes a punching shadowboxing motion is satisfied again after the performance has ended, the performance where the ally character in FIG. 19(E) makes a punching shadowboxing motion may be executed again. Also, when the performance where the ally character in FIG. 19(E) makes a punching shadowboxing motion is being executed, if the condition for executing the performance where the ally character in FIG. 19(E) makes a punching shadowboxing motion is satisfied again, the count of the predetermined time may be cleared, the predetermined time may be reset, and the count may be restarted when the condition is satisfied again (that is, the time for the ally character to make a punching shadowboxing motion may be extended), or the count may be continued without clearing the count of the predetermined time (that is, the time for the ally character to make a punching shadowboxing motion may not be extended). Similarly, the message in FIG. 19(F) is erased after a lapse of a predetermined time. However, if the condition for displaying the message in FIG. 19(F) is satisfied again after the message in FIG. 19(F) has been erased, the message in FIG. 19(F) may be displayed again. Also, when the message in FIG. 19(F) is being displayed, if the condition for displaying the message in FIG. 19(F) is satisfied again, the count of the predetermined time may be cleared, the predetermined time may be reset, and the count may be restarted when the condition is satisfied again (that is, the display time of the message may be extended), or the count may be continued without clearing the predetermined time (that is, the display time of the message may not be extended). 【0227】 It is desirable that the effect of the teammate character practicing a punch in FIG. 19(E) and the effect of the message in FIG. 19(F) be non-cancellable (i.e., not halted by a player's operation). Note that, when the message in FIG. 19(F) is displayed, if a condition for starting the display of the teammate character practicing a punch in FIG. 19(E) is satisfied, the message in FIG. 19(F) may be erased (i.e., the display of the message in FIG. 19(F) may be canceled on the condition that the rotation operation unit 302 is rotated right by r3 steps or more but less than r4 steps and the specific detection unit detects a specific operation). The fact that the condition for starting the display of the teammate character practicing a punch in FIG. 19(E) is satisfied means that the rotation amount of the rotation operation unit 302 has become less than r4 steps, and it is considered that the player reduced the rotation amount of the rotation operation unit 302 in accordance with the message in FIG. 19(F). 【0228】 An example of a transition from Fig. 18(C) to Fig. 19(D') (an example in which the attack effect is not canceled) will be described. Fig. 19(D') shows a state in which, in the state of Fig. 18(C), force is applied to the pressing operation unit 303 so that the pressing operation unit 303 does not protrude, the rotation operation unit 302 is rotated clockwise by r1 steps, and the specific detection unit provided in the rotation operation unit 302 detects a specific operation. In a cancelable attack effect, even if the rotation operation unit 302 is rotated clockwise, by not protruding the pressing operation unit 303 (i.e., by preventing the pressing operation unit 303 from moving from its initial position), the attack effect continues without being canceled, and an effect similar to that of Fig. 12(E) is performed, and the movable body 310 does not move. 【0229】 If the pressing operation unit 303 does not protrude in this way, the attack effect will not be canceled even if the rotation operation unit 302 is operated (even if the operation necessary for cancellation is performed), so a player who does not want to accidentally cancel the attack effect can simply prevent the pressing operation unit 303 from protruding during a cancelable attack effect. 【0230】 19(E'), rotation operation unit 302 remains rotated clockwise by r1 steps, and no force is applied to pressing operation unit 303, so pressing operation unit 303 protrudes to t1. In other words, because pressing operation unit 303 protrudes and only rotation operation unit 302 is rotating clockwise, the same effect as in FIG. 12(F) is not performed, and the attack effect is canceled, as in FIG. 19(D), and movable body 310 also moves with width w1. 【0231】 19(D) and 19(E'), when an attack effect is canceled, a dedicated sound may be output from the speaker 354, or a dedicated image may be displayed on the effect display device 1600. The output of the dedicated sound and / or the display of the dedicated image may be performed in place of the cancelable attack effect. For example, a dedicated sound may be output from the speaker 354 or a dedicated image may be displayed on the effect display device 1600 simply by performing a specific operation on the specific detection unit of the rotation operation unit 302 during the operation valid period of the rotation operation unit 302. In this case, the dedicated sound may be output or the dedicated image may be displayed even though the movable body 310 is not moving. This allows the player to concentrate on the dedicated sound or the dedicated image without being distracted by the movement of the movable body 310. 【0232】 Furthermore, following the effect of Figure 19(E'), if the rotation operation unit 302 is rotated by r3 steps or more but less than r4 steps and the specific detection unit detects a specific operation, the effect of Figure 19(E) can be executed, and if the rotation operation unit 302 is rotated by r4 steps or more and the specific detection unit detects a specific operation, the effect of Figure 19(F) can be executed. 【0233】 18 and 19, not only can the reach suggestion effect not appear like the attack effect in FIG. 13, but effects before the reach suggestion effect (such as the display of a message explaining the cancellable attack effect in FIG. 18(A) and FIG. 18(B), or the display of allied and enemy characters in FIG. 19(C) before the allied character starts attacking) can also be canceled, so players who tend to feel tense when watching attack effects can calmly proceed with the game by canceling the effects before the reach suggestion effect. Also, with the cancellable attack effect in FIG. 18 and FIG. 19, the effect can be canceled even after the reach suggestion effect has started, so a player can cancel the effect even at a timing after the reach suggestion effect has started when the player has a hunch that the reach suggestion effect will not suggest that a reach effect will be executed. 【0234】 Furthermore, it is desirable that the operation unit for canceling the attack effect be limited to some of the operation units of the pachinko machine 1 (for example, the only operation unit for canceling the attack effect is the rotation operation unit 302). If the attack effect could be canceled by operating any operation unit of the pachinko machine 1 during the attack effect, there is a risk that a player who did not intend to cancel the attack effect may unintentionally cancel the attack effect. However, in order to make it easy to cancel the attack effect, it is also possible to make it possible to cancel the attack effect by operating any operation unit of the pachinko machine 1. 【0235】 18 and 19 may appear in the normal mode, the time-saving mode, and the probability-varying mode, but it is desirable that they not appear during a jackpot game. This is because if a player accidentally cancels an effect midway through a jackpot game, the player's sense of elation at winning the jackpot will be diminished. Note that not all effects that trigger an effective period for the rotary operation unit 302 can be canceled by rotating the rotary operation unit 302 during that effective period or by performing a specific operation on the specific detection unit of the rotary operation unit 302 during that effective period (i.e., there are effects that cannot be canceled among effects that trigger an effective period for operation of the rotary operation unit 302). 【0236】 In addition, because some players do not want to see even a small amount of attack effects because they increase the sense of tension, for example, if the right rotation of the rotation operation unit 302 is maintained (a state in which an operation to cancel a cancellable attack effect is being performed) when a cancellable attack effect is not being performed (this may be before the cancellable attack effect starts or after the cancellable attack effect has been canceled), the cancellable attack effect itself may not appear. Because the operation to cancel a cancellable attack effect (whether this operation is the right rotation of the rotation operation unit 302 or the detection of a specific operation by the specific detection unit) is included in the conditions for operating the movable body 310, a cancellable attack effect is not performed when the movable body 310 is operating (the operation of the movable body 310 and a cancellable attack effect are not performed simultaneously). However, a player who rotates the rotation operation unit 302 to the right while not protruding the pressing operation unit 303 when a cancelable attack effect is not being executed is considered to be a player who intends to see a cancelable attack effect, so it is desirable that even if the rotation operation unit 302 is maintained in the right direction when a cancelable attack effect is not being executed, a cancelable attack effect can be made to appear as long as the pressing operation unit 303 is not protruding. 【0237】 As described above, when pressing operation unit 303 is pulled from its initial position, rotation operation unit 302 rotates to the right in accordance with the amount of protrusion of pressing operation unit 303, without directly operating rotation operation unit 302. Therefore, if the condition for canceling the attack effect is the detection of a specific operation by the specific detection unit, the specific operation is contact, and the specific detection unit is provided to cover the entire outer circumferential surface of rotation operation unit 302, pulling pressing operation unit 303 without operating rotation operation unit 302 and without the specific detection unit detecting the specific operation will cause rotation operation unit 302 to rotate to the right, but because the specific detection unit provided on rotation operation unit 302 does not detect the specific operation (contact), the attack effect can be continued without being canceled, even though rotation operation unit 302 has rotated to the right and pressing operation unit 303 is protruding. 【0238】 18 and 19 may be performed when a game is not in progress (when neither a winning game, including a big win game and a small win game, nor a special symbol variation is being executed). In a cancelable attack effect performed when a game is not in progress, for example, a fortune-telling effect (which does not show the results of a special lottery) is performed. A cancelable attack effect performed when a game is not in progress begins, for example, when a predetermined time has passed since a game entered a state where a game is not in progress, without detecting rotation of the rotation operation unit 302 (i.e., without performing an operation to cancel the cancelable attack effect). If the rotation operation unit 302 is operated during a cancelable attack effect performed when a game is not in progress, the attack effect is canceled. When a predetermined operation unit other than rotation operation unit 302 (an operation unit for canceling a cancelable attack effect) is operated during a cancelable attack effect that is performed when a game is not in progress, an effect is performed in which an ally character launches an attack (punch or kick) at an enemy character, and an effect in which the enemy character dodges the ally character's attack or the attack hits the enemy character (for example, according to a predetermined allocation, it is determined whether the enemy character dodges the ally character's attack or the attack hits the enemy character), and if the enemy character dodges the ally character's attack, the fortune-telling result is announced as "bad luck," and if the ally character's attack hits the enemy character, the fortune-telling result is announced as "good luck." Note that, in a cancelable attack effect that is performed when a game is not in progress, the condition for executing the effect in which an ally character launches an attack (punch or kick) at an enemy character and an effect in which the enemy character dodges the ally character's attack or the attack hits the enemy character may be that a predetermined amount of time has passed since the attack effect started without being canceled. In addition, when a cancelable attack effect is being performed while the game is not in progress, if the pressing operation unit 303 is not protruded so that the attack effect is not canceled, the game progress may remain stopped as long as the operation is maintained. 【0239】 Furthermore, for players who have canceled a cancellable attack effect but still want to see it, the cancellable attack effect may be executed again after a predetermined time has elapsed since the attack effect was canceled (or after the attack effect ended without being canceled) unless the rotation control unit 302 is rotated right (unless the same operation as the operation to cancel the attack effect is performed). During this predetermined time, the stopped decorative pattern and an image not displayed in the cancellable attack effect (for example, an image different from either the ally character or the enemy character displayed in the cancellable attack effect) may be displayed. Furthermore, even if the rotation control unit 302 is rotated right after canceling the attack effect, the cancellable attack effect may be displayed again with a predetermined probability after a predetermined time has elapsed since the cancellation. 【0240】 19(E) and 19(F), which are the effects after canceling the attack effect, are performed on the rotation operation unit 302 (rotation of r3 steps or more and detection of a specific operation by the specific detection unit), the player may be given a benefit such as an increased likelihood of starting a winning combination or an advantageous special lottery. Also, for example, the effect in which an ally character practices a punch in FIG. 19(E) and the effect in which a message is displayed in FIG. 19(F) may be effects that are performed under predetermined conditions. The state in which game ball B is being fired is an example of the predetermined condition, and the strength with which game ball B is fired determines whether the effect of an ally character swinging a punch in FIG. 19(E) is executed or the message in FIG. 19(F) is displayed (for example, in order for the effect of an ally character swinging a punch in FIG. 19(E) to be executed, the strength with which game ball B is fired needs to be within a first predetermined range, and in order for the message in FIG. 19(F) to be displayed, the strength with which game ball B is fired needs to be within a second predetermined range (the minimum value of the second predetermined range is equal to or greater than the maximum value of the first predetermined range)). Furthermore, the effect of an ally character swinging a punch in FIG. 19(E) and the effect of displaying the message in FIG. 19(F) may be executed not only after a cancelable attack effect is canceled, but also when the above-mentioned predetermined conditions are met. 【0241】 11 to 16, the pressing operation unit 303, the rotating operation unit 302 including the specific detection unit, and the movable body 310 shown in FIG. 17 may be applied. 【0242】 11 to 16, when the pressing operation unit 303, the rotating operation unit 302 including the specific detection unit, and the movable body 310 shown in FIG. 17 are used, in the first performance pattern of the attack performance, the effective operation period of the pressing operation unit 303 starts in FIG. 11(C) and FIG. 14(C3), and when the pressing detection sensor 381 changes from the OFF state to the ON state during the effective operation period, the post-operation performance is executed. However, when the rotating operation unit 302 is not rotated clockwise, the pressing operation unit 303 does not protrude. Therefore, in order to execute the post-operation performance in the first performance pattern of the attack performance, it is necessary to rotate the rotating operation unit 302 clockwise to protrude the pressing operation unit 303 and turn the pressing detection sensor 381 OFF, and then operate the pressing operation unit 303 to turn the pressing detection sensor 381 ON during the effective operation period of the pressing operation unit 303. 【0243】 11 to 16, when the pressing operation unit 303, the rotating operation unit 302 including the specific detection unit, and the movable body 310 shown in Fig. 17 are used, in the second performance pattern of the attack performance, an effective operation period of the rotating operation unit 302 occurs in Fig. 11(C'), Fig. 14(C'3), and Fig. 16(D'4), and when right rotation of the rotating operation unit 302 by a predetermined amount or more (hereinafter, referred to as r1 steps or more at which the operation of the movable body 310 can start) is detected during the effective operation period, an during-operation performance is executed. Also, when right rotation of the rotating operation unit 302 by a predetermined amount or more (hereinafter, referred to as r1 steps or more at which the operation of the movable body 310 can start) is continuously detected for a predetermined time (hereinafter, referred to as 3 seconds) during the effective operation period of the rotating operation unit 302, an after-operation performance is executed. However, in Figure 16, if the rotation operation unit 302 is rotated to the right by more than a predetermined amount (more than r1 steps) after the start of the attack effect (the start of the display of the message in Figure 16(A)) and before the start of the valid operation period of the rotation operation unit 302, a penalty of a predetermined time will begin from the start of the valid operation period in Figure 16(D'4), and until the predetermined time has elapsed, even if the rotation operation unit 302 is rotated to the right by more than the predetermined amount (more than r1 steps), the during-operation effect will not be executed, and it will not be counted towards the duration of the right rotation of more than the predetermined amount (more than r1 steps) that is a condition for causing the post-operation effect to appear. 【0244】 11 to 16, if the pressing operation unit 303, the rotation operation unit 302 including the specific detection unit, and the movable body 310 shown in Fig. 17 are used, in the second performance pattern of the attack performance, a performance during operation may be executed on the condition that a right rotation of the rotation operation unit 302 of a predetermined amount or more (hereinafter, r1 steps or more at which the movement of the movable body 310 can start) is detected during the effective operation period of the rotation operation unit 302, and the specific detection unit detects a specific operation. In this case, when the performance during operation is being executed in the second performance pattern, the condition for moving the movable body 310 is also satisfied, and therefore the movable body 310 moves. 16, if the rotation operation unit 302 is rotated right by more than a predetermined amount (more than r1 steps) after the start of the attack effect (the start of the display of the message in FIG. 16(A)) and before the start of the valid operation period of the rotation operation unit 302, a penalty of a predetermined time is initiated from the start of the valid operation period, and until the predetermined time has elapsed, even if the rotation operation unit 302 is rotated right by more than the predetermined amount (more than r1 steps) and the specific detection unit detects a specific operation, the movable body 310 will operate but the during-operation effect will not be executed. Also, in a second effect pattern for the attack effect, a post-operation effect may be executed on the condition that, during the valid operation period of the rotation operation unit 302, the detection of the right rotation of the rotation operation unit 302 by more than the predetermined amount (hereinafter, more than r1 steps at which the movement of the movable body 310 can begin) and the detection of a specific operation by the specific detection unit are simultaneously and continuously detected for a predetermined time (hereinafter, three seconds). However, in Figure 16, if the rotation operation unit 302 is rotated to the right by more than a predetermined amount (more than r1 steps) after the start of the attack effect (the start of the display of the message in Figure 16(A)) and before the start of the valid operation period of the rotation operation unit 302, a penalty of a predetermined time will begin from the start of the valid operation period in Figure 16(D'4), and until the predetermined time has elapsed, it will not be counted towards the duration of the detection of the right rotation of more than a predetermined amount (more than r1 steps) and the detection of the specific operation by the specific detection unit, which are conditions for causing the post-operation effect to appear. 【0245】 11 to 16, when the pressing operation unit 303, the rotation operation unit 302 including the specific detection unit, and the movable body 310 shown in Fig. 17 are used instead, the minimum amount of rotation of the rotation operation unit 302 required to perform the during-operation performance in the second performance pattern of the attack performance may be the same as or different from the rotation amount required to cancel the attack performance in the cancelable attack performance of Fig. 18 and 19. When the pressing operation unit 303, the rotation operation unit 302 including the specific detection unit, and the movable body 310 shown in Fig. 17 are used instead of the pressing operation unit 303 and the rotation operation unit 302 shown in Fig. 11 to 16, the minimum amount of rotation of the rotation operation unit 302 required to perform the after-operation performance in the second performance pattern of the attack performance may be the same as or different from the rotation amount required to cancel the attack performance in the cancelable attack performance of Fig. 18 and 19. It should be noted that the cancelable attack effects in Figures 18 and 19 may be performed when the game is not in progress (when neither a winning game, including a big win game and a small win game, nor a special pattern change is being performed), but it is desirable that the attack effects in Figures 11 to 16 be performed only when a special pattern change is being performed. 【0246】 When the pressing operation unit 303, the rotating operation unit 302 including the specific detection unit, and the movable body 310 shown in FIG. 17 are used instead of the pressing operation unit 303 and the rotating operation unit 302 shown in FIG. 11 to FIG. 16, it is desirable that a predetermined operation be required to execute the attack effects shown in FIG. 11 to FIG. 16 for players who do not want to see the attack effects. Specifically, for example, to execute the attack effects shown in FIG. 11 to FIG. 16, the rotating operation unit 302 must be rotated right by r3 steps or more but less than r4 steps, the specific detection unit must detect the specific operation, and the pressing operation unit 303 must not be operated (protruding from its initial position). On the other hand, the cancelable attack effects shown in FIG. 18 and FIG. 19 can be canceled at any time even by players who do not want to see the attack effects, so they may be able to appear regardless of the amount of rotation of the rotating operation unit 302. 【0247】 17 is used instead of the pressing operation unit 303 and rotation operation unit 302 in Figures 11 to 16, the conditions for executing the first attack performance pattern and the conditions for executing the second attack performance pattern may be different. For example, the first attack performance pattern may be executed on the condition that the rotation operation unit 302 is rotated right by r3 steps or more but less than r4 steps, the specific detection unit detects the specific operation, and the pressing operation unit 303 is not operated (i.e., the movable body 310 moves with a width of w3 or more but less than w4), and the second attack performance pattern may be executed on the condition that the rotation operation unit 302 is rotated right by r4 steps or more, the specific detection unit detects the specific operation, and the pressing operation unit 303 is not operated (i.e., the movable body 310 moves with a width of w4 or more but less than wmax). 【0248】 In this case, the shortest time required for the second pattern of the attack presentation (the time required for the presentation of FIGS. 12(E') and 12(F') to end after rotating the rotation operation unit 302 to the right for 3 seconds, continuing 5 steps or more from the start of the effective operation period of the rotation operation unit 302) should be shorter than the shortest time required for the first pattern of the attack presentation (the time required for the presentation of FIGS. 12(E) and 12(F) to end after changing the pressing operation unit 303 from the off state to the on state at the start of the effective operation period of the pressing operation unit 303). In other words, the shortest time required for the presentation performed when the rotation operation unit 302 is rotated to the right by r4 steps or more and the pressing operation unit 303 is not operated should be shorter than the shortest time required for the presentation performed when the rotation operation unit 302 is rotated to the right by r3 steps or more but less than r4 steps and the pressing operation unit 303 is not operated. 【0249】 17, rotation operation unit 302 including a specific detection unit, and movable body 310 are used instead of pressing operation unit 303 and rotation operation unit 302, the likelihood of a reach effect being executed is higher when the first attack effect pattern is executed than when the second attack effect pattern is executed (i.e., the probability that an ally character's attack will hit an enemy character is higher). In other words, the likelihood of a reach effect being executed is higher when the rotation operation unit 302 is rotated right by r3 steps or more but less than r4 steps and the pressing operation unit 303 is not operated than when the rotation operation unit 302 is rotated right by r4 steps or more and the pressing operation unit 303 is not operated. 【0250】 11 to 16, when the pressing operation unit 303, the rotating operation unit 302 equipped with the specific detection unit, and the movable body 310 shown in Fig. 17 are used, the expectation of a jackpot is higher when the second attack performance pattern (for example, the performance in Fig. 11(A) to 12(F')) is executed than when the first attack performance pattern (for example, the performance in Fig. 11(A) to 12(F)) is executed. In other words, the expectation of a jackpot is higher in the performance when the rotating operation unit 302 is rotated right by r3 steps or more but less than r4 steps and the pressing operation unit 303 is not operated than in the performance when the rotating operation unit 302 is rotated right by r3 steps or more but less than r4 steps and the pressing operation unit 303 is not operated. 【0251】 11 to 16, even if the pressing operation unit 303, the rotating operation unit 302 equipped with a specific detection unit, and the movable body 310 shown in Fig. 17 are used. The attack effects in Fig. 11 to 16 cannot be canceled (i.e., cannot be stopped by an operation by the player). After the rotation operation unit 302 is operated to cancel the cancelable attack effect in Fig. 18 and 19, the first attack effect pattern may be executed on the condition that the rotation operation unit 302 is rotated right by r3 steps or more but less than r4 steps, the specific detection unit detects the specific operation, and the pressing operation unit 303 is not operated (protruding from the initial position). In addition, in the cancelable attack performance of Figures 18 and 19, after the rotation operation unit 302 is operated to cancel the cancelable attack performance, the second performance pattern of the attack performance may be executed on the condition that the rotation operation unit 302 is rotated to the right by r4 steps or more, the specific detection unit detects a specific operation, and the pressing operation unit 303 is not operated. 【0252】 [3. Exploration Quest Production] Hereinafter, unless otherwise specified, the first special symbol variation and the second special symbol variation will be collectively referred to simply as "variations." The search quest effect will be explained. The search quest effect is, for example, an effect that starts after the variation starts and before the decorative symbol forms a reach, and ends before the decorative symbol forms a reach, or continues after the decorative symbol forms a reach. 【0253】 In the search quest performance, two characters are selected from multiple types of characters (here, "hunters" or "villagers"), and the two selected characters search for and defeat rare animals. If the two selected characters discover a rare animal, attack it, and defeat it, a jackpot is announced. Also, if the two characters fail to discover a rare animal in the search quest performance, a loss is announced. 【0254】 In addition, in the search quest presentation, when two characters discover a rare animal and are attacked by the rare animal, an endurance presentation is executed. In the endurance presentation, if the two characters can withstand the attack from the rare animal, a jackpot is announced, and if they cannot withstand it, a loss is announced. 【0255】 In addition, when the endurance performance of the exploration quest performance is successful and a jackpot is announced, a reward performance (for example, a message that is only displayed when the endurance performance is successful is displayed) should always be executed, or a special benefit that is advantageous to the player (for example, transitioning to a jackpot game state with the largest number of rounds) should always be granted. 【0256】 In addition, in the exploration quest performance, there are strong bosses and weak bosses as rare animals that the two characters can discover, and the probability of winning is higher when a weak boss is discovered than when a strong boss is discovered. 【0257】 In addition, in the search quest presentation, if two different characters are selected, the two different characters may not be able to find the rare animal and a loss may be announced (i.e., two different characters may be selected only if a loss is selected). Also, in the search quest presentation, if the background at least at the start of the search quest presentation is the same, it is desirable that the probability of a jackpot (the rate of a jackpot) is higher when two hunters are selected than when two villagers are selected. 【0258】 20 and 21 are explanatory diagrams showing an example of a powerful boss encounter in a search quest presentation. In Fig. 20 and Fig. 21, a search quest presentation executed in a normal game state, which is a non-time-saving state and a non-variable state, is explained. 【0259】 20(A) shows a state in which the change has started, and a display indicating that the search quest effect has started is displayed on the effect display device 1600. Also, in FIG. 20(A), a pending display corresponding to a pending change and a pending display corresponding to an active change (hereinafter, these are collectively referred to simply as pending displays) are displayed on the effect display device 1600. 【0260】 Also, a first background hatched with vertical lines is displayed as a background image on the effect display device 1600. Note that the first background is a background image that can only be displayed in normal game mode, and is the background with the lowest probability of winning a jackpot. Also, when the search quest effect of FIG. 20(A) has started, BGM1 is output from the speaker 354. Note that BGM1 is the BGM that can only be output in normal game mode, and is the BGM with the lowest probability of winning a jackpot. 【0261】 FIG. 20(B) shows a state in which a hunter 1601 has been selected as the first character. The hunter 1601 is a white character in the figure, and holds a sword as a weapon. When the first character is selected, the first background and the hold display are displayed on the effect display device 1600, as in FIG. 20(A), and BGM1 continues to be output from the speaker 354. Also, in FIG. 20(B), a line is displayed on the effect display device 1600 indicating that the first character, the hunter 1601, is looking for a partner character to join him in searching for rare animals. 【0262】 In FIG. 20(C), in addition to the first hunter 1601, another hunter 1601 is displayed as a second character on the effect display device 1600. Both hunters 1601 are holding swords, and when the second hunter 1601 is displayed (when the same character is displayed as the first and second hunters), an effect selected from a plurality of effects (in the example shown in the figure, a star is displayed, and the probability of winning a jackpot varies depending on the type of this effect) is displayed on the weapon (here, the sword) he is holding. Note that the designs of the swords held by the first hunter 1601 and the second hunter 1601 may be different. Also, in FIG. 20(C), decorative patterns form a reach. 【0263】 In addition, in the exploration quest presentation, the likelihood of a jackpot is higher if the first and second characters are both hunters 1601 than if they are both villagers. However, if background 1 is displayed as the background image and BGM 1 is output at the start of the exploration quest presentation as shown in Figure 20, it is desirable that a jackpot is not confirmed even if the first and second characters are both hunters 1601 (in other words, it is desirable that the first and second characters can both become hunters 1601 even in the case of a miss). 【0264】 Also, in FIG. 20(C), when a second hunter 1601 is displayed in addition to the first hunter 1601, the background music output from the speaker 354 is changed to BGM2. Furthermore, when a second hunter 1601 is displayed in addition to the first hunter 1601 (when the same character is displayed as the first and second hunters), a special sound may be output in an output mode selected from a plurality of output modes. Note that the probability of winning a jackpot differs depending on the output mode of the special sound (for example, the length of the output time). This change in background music and output of a special sound can make the player understand that the displayed character will now begin to seriously search for rare animals. 【0265】 It is desirable that the above-mentioned special sound be output only when two of the same characters (two hunters 1601 or two villagers) are displayed on the performance display device 1600 (i.e., it is desirable that it not be output when one hunter 1601 and one villager are displayed). 【0266】 In Figure 20(D), the two hunters 1601 hide their weapons (i.e., the swords that were displayed up to Figure 20(C) are no longer displayed), and an effect is shown in which they begin searching for rare animals in earnest. However, in order to let the player recognize that the characters have not changed between Figure 20(C) and Figure 20(D), the display mode of the two hunters 1601 themselves does not change (i.e., the hunters 1601 themselves are displayed in the same mode in Figure 20(C) and Figure 20(D)). 【0267】 In this way, each character (hunter 1601 and villager) has a display mode in which they hold a weapon and a display mode in which they do not hold a weapon, and when multiple characters are displayed at the same time, they are displayed in the same display mode (in other words, when multiple characters are displayed at the same time, either all of the multiple characters are holding a weapon, or none of the multiple characters are holding a weapon). 【0268】 20(D), the background displayed on the effect display device 1600 changes to a second background hatched with dots. While the second background is displayed on the effect display device 1600, the weapon held by the character is not displayed, and the reserved display corresponding to the reserved variation is not displayed (only the reserved display corresponding to the variation currently being executed is displayed). By not displaying the reserved display corresponding to the reserved variation in this way, the player can concentrate on the effect of searching for the rare animal. 【0269】 When the background displayed on the performance display device 1600 is the second background, not only the hold display corresponding to the hold change but also the hold display corresponding to the execution change may be hidden. Also, in Figure 20 (D), the background music output from the speaker 354 changes to BGM3. 【0270】 It is desirable that the display size of the character when the second background is displayed on the effect display device 1600 is smaller than the display size of the character when the first background before Fig. 20(C) is displayed. This is because there is a possibility that a rare animal will be encountered when the second background is displayed, and the player's attention is drawn to the display of the rare animal rather than the character. 【0271】 Also, as between Figure 20(C) and Figure 20(D), when a character changes from a state in which it is holding a weapon to a state in which it is not holding a weapon, the character (and weapon) may go through a state in which it is not visible (for example, the character may not be displayed on the performance display device 1600, or a predetermined movable body provided on the pachinko machine 1 may move to a position that overlaps with the display area of the character on the performance display device 1600, making it invisible). When a character changes from a state in which it is holding a weapon to a state in which it is not holding a weapon, the tension felt by the player can be alleviated by temporarily hiding the character. Also, it is desirable that the background is also hidden (for example, a single-color background) at the time the character is temporarily hidden. 【0272】 Figure 20(E) shows a state in which the hunters 1601 have discovered a rare animal. In Figure 20(E), two hunters 1601 without weapons and a strong boss 1610 with a crest and a beak as a rare animal are displayed on the performance display device 1600. In addition, BGM3 is output from the speaker 354. Instead of suddenly displaying the rare animal, for example, a valid operation period for a predetermined operation unit (for example, the pressing operation unit 303) may be generated, and the rare animal (either the strong boss 1610 or the weak boss) may be displayed when either the predetermined operation unit has been operated during the valid operation period or the valid operation period has ended. 【0273】 FIG. 20(F) shows a state in which two hunters 1601 are being attacked by a strong boss 1610. After the two characters are attacked by a rare animal, the game transitions to an endurance performance. Also, in FIG. 20(F), BGM3 is being output from the speaker 354. 【0274】 When a character without a weapon is displayed and a predetermined effect (for example, an effect of encountering and battling a rare animal) is being performed, for example, a dropped weapon (i.e., an object that was displayed together with the character when the first background was displayed) may be displayed. This allows the player to feel a sense of anticipation that the character will utilize the weapon. It is desirable that the probability of winning is higher when a dropped weapon is displayed than when it is not displayed. 【0275】 Figure 21(G) shows the state when the endurance performance has started. In Figure 21(G), the two hunters 1601 (characters attacked by rare animals) are shown using their weapons to maintain their balance so as not to fall. Furthermore, a cut-in of a character other than the two hunters 1601 (i.e., a villager 1602 who was not selected) occurs, and a performance is executed in which the cut-in villager 1602 is shown trying to go and help the two hunters 1601 who are about to fall. 【0276】 It is desirable that the two hunters 1601 (characters attacked by rare animals) who are about to fall and the cut-in characters perform dynamic effects. Specifically, for example, by repeatedly making the two hunters 1601 who are about to fall stagger left and right, the player can easily recognize that the two hunters 1601 have not yet fallen. Also, for example, by repeatedly making the cut-in characters stomp their feet, the player can expect that the cut-in characters will come to the rescue of the two hunters 1601 and succeed in the endurance effect. Furthermore, the length of time that this dynamic effect is performed may suggest whether the endurance effect will be successful (for example, the dynamic effect is performed for a longer time if the endurance effect is successful than if it fails). 【0277】 21(G), the character displayed in the cut-in is holding a weapon just like the hunter 1601 (the weapon held by the villager 1602 is a metal club). In this way, in the endurance performance, in addition to the hunter 1601 who is about to fall, the villager 1602 is displayed as a helper character, and by the fact that the displayed character is holding the weapon again, the player can be given a sense of anticipation that the hunter 1601 will not fall but will get up. 【0278】 21(G), in order to draw the player's attention to whether the hunter 1601 will fall or not, no background music is output from the speaker 354. Note that in FIG. 21(G), a character attacked by a rare animal may use a weapon to maintain balance so as not to fall, and dedicated background music may be output when a cut-in of a character that was not selected occurs. 【0279】 Also, in Fig. 21(G), in order to prevent the player from having excessive expectations that the hunter 1601 will not be defeated, the background displayed on the effect display device 1600 has returned to the first background. Furthermore, in Fig. 21(G), a pending display corresponding to an ongoing change and a pending display corresponding to a pending change are displayed on the effect display device 1600. In other words, when the first background is displayed, the displayed character is holding a weapon, and when the first background is displayed, all pending displays are displayed. 【0280】 To indicate to the player that the endurance performance will begin, two hunters 1601 (characters attacked by rare animals) with weapons and a villager 1602 (helper character) with weapons may be displayed after Figure 20(F) and before Figure 21(G). Then, for example, the endurance performance of Figure 21(G) begins a predetermined time (e.g., three seconds) after the start of display of the two hunters 1601 (characters attacked by rare animals) with weapons and the villager 1602 (helper character). 【0281】 In addition, in Figure 21 (G), in order to make the player hope that the arrival of the help character will lead to success in the endurance performance, it is desirable that the display size of the help character be larger than the display size of the two hunters 1601, who are the first and second characters. 【0282】 In addition, if the same character as the character attacked by the rare animal comes to the rescue in the endurance performance, the expectation of a jackpot is higher than if a different character comes to the rescue. Therefore, a different character is always displayed in the cut-in in Figure 21(G), and a message suggesting that the same character will come to the rescue is displayed in Figure 21(H), which will be described later, to give the player a sense of excitement. In addition, if the same character as the character attacked by the rare animal comes to the rescue in the endurance performance, a jackpot is confirmed, and if a different character comes to the rescue, a loss is confirmed. 【0283】 Also, as between Figure 20 (F) and Figure 21 (G), when a character changes from a state in which it is not holding a weapon to a state in which it is holding a weapon, the character (and weapon) may go through a state in which it is not visible (for example, the character may not be displayed on the performance display device 1600, or a predetermined movable body provided on the pachinko machine 1 may move to a position that overlaps with the display area of the character on the performance display device 1600, making it invisible). When a character changes from a state in which it is not holding a weapon to a state in which it is holding a weapon, the tension felt by the player can be alleviated by temporarily hiding the character. Also, it is desirable that the background is also hidden (for example, a single-color background) at the time the character is temporarily hidden. 【0284】 Following Figure 21(G), a transition occurs to Figure 21(H) or Figure 21(J). In Figure 21(H), a message saying "I'll arrive first!" (a message suggesting that a character other than the help character displayed in Figure 21(G), i.e., a hunter 1601, will come to help) is displayed on the effect display device 1600. Note that in Figure 21(H), the first background is displayed as the background image of the effect display device 1600, but in order to give the player a sense of anticipation by having a character other than the help character displayed in Figure 21(G) come to help, a background different from the first background (for example, a background dedicated to displaying the message) may be displayed. 【0285】 Also, in FIG. 21(H), BGM4 (i.e., BGM different from BGM1 to BGM3) is output from the speaker 354 to give the player a sense of exhilaration that the hunter 1601 is coming to the player's rescue. Also, in FIG. 21(H), the first background continues to be displayed on the effect display device 1600, but a special background different from the first background and the second background may be displayed to give the player a sense of exhilaration. Also, in FIG. 21(H), all pending displays are hidden to draw the player's attention to the above-mentioned message (if the conditions for additionally reserving a variation are met while the pending displays are hidden, the variation is additionally reserved, but the pending displays remain hidden). 【0286】 In FIG. 21(I), due to the arrival of a new hunter 1601, the two hunters 1601 did not fall, that is, the durability performance was successful, and the decorative pattern stopped at a winning combination. In FIG. 21(I), a total of three hunters 1601 (three identical characters), namely the two hunters 1601 attacked by the rare beast and the one hunter 1601 who came to help, are shown, and each hunter 1601 holds a weapon (sword). In order to maintain the player's excitement, BGM4 continues to be output from the speaker 354. After the display in FIG. 21(I), a display indicating that the game state has been controlled (transited) to a jackpot game state (an example of a favorable state) may be displayed at the timing controlled to the jackpot game state (an example of a favorable state). 【0287】 In FIG. 21(J) which transitions from FIG. 21(G), although the villager 1602 came to help, the two hunters 1601 fell, that is, the durability performance failed, and the decorative pattern stopped at a losing combination. In FIG. 21(J), the two hunters who were attacked by the rare beast and fell and the one villager 1602 who came to help (that is, two identical characters and one different character) are shown, and each character holds a weapon (the hunter 1601 has a sword and the villager 1602 has a club). In FIG. 21(J), no BGM is output from the speaker 354 so as not to stimulate the player's sense of disappointment. 【0288】 Note that the time from the start of the state in FIG. 21(G) to the end of the variation when it becomes the state in FIG. 21(J) is within a predetermined time (for example, within 3 seconds), and the time from the start of the state in FIG. 21(G), passing through the state in FIG. 21(H), to the end of the variation when it becomes the state in FIG. 21(I) is longer than the predetermined time (for example, 5 seconds). Thereby, when the durability performance is successful, compared with when it fails, the time from the start of the durability performance to the end of the variation becomes longer, so that the player can enjoy the successful durability performance for a longer time. 【0289】 Furthermore, the likelihood of a jackpot in the variation may be indicated by the length of time from when the character holding the weapon in Figure 21(G) is displayed again until the transition to the next presentation (Figure 21(H) or Figure 21(J)). For example, if the time from when the character holding the weapon in Figure 21(G) is displayed again until the presentation changes to that in Figure 21(H) is 5 seconds, and the time from when the character holding the weapon in Figure 21(G) is displayed again until the presentation changes to that in Figure 21(J) is 3 seconds, then if the presentation does not change even after 3 seconds or more have passed since the character holding the weapon in Figure 21(G) was displayed again, then it is indicated that the endurance presentation was successful (that is, it is indicated that a jackpot will be announced). 【0290】 Furthermore, it is desirable that the rate at which the endurance performance fails is higher than the rate at which the endurance performance succeeds, because if the rate at which the endurance performance succeeds is high, the player will be less likely to appreciate the reward performance that is executed when the endurance performance succeeds and the advantageous benefits that are given to the player. 【0291】 21(I) and 21(J), the display size of the help character may be larger than the display size of the two hunters 1601, who are the first and second characters, to make it easier for the player to recognize whether the hunter 1601 or the villager 1602 has appeared as the help character, or the display size of all the characters may be the same to make it easier for the player to recognize all the displayed characters. After the display size of the help character is displayed larger than the display size of the two hunters 1601, who are the first and second characters, all the characters may be displayed at the same size (the display size of the first and second characters may be matched to the display size of the help character, the display size of the first and second characters may be matched to the display size of the help character, or the display size of all the characters may be matched to a size different from the size in which the first and second characters were displayed and the size in which the help character was displayed). 【0292】 Also, it is desirable that the display size of the characters when it is determined that the endurance performance in Figures 21(I) and 21(H) has succeeded or failed be larger than the display size of the characters at the start of the endurance performance in Figure 21(G), in order to allow the player to recognize which character's endurance performance has succeeded or failed. 【0293】 For example, a zone effect related to a search quest effect may be executed. For example, when a rare animal discovery confirmation zone effect is executed, the character will definitely discover a rare animal, suggesting a higher likelihood of winning compared to when the rare animal discovery confirmation zone effect is not executed. This rare animal discovery confirmation zone effect may be executed during a variation in which the search quest effect is executed (however, it may start before the rare animal is discovered), or may be executed as a pre-emptive effect from a variation prior to the variation in which the search quest effect is executed. The zone display indicating that a rare animal discovery confirmation zone effect is being executed has a higher display priority than the background display (i.e., the zone display is displayed in the foreground in an overlapping display area between the zone display and the background display), but a lower display priority than the character or weapon (i.e., the character or weapon is displayed in the foreground in an overlapping display area between the zone display and the character or weapon). 【0294】 20(B) to 20(C) when the first background is displayed, after a character holding a weapon is displayed, it is desirable that the rate at which the situation does not change (as in the presentation explained in FIG. 24 below) is higher than the rate at which the situation changes to a character not holding a weapon as in FIG. 20(D) and subsequent images. This can heighten the player's sense of anticipation when the situation changes to a character not holding a weapon. 【0295】 Furthermore, when the display changes from one in which a character is holding a weapon to one in which a character is not holding a weapon, as in the transition from Figure 20(C) to Figure 20(D), it is desirable to change from the one in which a character is holding a weapon to the one in which a character is not holding a weapon without an interval in between. This makes it easier for the player to notice the change in whether a character has a weapon or not, which increases the sense of anticipation, because the character suddenly changes from one in which no weapon is held to one in which a weapon is held. 【0296】 On the other hand, when the transition from Figure 20(F) to Figure 21(G) occurs, where a character not holding a weapon is displayed is changed to a character holding a weapon, it is desirable to change from a character not holding a weapon to a character holding a weapon after a period in which the character itself (including the weapon) is not displayed. 【0297】 Furthermore, even when the transition from Figure 20(C) to Figure 20(D) occurs when a situation changes from one in which a character holding a weapon is displayed to one in which a character not holding a weapon is displayed, it may be possible to change from the situation in which a character holding a weapon is displayed to the situation in which a character not holding a weapon is displayed, after a period in which the character itself (including the weapon) is hidden. 【0298】 FIG. 22 is an explanatory diagram showing an example of a presentation in which a character discovers a weak boss that is a rare animal in a search quest presentation. FIG. 22(E2), which transitions from FIG. 20(D), shows a state in which a hunter 1601 has discovered a rare animal. In FIG. 22(E2), two unarmed hunters 1601 and a rare animal, a weak boss 1611, that does not have a crest or beak, are displayed on the presentation display device 1600. It is assumed that the likelihood of a jackpot is higher when a character discovers a weak boss 1611 than when a character discovers a strong boss 1610. Also, in FIG. 22(E2), a second background is displayed as the background on the presentation display device 1600, and BGM3 continues to be output from the speaker 354. 【0299】 In Figure 22 (F2), in addition to two unarmed hunters 1601 (characters that were there from Figure 22 (E2)), one unarmed helper character hunter 1601 also joins the battle, making a total of three characters launching a preemptive attack on the weak boss 1611. When a character launches a preemptive attack on a rare animal, the endurance effect is not executed. Also, when a character launches a preemptive attack on a rare animal, it is preferable that the expectation of a jackpot is higher than when the endurance effect is executed. Note that although the one helper character without a weapon is displayed in an area overlapping with the weak boss 1611, the display priority of the helper character is higher (i.e., the helper character is displayed closer to the weak boss 1611). 【0300】 When the hunter 1601 is selected as the first and second characters, the characters are more likely to launch preemptive attacks against rare animals (i.e., the characters are less likely to be attacked by rare animals) than when the villager 1602 is selected. Also, when the weak boss 1611 is selected as the rare animal, the characters are more likely to launch preemptive attacks against rare animals (i.e., the characters are less likely to be attacked by rare animals) than when the strong boss 1610 is selected as the rare animal. 【0301】 In Figure 22 (G2), an effect is produced showing that three characters, two hunters 1601 and one helper hunter 1601, have defeated a weak boss 1611, and the decorative symbols stop in a winning combination. Also, in Figure 22 (G2), a second background is displayed as the background on the effect display device 1600, and BGM3 continues to be output from the speaker 354. Note that after Figure 22 (G2), an effect may be produced in which the hunter 1601 not holding a weapon changes to the hunter 1601 holding a weapon. 【0302】 It is preferable that a display be displayed indicating that the game has been controlled (transitioned) to the jackpot game state (an example of an advantageous state) at the timing when the game is controlled to the jackpot game state after FIG. 22 (G2). This allows the player to instantly feel a sense of elation by the display indicating that the game has been controlled to the jackpot game state. It is also possible that a display indicating that the game will be controlled (transitioned) to the jackpot game state (an example of an advantageous state) may be displayed before the game is controlled to the jackpot game state (specifically, for example, at the start of the variation in which the search quest presentation is executed, or at the time when the special random number corresponding to the variation in which the search quest presentation is executed is reserved). This allows the player to be notified of the jackpot at an early stage, giving the player a sense of surprise. 【0303】 In addition, in Figure 22 (F2), if a character different from the first and second characters (here, villager 1602) is selected as the helper character, the expectation of a jackpot is lower than when the same character is selected (or a miss may be confirmed). In addition, in Figure 22 (F2), if the same character as the first and second characters is selected as the helper character, a jackpot may be confirmed (in other words, a transition to Figure 22 (H2) may not be made). 【0304】 In addition, in Figure 22 (H2), an effect is performed showing that a total of three characters, two hunters 1601 and one hunter 1601 as a helper character, have escaped to the weak boss 1611, and further, the background image displayed on the effect display device 1600 returns to the first background, and no background music is output from the speaker 354. 【0305】 In addition, in the exploration quest presentation, various background images such as the first background, the second background, and the third background described below can be displayed on the presentation display device 1600, so the transparency of the character and image may be changed to allow the player to enjoy the background image. 【0306】 Fig. 23 is an explanatory diagram showing another example of a search quest presentation. In the search quest presentation of Fig. 23, BGM3, which was output when the character encountered a rare animal in the search quest presentations of Fig. 20 to Fig. 22, is output from speaker 354 at the start of the change (BGM3 can suggest that a rare animal will be encountered, that is, BGM3 functions as a precursor to an encounter with a rare animal), and the background displayed on presentation display device 1600 is a third background hatched with horizontal straight lines. 【0307】 In the exploration quest presentation of Figure 23 (an exploration quest presentation in which BGM3 is output at the start of the change and the background is the third background), it is desirable that the character will always be able to encounter a rare animal (or it is desirable that the rate of encountering a rare animal is higher than in the exploration quest presentations of Figures 20 to 22). 【0308】 As a result, when the exploration quest presentation in Figure 23 begins, the player who hears BGM3 (which is output when a rare animal is encountered in the exploration quest presentation in Figures 21 to 22) can get a sense of anticipation that the character will encounter a rare animal. 【0309】 23(A3) is the same as FIG. 20(A) except that the third background is displayed as the background image on the performance display device 1600 and BGM3 is output from the speaker 354. 【0310】 In Fig. 23(B3), the third background is displayed as a background image on the performance display device 1600, and BGM3 is output from the speaker 354. Furthermore, in Fig. 23(B3), the character Hunter 1601 is hiding his weapon (i.e., the weapon is not displayed) while searching for his companions. 【0311】 20 and 22, as mentioned above, when the character encounters a rare animal, he hides his weapon, so by having the hunter 1601 hide his weapon in advance in Figure 23 (B3), the player can get a sense of anticipation that the character will encounter a rare animal. Note that the character displayed in the search quest presentation in Figure 23 always does not carry a weapon. 【0312】 Figure 23(C3) is similar to Figure 20(C) except that the third background is displayed as the background image on the performance display device 1600, BGM5 is output from the speaker 354, and the character is hiding a weapon. In other words, in Figure 23(C3), when a second hunter 1601 is displayed in addition to the first hunter 1601 (when the same character is displayed as the first and second hunters), the same special sound as in Figure 20(C) may be output. Note that BGM3 may continue to be output instead of BGM5 in Figure 23(C3) and subsequent images. 【0313】 23(D3) to 23(F3) are similar to FIG. 22(E2) to FIG. 22(G2), respectively, except that a third background is displayed as a background image on the effect display device 1600 and BGM5 is output from the speaker. Note that in the search effect in which the first background was displayed at the start of the variation, when a second character identical to the first character is additionally displayed in FIG. 20(C3), BGM2, which is not output at other times, is output from speaker 354. However, when a second character identical to the first character is additionally displayed in FIG. 23(C3), BGM5, which is also output from FIG. 23(D3) onward, is output from speaker 354. Note that in FIG. 23(C3), BGM2 (BGM output when the display of two identical characters begins in the search quest effect that starts with the display of the first background) may be output, or a dedicated BGM for when the display of two identical characters begins in the search quest effect that starts with the output of BGM3 may be output. 【0314】 Note that BGM3 may be output from speaker 354 throughout the entire exploration quest presentation of FIG. 23. In other words, in the exploration quest presentation of FIG. 23, the BGM may change or BGM3 may continue to be output, so the length of time BGM3 is output is indefinite. For example, if the length of time BGM3 is output is indefinite, and the longer BGM3 is output, the higher the probability of winning the jackpot, the player can tensely wait for BGM3 to end. On the other hand, in FIG. 20, BGM3 is output when the two characters are actively searching for and battling rare animals, so the length of time BGM3 is output is constant. 【0315】 In addition, in the search quest presentation of Figure 23, i.e., in which the third background is displayed as the background image on the presentation display device 1600 and BGM3 is output from the speaker 354 from the start of the fluctuation, in order to not ruin the player's sense of anticipation that has been heightened by the third background and BGM3, it is also possible to make it so that a jackpot is confirmed when two hunters 1601 (who give a stronger sense of anticipation than the villagers 1602) search for a rare animal. 【0316】 Furthermore, when the search quest presentation of Figure 23 is executed, the player's expectations are heightened by the third background and the BGM3 that has been output since the start of the fluctuation, so it is desirable that the rate of winning a jackpot is higher than when the search quest presentation of Figures 20 to 22 (a search quest presentation in which the first background is displayed as a background image on the presentation display device 1600 and BGM1 is output from the speaker 354) is executed. 【0317】 In the search quest presentation in which the third background of FIG. 23 is displayed, when a predetermined presentation (for example, a presentation after encountering a rare animal or a presentation in which two or more of the same characters are displayed) is not being performed, the background music being output from the speaker 354 can be interrupted (the background music simply stops or changes to other background music) by operating a predetermined operation unit (for example, pressing operation unit 303), and the background music can be output again when the predetermined operation unit is operated again. In addition, to draw the player's attention to the fact that the background music will be interrupted by the operation, no operation sound is output in association with the operation to interrupt the background music. On the other hand, in the search quest presentation in which the third background is not displayed, as in FIGS. 20 to 22, the background music being output from the speaker 354 is not interrupted even if a predetermined operation unit (for example, pressing operation unit 303) is operated. 【0318】 Furthermore, in the search quest presentation in which the third background of FIG. 23 is displayed, when a predetermined presentation (e.g., a presentation after encountering a rare animal or a presentation in which two or more identical characters are displayed) is not being performed, an icon display whose appearance can be changed in response to operation of a predetermined operation unit (e.g., pressing operation unit 303) may be displayed on the presentation display device 1600. Therefore, when the predetermined operation unit is operated when the predetermined presentation is not being performed, the background music being output from the speaker is interrupted and the appearance of the icon display changes. Then, when the predetermined operation unit is operated again, the background music is output again and the appearance of the icon display can be changed again (it may return to its original appearance or may change to a different appearance). On the other hand, in the search quest presentation in which the third background is not displayed, such as those shown in FIGS. 20 to 22, the icon display is not displayed on the presentation display device 1600 regardless of the operation of the predetermined operation unit. The icon display may include information related to the background music being output from speaker 354. 【0319】 In addition, since the search quest presentation in Figure 23 increases the player's sense of anticipation with the third background and BGM3, it is desirable that it be executed in a game state that is advantageous to the player in a time-saving state or a special state (for example, a game state in which the probability of winning a jackpot is higher than in the game state in which the search quest presentation in which the first background is displayed is executed), while the search quest presentation in Figures 20 to 22 is desirably executed in a normal game state that is not a time-saving state or a special state. 【0320】 Figure 24 is an explanatory diagram showing an example of a presentation in which two selected characters are unable to find a rare animal in a search quest presentation. Figure 24(A4) is the same as Figure 20(A). Figure 24(B4) is the same as Figure 20(B), except that a villager 1602 holding a weapon (a metal club) is selected as the first character. 【0321】 In FIG. 24(C4), in addition to the first villager 1602, a hunter 1601 is displayed on the effect display device 1600 as a second character, with the villager 1602 holding a metal club and the hunter 1601 holding a sword. In FIG. 20(C), when the same character as the first character is displayed as the second character, a predetermined effect is displayed on the weapon he is holding. However, if the first character and the second character are different, the player will not encounter a rare animal and will ultimately be notified of a miss. Therefore, to avoid unnecessarily raising the player's expectations, the predetermined effect is not displayed. Also, in FIG. 24(C4), the decorative symbols form a reach. Also, in FIG. 24(C4), to avoid unnecessarily raising the player's expectations, the background music output from the speaker 354 remains BGM1, and no special sounds are output. 【0322】 In Figure 24(D4), unlike Figure 20(D), there is no effect of hiding the weapons to avoid being noticed by the rare beast (i.e., the weapons continue to be displayed), and the two characters are shown searching for the rare beast, which suggests to the player that the two characters will not encounter the rare beast. 【0323】 Also, in Figure 24 (D4), in order to avoid unnecessarily increasing the player's expectations, the background image displayed on the performance display device 1600 remains as the first background, all hold displays remain displayed, and the background music output from the speaker 354 remains as BGM1. 【0324】 24(E4), an effect is produced in which it appears that two characters have discovered a rare animal, but it turns out that it was another villager 1602 who discovered it (i.e., the rare animal was not discovered), and the decorative patterns stop in a losing combination. Also, in FIG. 24(E4), the background image displayed on the effect display device 1600 remains the first background, and BGM is not output from the speaker 354. 【0325】 24 has been described as an effect in which two different characters are selected and a rare animal cannot be encountered, but an effect in which a rare animal cannot be encountered may also be executed even when the same two characters are selected. That is, for example, the effects of Figures 20(A) to 20(C) may be executed, followed by the effects of Figures 24(D4) and 24(E4) (however, the first and second characters in Figures 24(D4) and 24(E4) are hunters 1601, as in Figure 20(C), and the third character is a villager 1602 different from the first and second characters). 【0326】 Alternatively, instead of transitioning from FIG. 24(C4) to FIG. 24(D4), the selected first and second characters may be temporarily hidden, and the first and second characters may be reselected. This character reselection may be repeated multiple times. Furthermore, the more times character reselection is performed, the higher the likelihood of a jackpot. When reselecting characters, the same combination of characters as the first and second characters previously selected may be selected, or a different combination of characters may be selected. For example, if reselection is repeated in which both the first and second characters are hunters, the special sound described in FIG. 20(C) is output each time the second hunter 1601 is displayed in addition to the first hunter 1601. In other words, the special sound can be output multiple times in one change. 【0327】 Also, as in Figure 20(C) or Figure 24(C4), after the first and second characters are selected, instead of transitioning to Figure 20(D) or Figure 20(D4), a specified character that is neither a hunter 1601 nor a villager 1602 may be displayed as the third character, and then the first and second characters may be re-selected. 【0328】 Figures 25 and 26 are explanatory diagrams showing another example of a search quest presentation. In the search quest presentations of Figures 25 and 256, similar to the search quest presentation of Figure 23, from the start of the change, the third background is displayed as a background image on the presentation display device 1600, and BGM3 is output from the speaker 354. Also, in the search quest presentations of Figures 25 and 26, an endurance presentation is performed. 【0329】 25(A5) to 25(D5) are similar to FIG. 23(A3) to FIG. 23(D3) except that a villager 1602 is selected as the first and second characters, respectively. 【0330】 25(E5) shows a state in which two villagers 1602 are being attacked by a weak boss 1611. The performance display device 1600 continues to display the third background as the background image, and only the pending display corresponding to the ongoing change is displayed, and BGM5 is output from the speaker 354. 【0331】 In Figure 25 (F5), an endurance performance is being performed. In Figure 25 (F5), the third background continues to be displayed as the background image on the performance display device 1600, all hold displays are displayed, and BGM is not being output from the speaker 354. Also, in the endurance performance when the third background is displayed on the performance display device 1600, the characters (two villagers 1602 who are characters attacked by rare animals, and a hunter 1601 (different from the villagers 1602) who is a cut-in character) do not carry weapons. The third background has already raised the player's expectations, so not having the characters carry weapons prevents the player's expectations from becoming excessive. 【0332】 In Figure 26 (G5), a display indicating that the jackpot has not been won (the endurance performance has failed) (the message "Looks like it won't be enough...") is displayed on the performance display device 1600. In addition, a fourth background hatched in a grid pattern is displayed on the performance display device 1600 as a background image. The fourth background is a background image dedicated to when the message is displayed. In addition, all pending displays are displayed on the performance display device 1600, but to make it easier for the player to recognize the message and the fourth background, the pending display corresponding to the change in progress may be hidden, or both the pending display corresponding to the change in progress and the pending change may be hidden. In addition, BGM6 is output from the speaker 354. BGM6 is the BGM dedicated to when the message is displayed. 【0333】 In Figure 26 (G5), by displaying a message indicating that the jackpot has not been won, and further displaying the fourth background image, which is a dedicated background image, and outputting BGM6, which is a dedicated BGM, the player is made to realize that they have not won the jackpot before the exploration quest presentation has completely ended, thereby preventing sudden disappointment. 【0334】 However, it is desirable that the effect of Figure 26 (G5) be executed only when the third background is displayed from the start of the search quest effect and the characters selected as the first and second characters are not the hunters 1601 with the highest jackpot expectation (i.e., one of the characters is a villager 1602). In a search quest effect that starts from the first background, which has a low jackpot expectation, as in Figure 21, the player is prepared to not win a jackpot, so they will not be suddenly disappointed even if the effect of Figure 26 (G5) is not executed and a loss is announced. Furthermore, in a search quest effect that starts from the third background, which has a high jackpot expectation, if two hunters 1601 with a high jackpot expectation are selected as the first and second characters, a jackpot is already confirmed, so the effect of Figure 26 (G5) is not executed. 【0335】 In FIG. 26 (H5), the endurance performance has failed, and the decorative symbols have stopped in a losing combination. The performance display device 1600 displays the first background as the background image, and all pending displays are displayed. Note that in FIG. 26 (H5), instead of the first background, a fifth background may be displayed, which can only be displayed after the fourth background of FIG. 26 (G5) is displayed. Note that the fifth background can be displayed continuously in subsequent variations, and can be displayed, for example, from the time the fifth background is displayed until a predetermined number of variations have been completed. Both the two villagers 1602 and the one helper character, the hunter 1601, are holding weapons. Also, no background music is output from the speaker 354. In addition, when the fifth background is displayed from the time the fifth background is displayed until the predetermined number of changes is completed, it is preferable that BGM (dedicated BGM different from any of BGM1 to BGM6) can be output from speaker 354 at least while the predetermined number of changes are being executed (a switch to another BGM may be made during the predetermined number of changes, and the switched BGM may be returned to the dedicated BGM during the predetermined number of changes). 【0336】 If a search quest presentation is performed in the variation following the variation that ended in Figure 26 (H5), the search quest presentation will start from the presentation in Figure 20. That is, the search presentation for the next variation will start with the first background displayed, and the characters selected as the first and second players will be holding weapons. Therefore, in Figure 26 (H5), the first background is displayed in advance and the characters are shown holding weapons in preparation for the search quest presentation that may be performed in the next variation. 【0337】 In addition, in the exploration quest performance, if the background image and BGM at the start of the exploration quest performance are the same, the probability of winning is higher if the hunter 1601 is selected as both the first and second characters than if the villager 1602 is selected as both the first and second characters. 【0338】 However, it is desirable that the probability of winning is higher when a villager 1602 is selected as both the first and second characters in a search quest presentation that begins with the third background being displayed and BGM3 being output (for example, the search quest presentation in Figures 25 and 26), than when a hunter 1601 is selected as both the first and second characters in a search quest presentation that begins with the first background being displayed and BGM1 being output (for example, the search quest presentation in Figures 20 and 21). 【0339】 Note that, when a loss is announced in the exploration quest presentation that starts with the display of the third background and the output of BGM3, the presentation of FIG. 26(G5) may be omitted. If the presentation of FIG. 26(G5) is omitted, it is preferable to return to the presentation of FIG. 25(A5) again following FIG. 26(H5). In this case, in FIG. 25(F5) and FIG. 26(H5), BGM may not be output, or BGM3 may be output. Also, in the exploration quest presentation that starts with the display of the third background and the output of BGM3, when a character encounters a rare animal (FIG. 23(D3) to FIG. 23(F3), FIG. 25(D5) to FIG. 25(E5)), a background different from the third background (for example, the second background or a dedicated background) may be displayed. 【0340】 21, 22, and 23 illustrate examples in which a jackpot is announced after two identical characters encounter a rare animal. However, a jackpot may also be announced when two identical characters are selected but without encountering a rare animal. Specifically, for example, a jackpot may be announced by the presentation of FIG. 21(I) following FIG. 20(C). Also, a jackpot may be announced by the presentation of FIG. 21(I) (where the background image is the third background) following FIG. 23(C3). This can give the player a sense of surprise. However, it is desirable that the likelihood of a jackpot be higher when two identical characters encounter a rare animal than when two identical characters are selected but do not encounter a rare animal. 【0341】 In addition, in the exploration quest presentation that starts with the first background being displayed and BGM1 being output, even if a hunter 1601 is selected as both the first and second characters (for example, the exploration quest presentation in Figures 20 and 21), or even if a villager 1602 is selected as both the first and second characters, a loss may be announced (in other words, these presentations may be selected whether a jackpot is selected or a loss is selected). 【0342】 On the other hand, in the exploration quest presentation that starts with the third background being displayed and BGM3 being output, if the hunter 1601 is selected as both the first and second characters (for example, the exploration quest presentation in Figure 23), a jackpot is confirmed (i.e., the presentation can only be selected if a jackpot is selected), but if the villager 1602 is selected as both the first and second characters, a miss may be announced (i.e., the presentation can be selected whether a jackpot is selected or a miss is selected). 【0343】 Furthermore, for example, in an exploration quest presentation that starts with the third background being displayed and BGM3 being output, it is desirable that the minimum time period of the advantageous state (jackpot play) controlled when the villager 1602 is selected as both the first and second characters and a jackpot is announced be shorter than the minimum time period of the advantageous state (jackpot play) controlled when the hunter 1601 is selected as both the first and second characters and a jackpot is announced. 【0344】 In addition, in the exploration quest presentation that starts with the third background being displayed and BGM 3 being output, a jackpot may be announced even if a different character combination (a combination of hunter 1601 and villager 1602) is selected as the first and second characters. Specifically, for example, in the exploration quest presentation that starts with the third background being displayed and BGM 3 being output, after the different character combination is selected, a jackpot is announced without encountering a rare animal (for example, the presentation of FIG. 21(I) is executed). This allows the player's emotions to fluctuate greatly, with expectations rising when the third background is displayed and BGM 3 being output, expectations decreasing when a different character combination is selected, and excitement rising sharply when a jackpot is announced without discovering a rare animal. 【0345】 On the other hand, in the exploration quest presentation that starts with the first background being displayed and BGM1 being output, if a combination of different characters is selected as the first and second characters, it is preferable that a jackpot is not announced (for example, as in the exploration quest presentation of Figure 24) (in other words, a combination of different characters is selected as the first and second characters only if a miss is selected, and when a jackpot is announced, the same characters are always selected as the first and second characters). 【0346】 In addition, in an exploration quest presentation that begins with the first background being displayed and BGM1 being output, after different characters are selected as the first and second characters (for example, as in Figure 24 (C4)), the second character may be reselected to be the same character as the first character (for example, a transition to Figure 20 (C) may occur). 【0347】 Also, for example, in a search quest presentation that starts with the first background being displayed and BGM1 being output, a presentation may be executed in which a total of four characters, two hunters 1601 and two villagers 1602, gather together (for example, at the timing of FIG. 20(C)) to go in search of a rare animal and defeat it. For example, it is desirable that the likelihood of a jackpot increases in the following order: when two villagers 1602 gather < when a total of four characters, two hunters 1601 and two villagers 1602 gather < when two hunters 1601 gather. 【0348】 In addition, in such an effect in which multiple characters (three or more characters) gather, other characters different from the hunter 1601 and the villager 1602 may also be displayed. Even in this case, the expectation of a jackpot is higher when an effect in which only two hunters 1601 are displayed is executed than when an effect in which multiple characters including the hunter 1601 gather is executed. However, in an effect in which multiple characters (three or more characters) gather, the expectation may be higher only when all characters are gathered (when all types of characters are gathered) than when an effect in which only two hunters 1601 are displayed. 【0349】 It is desirable that the change time for announcing a jackpot in a search quest presentation that starts with the third background being displayed and BGM3 being output be shorter than the change time for announcing a jackpot in a search quest presentation that starts with the first background being displayed and BGM1 being output. In a search quest presentation that starts with the first background being displayed and BGM1 being output, the player's sense of anticipation is not high at the start of the search quest presentation, so by performing the change time over a long period of time, the player's sense of anticipation can be gradually increased. On the other hand, in a search quest presentation that starts with the third background being displayed and BGM3 being output, the player's sense of anticipation is already high from the start of the search quest presentation, so a short change time can maintain the player's sense of anticipation and ultimately reduce fatigue. 【0350】 Also, for the same reason, it is desirable that the time period during which a miss is announced in an exploration quest presentation that begins with the third background being displayed and BGM3 being output be shorter than the time period during which a miss is announced in an exploration quest presentation that begins with the first background being displayed and BGM1 being output. 【0351】 Furthermore, it is desirable that the shortest change time for a jackpot to be announced in a search quest presentation that begins with the third background being displayed and BGM3 being output be shorter than the shortest change time for a jackpot to be announced in a search quest presentation that begins with the first background being displayed and BGM1 being output. Furthermore, regardless of whether a jackpot is announced, it is desirable that the shortest change time for a search quest presentation that begins with the third background being displayed and BGM3 being output be shorter than the shortest change time for a search quest presentation that begins with the first background being displayed and BGM1 being output. This allows for a variety of presentation patterns to be realized over time, regardless of whether a jackpot is announced, and gradually increases the player's anticipation, which is not high at the start of the search quest presentation. 【0352】 In addition, in the search quest presentation, up to three characters can be displayed simultaneously, but a jackpot may be determined when three characters of a predetermined combination are displayed simultaneously. For example, the predetermined combination may be three hunters 1601 or three villagers 1602. 【0353】 Furthermore, in the search quest presentation, after the two characters who fought the rare animal and the helper character become the above-mentioned predetermined combination of characters and a jackpot is announced, a character change presentation may be executed in which these characters change into other characters. For example, in FIG. 21(I), if the rare animal is defeated by three villagers 1602 holding weapons instead of three hunters 1601 holding weapons, a character change presentation may be executed in which all three villagers 1602 holding weapons simultaneously change into hunters 1601 holding weapons. However, because the player feels more excited when hunters 1601 are displayed than when villagers 1602 are displayed, it is preferable not to execute a presentation in which all three hunters 1601 holding weapons simultaneously change into three villagers 1602 holding weapons when a jackpot is announced. 【0354】 Similarly, in Figure 22 (G2), when three unarmed villagers 1602, instead of three unarmed hunters 1601, defeat a rare animal, a character change effect may be performed in which all three unarmed villagers 1602 simultaneously change into unarmed hunters 1601. However, because the player feels more excited when the hunters 1601 are displayed than when the villagers 1602 are displayed, it is preferable not to perform an effect in which all of these characters simultaneously change into three unarmed villagers 1602 when the three unarmed hunters 1601 are displayed and a jackpot is announced. 【0355】 In order to give the player a sense of exhilaration through the character change effect, it is desirable that the character change effect be executed only when a predetermined advantageous state (such as a jackpot that transitions to a time-saving state) is achieved. In the character change effect, the presence or absence of weapons of the characters may change, for example, such that the three villagers 1602 without weapons change into hunters 1601 with weapons, or the three villagers 1602 with weapons change into hunters 1601 without weapons. 【0356】 In the character change effect, when the three villagers 1602 change into three hunters 1601, a special effect movie or the like may be displayed to give the player a sense of elation. In addition, in order to further enhance the sense of elation given to the player when the character change effect appears, when a jackpot is announced in the search quest effect, the probability of the character change effect appearing should be lower than the probability of the character change effect not appearing. 【0357】 In addition, in the character change effect, it is preferable that the special effect movie displayed and the benefits granted to the player be different when the three villagers 1602 holding weapons change into the three hunters 1601 holding weapons and when the three villagers 1602 unarmed change into the three hunters 1601 unarmed. For example, in the character change effect, a more luxurious special effect movie (for example, a longer display time for the effect movie, a larger number of characters displayed in the effect movie, or a louder sound output simultaneously with the effect movie) is displayed or a more advantageous benefit (for example, a larger number of rounds in the jackpot game that starts immediately afterwards) is granted to the player when the three unarmed villagers 1602 change into the three hunters 1601 unarmed than when the three villagers 1602 holding weapons change into the three hunters 1601 holding weapons. 【0358】 In Figures 21(G) and 25(F5), at the start of the endurance performance, the two characters attacked by the rare animal and the cut-in character are displayed simultaneously, but at the start of the endurance performance, in order to ensure that the player recognizes who the cut-in character is, first only the cut-in character is displayed (without changing the background image from when the rare animal attacked), and then, as in Figures 21(G) and 25(F5), the two characters attacked by the rare animal and the cut-in character may be displayed. 【0359】 In the exploration quest presentation that starts with the third background displayed and BGM3 output, two unarmed villagers 1602 are attacked by a weak boss 1611, and the two unarmed villagers 1602 become invisible due to the fourth background in Fig. 26(G5). The two unarmed villagers 1602 are redisplayed in Fig. 26(H5) holding weapons. However, in the exploration quest presentation that starts with the third background displayed and BGM3 output, if two unarmed hunters 1601 discover a rare animal, it is desirable that the fourth background in Fig. 26(G5) is not displayed, and the two unarmed hunters 1601 in Fig. 26(H5) do not change to hunters 1601 holding weapons. This is because when the two hunters 1601 encounter a rare animal, the probability of a jackpot is high and the player's expectations are rising, so the fourth background, which includes an indication that the jackpot has not been won, does not dampen the player's expectations. 【0360】 Furthermore, in the search quest presentation that starts with the first background being displayed and BGM1 being output, as in the examples of Figures 20 and 21, it is possible to have two unarmed hunters 1601 fight a rare animal and then the two hunters 1601 pick up their weapons again, or two unarmed villagers 1602 fight a rare animal and then the two hunters 1601 pick up their weapons again. However, since the likelihood of a jackpot is not high in the first place in the search quest presentation that starts with the first background being displayed and BGM1 being output, when there is a change in the presence or absence of weapons, it is desirable not to display the fourth background, which would further reduce the player's expectations, as shown in Figure 21. 【0361】 Figure 27 is another example of a search quest presentation. In the search quest presentation of Figure 27, a predetermined operation is prompted to be performed on the pressing operation unit 303 during a battle between a character and a rare animal, and when the predetermined operation is performed on the pressing operation unit 303, a presentation is executed in which the character attacks the rare animal, or a presentation in which the character is attacked by the rare animal. Figure 27(E) is a presentation that transitions from Figure 20(D), and a presentation similar to Figure 20(E) is performed. From Figure 27(E), it is possible to transition to Figure 27(F6), Figure 27(F7), or Figure 27(F8). 【0362】 27(E), two unarmed hunters 1601, a strong boss 1610, a first background as a background image, and a hold display corresponding to the ongoing change are displayed on the effect display device 1600, and BGM3 is output from the speaker 354. Furthermore, in Fig. 27(F6), a first button image (an image consisting of an image of a button labeled "PUSH" and an image of an arrow) instructing the pressing operation unit 303 to be pressed (a so-called single press) is displayed in the center of the effect display device 1600, and an instruction sound ("Press!") instructing the pressing operation unit 303 to be pressed (i.e., indicating the instruction content of the first button image) is output from the speaker 354. 【0363】 To make it easier for the player to recognize that an instruction is being given to operate the pressing operation unit 303, the display priority of the first button image is higher than the display priority of other images such as characters and rare animals. Note that the display of the first button image and the output of an instruction sound indicating the instruction content of the first button image may be performed when a predetermined condition is satisfied (for example, when a predetermined operation (for example, a long press as opposed to a simple press) is performed on the pressing operation unit 303). 【0364】 In Fig. 27(F6), when the pressing operation unit 303 is pressed in accordance with the instruction indicated by the first button image, the first button image is erased and the display transitions to Fig. 27(F). In Fig. 27(F), the same effect as Fig. 20(F) is performed, and then the display transitions to the endurance effect of Fig. 21(G) (i.e., an effect in which a character holding a weapon is displayed). 【0365】 In Fig. 27 (F6), if the instruction indicated by the first button image is not followed and the pressing operation unit 303 is not pressed, the display transitions to Fig. 27 (F7). Fig. 27 (F7) shows an effect during a specific period in which effect images such as images of characters and rare animals are not displayed. The first button image continues to be displayed on the effect display device 1600, and the instruction sound instructing the player to press the pressing operation unit 303 indicated by the first button image continues to be output from the speaker 354. However, to make it easier for the player to recognize the instruction to press the pressing operation unit 303, the images of the character and rare animal are erased from the effect display device 1600, and the output of the background music is stopped. In this way, during the specific period in which effect images such as images of characters and rare animals are not displayed, and furthermore, the output of the background music is stopped, the player can increase his or her sense of anticipation that the character will be able to defeat the rare animal by operating the pressing operation unit 303. In FIG. 27 (F7), instead of stopping the output of the BGM, the volume of the BGM may be reduced (for example, below the volume at the start of the exploration quest presentation). 【0366】 In FIG. 27(F7), the background image may be changed to a single-color image of a predetermined color to make the first button image easier to recognize. In FIG. 27(F7), all hold displays may also be erased from the effect display device 1600. In FIG. 27(F7), it is desirable that no effect sounds other than the instruction sounds indicating the instruction content of the first button image are output from the speaker 354. Examples of effect sounds other than the instruction sounds indicating the instruction content of the first button image include effect sounds related to the two characters, such as the voices of the two characters or rare animals, and sound effects in battles with the two characters or rare animals. The effect sounds related to the two characters include, for example, effect sounds accompanying the actions of the two characters, effect sounds output when a character is determined in FIG. 20(B) and FIG. 20(C), and effect sounds output when the same two characters are selected in FIG. 20(C). As described above, the transition from FIG. 27(E) to FIG. 27(F7) may be made without passing through FIG. 27(F6). 【0367】 In Fig. 27(F7), when the pressing operation unit 303 is pressed in accordance with the instruction content indicated by the first button image, the specific period ends and the screen transitions to Fig. 27(F). In other words, in this case, the character not holding a weapon is hidden, and the next time the character is displayed again, it will not be holding a weapon. 【0368】 In Fig. 27(F7), if pressing operation unit 303 is not pressed in accordance with the instruction content indicated by the first button image, the specific period ends and the display transitions to Fig. 27(F8). Note that in Fig. 27(F7), if pressing operation unit 303 is pressed in accordance with the instruction content indicated by the first button image, the specific period may end after the first button image is erased, or the first button image may be erased after the specific period ends. 【0369】 27(F7), if the instruction indicated by the first button image is not followed and the pressing operation unit 303 is not pressed (even after a predetermined time has passed since the first button image was displayed), the specific period may end and the game may transition to FIG. 27(F). Also, if the instruction indicated by the first button image is not followed and the pressing operation unit 303 is not pressed (even after a predetermined time has passed since the first button image was displayed), the player is not interested in the effects of the character attacking the rare animal or the character being attacked by the rare animal. Therefore, after FIG. 27(F7), the specific period may end and the game may transition to the endurance effect of FIG. 21(G), omitting FIG. 27(F). In other words, in this case, the character without a weapon is hidden, and the next time the character is displayed, it will be holding a weapon. 【0370】 Furthermore, for example, the first button image may be displayed even during the endurance performance (a situation in which three characters are displayed) (either continuing from FIG. 27(F7) or after the start of the endurance performance). In this case, for example, when a predetermined time (e.g., three seconds) has elapsed since the start of the endurance performance, the first button image is hidden, and when a predetermined time (e.g., five seconds) has elapsed since the first button image was erased, the images of the three characters are also hidden. After the three characters are also erased, a predetermined movie is displayed on the performance display device 1600, but when, for example, operation of a predetermined operation unit (e.g., pressing operation unit 303) is detected, the predetermined movie is terminated. 【0371】 It is desirable that no sound be output from the speaker 354 while the predetermined movie is being displayed in order to maintain the sense of tension imparted to the player by the endurance presentation. The three characters may be hidden and the predetermined movie may be displayed on the condition that a predetermined time (5 seconds) has elapsed since the endurance presentation began. The time from when the three characters are displayed until they are no longer displayed in the endurance presentation is longer than the time until the first button image is erased. In the above example, the predetermined movie is displayed after the three characters are no longer displayed, but the three characters may also be hidden by displaying the predetermined movie. 【0372】 Figure 27 (F8) shows a performance during a specific period when performance images such as images of characters and rare animals are not displayed, and a second button image (an image consisting of an image of a button labeled "long press" and an image of an arrow) instructing a long press of the pressing operation unit 303 (an operation different from a single press) is displayed in the upper left corner of the performance display device 1600 (a position different from the position (center) where the first button image is displayed). 【0373】 In FIG. 27 (F8), to help the player easily recognize the instruction to press and hold the pressing operation unit 303 indicated by the second button image, images of the character and rare animal are not displayed on the effect display device 1600, and background music is not output. Furthermore, unlike when the first button image is displayed, when the second button image is displayed, no instruction sound indicating the instruction content of the second button image is output. Thus, by stopping the output of background music during a specific period when effect images such as images of the character and rare animal are not displayed, the player can increase their sense of anticipation that the character will be able to defeat the rare animal by pressing and holding the pressing operation unit 303. Furthermore, by not outputting an instruction sound indicating the instruction content of the second button image, a sense of tension is created in the player, and the instruction effect by the second button image can be treated as a hidden effect. Note that in FIG. 27 (F8), instead of stopping the output of the background music, the volume of the background music may be reduced (for example, lower than the volume at the start of the exploration quest effect). 【0374】 27(F8), it is desirable that not only the background music and the instruction sounds indicating the instructions of the second button image, but also other sound effects (for example, the voices of characters and rare animals, and sound effects in battles with characters and rare animals) are not output from speaker 354. 【0375】 In Fig. 27(F8), when a predetermined time has passed since the second button image was displayed, or when the pressing operation unit 303 is pressed and held down (for example, pressed for 3 seconds or more), the specific period ends and the display transitions to Fig. 27(F). In other words, in this case, the character without a weapon is hidden, and the next time the character is displayed again, it will still be without a weapon. 【0376】 In Fig. 27(F8), if a predetermined time has passed since the second button image was displayed, or if the pressing operation unit 303 is pressed and held (for example, pressed for 3 seconds or more), the specific period ends, and Fig. 27(F) may be omitted and the display may transition to the endurance display of Fig. ...
Claims
[Claim 1] A lottery method for conducting a drawing to determine the distribution of benefits to players, A means for executing the performance, The system includes a means for displaying the aforementioned effects, The aforementioned performance execution means is capable of executing a plurality of performance displays, and of the plurality of performance displays, at least the first performance display and the second performance display are configured to suggest the degree of expectation regarding the granting of the aforementioned benefits. The displays shown by the aforementioned display means are configured to be displayed according to their respective display priorities. The first display is a combination of multiple displays, Each of the aforementioned multiple displays is displayed in a display mode selected from a plurality of display modes. There is a first situation in which the performance described above is being carried out based on the results of the lottery, and a second situation in which the performance described above is being carried out due to a different trigger than the first situation, In the first situation, the first display, the second display, and the third display, which has the lowest display priority among the displays visible in the first situation, are displayed. In the second situation, the third performance display, which has the lowest display priority among the visible displays in the second situation, is displayed, but the first performance display and the second performance display are not displayed. In the first and second situations, when the third performance display is displayed, a new performance display that is different from the first and second performance displays and that suggests the degree of expectation regarding the granting of the bonus can be displayed, The number of types of performance displays that can be newly displayed in the first situation is greater than the number of types of performance displays that can be newly displayed in the second situation. Furthermore, while background music (BGM) may be output in the second situation, the BGM output in the second situation can be changed when a predetermined player operation is performed. Furthermore, the third display shown in the first situation may be of a different type, with varying degrees of expectation regarding the granting of the bonus. Furthermore, the third display shown in the second situation includes multiple types, each with a similar level of expectation regarding the granting of the bonus. A gaming machine characterized by the following features.