Gaming machine

The gaming machine addresses monotony in lottery-based games by dynamically displaying patterns and providing uncertain winning notifications, enhancing player engagement and attention.

JP2026095548APending Publication Date: 2026-06-11SANSEI R&D KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SANSEI R&D KK
Filing Date
2026-03-31
Publication Date
2026-06-11

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  • Figure 2026095548000001_ABST
    Figure 2026095548000001_ABST
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Abstract

To increase attention to gaming. [Solution] In Battle SP, the Battle Part may be executed after the Character Selection Part. In the Character Selection Part, one of several roulette icons is selected by a roulette animation, and up to two allied characters 342 that make up that roulette icon become candidates to participate in the Battle Part. The Battle Part is broadly divided into a single battle in which only one allied character 342 is deployed, and a pair battle in which two allied characters are deployed. The allied characters include character E1, whose jackpot result is clearly indicated at the time of participation, and while a single battle with character E1 is being executed, character A2, which has the lowest expected value at the time of participation and was also part of the roulette icon with character E1, joins in, and the battle transitions to a pair battle, clearly indicating that it is a guaranteed jackpot result.
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Description

【Technical Field】 【0001】 The present invention relates to a gaming machine. 【Background Art】 【0002】 In gaming machines such as pachinko machines, there are some in which a lottery such as a jackpot is executed based on winning a prize in a starting ball entry section provided in a game area. In this type of gaming machine, a plurality of effect symbols are variably displayed on a display unit, and the lottery result is notified to the player by stopping and displaying a symbol combination corresponding to the lottery result. And in the process until the lottery result is notified, various effects such as a reach effect and a preview effect are executed in order to suppress the monotony of the game (for example, see Patent Document 1). 【Prior Art Documents】 【Patent Documents】 【0003】 【Patent Document 1】 Japanese Patent Laid-Open No. 2011-255021 【Summary of the Invention】 【Problems to be Solved by the Invention】 【0004】 However, many of the effects such as the reach effect and the preview effect are similar, and in the gaming machine of the above-described type, there is still room for improvement in its configuration in order to improve the degree of attention to the game. 【0005】 The present invention has been made in view of the above-exemplified circumstances and the like, and aims to improve the degree of attention to the game. 【Means for Solving the Problems】 【0006】 The first invention is lottery means for performing a win / loss lottery, a symbol display unit for variably displaying special symbols, A display means capable of executing a display effect that variably displays multiple types of patterns in response to the variable display of the aforementioned special pattern, Performance control means for controlling the display means and Equipped with, The aforementioned performance control means is capable of notifying the result of the lottery conducted by the lottery means through a special performance. A gaming machine capable of displaying a predetermined pattern, which is a pattern having a predetermined configuration including a first pattern component and a second pattern component, The aforementioned performance control means is In the first timing of the display performance, a first performance is performed to make the first pattern component, which is currently displayed with the predetermined pattern, invisible, and means for changing the predetermined pattern to a specific configuration that does not include the first pattern component, In the display performance described above, at a second timing following the first timing, a second performance is performed to make the first pattern component, which is currently hidden, visible, and means for returning the predetermined pattern, which is in a specific configuration, to the predetermined configuration. Includes, In the second presentation described above, when changing the predetermined pattern that has been changed to the pattern of the specific configuration back to the pattern of the predetermined configuration, dynamic display can be performed using at least the first pattern configuration unit. The area in the display means for performing the dynamic display is set according to a predetermined pattern of the specific configuration. The aforementioned lottery means is configured to determine whether the result is a winning result with a specific benefit, The aforementioned performance control means is characterized in that, when the result of the draw is a winning result, it performs a fuzzy performance that notifies or suggests that it is a winning result but does not distinguish whether or not it is a winning result with a specific prize, and either terminates the fuzzy performance midway to notify or suggest that it was a winning result with a specific prize and then terminates the special performance, or continues to execute the fuzzy performance without doing so and terminates the entire special performance, thereby making it possible to notify or suggest whether or not it was a winning result with a specific prize. 【0007】 The second invention is, A lottery method for determining winners and losers, A symbol display unit that displays the variation of special symbols, A display means capable of executing a display effect that variably displays multiple types of patterns in response to the variable display of the aforementioned special pattern, Performance control means for controlling the display means and Equipped with, The aforementioned performance control means is capable of notifying the result of the lottery conducted by the lottery means through a special performance. A gaming machine capable of displaying a predetermined pattern, which is a pattern having a predetermined configuration including a first pattern component and a second pattern component, The aforementioned performance control means is In the first timing of the display performance, a first performance is performed to make the first pattern component, which is currently displayed with the predetermined pattern, invisible, and means for changing the predetermined pattern to a specific configuration that does not include the first pattern component, In the display performance described above, at a second timing following the first timing, a second performance is performed to make the first pattern component, which is currently hidden, visible, and means for returning the predetermined pattern, which is in a specific configuration, to the predetermined configuration. Includes, In the second presentation described above, when changing the predetermined pattern that has been changed to the pattern of the specific configuration back to the pattern of the predetermined configuration, dynamic display can be performed using at least the first pattern configuration unit. The area in the display means for performing the dynamic display is set according to a predetermined pattern of the specific configuration. The aforementioned lottery means is configured to determine whether the result is a winning result with a specific benefit, The effect presentation control means performs, as the special presentation involving display of at least either the image corresponding to the first symbol composition unit or the image corresponding to the second symbol composition unit, a fuzzy presentation which, when the result of the win / loss lottery is a winning result, is a notification or suggestion of the winning result but cannot distinguish whether it is a winning result with a specific privilege. Depending on whether to end the fuzzy presentation halfway and then end the special presentation after notifying or suggesting that it is a winning result with a specific privilege, or to continue executing the fuzzy presentation without ending it and then end the entire special presentation, it is possible to notify or suggest whether it is a winning result with a specific privilege. 【Advantages of the Invention】 【0008】 According to the present invention, it is possible to contribute to an improvement in the degree of attention to the game. 【Brief Description of the Drawings】 【0009】 [Figure 1] Front view showing the pachinko machine in the first embodiment. [Figure 2] Front view of the game board. [Figure 3] Front view of the main display unit. [Figure 4] Block diagram showing the electrical configuration of the pachinko machine. [Figure 5] Schematic diagram showing the configuration of various counters etc. used for win / loss lottery etc. [Figure 6] Schematic diagram showing various tables. [Figure 7] Flowchart showing the main processing executed by the CPU of the main control board. [Figure 8] Flowchart showing the timer interrupt processing executed by the CPU of the main control board. [Figure 9] Flowchart showing the general drawing general power control processing. [Figure 10] Flowchart showing the general drawing variation start processing. [Figure 11] Flowchart showing the general drawing confirmation in progress processing. [Figure 12]A flowchart illustrating the special electrical control process. [Figure 13] A flowchart illustrating the process for retrieving pending information. [Figure 14] A flowchart showing the process for initiating special feature changes. [Figure 15] A flowchart showing the process of determining the special design. [Figure 16] A flowchart showing the process for terminating a special service. [Figure 17] A block diagram showing the configuration related to display control. [Figure 18] A schematic diagram showing the display screen (display content). [Figure 19] (a) A flowchart showing the general flow of the performance, and (b) A schematic diagram showing the relationship between the type of performance and the probability of winning a jackpot. [Figure 20] A schematic diagram showing the different types of stay stages. [Figure 21] A schematic diagram showing the flow of Battle SP. [Figure 22] A schematic diagram showing the types of enemy characters. [Figure 23] A schematic diagram showing the types of allied characters (boys) that make up the first group. [Figure 24] A schematic diagram showing the types of ally characters (girls) that make up the second group. [Figure 25] A schematic diagram illustrating the flow of the battle part. [Figure 26] A schematic diagram illustrating the flow of the battle part. [Figure 27] A schematic diagram illustrating the flow of the battle part. [Figure 28] A schematic diagram showing the relationship between participating characters and the probability of winning a jackpot. [Figure 29] A schematic diagram showing the relationship between participating characters and the probability of winning a jackpot. [Figure 30] A schematic diagram showing the relationship between participating characters and the probability of winning a jackpot. [Figure 31] A schematic diagram showing the relationship between participating characters and the probability of winning a jackpot. [Figure 32]A schematic diagram showing the relationship between participating characters and the probability of winning a jackpot. [Figure 33] A schematic diagram showing the relationship between participating characters and the probability of winning a jackpot. [Figure 34] A schematic diagram showing the relationship between participating characters and the probability of winning a jackpot. [Figure 35] A schematic diagram showing the relationship between participating characters and the probability of winning a jackpot. [Figure 36] A schematic diagram showing the relationship between participating characters and the probability of winning a jackpot. [Figure 37] (a)(b) A schematic diagram showing the relationship between the participating characters and the probability of winning a jackpot, and (c) A schematic diagram showing the relationship between the result of whether or not the effects performed before the transition to the battle part included a guaranteed win and the selection rate of effects in the battle part. [Figure 38] A schematic diagram illustrating a typical progression pattern (normal route). [Figure 39] (a) A schematic diagram illustrating development patterns (special routes), (b) A schematic diagram comparing various preview effects. [Figure 40] (a) A schematic diagram showing the basic screen of the ally character selection part, (b) A schematic diagram illustrating a character icon, which is one of the icons used for the roulette, and (c) A schematic diagram illustrating a special icon, which is one of the icons used for the roulette. [Figure 41] A schematic diagram showing the process of determining allied characters (first half). [Figure 42] A flowchart showing the process for determining allied characters (the latter half of the process). [Figure 43] A schematic diagram showing the process of determining allied characters (second half). [Figure 44] A schematic diagram illustrating the behavior during a phase shift. [Figure 45] (a) A schematic diagram showing the relationship between the type of icon displayed at the target position (position 1) and the likelihood of a re-rotation (phase shift) occurring; (b) A schematic diagram showing the phase shift that occurs when a character icon stops; (c) A schematic diagram showing the relationship between the color of the icon and the number of times a special action occurs. [Figure 46]A timing chart showing the sequence of events during a phase shift. [Figure 47] A schematic diagram showing the types of special actions that may occur in each phase. [Figure 48] (a) A schematic diagram comparing the colors of the character icon frame and illumination effect, (b) A schematic diagram showing the flow of color changes for the character icon frame and illumination effect. [Figure 49] (a) A schematic diagram comparing suggestive effects, (b) A schematic diagram showing the frame of the character icon and the color change pattern of the illumination effect. [Figure 50] A schematic diagram illustrating the behavior when icon deletion is performed as a special action. [Figure 51] A schematic diagram illustrating the behavior when icon replacement is performed as a special action. [Figure 52] A schematic diagram showing the relationship between the decorative elements and the light source of a movable performance device. [Figure 53] A schematic diagram illustrating the process when adding effects to a character as a special action. [Figure 54] A schematic diagram illustrating the process when adding effects to a character as a special action. [Figure 55] A schematic diagram showing additional effect patterns. [Figure 56] A schematic diagram illustrating the process when a character leaves the party as a special action. [Figure 57] A schematic diagram illustrating the process when a character leaves the party as a special action. [Figure 58] (a1)(a2) A schematic diagram showing the visual effects that clearly indicate which allied characters have left and which have remained, and (b) A schematic diagram showing the relationship between the execution time of allied characters leaving and their alternating display. [Figure 59] A schematic diagram illustrating the process when character participation is implemented as a special action. [Figure 60] A schematic diagram showing the patterns for adding allied characters. [Figure 61]A schematic diagram showing the patterns for adding allied characters. [Figure 62] A schematic diagram illustrating the flow of events when character replacement is performed as a special action. [Figure 63] A schematic diagram illustrating the flow of events when character replacement is performed as a special action. [Figure 64] A schematic diagram illustrating the relationship between the displayed character and the character combinations that could be used as replacements. [Figure 65] A schematic diagram showing other confirmation animations that guarantee a big win. [Figure 66] A schematic diagram showing the relationship between each phase in the ally character selection part and the color of the side lamp. [Figure 67] A schematic diagram showing the behavior of the side lamps during operation-responsive effects. [Figure 68] A schematic diagram illustrating the color changes of the side lamps when a winning pattern (all advantageous combinations) occurs. [Figure 69] A schematic diagram illustrating the behavior when multiple types of guaranteed win animations occur in combination. [Figure 70] A schematic diagram comparing the stay stages in the second embodiment. [Figure 71] A schematic diagram illustrating the flow of events when progressing from a normal Stage D to a Battle SP. [Figure 72] A schematic diagram illustrating the flow of events when progressing from a normal Stage D to a Battle SP. [Figure 73] A schematic diagram showing the relationship between the probability of title previews and next episode previews occurring depending on the stage of stay and the expectation of hitting the jackpot. [Figure 74] (a) A schematic diagram showing the variation pattern table for the first special symbol that is referenced when the probability is low and the time reduction state is not in effect, and (b) A schematic diagram showing the correspondence between various effects and the variation display time. [Figure 75] A flowchart showing the pre-verification process performed by the CPU of the main control board. [Figure 76](a) A schematic diagram illustrating the effects that occur when transitioning from Type 2 Normal Stage D2 to Normal Stage A, and (b) A schematic diagram illustrating the effects that occur when transitioning from Type 2 Normal Stage D2 to Type 1 Normal Stage D1. [Figure 77] A schematic diagram illustrating the relationship between transition patterns and the effects that occur during transitions. [Figure 78] A schematic diagram comparing the Phase 1 shift warning and the Phase 2 shift warning. [Figure 79] A schematic diagram comparing the Phase 1 shift warning and the Phase 2 shift warning. [Figure 80] A schematic diagram illustrating the phase shift announcement and character participation process. [Figure 81] A schematic diagram illustrating the phase shift announcement and character participation process. [Figure 82] A schematic diagram showing the relationship between each character's participation animation and the participation patterns of the allied characters. [Figure 83] (a) A schematic diagram comparing the probabilities of promotion in each participation performance, (b) A schematic diagram showing the relationship between the enemy character fought in the first special participation performance and the probability of the performance succeeding, (b) A schematic diagram showing the patterns of the second special participation performance. [Figure 84] (a) A schematic diagram illustrating the linked animation that occurs when an ally character is added after a special participation animation; (b) A schematic diagram showing the relationship between the character added in the special participation animation and the color of the frame that changes. [Figure 85] Front view of the game board. [Figure 86] A schematic diagram showing the light emission patterns of a movable display device. [Figure 87] (a) schematic diagrams showing the first and third forms of the movable performance device, (b) schematic diagram showing the second form of the movable performance device. [Figure 88] A schematic diagram illustrating the flow of the first special participation performance. [Figure 89] A schematic diagram illustrating the flow of the first special participation performance. [Figure 90] A schematic diagram illustrating the flow of the first special participation performance. [Figure 91]A schematic diagram illustrating the flow of the first special participation performance (when the performance is successful). [Figure 92] A schematic diagram illustrating the flow of the first special participation performance (in case of performance failure). [Figure 93] A schematic diagram illustrating the spacing of movable parts when the movable performance device is in its third form. [Figure 94] (a) A schematic diagram showing the relationship between the spacing between the standby allied character and the movable prop, and (b) A schematic diagram showing the relationship between the allied character who is a candidate to participate and the effect level. [Figure 95] A schematic diagram illustrating the flow of the first special participation performance (during special behavior). [Figure 96] A schematic diagram illustrating the flow of the first special participation performance (during special behavior). [Figure 97] A schematic diagram illustrating the flow of the second special participation performance. [Figure 98] A schematic diagram illustrating the flow of the second special participation performance. [Figure 99] A schematic diagram illustrating the flow of the second special participation performance (when the performance is successful). [Figure 100] A schematic diagram illustrating the flow of the second special participation performance (in case of performance failure). [Figure 101] A schematic diagram showing the branching patterns of the performance when multiple identical characters participate in a performance. [Figure 102] A schematic diagram illustrating the actions of multiple identical characters. [Figure 103] A schematic diagram comparing the level of anticipation when allied characters join the battle. [Figure 104] A schematic diagram illustrating the sequence of events when it is suggested during the battle part that a guaranteed jackpot is imminent (when a guaranteed character joins the battle). [Figure 105] A schematic diagram illustrating the sequence of events when it is suggested during the battle part that a guaranteed jackpot is imminent (when a guaranteed character joins the battle). [Figure 106] A schematic diagram illustrating the sequence of events when it is suggested during the battle part that a guaranteed jackpot is imminent (when a guaranteed character joins the battle). [Figure 107](a) A schematic diagram showing the possible confirmation animations that may occur during the character selection phase, and (b) A schematic diagram showing advantageous combinations of allied characters. [Figure 108] A schematic diagram illustrating the sequence of events (when a favorable combination) in a battle segment where it is indicated that a guaranteed jackpot is imminent. [Figure 109] A schematic diagram illustrating the sequence of events (when a favorable combination) in a battle segment where it is indicated that a guaranteed jackpot is imminent. [Figure 110] A schematic diagram illustrating the sequence of events (when a favorable combination) in a battle segment where it is indicated that a guaranteed jackpot is imminent. [Figure 111] A schematic diagram illustrating the sequence of events (when an ally character returns) when it is suggested that a guaranteed jackpot is imminent during the battle part. [Figure 112] A schematic diagram illustrating the sequence of events (when an ally character returns) when it is suggested that a guaranteed jackpot is imminent during the battle part. [Figure 113] A schematic diagram illustrating the sequence of events (when an ally character returns) when it is suggested that a guaranteed jackpot is imminent during the battle part. [Figure 114] A schematic diagram illustrating the sequence of events when it is suggested during the battle part that a guaranteed jackpot is imminent (when an additional enemy character joins the battle). [Figure 115] A schematic diagram illustrating the sequence of events when it is suggested during the battle part that a guaranteed jackpot is imminent (when an additional enemy character joins the battle). [Figure 116] A schematic diagram illustrating the sequence of events when it is suggested during the battle part that a guaranteed jackpot is imminent (when an additional enemy character joins the battle). [Figure 117] A schematic diagram illustrating the problems assumed in the third embodiment. [Figure 118] A schematic diagram showing the configuration for ending Battle SP prematurely during the character selection part (ally character selection part). [Figure 119] A flowchart showing the special setting process for performance patterns executed by the CPU of the sub-control board. [Figure 120]A flowchart showing the special setting process for performance patterns executed by the CPU of the sub-control board. [Figure 121] A schematic diagram showing the relationship between stored hold and performance setting patterns. [Figure 122] A schematic diagram showing the relationship between stored hold and performance setting patterns. [Figure 123] A schematic diagram showing the relationship between stored hold and performance setting patterns. [Figure 124] A timing chart showing the flow of events when a Battle SP (Special Battle SP) occurs across multiple pending events. [Modes for carrying out the invention] 【0010】 <First Embodiment> The following describes a first embodiment of a pachinko game machine (hereinafter referred to as "pachinko machine"), which is a type of amusement machine, based on the drawings. 【0011】 As shown in Figure 1 (front view of pachinko machine 10), the pachinko machine 10 has an outer frame 11 that forms the outer shell of the pachinko machine 10, and a game machine body 12 attached to this outer frame 11. The outer frame 11 is constructed by connecting elongated frame materials on all four sides, and is formed to form a rectangular frame overall. The pachinko machine 10 is installed in the game hall by attaching and fixing this outer frame 11 to the island equipment. Note that the outer frame 11 is not an essential component of the pachinko machine 10, and the outer frame 11 may be installed on the island equipment of the game hall. 【0012】 The gaming machine body 12 comprises an inner frame 13 on which the game board is mounted, a front door frame 14 positioned in front of the inner frame 13, and a back pack unit positioned behind the inner frame 13. The inner frame 13 of the gaming machine body 12 is rotatably supported relative to the outer frame 11, and the gaming machine body 12 is rotatable forward of the pachinko machine 10 with the left side being the base end and the right side being the tip end when viewed from the front. The front door frame 14 is also rotatably supported on the inner frame 13, and is rotatable forward with the left side being the base end and the right side being the tip end when viewed from the front. By rotating (opening) the front door frame 14 relative to the inner frame 13 toward the front of the pachinko machine 10, the game board is exposed. 【0013】 (Front door frame 14) The front door frame 14 covers almost the entire front surface of the inner frame 13, and an opening (central opening 21) is formed in its central part. A transparent plate 22 is positioned to cover this central opening 21. The game board (game area) can be viewed from the front of the game machine through this transparent plate 22. Around the central opening 21, there are speakers 23 that output sound effects and background music, as well as a top lamp 24 and side lamps 25 that incorporate light-emitting means such as LEDs. In addition, a movable performance device (movable performance device 29) is positioned above the central opening 21 in the front door frame 14. 【0014】 The portion of the front door frame 14 (frame body 20) below the central opening 21 bulges outwards towards the front of the gaming machine. This lower bulge 27 is equipped with an effect button 31 that the player can operate during effects performed as the game progresses, a directional key type select button 32, and a ball count indicator 33 that displays the number of game balls the player currently possesses (the number of usable game balls). The effect button 31 and the select button 32 are connected to a sub-control board, which will be described later. The sub-control board executes corresponding effects based on the operation of the effect button 31, etc. The ball count indicator 33 is made up of six 7-segment display units combined to display a 6-digit number. The ball count indicator 33 is connected to a payout control board, which will be described later, and the display control is executed by the payout control board. In Figure 1, the ball count indicator 33 displays "15000". This indicates that the player possesses 15,000 game balls. 【0015】 Furthermore, a game ball launching handle 41 is provided on the lower bulge 27 so as to protrude toward the player. When the game ball launching handle 41 is operated, a game ball is launched from the game ball launching mechanism 48 provided on the inner frame 13 toward the game area (the guided passage, which will be described in more detail later). The launch speed of the game ball increases as the amount of operation of the game ball launching handle 41, or more specifically, the amount of rotation of the rotating operating member, which will be described in more detail later, increases. When this amount of operation is adjusted by the player to a predetermined amount, the game ball reaches the game area. 【0016】 A storage device 49 for storing game balls is provided at the lower part of the inner frame 13, specifically on the back of the lower bulge 27. The storage device 49 stores a predetermined number of game balls, and these game balls are sequentially supplied to the game ball launching mechanism 48. The game balls launched into the game area by the game ball launching mechanism 48 flow down the game area and return to the storage device 49. The game balls stored in the storage device 49 are sealed inside the pachinko machine 10 and circulate within the pachinko machine 10 without being discharged to the outside of the pachinko machine 10. In other words, this pachinko machine 10 is a so-called "sealed-type pachinko machine" configured so that the game balls sealed inside can circulate after flowing down the game area and then re-enter the game area, allowing players to play without touching the game balls. Furthermore, in this pachinko machine 10, the upper and lower trays (storage trays accessible to the player) that were provided on the front door frame in conventional "non-sealed pachinko machines" have been omitted. 【0017】 In some cases, a game ball launched from the game ball launching mechanism 48 may not reach the game area PA (see Figure 2) and may instead return as a foul ball through the guided passage described later. The inner frame 13 has a foul ball passage that guides such foul balls to the storage device 49. By moving the foul ball into the foul ball passage, interference between the foul ball and the next game ball to be launched is avoided. Incidentally, foul balls are also supplied from the storage device 49 to the game ball launching mechanism 48. 【0018】 (Game board 50) Next, with reference to Figure 2, the game board 50 mounted on the inner frame 13 will be described. Figure 2 is a front view of the game board 50. 【0019】 On the front side of the game board 50, an inner rail 51 and an outer rail 52 are arranged to partition a portion of the outer edge of the game area PA. These inner rail 51 and outer rail 52 form a single guide passage 53, and game balls launched from the game ball launching mechanism 48 are guided through the guide passage 53 to the upper part of the game area PA. 【0020】 The game board 50 has multiple openings of varying sizes that penetrate in the direction of its own thickness (front-to-back direction). Each opening is equipped with a general prize entry point 61, a first start point 62, a second start point 63, a special electric prize entry device 64 (a so-called attacker), a gate 65, etc. When a ball enters the general prize entry point 61, the first start point 62, the second start point 63, or the special electric prize entry device 64, the player is awarded a predetermined number of prize balls or other benefits. Specifically, if a ball enters the first start point 62 or the second start point 63, one prize ball is awarded; if a ball enters the general prize entry point 61, ten prize balls are awarded; and if a ball enters the special electric prize entry device 64, fifteen prize balls are awarded. 【0021】 In addition, an outlet 66 is provided at the bottom of the game board 50 (game area PA), and game balls that do not enter the various ball entry points are discharged from the game area PA through the outlet 66. In the following explanation, in order to clearly distinguish them from game balls entering the outlet 66, balls entering the general prize entry point 61, the first start entry point 62, the second start entry point 63, the special electric prize entry device 64, and the gate 65 will also be referred to as "winning." 【0022】 Furthermore, the game board 50 is equipped with numerous game pins 68 and various other game components such as windmills to appropriately distribute and adjust the flow path of the game balls. These various configurations of game pins 68 and windmills differentiate the flow path of the game balls, resulting in a reasonable probability of winning prizes in the general prize winning holes 61 and other locations mentioned above. 【0023】 An image display device 90 (performance display means), which is a liquid crystal display device, is installed on the back side of the game board 50, and the display surface 91 of the image display device 90 is visible from the front of the game machine through an opening 95 formed in the central part of the game board 50. In addition, a movable performance device 98, which constitutes the game board unit together with the image display device 90, is installed on the back side of the game board 50. 【0024】 The movable performance device 98 comprises a movable decorative element 301 located in front of the image display device 90 and behind the game board 50, and a drive mechanism for driving the decorative element 301, and is positioned so that the decorative element 301 can be seen through the opening 95. The area in front of the image display device 90 is the operating area of ​​the decorative element 301, and when a performance using the movable performance device 98 is executed, the decorative element 301 is displaced (dropped) from a standby position near the top of the image display device 90 to a performance position towards the center of the image display device 90. 【0025】 An illumination panel 35, which is a multi-layered light guide plate, is positioned in front of the image display device 90 and behind the operating area of ​​the decorative element 301, overlapping the display surface 91 of the image display device 90. By illuminating the illumination panel 35, it is possible to perform effects in conjunction with the image display device 90 and the movable effect device 98. 【0026】 The game board 50 is provided with a center frame 96 that surrounds the opening 95. The center frame 96 rises from the front of the game board 50, and the flow path of the game balls flowing down the game area PA is broadly divided into a right route that bypasses the image display device 90 (center frame 96) from the right side and a left route that bypasses it from the left side. In this embodiment, game balls flowing down the left route can enter the first start opening 62 and the second start opening 63, but cannot enter the special electric prize device 64 and the gate 65. Game balls flowing down the right route can enter the second start opening 63, the special electric prize device 64 and the gate 65, but cannot enter the first start opening 62. 【0027】 A stage 97 is formed on the upper surface of the lower frame portion that constitutes the lower part of the center frame 96, allowing game balls to roll from side to side. Game balls that flow in from an inlet formed in the left frame portion of the center frame 96 are discharged onto the stage 97 through a warp passage 96a also formed in the center frame 96. The stage 97 is configured such that game balls that reach the stage 97 are more likely to flow into the first start opening 62, specifically, they are more likely to flow into the first start opening 62 compared to game balls that do not pass through the stage 97, thus contributing to increased player attention to the movement of game balls on the stage 97. 【0028】 The first starting opening 62 is open upwards, and there are no opening / closing members or other components to prevent balls from entering the first starting opening 62. In other words, the first starting opening 62 is always capable of receiving game balls as they flow down the game area PA towards the first starting opening 62, and the probability of a game ball entering the first starting opening 62 remains constant regardless of the game state when game balls are launched in the same manner. 【0029】 Below the first starting opening 62, a second starting opening 63 is provided. The second starting opening 63 is fitted with a standard electric mechanism (so-called electric chute) which functions as an open / close ball entry assist device (ball entry assist means) or an open / close device (open / close means). The standard electric mechanism (hereinafter referred to as the standard electric mechanism 71) has a movable piece 72 that can be switched between an open position (assist position) that allows entry into the second starting opening 63 and a closed position (non-assist position) that does not allow entry, and a solenoid-type standard electric drive unit for switching the movable piece 72 between the closed and open positions. In other words, the second starting opening 63 can change the probability of entry (ease of entry). Hereinafter, the state in which the movable piece 72 is in the closed position will be described as the "closed state" of the standard electric mechanism 71, and the state in which the movable piece 72 is in the open position will be described as the "open state" of the standard electric mechanism 71. 【0030】 Furthermore, with respect to the standard electric prize mechanism 71, while it is easier to enter the second start port 63 when it is in the "open state" compared to the "closed state," it is also possible to configure it so that it is possible to enter the second start port 63 even when it is in the "closed state." 【0031】 (Standard design) In the game area PA, the gate 65 is located upstream of the second start port 63, specifically midway along the right route. When a ball enters gate 65, a random number for the lottery (a random number for the regular symbols, described later) is obtained, and a win / fail determination process (regular symbol lottery process) related to the regular symbols (hereinafter also referred to as regular symbols) is executed based on the value of the obtained random number. If the result of this win / fail determination process is a regular symbol win, a regular symbol win game (hereinafter also referred to as an auxiliary game) is executed, which switches the regular electric device 71 between a closed state and an open state in a predetermined manner. 【0032】 In the game board 50, the main display unit 100, located in the area outside the game area PA (specifically the lower right corner), is equipped with a regular symbol display unit (hereinafter referred to as the regular symbol display unit 101) that displays regular symbols (see Figure 3). The regular symbol display unit 101 displays the regular symbols in a variable state, and then displays the symbol corresponding to the result of the win / loss determination process as stopped (confirmed display). 【0033】 More specifically, the regular symbol display unit 101 is composed of multiple LEDs (two in this embodiment), and the way these LEDs light up indicates the regular symbol corresponding to the result of the regular symbol lottery. For example, if the lottery result is a regular symbol win, the winning symbol is displayed as "□■" (□: lit, ■: off), with the left LED lit and the right LED off. If the lottery result is a loss, the losing symbol is displayed as "■□" (□: lit, ■: off), with the left LED off and the right LED lit. 【0034】 Before a regular symbol is displayed as a stop, the regular symbol is displayed in a variable state for a predetermined period of time. One way of displaying this variable state is, for example, by alternately lighting the left and right LEDs. Once the regular symbol is displayed as a winning or losing symbol, a display (confirmation display) is made to confirm the stopped symbol, maintaining the stopped state of the symbol until a predetermined time has elapsed. Then, after the regular symbol is confirmed as a winning symbol, the above-mentioned auxiliary game begins. 【0035】 Furthermore, the main display unit 100 shown in this embodiment is visible from the front of the pachinko machine 10 through the transparent plate 22 of the front door frame 14, and the movement of game balls in front of the main display unit 100 is avoided. As a result, the visibility of the various information displayed on the main display unit 100 is ensured. 【0036】 In the pachinko machine 10 shown in this embodiment, when a ball enters gate 65, the value of the normal symbol random number (numerical information or judgment information) obtained for that entry is temporarily stored in the normal symbol reserve storage area described later. There is an upper limit to the number of normal symbol reserves that can be stored in this normal symbol reserve storage area, and in this embodiment, the upper limit is always "4". 【0037】 In the main display unit 100, a position adjacent to the general display indicator 101 is provided with a general display hold indicator 102 that displays the number of general display holds stored, which are the operation hold of the general display indicator 101. The general display hold indicator 102 consists of four LEDs, and the general display hold indicator 102 lights up the same number of LEDs as the number of general display holds stored. 【0038】 A regular symbol hold stored in the regular symbol hold storage area is consumed when it becomes possible to display a variation of a regular symbol based on that regular symbol hold. Consumption of a regular symbol hold means determining the regular symbol random number, etc., corresponding to that regular symbol hold, and then performing a variation display of a regular symbol to confirm the result of that determination. Therefore, in this pachinko machine 10, even if a variation display of a regular symbol based on a win in gate 65 cannot be performed immediately after the win, that is, if a win occurs during the variation display of a regular symbol to confirm the win or during auxiliary play, the right to draw for that win is reserved up to a predetermined number. 【0039】 Referring again to Figure 2, the special electric prize winning device 64 is located downstream of gate 65 in the right route. The special electric prize winning device 64 is equipped with a large prize winning opening 81, a shutter 82 that can be switched between an open position that allows entry into the large prize winning opening 81 and a closed position that prevents entry, and a solenoid-type special electric drive unit for switching the shutter 82 between the allowed position and the blocked position. Hereinafter, the state in which the shutter 82 is in the allowed position will be described as the "open state" of the special electric prize winning device 64, and the state in which the shutter 82 is in the blocked position will be described as the "closed state" of the special electric prize winning device 64. 【0040】 When a prize is awarded in the starting slots 62 and 63, a win / loss determination process (lottery process) is performed based on the prize. If the result of this win / loss determination process is a win (for example, a jackpot), a special prize game (for example, a jackpot game) is performed in which the special electric prize entry device 64 is switched between an open state and a closed state in a predetermined manner. 【0041】 The result of the success or failure determination process is then clearly displayed on the special symbol indicator 103 (see Figure 3) provided on the main display unit 100. Here, the special symbol indicator 103 is broadly divided into a first special symbol indicator 103a that displays the first special symbol (hereinafter also referred to as "first special symbol" or "special symbol 1") and a second special symbol indicator 103b that displays the variation of the second special symbol (hereinafter also referred to as "second special symbol" or "special symbol 2"). 【0042】 In the first special symbol display 103a, after the first special symbol is displayed in a variable manner, the symbol corresponding to the result of the win / failure determination process based on the entry into the first start opening 62 is displayed in a stopped (confirmed) position. In the second special symbol display 103b, after the second special symbol is displayed in a variable manner, the symbol corresponding to the result of the win / failure determination process based on the entry into the second start opening 63 is displayed in a stopped (confirmed) position. In the following explanation, the first special symbol and the second special symbol may be collectively referred to as special symbols (special symbols). 【0043】 The special symbol that is displayed when stopped, that is, the special symbol that is displayed after being displayed in a variable state, is one special symbol selected from among several types of special symbols by a special symbol lottery. If the symbol that is displayed when stopped is a specific special symbol (jackpot symbol) that has been predetermined, a special symbol jackpot game is started in which the special electric prize entry device 64 (jackpot entry opening 81) is opened in an opening pattern corresponding to the type of specific special symbol that is displayed when stopped, that is, the type of jackpot won. 【0044】 Here, we will provide a supplementary explanation regarding the special symbol indicator 103. The first special symbol indicator 103a and the second special symbol indicator 103b, which constitute the special symbol indicator 103, are each composed of multiple LEDs (eight in this embodiment) arranged side by side, and the lighting patterns of these LEDs display special symbols corresponding to the lottery results. 【0045】 In this embodiment, the jackpot results include a 6R normal jackpot result and a 6R probability variation jackpot result corresponding to the first special symbol, and a 10R normal jackpot result and a 10R probability variation jackpot result corresponding to the second special symbol. For example, if the lottery result is a 6R normal jackpot result, the jackpot symbol A, with the 1st, 2nd, 5th, and 6th LEDs from the left lit up, is displayed on the first special symbol display 103a as "□□■■□□■■" (□: lit, ■: off), and if the lottery result is a 6R probability variation jackpot result, the jackpot symbol B, with the 1st, 5th, 6th, and 8th LEDs from the left lit up, is displayed on the first special symbol display 103a as "□■■■□□■□" (□: lit, ■: off). If the lottery result is a 10R regular jackpot, the jackpot symbol C, with the 2nd, 5th, 6th, and 8th LEDs from the left lit up, is displayed on the second special symbol display 103b as "■□■■□□■□" (□: lit, ■: off). If the lottery result is a 10R probability variation jackpot, the jackpot symbol D, with the 1st, 3rd, 5th, and 6th LEDs from the left lit up, is displayed on the second special symbol display 103b as "□■□■□□■■" (□: lit, ■: off). If the lottery result is a loss, the losing symbol, with only the rightmost LED lit up, is displayed as "■■■■■■■□". In addition, before the special symbol is displayed, the special symbol's movement is shown for a predetermined period of time. The movement can be shown in various ways, such as each LED lighting up so that light flows repeatedly from left to right, or each LED flashing simultaneously. 【0046】 In the case of a jackpot game resulting in a 6R regular jackpot or a 6R probability variation jackpot, the round game will be repeated up to a maximum of 6 times, ending when either a predetermined time (e.g., "29.5 sec") has elapsed or a predetermined number of balls (e.g., "10 balls") have been awarded. In the case of a jackpot game resulting in a 10R regular jackpot or a 10R probability variation jackpot, the round game will be repeated up to a maximum of 10 times, ending when either a predetermined time (e.g., "29.5 sec") has elapsed or a predetermined number of balls (e.g., "10 balls") have been awarded. 【0047】 Based on winning at starting gates 62 and 63, the special symbol display units 103a and 103b begin displaying the changing symbols, and one game round is considered to have taken place until the confirmation display of the special symbol corresponding to the result of the win / fail judgment process (see the special symbol confirmation process described later for details) is completed. 【0048】 In the pachinko machine 10 shown in this embodiment, when a ball enters the first start port 62 or the second start port 63, the values ​​of various random numbers (numerical information or judgment information) such as the winning random number obtained as a result of that entry are temporarily stored in the special symbol reserve storage area described later. Specifically, if the ball enters the first start port 62, it is stored as the first special symbol reserve in the first special symbol reserve area described later, and if the ball enters the second start port 63, it is stored as the second special symbol reserve in the second special symbol reserve area described later. There is an upper limit to the number of special symbol reserves that can be stored in each special symbol reserve area, and in this embodiment, the upper limit is "4" in both cases. 【0049】 In the main display unit 100, adjacent to the special feature display unit 103, there is a first special feature hold display unit 104a which displays the number of first special feature hold units stored, which are the operation hold units of the first special feature display unit 103a, and a second special feature hold display unit 104b which displays the number of second special feature hold units stored, which are the operation hold units of the second special feature display unit 103b. Specifically, both the first special feature hold display unit 104a and the second special feature hold display unit 104b are composed of four LEDs. The first special feature hold display unit 104a lights up the same number of LEDs as the number of first special feature hold units stored, and the second special feature hold display unit 104b lights up the same number of LEDs as the number of second special feature hold units stored. In the following explanation, the first special feature hold and the second special feature hold will be collectively referred to as "special feature hold". 【0050】 Special symbol reserves stored in the special symbol reserve storage area are consumed when it becomes possible to display the variation of the special symbol based on that special symbol reserve. Consumption of a special symbol reserve means determining the jackpot random number, etc., corresponding to that special symbol reserve, and executing the variation display and confirmation display of the special symbol to show the result of that determination. Therefore, in this pachinko machine 10, even if the variation display of the special symbol based on an entry into the first start port 62 or the second start port 63 cannot be performed immediately after the entry, that is, even if an entry occurs during the variation display and confirmation display of the special symbol (during a game) or during a jackpot game, the right to draw a jackpot for that entry is reserved up to a predetermined limit. 【0051】 As will be explained in more detail later, the image display device 90 displays the EZ (decorative symbols) in a variable manner (variable display) in parallel with (for example, in synchronization with) the variable display of the first special symbol and the second special symbol. 【0052】 On the back side of the inner frame 13 (specifically the game board 50), there is a collection passage for collecting all the game balls discharged from the game area PA. Specifically, the collection passage is connected to the general prize entry opening 61, the special electric prize entry device 64, the first start opening 62, the second start opening 63, and the out opening 66. Game balls that enter the general prize entry opening 61 are guided through the collection passage to the storage device 49 mentioned above, and circulate within the pachinko machine 10. 【0053】 (Electrical configuration of pachinko machine 10) Next, the electrical configuration of the pachinko machine 10 will be explained with reference to the block shown in Figure 4. 【0054】 The pachinko machine 10 includes a main control board 110, which is a game control board that controls game benefits such as jackpot lottery and transition of game states, a sub-control board 120, which is an effect control board that controls effects executed as the game progresses, a payout control board 130 that controls the number of pachinko balls held, and the like. The main control board 110 and the payout control board 130 constitute the main control unit in the pachinko machine 10, and the sub-control board 120 constitutes the sub-control unit in the pachinko machine 10 together with an image control board 140, an audio control board 150, and a lamp control board 160, which will be described later. The main control board 110 and the payout control board 130 are in a bidirectional communication connection that enables bidirectional communication, while the main control board 110 and the sub-control board 120 are in a unidirectional communication connection that enables only transmission from the main control board 110 to the sub-control board 120. 【0055】 The main control board 110 is equipped with a main control microcomputer 111 that controls the progress of the game of the pachinko machine 10 according to a program. The main control microcomputer 111 includes a ROM 113 that stores various control programs, fixed value data, etc. for controlling the progress of the game, a RAM 114 that is a memory for temporarily storing various data when executing the control programs stored in the ROM 113, a CPU 112 that executes the programs stored in the ROM 113, an interrupt circuit, a timer circuit, a data input / output circuit, and various counter circuits as random number generators. 【0056】 The main control board 110 is connected to the following sensors: a prize detection sensor 181 for detecting entries into the general prize slot 61, a prize detection sensor 182 for detecting entries into the first start slot 62, a prize detection sensor 183 for detecting entries into the second start slot 63, a prize detection sensor 184 for detecting entries into the special electric prize device 64, and a prize detection sensor 185 for detecting entries into the gate 65. The CPU 112 of the main control board 110 makes a prize entry determination (entry determination) for each ball entry point based on information from these prize detection sensors 181 to 185. When it is determined that an entry has occurred into the general prize slot 61, the first start slot 62, the second start slot 63, the special electric prize device 64, or the gate 65, the main control board 110 sends various commands corresponding to the occurrence of the prize to the payout control board 130 and the sub-control board 120 as appropriate. 【0057】 For example, the payout control board 130 outputs a prize ball command corresponding to 10 prize balls when it determines that a prize has been won in the general prize slot 61, a prize ball command corresponding to 1 prize ball when it determines that a prize has been won in the first start slot 62 or the second start slot 63, and a prize ball command corresponding to 15 prize balls when it determines that a prize has been won in the special electric prize device 64. In addition, the sub-control board 120 outputs a first special symbol hold command when a prize has been won in the first start slot 62 and the first special symbol hold has been acquired, and outputs a second special symbol hold command when a prize has been won in the second start slot 63 and the second special symbol hold has been acquired. 【0058】 Furthermore, the main control board 110 is connected to a special electric drive unit 83 that opens and closes the shutter 82 of the special electric prize winning device 64, a regular electric drive unit 73 that opens and closes the movable piece 72 of the regular electric prize mechanism 71, and the main display unit 100 which consists of a special symbol display 103, a regular symbol display 101, a special symbol hold display 104, a regular symbol hold display 102, and a status notification 105 that notifies the game state (e.g., time-saving state / non-time-saving state). The main control board 110 is provided with various driver circuits, and through these driver circuits, the CPU 112 performs drive control of the various drive units 73 and 83 and display control of each display unit 101 to 104. 【0059】 In addition to the various prize detection sensors 181 to 185 mentioned above, the main control board 110 is also connected to a ball ejection detection sensor 187, a ball launch detection sensor 188, and a foul ball detection sensor 189. The ball ejection detection sensor 187 is located in the collection passage, and all game balls ejected from the game area PA pass through this sensor. The CPU 112 can determine the total number of game balls ejected from the game area PA based on the information from the ball ejection detection sensor 187. The ball launch detection sensor 188 is located between the game ball launching mechanism 48 and the entrance to the foul ball passage, and all game balls launched towards the game area PA by the game ball launching mechanism 48 pass through this sensor. The foul ball detection sensor 189 is located in the foul ball passage, and all foul balls pass through this sensor. 【0060】 If it is determined that a game ball has been launched based on information from the launch ball detection sensor 188, the main control board 110 outputs a launch ball detection command to the payout control board 130. If it is determined that a foul ball has occurred based on information from the foul ball detection sensor 189, the main control board 110 outputs a foul ball detection command to the payout control board 130. 【0061】 The payout control board 130 is equipped with a ROM 133 that stores a program for controlling the display of the number of game balls held, a RAM 134 used as work memory, a CPU 132 that executes the program stored in the ROM 133, and a microcontroller 131 for payout control that includes input and output ports for inputting and outputting data and signals. The payout control board 130 is connected to a card unit CU attached to the pachinko machine 10, specifically a unit that enables ball dispensing based on information such as an inserted prepaid card. The CPU 132 of the payout control board 130 controls the display of the number of balls held indicator 33 in order to display the current number of balls held on the indicator 33, based on various commands (prize ball command, launched ball detection command, foul ball detection command) input from the main control board 110 and ball dispensing information input from the card unit CU. 【0062】 Furthermore, the payout control board 130 is connected to the launching device 40 via the launching control circuit 135. The launching device 40 includes the aforementioned game ball launching mechanism 48 and game ball launching handle 41, and the launching control circuit 135 is electrically connected to the touch sensor 46 and the launching volume 47, which is a variable resistor, provided on the game ball launching handle 41. 【0063】 The touch sensor 46 has a built-in capacitor, and when the player's hand touches the outer surface of the operating handle and the capacitance of the capacitor changes, it outputs a predetermined electrical signal corresponding to the detection of handle operation to the launch control circuit 135. Upon receiving this predetermined electrical signal, the launch control circuit 135 recognizes that the player's hand is in contact with the outer surface of the game ball launching handle 41. The launch control circuit 135 also drives the launch solenoid 48a to launch a game ball with a strength corresponding to the magnitude of the electrical signal input from the launch volume 47 (the amount of rotation of the rotating operating member). The launch solenoid 48a's hammer launches the game ball towards the game area PA. In this case, if game balls are continuously supplied to the game ball launching mechanism 48, one game ball will be launched towards the game area PA at a predetermined launch cycle (specifically, 0.6 seconds). 【0064】 Furthermore, an external output terminal board (hereinafter also referred to as the external terminal board) is connected to the main control board 110, and through this external terminal board, information such as prize information for various ball entry points, information regarding lottery results such as jackpots, and information indicating the game state are output to the management control device (hall computer) on the gaming hall side. For example, the information indicating the game state is composed of multiple state signals (state signal 1 to state signal 3). These state signals are binary signals of ON (HI) / OFF (LOW), and various game states can be indicated by the combination of these state signals. 【0065】 The sub-control board 120 is equipped with a sub-control microcontroller 121 that controls the effects of the pachinko machine 10 according to a program. The sub-control microcontroller 121 contains a ROM 123 that stores effect control programs and fixed value data for controlling the effects as the game progresses, a RAM 124 which is a memory for temporarily storing various data when executing the control program stored in the ROM 123, a CPU 122 that executes the control program stored in the ROM 123, an interrupt circuit, a timer circuit, a data input / output circuit, and various counter circuits as random number generators. 【0066】 The sub-control board 120 is connected to an action button sensor 191 for detecting the operation of the action button 31 and a select button sensor 192 for detecting the operation of the select button 32. The sub-control board 120 determines the operation of the action button 31 based on the signal from the action button sensor 191 and determines the operation of the select button 32 based on the signal from the select button sensor 192. By executing an action corresponding to the operation when the action button 31 or select button 32 is operated at a predetermined timing in the game's effects, it is expected that the game will encourage active participation from the player and prevent the game from becoming monotonous. In addition, it is possible to customize the volume, brightness, and frequency of effects based on the operation of the action button 31 or select button 32 to suit the player's preferences, thereby improving player satisfaction. 【0067】 Furthermore, the sub-control board 120 is connected to the movable display device 29 on the front door frame 14, the movable display device 98 on the game board 50, the image control board 140, the sound control board 150, and the lamp control board 160. The image control board 140 is connected to the image display device 90, the sound control board 150 is connected to the speaker 23, and the lamp control board 160 is connected to the top lamp 24 and side lamps 25 installed on the front door frame 14, the panel lamps installed on the game board 50, the light source unit 36 ​​of the illumination panel 35, and the light source unit 99 for the movable display device 98, which will be described later. The sub-control board 120 determines the content of the displays based on various commands input from the main control board 110. The image control board 140, the sound control board 150, and the lamp control board 160 control the connected display devices such as the image display device 90 according to the instructions of the sub-control board 120. Specifically, the image control board 140 is output with a command specifying the display pattern of the image to be displayed on the image display device 90; the sound control board 150 is output with a command specifying the output pattern of the sound, music, sound effects, etc., to be output from the speaker 23; and the lamp control board 160 is output with a command specifying the light emission pattern of the lamps 24, 25 and the light sources 36, 99, etc. This enables the execution of integrated effects by coordinating the image display device 90, speaker 23, lamps 24, 25, etc. 【0068】 Furthermore, the pachinko machine 10 is equipped with a power supply board 170 that is connected to a commercial power supply (external power supply) in a gaming hall or the like. The power supply board 170 (power supply unit) generates the operating power required for the main control board 110, sub-control board 120, and payout control board 130 from the external power supplied from the commercial power supply, and supplies the generated operating power through a predetermined power path. The supplied power is also supplied to other equipment via the main control board 110, etc. 【0069】 Specifically, the configuration for supplying the operating power includes a power supply circuit for when the power is on and a backup power supply circuit 171 for when the power is off. The power supply unit for when the power is on is, for example, connected to a commercial power source and generates operating power when external power is supplied from the commercial power source, and also has the function of supplying the generated operating power. The backup power supply circuit 171 consists of a capacitor and is charged by the power supplied from the power supply circuit when the power of the pachinko machine 10 is ON (when power is supplied from an external power source). In addition, when the power of the pachinko machine 10 is OFF or in the event of a power outage in the commercial power source, the backup power supply circuit 171 discharges and supplies backup power to the RAM 114 of the main control board 110, the RAM 124 of the sub-control board 120, and the RAM 134 of the payout control board 130. Therefore, even in these situations, as long as backup power is supplied from the backup power supply circuit 171, the information stored in the RAM 114 of the main control board 110, the RAM 124 of the sub-control board 120, and the RAM 134 of the payout control board 130 will be retained without being erased. A power switch 175 is connected to the power supply board 170. The power supply is switched on / off by operating the power switch 175 ON / OFF. 【0070】 It should be noted that Figure 4 is merely a functional block diagram illustrating the electrical configuration of this pachinko machine 10, and it does not mean that only the circuit boards shown in Figure 4 are provided. Furthermore, with the exception of the main control board 110, it is possible to combine any multiple circuit boards shown in Figure 4 into a single circuit board, or to divide one circuit board shown in Figure 4 into multiple circuit boards. 【0071】 (Various lottery processes performed by the CPU 112 of the main control board 110) Next, with reference to Figure 5, the electrical configuration for performing various lotteries on the CPU 112 of the main control board 110 will be described. 【0072】 The CPU 112, during gameplay, uses various counter information to perform tasks such as winning lotteries, setting the display on the special symbol display 103, setting the outline of the display of the performance symbols on the image display device 90, and setting the display on the regular symbol display 101. Specifically, as shown in Figure 5, it includes a winning random number counter C1 used for the special symbol winning lottery, a type random number counter C2 used to determine the type of jackpot result (type of special symbol), a reach random number counter C3 used for the reach lottery when the image display device 90 is fluctuating, a random number initial value counter C0 used for setting the initial value of the winning random number counter C1, and a fluctuation type counter C4 that determines the fluctuation display time (fluctuation pattern) of the special symbols on the special symbol display 103 and the fluctuation display time (fluctuation pattern) of the performance symbols on the image display device 90. Furthermore, it includes a regular symbol random number counter C5 used for the regular symbol winning lottery to determine whether or not to perform an auxiliary game that opens the regular electric mechanism 71 attached to the second start port 63. Each counter C0 to C5 is located in the respective counter area of ​​RAM 114. 【0073】 Each counter C0 to C5 is a loop counter in which 1 is added to the previous value each time it is updated, and it returns to 0 after reaching the maximum value. The values ​​of the winning random number counter C1, the type random number counter C2, the reach random number counter C3, and the variable type counter C4 are stored in the special symbol reserve storage area 212 provided in RAM 114 when a prize is awarded to the first start opening 62 or the second start opening 63. The special symbol reserve storage area 212 consists of the first special symbol reserve area 212a, the second special symbol reserve area 212b, and the special symbol execution area 212c. 【0074】 The first special symbol hold area 212a is comprised of the first area AE1, the second area AE2, the third area AE3, and the fourth area AE4. In accordance with the winning history of the first start gate 62, the values ​​of the winning random number counter C1, the type random number counter C2, the reach random number counter C3, and the variation type counter C4 are stored in one of the areas AE1 to AE4 as hold information (special information) related to the first special symbol. In this case, if the first start gate 62 is entered multiple times in a row, the hold information is stored chronologically in the order of first area AE1 → second area AE2 → third area AE3 → fourth area AE4. With these four areas AE1 to AE4, up to four winning histories of the first start gate 62 can be stored as hold information. 【0075】 The second special symbol hold area 212b is comprised of the first area BE1, the second area BE2, the third area BE3, and the fourth area BE4. In accordance with the winning history of the second start gate 63, the values ​​of the winning random number counter C1, the type random number counter C2, the reach random number counter C3, and the variation type counter C4 are stored in one of the areas BE1 to BE4 as hold information (special information) related to the second special symbol. In this case, if the second start gate 63 is entered multiple times in a row, the hold information is stored chronologically in the order of first area BE1 → second area BE2 → third area BE3 → fourth area BE4. With these four areas BE1 to BE4, up to four winning histories of the second start gate 63 can be stored as hold information. 【0076】 The execution area 212c for special symbols is an area where hold information is stored for determining whether a special symbol will be hit or miss, type, etc., when the display of a special symbol variation is started on any of the special symbol indicators 103. Specifically, when the display of the first special symbol variation is started on the first special symbol indicator 103a, the hold information stored in the first area AE1 of the first special symbol hold area 212a is moved to the execution area 212c for special symbols, and when the display of the second special symbol variation is started on the second special symbol indicator 103b, the hold information stored in the first area BE1 of the second special symbol hold area 212b is moved to the execution area 212c for special symbols. In this embodiment, the hold information related to the second special symbol is moved to the execution area 212c with priority over the hold information related to the first special symbol. In other words, if hold information is stored in the second special symbol hold area 212b, the hold information in the second special symbol hold area 212b is moved to the execution area 212c before the hold information in the first special symbol hold area 212a. 【0077】 Furthermore, the number of items that can be stored in the first special feature hold area 212a and the second special feature hold area 212b is not limited to four, but is arbitrary and may be two, three, five or more, or even a single item. It is also possible to omit the first special feature hold area 212a and the second special feature hold area 212b and configure the system so that the hold information is stored directly in the execution area 212c. 【0078】 The value of the random number counter C5 is stored in the normal diagram reserve storage area 213 when a ball enters gate 65. The normal diagram reserve storage area 213 consists of a normal diagram reserve area 213a and a normal diagram execution area 213b. The normal diagram reserve area 213a is equipped with the first area CE1, the second area CE2, the third area CE3, and the fourth area CE4, and the value of the random number counter C5 is stored in one of the areas CE1 to CE4 as reserve information for the normal diagram, according to the history of balls entering gate 65. In this case, if balls enter gate 65 multiple times in a row, numerical information is stored chronologically in the order of first area CE1 → second area CE2 → third area CE3 → fourth area CE4. With these four areas CE1 to CE4, up to four ball entry histories into gate 65 can be reserved and stored. The execution area 213b for the general display is an area where reserved information is stored for which the general display correctness determination process is performed when the general display indicator 101 starts displaying changes. Specifically, when the general display indicator 101 starts displaying changes, the reserved information stored in the first area CE1 of the general display reserved area 213a is moved to the execution area 213b for the general display. 【0079】 Furthermore, the number of items that can be stored in the general diagram hold area 213a is not limited to four, but is arbitrary and may be two, three, five or more, or even a single item. It is also possible to omit the general diagram hold area 213a and configure the system so that the hold information is stored directly in the execution area 213b. 【0080】 Here, I will provide some additional explanation about the various counters. 【0081】 The winning random number counter C1 is configured to increment by 1 sequentially within the range of, for example, "0" to "65535," and then return to "0" after reaching the maximum value of "65535." In particular, when the winning random number counter C1 completes one cycle, the value of the random number initial value counter C0 at that time is read as the initial value of the winning random number counter C1. The random number initial value counter C0 is a loop counter similar to the winning random number counter C1 (value = "0" to "65535"). The winning random number counter C1 is updated periodically and stored in the special symbol reserve storage area 212 of RAM 114 when a game ball enters the first start opening 62 or the second start opening 63. Then, the win / loss determination process is performed using this stored value of the winning random number counter C1. 【0082】 In this pachinko machine 10, there are two modes for determining whether a win or loss occurs: a high-probability mode in which the probability of winning a jackpot is relatively higher, and a low-probability mode in which the probability of winning a jackpot is relatively lower. In other words, there are high-probability and low-probability states as game states related to the win or loss lottery. Specifically, the ROM 113 contains a set of win / loss information for special symbols that indicates the value of the random number that results in a jackpot during the win / loss determination process. Specifically, as a win / loss determination table for special symbols, there is a win / loss determination table for the low-probability state that is referenced when the machine is in a low-probability state, and a win / loss determination table for the high-probability state that is referenced when the machine is in a high-probability state. Switching between the high-probability state and the low-probability state is achieved by using these multiple win / loss determination tables appropriately. 【0083】 As shown in Figure 6(a), the result of the win / loss determination process is either a jackpot result or a loss result. A jackpot result can trigger a transition to a jackpot game in which multiple rounds of gameplay are executed, and can also trigger a transition to a high probability state / low probability state or a time-saving state / non-time-saving state. 【0084】 When the win / loss judgment table for the low probability state is referenced during the above lottery, the random number values ​​that result in a jackpot (i.e., winning information) are a total of 205, ranging from "0" to "204", so the jackpot probability is approximately 1 / 319. On the other hand, when the win / loss judgment table for the high probability game state is referenced during the above lottery, the random number values ​​that result in a jackpot (i.e., winning information) are a total of 2041, ranging from "0" to "2040", so the jackpot probability is approximately 1 / 32. 【0085】 Next, let's explain the type random number counter C2. The type random number counter C2 is configured to increment by 1 sequentially within the range of "0" to "19", and then return to "0" after reaching the maximum value of "19". The type random number counter C2 is updated periodically and stored in the special symbol reserve storage area 212 of RAM 114 when a game ball enters the first start opening 62 or the second start opening 63. 【0086】 ROM113 stores a set of type determination information that is referenced during the type determination process, specifically a type determination table for special symbols. This type determination table includes a type determination table for the first special symbol to determine the type of jackpot symbol to be displayed on the first special symbol display 103a, and a type determination table for the second special symbol to determine the type of jackpot symbol to be displayed on the second special symbol display 103b. 【0087】 In this embodiment, the winning symbols that can be won in the lottery for the first special symbol (the first special symbol corresponding to the winning result displayed on the first special symbol indicator 103a) are of two types: "Special Symbol 1_Winning Symbol A" and "Special Symbol 1_Winning Symbol B". On the other hand, the winning symbols that can be won in the lottery for the second special symbol (the second special symbol corresponding to the winning result displayed on the second special symbol indicator 103b) are of two types: "Special Symbol 2_Winning Symbol C" and "Special Symbol 2_Winning Symbol D". 【0088】 As shown in Figure 6(b), in the type determination table for the first special symbol, the values ​​of the type random number counter C2 from "0" to "19" are associated with "Special Symbol 1_Big Win Symbol A", i.e., the 6R normal big win result, and the values ​​from "8" to "19" are associated with "Special Symbol 1_Big Win Symbol B", i.e., the 6R probability variation big win result. 【0089】 On the other hand, in the type determination table for the second special symbol, the values ​​of the type random number counter C2 from "0" to "19" are associated with "Special Symbol 2_Big Win Symbol C", i.e., the 10R normal big win result, and the values ​​from "8" to "19" are associated with "Special Symbol 2_Big Win Symbol D", i.e., the 10R probability variation big win result. 【0090】 These winning symbols (winning results) differ in three conditions: (1) the number of rounds in the winning game, (2) the lottery mode after the winning game ends (high probability state / low probability state), and (3) the support mode by the regular electric device 71 after the winning game ends (non-time-saving state / time-saving state). 【0091】 If a regular 6R jackpot is achieved, the jackpot game will be repeated "6 times," and after the jackpot game ends, the game will transition to a low-probability state and a time-saving state. In this game state, the game ends when the number of games played during this state reaches the termination threshold, or when a jackpot is achieved before reaching the termination threshold (specifically, when the game transitions to a jackpot game). In this embodiment, "100 times" is set as the termination threshold (so-called time-saving number of times). 【0092】 The result of a 6R probability variation jackpot is the same as a 6R regular jackpot in that the round game is repeated "6 times" during the jackpot game, but after the jackpot game ends, the game transitions to a high probability state and a time-saving state. This game state continues until the next jackpot result occurs and the game transitions to another jackpot game. 【0093】 If a regular 10R jackpot is achieved, the jackpot game will be repeated 10 times, and after the jackpot game ends, the game will transition to a low-probability and time-saving game state. In this game state, the game ends when the number of games played during this state reaches the termination threshold, or when a jackpot is achieved before reaching the termination threshold (specifically, when the game transitions to a jackpot game). In this embodiment, the termination threshold is set to 100 times. 【0094】 The result of a 10R probability variation jackpot is the same as a 10R regular jackpot in that the round game is repeated "10 times" during the jackpot game, but after the jackpot game ends, the game transitions to a high probability state and a time-saving state. This game state continues until the next jackpot result occurs and the game transitions to the jackpot game again. 【0095】 In the following explanation, a game state that is both low probability and not time-saving mode will be referred to as "normal game state," a game state that is both low probability and time-saving mode will be referred to as "time-saving game state," a game state that is both high probability and time-saving mode will be referred to as "probability-changing game state," and a game state in which special winning games, including jackpot games, are executed will be referred to as "special game state." 【0096】 Here, we will provide a supplementary explanation of the status alarm 105 (see Figure 3) provided on the main display unit 100. The status alarm 105 consists of a high probability state alarm lamp 105a that indicates that the player is in a high probability state, and a time-saving state alarm lamp 105b that indicates that the player is in a time-saving state. Both the high probability state alarm lamp 105a and the time-saving state alarm lamp 105b can be switched between an "off mode" and an "on mode". In the normal game state, which is a low probability state and not a time-saving state, both the high probability state alarm lamp 105a and the time-saving state alarm lamp 105b are controlled to the "off mode". In the time-saving game state, which is a low probability state and is a time-saving state, the high probability state alarm lamp 105a is controlled to the "off mode", and the time-saving state alarm lamp 105b is controlled to the "on mode". In the probability variation game state, which is both a high-probability state and a time-saving state, both the high-probability state notification lamp 105a and the time-saving state notification lamp 105b are controlled to the "lighting mode". By checking the high-probability state notification lamp 105a and the time-saving state notification lamp 105b, the player can understand the current game state. 【0097】 Next, we will explain the reach random number counter C3 shown in Figure 5. The reach random number counter C3 is a random number that determines whether or not to generate a reach in the display showing the result when the hit / fail judgment result is a miss. For example, it is configured to be set to increment by 1 sequentially within the range of "0" to "255", and then return to "0" after reaching the maximum value of "255". Note that the value of the reach random number counter C3 corresponding to the occurrence of the reach display may be the same for each game state, or it may be set individually according to each game state. For example, the value of the reach random number counter C3 corresponding to the occurrence of the reach display may be set to be higher when in a time-saving state than when in a non-time-saving state, or the value of the reach random number counter C3 corresponding to the occurrence of the reach display may be set to be lower when in a time-saving state than when in a non-time-saving state. 【0098】 Next, the variation type counter C4 will be explained. The variation type counter C4 is configured to increment by 1 sequentially within the range of "0" to "255", and then return to "0" after reaching the maximum value of "255". The variation type counter C4 is used by the CPU 112 to determine the variation display time (variation pattern) of the special symbols in the special symbol display unit 103, that is, the variation display time of the performance symbols in the image display device 90. 【0099】 The regular symbol random number counter C5 is configured to increment by 1 sequentially within the range of "0" to "65535", and then return to "0" after reaching the maximum value of "65535". The regular symbol random number counter C5 is updated periodically and stored in the regular symbol reserve storage area 213 of RAM 114 when a game ball enters gate 65. The random number value that results in a regular symbol win is stored in ROM 113 as a group of win / fail information, i.e., a win / fail table for regular symbols. Then, at a predetermined timing, it is decided whether or not to execute an auxiliary game that opens the regular electric mechanism 71 of the second start opening 63 based on the value of the stored regular symbol random number counter C5 and the win / fail table for regular symbols. In the win / fail table for regular symbols, among the values ​​of the regular symbol random number counter C5 from "0" to "65535", values ​​from "1" to "65535" correspond to "regular winning symbols", and "0" corresponds to "regular losing symbols". Incidentally, in this embodiment, the success / failure table for the regular drawing is the same regardless of whether it is a non-time-saving state or a time-saving state, and there is no difference in the probability per regular drawing (see Figure 6(c)). However, it is also possible to provide separate success / failure tables for the non-time-saving state and the time-saving state, and to create a difference in the probability per regular drawing. For example, the probability per regular drawing may be higher for the time-saving state compared to the non-time-saving state. 【0100】 Here, we will explain the display on the regular display unit 101 and the movement of the regular electric device 71 in both the shortened time state and the non-shortened time state. 【0101】 As shown in Figure 6(d), in the non-time-saving state, the display time for the variation of the normal symbols on the normal symbol display unit 101 is "60 seconds" and the display time for the confirmed normal symbols is "0.5 seconds". On the other hand, in the time-saving state, the display time for the variation of the normal symbols is "1 second" and the display time for the confirmed normal symbols is "0.5 seconds", resulting in a significant reduction in the variation display time. 【0102】 Furthermore, as shown in Figure 6(e), when a regular win occurs in a non-time-saving state and an auxiliary game is executed, the number of times the regular electric mechanism 71 switches to the open state (number of openings) is set to "1 time," and the time it is maintained in the open state (open time) is set to "0.05 sec." By making the open time extremely short, winning into the second start port 63 is effectively avoided in a non-time-saving state. On the other hand, in a time-saving state, the number of times the regular electric mechanism 71 switches to the open state (number of openings) is set to "2 times," and the time it is maintained in the open state (open time) is set to "2.5 sec" each time. By extending the open time in this way compared to a non-time-saving state, winning into the second start port 63 occurs during the time-saving state, allowing the player to play while suppressing the decrease (investment) of the game balls they possess. In other words, compared to a non-time-saving state, the ratio of the number of prize balls to the number of game balls launched (the so-called base) is higher in a time-saving state. 【0103】 (Various processes executed by the CPU 112 of the main control board 110) Next, we will explain the various processes executed by the CPU 112 of the main control board 110. The processes executed by the CPU 112 include the main process, which is started when the power is turned on, and the timer interrupt process, which is started periodically (for example, every 4 msec). First, we will explain the main process by referring to the flowchart in Figure 7. 【0104】 (Main processing) In the main process, a power-on wait process is first executed (S101). During the power-on wait process, for example, the system waits for a waiting period (specifically 1 second) to elapse after the main process has started, without proceeding to the next process. During this waiting period, the operation start and initial setup of various devices such as the image display device 90 are completed. 【0105】 Subsequently, access to RAM 114 is permitted (S102), and it is determined whether the reset button 115 (see Figure 4) was operated during this power-on operation (S103). If it is determined that the reset button 115 was operated (S103: YES), the RAM clear process is executed (S104). In the RAM clear process, all information stored in RAM 114 is erased (cleared to "0"). As a result, regardless of the game state immediately before the power supply to the pachinko machine 10 was stopped, it returns to a normal game state that is low probability and not time-saving. In other words, the pachinko machine 10 shown in this embodiment can be restored to its initial state by turning on the power while the reset button 115 is operated. 【0106】 If the RAM clear process is executed, or if it is determined that the reset button 115 has not been operated (S103: NO), the power-on setting process is executed (S105). In this setting process, for example, the interrupt period of the timer interrupt process, which is a process that is started by periodically interrupting the main process, is set to a predetermined period (specifically, "4 msec"). In addition to setting the interrupt period, the system also performs processes to set the numerical ranges of various counters, such as the numerical range of the random number counter C1. 【0107】 After the power-on setup process is executed, interrupts are disabled (S106), and the main random number update process is executed (S107). In the main random number update process, the values ​​of each counter C0 to C5 shown in Figure 5 are incremented by 1. After that, interrupts are enabled (S108). While interrupts are enabled, the timer interrupt process (S109) can be executed. The timer interrupt process is executed based on interrupt pulses that are repeatedly input to the CPU 112 at the predetermined period set above. Then, between the end of the timer interrupt process and the start of the next timer interrupt process, the remaining time is used to repeatedly perform the update process of various counter values ​​by the main random number update process. Note that if an interrupt pulse is input to the CPU 112 while interrupts are disabled, the timer interrupt process will not start immediately, but will wait for interrupts to be enabled. 【0108】 (Timer interrupt handling) Next, the timer interrupt processing (S109) will be explained with reference to the flowchart in Figure 8. 【0109】 In timer interrupt processing, the first step is to update various random numbers (random numbers for drawing) (S201). This update process updates the winning random number counter C1, the type random number counter C2, the reach random number counter C3, and the general random number counter C5. Specifically, the current numerical information is read sequentially from the winning random number counter C1, the type random number counter C2, the reach random number counter C3, and the general random number counter C5, and after incrementing each of the read numerical values ​​by 1, the original counters are overwritten. In this case, if the counter value exceeds the maximum value, it is cleared to "0". 【0110】 After the random number update process is executed, the input process is performed (S202). In the input process, signals received from various sensors, such as the prize detection sensors 181-185, the ejected ball detection sensor 187, the launched ball detection sensor 188, and the foul ball detection sensor 189, are read. Then, the presence or absence of prizes in the general prize slot 61, the first start slot 62, the second start slot 63, the special electric prize device 64, and the gate 65 is identified, and the presence or absence of ejected balls, launched balls, and foul balls is identified. After that, a timer update process is performed to update the numerical information of multiple types of timer counters provided in RAM 114 all at once (S203). 【0111】 After the timer update process is executed, the special symbol special power control process is executed to perform special symbol lotteries and jackpot games (S204), and the regular symbol regular power control process is executed to perform regular symbol lotteries and auxiliary games (S205). These special symbol special power control processes and regular symbol regular power control processes will be explained in detail later. 【0112】 After executing the special-feature special-electric control processing and the general-feature general-electric control processing, the display control processing of the main display unit 100 is executed (S206). In this display control processing, based on the processing results of the immediately preceding special-feature special-electric control processing and general-feature general-electric control processing, processing is performed to reflect the increase or decrease in the number of first-feature hold indicators 104a, processing is performed to reflect the increase or decrease in the number of second-feature hold indicators 104b, and processing is performed to reflect the increase or decrease in the number of general-feature hold indicators 102. In addition, processing is performed to update the displays of the first-feature indicator 103a and the second-feature indicator 103b, as well as processing to update the display of the general-feature indicator 101. 【0113】 After that, output processing is performed (S207), and this timer interrupt processing is terminated. In output processing, if output information has been set in this timer interrupt processing, processing is performed to output the corresponding output information to the various drive units 73 and 83. For example, if information is set to switch the special electric prize device 64 to the open state, the output of a drive signal to the special electric drive unit 83 is started, and if information is set to switch it to the closed state, the output of the drive signal is stopped. Also, if information is set to switch the regular electric device 71 of the second start port 63 to the open state, the output of a drive signal to the regular electric drive unit 73 is started, and if information is set to switch it to the closed state, the output of the drive signal is stopped. Furthermore, if commands to be output to other control boards such as the sub-control board 120 are set, those commands are output to the target control board. 【0114】 (Normal power control processing) Next, the general power control process (S205), which is performed as part of the timer interrupt processing (Figure 8), will be explained with reference to the flowchart in Figure 9. 【0115】 If a win occurs at gate 65 (S301:YES), and provided that the number of regular figure reserves stored in the first area CE1 to the fourth area CE4 of the regular figure reserve area 213a is less than the upper limit of 4 (S302:NO), the storage process to the regular figure reserve area 213a is executed (S303). In this storage process, the value of the regular figure random number counter C5 is used as reserve information and stored in the area of ​​the regular figure reserve area 213a that has the earliest processing order among the areas where no reserve information is stored (first area CE1 to fourth area CE4). When reserve information is acquired, data settings are made so that the display content of the regular figure reserve indicator 102 is updated in accordance with the increase in the number of regular figure reserves. 【0116】 If no win occurs at gate 65 (S301: NO), if the number of reserved balls has reached its limit (S302: YES), or if the process of storing reserved information has been executed (S303), the values ​​of the regular ball counters provided in the various counter areas of RAM 114 are read (S304), and the regular ball address table stored in ROM 113 is read (S305). The regular ball address table contains the starting address of the program for executing the process corresponding to the numerical information of the regular ball counter. 【0117】 The regular power counter is a counter used by the CPU 112 to identify the processing content to be executed in the regular power control process. Specifically, the regular power counter can take values ​​from "0" to "3", and each value from "0" to "3" corresponds to a different process (S308 to S311). Specifically, if the value of the regular symbol regular power counter is "0", the regular symbol variation start process (S308), which is the process for starting the variation display of the regular symbol on the regular symbol display unit 101, is executed. If the value of the regular symbol regular power counter is "1", the regular symbol variation in progress process (S309), which is the process for advancing the variation display on the regular symbol display unit 101, is executed. If the value of the regular symbol regular power counter is "2", the regular symbol confirmation in progress process (S310), which is the process for ending the variation display on the regular symbol display unit 101, is executed. If the value of the regular symbol regular power counter is "3", the regular power control process (S311), which is the process for opening and closing the regular power mechanism 71, is executed. 【0118】 In the regular power control process, after reading the regular power address table (S305), the start address corresponding to the information of the regular power counter is obtained from the regular power address table (S306), and the process indicated by the obtained start address is jumped to (S307). The following describes each process individually: the process for starting regular power fluctuation (S308), the process during regular power fluctuation (S309), the process during regular power confirmation (S310), and the regular power control process (S311). 【0119】 (Processing to initiate general diagram changes) First, we will explain the process for initiating the normal graph change (S308) by referring to the flowchart in Figure 10. 【0120】 In the process for initiating the normal diagram change, the data setting process is executed (S402) on the condition that the normal diagram hold information is stored in the normal diagram hold area 213a (S401: YES). In the data setting process, the hold information stored in the first area CE1 of the normal diagram hold area 213a is moved to the execution area 213b. After that, a process is executed to shift the hold information stored in the normal diagram hold area 213a. This shift process shifts the hold information stored in the first area CE1 to the fourth area CE4 sequentially to the lower areas, specifically shifting the hold information within each area from the second area CE2 to the first area CE1, the third area CE3 to the second area CE2, the fourth area CE4 to the third area CE3, and so on. In addition, the data setting process sets data so that the display content of the normal diagram hold indicator 102 is updated in accordance with the decrease in the number of normal diagram holds. 【0121】 After that, the win / failure judgment table for the regular symbols is read from ROM 113 to RAM 114 (S403). The win / failure judgment table for the regular symbols contains the value of the regular symbol random number counter C5 that will result in a regular symbol win (support win). After that, the regular symbol win / failure judgment process (regular symbol symbol determination process) is executed (S404). In the regular symbol win / failure judgment process, the value of the regular symbol random number counter C5 in the pending information that is the target of this regular symbol win / failure judgment process is compared with the table read in S403. In this embodiment, there is one regular symbol that will result in a win (regular winning symbol) and one regular symbol that will result in a loss (losing symbol), and the regular symbol that will be stopped and displayed (confirmed display) will be either the regular winning symbol or the losing symbol, depending on the result of the win / failure judgment. Then, the information of the regular symbol that will be stopped and displayed this time is read from ROM 113 to RAM 114 on the regular symbol display 101. 【0122】 Furthermore, when determining which regular symbol to stop and display, if the current game state corresponds to a time-saving state, a time-saving state win flag is set in RAM114. The presence or absence of this time-saving state win flag allows subsequent processing to determine whether the regular symbol win occurred during a time-saving state or not. 【0123】 Subsequently, the process for determining the display time of the regular pattern in the regular pattern display unit 101 is executed (S406). The display time of the variation differs depending on whether the display is in a time-saving state or not. In the display time determination process, if the display is in a time-saving state, the display time of the variation is determined by reading the variation pattern table (specifically the display time table) corresponding to the time-saving state from the ROM 113, and if the display is not in a time-saving state, the display time of the variation is set by reading the variation pattern table (display time table) corresponding to the non-time-saving state from the ROM 113. 【0124】 After determining the display time for the variation, the process for starting the variation display of the normal symbols is executed (S406). A display control table for normal symbols is pre-stored in the ROM 113 as a table referenced by the CPU 112 when the variation display of normal symbols is performed on the normal symbol display unit 101. When the variation display of normal symbols is performed on the normal symbol display unit 101, the same display control table is used regardless of the result of the normal symbol win / failure determination process. When the variation display of normal symbols is performed on the normal symbol display unit 101, the variation display of normal symbols according to a predetermined pattern is repeated, and the display control table for normal symbols has control data for one cycle of the variation display of normal symbols according to that predetermined pattern. Therefore, when the variation display of normal symbols is performed on the normal symbol display unit 101, the display control table for normal symbols is repeatedly used until just before the confirmation display is performed. After that, the value of the normal symbol normal counter is incremented by 1 (S407). As a result, the value of the normal symbol normal counter becomes "1", which corresponds to the normal symbol variation in progress processing (S309). 【0125】 (Processing during normal diagram fluctuations) Next, the process during normal diagram variation (S309) in the normal diagram normal power control process (Figure 9) will be explained. 【0126】 In the normal symbol variation processing, it is determined whether the normal symbol on the normal symbol display unit 101 is in the process of variation display but before the confirmation display. Specifically, it is determined that the timing is before the confirmation display if the value of the normal symbol timer counter, which measures the duration of the current variation display, is "4 msec" remaining. If it is before the confirmation display, processing is performed to regularly change the display pattern of the normal symbol on the normal symbol display unit 101. This regular change continues until it is time to start the confirmation display. Furthermore, this regular change is performed in a consistent manner regardless of whether the result of the normal symbol win / failure determination processing (S404) is a normal symbol win or not. When it is time to start the confirmation display, the symbol on the normal symbol display unit 101 is changed to the symbol corresponding to the result of the current normal symbol win / failure determination processing. This symbol is the symbol corresponding to the information read into RAM 114 in S404 of the normal symbol variation start processing (Figure 10). Then, by incrementing the value of the normal symbol normal power counter by 1, the value of the counter is updated to correspond to the normal symbol confirmation processing (S310). 【0127】 (Processing to finalize the general diagram) Next, referring to the flowchart in Figure 11, the process of confirming the normal diagram (S310) in the normal diagram normal power control process (Figure 9) will be explained. 【0128】 By determining whether the value of the timer counter on the regular display side, which measures the duration of the current fluctuation display, is "0", it is determined whether the confirmed display time (specifically "0.5 sec") for the current fluctuation display has elapsed (S501). If the confirmed display time has elapsed (S501: YES), it is determined whether the result of the regular display win / loss judgment process for this fluctuation display round is a regular display win result (support win result) (S502). If it is not a regular display win result (S502: NO), the value of the regular display regular power counter is cleared to "0" (S503), and then the regular display confirmation process ends. As a result, the value of the regular display regular power counter corresponds to the regular display fluctuation start process. 【0129】 If the result is a normal hit (S502: YES), the operation pattern (open pattern) setting process is executed (S504). The operation pattern setting process differs depending on whether the state is not time-saving or time-saving. 【0130】 If the above-mentioned time-saving win flag is not set in RAM114, the normal power opening counter in RAM114 is set to "1", and the normal power entry counter in RAM114 is set to "10". In addition, information corresponding to the duration of the short opening on the normal power side, "0.05 sec", is set in the normal power side timer counter of RAM114. The normal power opening counter is a counter used by the CPU112 to determine the number of times the normal power mechanism 71 of the second start port 63 is in the open state during this auxiliary game, and the normal power entry counter is a counter used by the CPU112 to determine whether the number of entries into the second start port 63 has reached the upper limit of "10" during this normal power opening state. As a result of the execution of the above processes, the normal power mechanism 71 will be opened "once" during this auxiliary game. As already explained, the launch cycle for the game balls is "0.6 sec," so if the regular electric mechanism 71 opens briefly "once," basically no game balls will enter the second start opening 63, or if they do, only about one ball will enter. 【0131】 If the above-mentioned time-saving win flag is set in RAM114, the normal power opening counter in RAM114 is set to "2", and the normal power entry counter in RAM114 is set to "10". In addition, information corresponding to the duration of the short opening on the normal power side, "2.5 sec", is set in the normal power side timer counter of RAM114. As a result of executing the above processes, the auxiliary game that occurs this time, the long opening of the normal power mechanism 71, will occur "twice". As already explained, the launch cycle of the game ball is "0.6 sec", so if the long opening of the normal power mechanism 71 occurs "once", multiple entries into the second start opening 63 may occur. 【0132】 Subsequently, the output of a drive signal to the regular power drive unit 73 is started, opening the regular power device 71 (S505). Then, the value of the regular power counter is incremented by 1, updating the value of the counter to one that corresponds to the regular power control process (S506). 【0133】 (Normal power control processing) Next, the general power control process (S311) in the general power control process (Figure 9) will be explained. 【0134】 In the normal power control process, if a prize is awarded to the second start port 63, a value corresponding to the number of prizes awarded is subtracted from the value of the normal power award counter in RAM 114. If the value of the normal power award counter is "0", the value of the normal power release counter in RAM 114 is cleared to "0", and the normal power mechanism 71 is closed by stopping the output of the drive signal to the normal power drive unit 73. Then, the value of the normal diagram normal power counter is cleared to "0". As a result, the process to be executed in the next processing cycle of the normal diagram normal power control process becomes the normal diagram variation start process (S308). 【0135】 If no winning has occurred in the second starting port 63, or if the value of the normal power winning counter is not "0", it is determined whether the value of the normal power side timer counter in RAM 114 is "0". If the value of the normal power side timer counter is "0", the normal power mechanism 71 is closed by stopping the output of the drive signal to the normal power drive unit 73. Then, the value of the normal power open counter in RAM 114 is deducted by 1, and it is determined whether the value of the normal power open counter after the deduction is "0". If the value of the normal power open counter after the deduction is "1" or greater, the normal power mechanism 71 is kept closed for the normal power interval time (specifically "1 sec"), and then the normal power mechanism 71 is opened by outputting the drive signal to the normal power drive unit 73 again. In addition, information corresponding to "2.5 sec" is set in the normal power side timer counter of RAM 114. As a result, winning in the second starting port 63 is again permitted for "2.5 sec". If the value of the normal power release counter after subtraction is "0", the value of the normal power counter is cleared to "0". As a result, the process to be executed in the next processing iteration of the normal power control process becomes the normal power change start process (S308). 【0136】 (Special Electrical Control Processing) Next, with reference to the flowcharts in Figures 12 and 13, the special electrical control processing (S204) performed as part of the timer interrupt processing (Figure 8) will be explained. 【0137】 In the special feature special electric control processing, the first step is to perform the process of acquiring the hold information (S601). In the hold information acquisition process, as shown in the flowchart of Figure 13, if a win has occurred in the first start opening 62 (S701: YES), and the number of hold information stored in the first special feature hold area 212a (hereinafter also referred to as first hold information) is less than the upper limit (S702: NO), then the process to acquire the first hold information is performed. 【0138】 In the process for acquiring the first reserved information, the CPU 112 first increments the value of the first special symbol reserved counter in the RAM 114 by 1 to determine the number of unprocessed first reserved information stored in the first special symbol reserved area 212a (S703). In the display control process described above (S206), the display content of the first special symbol reserved indicator 104a is adjusted according to the value of the first special symbol reserved counter. As a result, the display content of the first special symbol reserved indicator 104a corresponds to the number of first reserved information stored in the first special symbol reserved area 212a. Subsequently, the values ​​of the winning random number counter C1, the type random number counter C2, the reach random number counter C3, and the variation type counter C4 are stored in the memory area corresponding to the number of reserved memories obtained by incrementing by 1 in S703 within the first special symbol reserved area 212a (S704). After that, the first reserved command is set (S705). This first reserved command is transmitted to the sub-control board 120 in the output process of S207. Based on this first hold command, the CPU 122 of the sub-control board 120 performs display control so that the display content of the first special feature hold display area RA1 of the image display device 90 corresponds to the increase in the first hold information. 【0139】 If no winning entry has occurred in the first starting port 62 (S701: NO), if the number of first reserve information has reached the upper limit (S702: YES), if the first reserve command has been set (S705), if a winning entry has occurred in the second starting port 63 (S706: YES), and if the number of reserve information stored in the second special symbol reserve area 212b (hereinafter also referred to as second reserve information) is less than the upper limit (S707: NO), then the process to acquire second reserve information is executed. 【0140】 In the process for acquiring the second reserved information, the CPU 112 first increments the value of the second special reserved counter in RAM 114 by 1 to determine the number of unprocessed second reserved information stored in the second special reserved area 212b (S708). The display content of the second special reserved indicator 104b is adjusted according to the value of the second special reserved counter. As a result, the display content of the second special reserved indicator 104b corresponds to the number of second reserved information stored in the second special reserved area 212b. Subsequently, the values ​​of the winning random number counter C1, the type random number counter C2, the reach random number counter C3, and the variation type counter C4 are stored in the memory area corresponding to the number of reserved memories in the second special reserved area 212b obtained by incrementing by 1 in S708 (S709). After that, the second reserved command is set (S710). This second reserved command is transmitted to the sub-control board 120 in the output processing of S207. Based on this second hold command, the CPU 122 of the sub-control board 120 performs display control so that the display content of the second special feature hold display area RA2 of the image display device 90 corresponds to the increase in the second hold information. 【0141】 Returning to the explanation of the special-function special-electric control processing (Figure 12), after executing the retention information acquisition process (S601), the numerical information of the special-function special-electric counter provided in RAM 114 is read (S602), and the special-function special-electric address table provided in ROM 113 is read (S603). Then, the starting address corresponding to the numerical information of the special-function special-electric counter is obtained from the special-function special-electric address table (S604), and the process indicated by the obtained starting address is jumped to (S605). 【0142】 The special-function special-voltage counter is a counter used by the CPU 112 to determine which of the following processes should be executed in the special-function special-voltage control process: the special-function variation start process (S606), the special-function variation process (S607), the special-function confirmation process (S608), the special-voltage start process (S609), the special-voltage open process (S610), the special-voltage closed process (S611), and the special-voltage termination process (S612). The special-function special-voltage address table contains the starting addresses of the programs that execute each of the above processes (S606 to S612), corresponding to the numerical information of the special-function special-voltage counter. 【0143】 If the value of the special symbol / electric counter is "0", the program jumps to the special symbol variation start process (S606). If the value of the special symbol / electric counter is "1", the program jumps to the special symbol variation in progress process (S607). If the value of the special symbol / electric counter is "2", the program jumps to the special symbol confirmation in progress process (S608). If the value of the special symbol / electric counter is "3", the program jumps to the special electric start process (S609). If the value of the special symbol / electric counter is "4", the program jumps to the special electric open process (S610). If the value of the special symbol / electric counter is "5", the program jumps to the special electric close process (S611). If the value of the special symbol / electric counter is "6", the program jumps to the special electric end process (S612). These processes will be explained individually below. 【0144】 (Processing for initiating special feature changes) First, the process for initiating the special symbol variation (S606) will be explained by referring to the flowchart in Figure 14. Note that the process for initiating the special symbol variation is not executed when a game round has already been played or when a jackpot game is being played (when the game has transitioned to a special game state). 【0145】 In the special symbol variation start processing, if the second reserve information is not stored in the second special symbol reserve area 212b and the first reserve information is stored in the first special symbol reserve area 212a (S801: YES, S802: NO), the first data setting processing is executed (S803). In the first data setting processing, the first reserve information stored in the first area AE1 of the first special symbol reserve area 212a is moved to the execution area 212c. After that, a process is executed to shift the first reserve information stored in the first special symbol reserve area 212a. This data shift processing is a process that shifts the first reserve information stored in the first area AE1 to the fourth area AE4 sequentially toward the lower area, specifically, the first reserve information within each area is shifted from the second area AE2 to the first area AE1, from the third area AE3 to the second area AE2, and from the fourth area AE4 to the third area AE3. After that, the value of the first special symbol reserve counter in RAM 114 is deducted by 1. As a result, the display content of the first special feature hold indicator 104a is changed to reflect a decrease of one first hold information. In addition, the data setting process sets a first decrease command to indicate that the first hold information in the first special feature hold area 212a has decreased by one. This first decrease command is transmitted to the sub-control board 120 in the output process (S207) described above. If the above-mentioned non-timed state is in effect, the CPU 122 of the sub-control board 120 uses this first decrease command to control the display so that the display content of the special feature hold display area RA on the image display device 90 corresponds to the decrease in the first hold information. 【0146】 On the other hand, if the second reserved information is stored in the second special feature reserved area 212b (S801 and S802: YES), the second data setting process is executed (S804) even if the first reserved information, which was acquired before the second reserved information, is stored in the first special feature reserved area 212a. In the second data setting process, the second reserved information stored in the first area BE1 of the second special feature reserved area 212b is moved to the execution area 212c. After that, a process is executed to shift the second reserved information stored in the second special feature reserved area 212b. This data shift process shifts the second reserved information stored in the first area BE1 to the fourth area BE4 sequentially to the lower areas, specifically shifting the second reserved information within each area as follows: second area BE2 → first area BE1, third area BE3 → second area BE2, fourth area BE4 → third area BE3, and so on. After that, the value of the second special feature reserved counter in RAM 114 is deducted by 1. As a result, the display content of the second special feature hold indicator 104b is changed to reflect a decrease of one second hold information item. In addition, the data setting process sets a second reduction command to indicate that the second hold information item in the second special feature hold area 212b has decreased by one. This second reduction command is transmitted to the sub-control board 120 in the output process (S207) described above. When the time-saving state described above is in effect, the CPU 122 of the sub-control board 120 uses this second reduction command to control the display so that the display content of the special feature hold display area RA on the image display device 90 corresponds to the decrease in second hold information. 【0147】 As described above, if the second reserved information is stored, the second reserved information will be shifted to execution area 212c even if the first reserved information, which was acquired before the second reserved information, is also stored. As a result, the second reserved information will be processed preferentially over the first reserved information as the target for starting a game round. 【0148】 After executing the first data setting process (S803) or the second data setting process (S804), the win / loss judgment table for the special feature is read from the ROM 113 (S805). Specifically, if the lottery mode is in a low probability state, the win / loss judgment table for the low probability state is read into the RAM 114, and if the lottery mode is in a high probability state, the win / loss judgment table for the high probability state is read into the RAM 114. 【0149】 After reading the win / failure determination table, the system reads the information for win / failure determination, i.e., the value obtained from the winning random number counter C1, from the pending information stored in the execution area 212c, and determines whether the read value matches any of the values ​​set as the jackpot result in the win / failure determination table read above (S806). 【0150】 If the result of the win / failure determination process is a jackpot result (S807: YES), the type determination process is executed (S808). In the type determination process, if the target of the start of the game round is the first reserve information, the type determination table for the first special symbol is read from ROM 113 to RAM 114, and if the target of the start of the game round is the second reserve information, the type determination table for the second special symbol is read from ROM 113 to RAM 114. After reading the type determination table, the type determination information, i.e., the value obtained from the type random number counter C2, is read from the reserve information stored in the execution area 212c, and by referring to the above type determination table, it is determined which special symbol (type of jackpot) the read value corresponds to. 【0151】 After executing the type determination process, a flag corresponding to the type of jackpot result identified in the type determination process is set (S809). Then, the symbol setting process for the jackpot result (stop result setting process) is executed (S810). Specifically, information is set to identify the special symbol to be ultimately stopped and displayed on either the first special symbol display 103a or the second special symbol display 103b, which is the target of the start of this game round. Note that a special symbol may be set in a one-to-one correspondence with each jackpot result, or multiple types of special symbols may be set for at least some of the jackpot results. The method for selecting the special symbol to be stopped and displayed for jackpot results to which multiple types of special symbols are associated is arbitrary. 【0152】 If the result of the win / loss determination process is not a jackpot result (S807: NO), the symbol setting process for a losing result (stop result setting process) is executed (S811). Specifically, information is set to identify the special symbol to be ultimately stopped and displayed on either the first special symbol display 103a or the second special symbol display 103b, which is the target of the start of this game round. 【0153】 After executing one of the pattern setting processes (S810, S811), the process for determining the variation display time is executed (S812). After executing the process for determining the variation display time, the variation command and type command corresponding to the game round being started are set (S813). These variation commands and type commands are transmitted to the sub-control board 120 in the output process (S207). The variation command includes information on the determined variation display time, as well as information indicating whether the game round being started corresponds to the first special symbol display 103a or the second special symbol display 103b. Although the variation command does not include information on whether or not to execute a reach display, the variation display time when a reach display occurs is set to be longer than the variation display time when a reach display does not occur, so the sub-control microcomputer 121 of the sub-control board 120 can determine whether or not a reach display has occurred from the variation display time information. The type command includes information on whether the current game round corresponds to a jackpot result, and if so, it also includes information indicating the type of jackpot result. 【0154】 Subsequently, the first special symbol display unit 103a and the second special symbol display unit 103b, which are the target for the start of the current game round, are processed to start displaying the special symbol variation (S814). Then, the value of the special symbol special electric counter is incremented by 1 (S815). As a result, the value of the special symbol special electric counter becomes "1", which corresponds to the special symbol variation processing (S607). 【0155】 Furthermore, when the CPU 122 of the sub-control board 120 receives a variation command and a type command, it executes processing to determine the content of the game round's performance corresponding to those commands. Then, according to the table corresponding to the processing result, it executes the illumination control of the top lamp 24 and the sound output control of the speaker 23. As a result, the illumination and sound output performances are executed for the duration of the variation display time for the current game round. The CPU 122 also sends a command corresponding to the content of the game round's performance determined for the current game round to the image control board 140. Upon receiving this command, the CPU of the image control board 140 executes the display control of the image display device 90 according to the table corresponding to that command. As a result, for example, the display performance on the image display device 90 is executed for the duration of the variation display time for the current game round. 【0156】 (Special effect during change processing) Next, we will explain the special pattern variation processing (S607) which is performed as part of the special pattern special electric control processing (Figure 12). 【0157】 If the value of the special symbol timer counter is 1 or greater and the display time for the current game round has not elapsed, and it is time to update the display of one of the symbols that is the target of execution for the current game round, between the first special symbol display 103a and the second special symbol display 103b, then data is set to update the display of that symbol. As a result, one of the symbols that is the target of control between the first special symbol display 103a and the second special symbol display 103b is updated to the next symbol. 【0158】 The initial state of the variable display of the symbols shown on the first special symbol display 103a and the second special symbol display 103b, as well as the update state of the variable display of the symbols, are performed in a fixed manner regardless of the win / fail judgment result and the type judgment result. For example, if a display pattern in which the display order of multiple symbols is fixed is repeatedly performed, and the variable display time has elapsed, the symbols determined at the start of that game round will be displayed regardless of which order of the display pattern is being displayed. This contributes to simplifying the processing configuration for controlling the display of the first special symbol display 103a and the second special symbol display 103b. 【0159】 On the other hand, if the value of the timer counter on the special display side is "0", that is, if the variable display time has elapsed, the final stop command is set. This final stop command is transmitted to the sub-control board 120 in the output processing (S207) described above. 【0160】 Subsequently, at the start of a game round, the symbol setting process (S810, S811) in the special symbol variation start process (Figure 14) reads the symbol information stored in RAM 114. As a result, the special symbol variation display stops with the symbols corresponding to the game result of the current game round displayed on the controlled special symbol displays 103a and 103b. After that, the information for the confirmed display time (e.g., "1 sec") is set in the special symbol timer counter. This starts the measurement of the confirmed display time. After that, the value of the special symbol special electric counter is incremented by 1. As a result, the value of the special symbol special electric counter becomes "2", which corresponds to the special symbol confirmation in progress process (S608). 【0161】 Furthermore, when the CPU 122 of the sub-control board 120 receives the final stop command, it sends a corresponding command to the image control board 140. When the CPU of the image control board 140 receives this command, it displays the combination of symbols for the performance symbols corresponding to the current game round on the image display device 90 for the duration of the confirmation display time. 【0162】 (Processing to confirm special design) Next, referring to the flowchart in Figure 15, the special drawing confirmation process (S608), which is performed as part of the special drawing special electric control process (Figure 12), will be explained. 【0163】 If the value of the special feature timer counter is "0" and the confirmation display time has elapsed (S901:YES), and the result of the win / loss judgment for this game round is a jackpot (S902:YES), then information corresponding to the opening time (specifically "5 sec") is set in the special feature timer counter (S903), and the opening command is set (S904). This opening command is transmitted to the sub-control board 120 in the output processing (S207). When the CPU 122 of the sub-control board 120 receives the opening command, it causes the effects corresponding to the opening time to be displayed on the image display device 90, lamps 24, 25 and speaker 23, etc. After that, the value of the special feature special electric counter is incremented by 1 (S905). As a result, the value of the special feature special electric counter becomes "3", which corresponds to the special electric start processing (S609). 【0164】 If the result of this game round is not a jackpot (S902: NO), the time-saving state counter is updated (deducted by 1) (S906). The time-saving state counter is a counter used by the CPU 112 to determine the remaining number of continuations of the time-saving state in the low probability state. After that, the special symbol special electric counter is cleared to "0" (S907). As a result, the value of the special symbol special electric counter becomes "0", which corresponds to the special symbol variation start process (S606). 【0165】 (Special telephone activation process) Next, we will explain the special power start process (S609) which is performed as part of the special power control process (Figure 12). 【0166】 In the special game start process, the setting process for the number of openings and closings is executed on the condition that the value of the timer counter on the special display side is "0", that is, that the opening time has elapsed. Specifically, if the result of this game is a 6R normal jackpot result or a 6R probability variation jackpot result, "6" is set in the round counter provided in RAM114, and if the result of this game is a 10R normal jackpot result or a 10R probability variation jackpot result, "10" is set in the round counter of RAM114. The round counter is a counter used by the CPU112 to determine the number of remaining rounds in a jackpot game (special game state). Information on the duration of the round opening (specifically 29.5 sec) is also set in the timer counter on the special display side. In addition, "10" is set in the winning counter provided in RAM114. The winning counter is a counter used by the CPU112 to determine the remaining number of winnings up to the maximum number of winnings. Furthermore, the special electric prize winning device 64 is opened by outputting a drive signal to the special electric drive unit 83. After that, the value of the special electric counter is incremented by 1. As a result, the value of the special electric counter becomes "4", which corresponds to the special electric open processing (S610). 【0167】 (Special electrical system open during processing) Next, we will explain the special electric current release process (S610) which is performed as part of the special electric current control process (Figure 12). 【0168】 If the value of the timer counter on the special drawing side is "0", that is, if the open duration has elapsed, the value of the round counter in RAM 114 is deducted by 1 and the output of the drive signal to the special electric drive unit 83 is stopped, thereby closing the special electric prize winning device 64. Also, if a prize has been won in the special electric prize winning device 64, the value of the prize counter is deducted by 1, and if the value of the prize counter after the deduction is "0", the value of the round counter in RAM 114 is deducted by 1 and the output of the drive signal to the special electric drive unit 83 is stopped, thereby closing the special electric prize winning device 64. Furthermore, if the value of the round counter is deducted by 1, and the value of the round counter after the deduction is 1 or greater, the interval time information (specifically 3 seconds) is set in the timer counter on the special drawing side, and then the value of the special drawing special electric counter is incremented by 1. As a result, the value of the special drawing special electric counter becomes "5", which corresponds to the special electric closing process (S611). On the other hand, if the value of the round counter after subtracting 1 is "0", the ending time information (specifically "5 sec") is set in the timer counter on the special display side, and the ending command is set. The ending command is sent to the sub-control board 120 in the output processing (S207) described above. When the CPU 122 of the sub-control board 120 receives the ending command, it causes the effects corresponding to the ending time to be performed on the image display device 90, lamps 24, 25 and speaker 23. 【0169】 After that, the value of the special feature special electric counter is increased by 2. As a result, the value of the special feature special electric counter becomes "6", which corresponds to the special electric termination process (S612). 【0170】 (Special telephone line closed during processing) Next, we will explain the special electrical closing process (S611) which is performed as part of the special electrical control process (Figure 12). 【0171】 If the value of the special feature timer counter is "0", that is, if the interval time has elapsed, the information of the duration of the round game's open state (specifically 29.5 seconds) is set in the special feature timer counter, and "10" is set in the RAM 114's prize counter. In addition, the special electric prize device 64 is opened by outputting a drive signal to the special electric drive unit 83. After that, the value of the special feature special electric counter is decremented by 1. As a result, the value of the special feature special electric counter becomes "4", which corresponds to the special electric open state processing (S610). 【0172】 (Processing for termination of special service) Next, referring to the flowchart in Figure 16, the special power termination process (S612) which is performed as part of the special power control process (Figure 12) will be explained. 【0173】 If the value of the timer counter on the special display side is "0", that is, if the ending time has elapsed (S1001:YES), and the result of the game that triggered this jackpot game (special game state) is a 6R probability variation jackpot result or a 10R probability variation jackpot result (S1002:YES), then a high probability flag is set in RAM114 (S1003). As explained earlier, the high probability flag is a flag used by the CPU112 to determine whether the win / loss lottery mode is in high probability mode, that is, whether or not it is in a high probability state. When the high probability flag is set, the win / loss lottery mode becomes high probability mode, that is, in a high probability state. Also, a time reduction flag is set in RAM114 (S1004). As explained earlier, the time reduction flag is a flag used by the CPU112 to determine whether or not it is in a time reduction state. When the time reduction flag is set, it becomes a time reduction state. 【0174】 On the other hand, if the result of the game that triggered this big win is a 6R regular big win result or a 10R regular big win result (S1002: NO), the high probability flag in RAM114 is cleared (S1005). Clearing the high probability flag causes the win / loss lottery mode to become the low probability mode, i.e., the low probability state. After that, the time-saving flag is set in RAM114 (S1006), and the time-saving state counter in RAM114 is set to "100", which is the number of times the time-saving mode continues (hereinafter also called the number of times the time-saving mode continues) (S1007). 【0175】 If the process in S1004 or S1007 is executed, the process for sending a status specification command is set (S1008). The status specification command is a command for specifying the state of the pachinko machine 10 determined by the processes in S1003 to S1007, and is sent to the sub-control board 120 in the output process (S207). The CPU 122 of the sub-control board 120 executes a process to ensure that the effects corresponding to the content of the received status specification command are executed on the image display device 90, lamps 24 and 25, and speaker 23. After that, the special feature special electric counter is cleared to "0". As a result, the value of the special feature special electric counter becomes "0", which corresponds to the special feature variation start process (S606). 【0176】 In the pachinko machine 10 shown in this embodiment, the display surface 91 of the image display device 90 displays multiple performance symbols in a variable manner, and the result of the win / loss determination is announced by the combination of performance symbols (symbol combination) that are stopped and displayed on the display surface 91 (confirmed display). Furthermore, by performing various effects, including the pre-announcement effect (suggestion effect) and reach effect described later, in the stage from when the variable display of performance symbols begins until the confirmed display, monotony of the game is suppressed. The configuration related to these effects will be further explained below with reference to Figures 17 and 18. 【0177】 As already explained, the sub-control board 120 is connected to the movable display device 29 of the front door frame 14, the movable display device 98 of the game board 50, the image control board 140, the sound control board 150, and the lamp control board 160. The image control board 140 is connected to the image display device 90, the sound control board 150 is connected to the speaker 23, and the lamp control board 160 is connected to the top lamp 24 and side lamps 25 installed on the front door frame 14, the panel lamps installed on the game board 50, the light source unit 36 ​​of the illumination panel 35, and the light source unit 99 for the movable display device 98, which will be described later. 【0178】 The sub-control board 120 determines the content of the performance based on various commands input from the main control board 110. The image control board 140, sound control board 150, and lamp control board 160 control the performance equipment such as the image display device 90 according to instructions from the sub-control board 120. Specifically, the sub-control board 120 outputs a command specifying the display pattern of the image to be displayed on the image display device 90, the sound control board 150 outputs a command specifying the output pattern of the sound, music, sound effects, etc. to be output from the speaker 23, and the lamp control board 160 outputs a command specifying the light emission pattern of the lamps 24, 25 and light sources 36, 99, etc. This makes it possible to execute an integrated performance by coordinating the image display device 90, movable performance devices 29, 98, speaker 23, lamps 24, 25, illumination panel 35, etc. 【0179】 As shown in Figure 17, the image control board 140 includes a ROM 143 that stores various control programs and fixed value data, a RAM 144 which is a memory for temporarily storing various data when executing the control programs stored in the ROM 143, a CPU 142 that executes the control programs stored in the ROM 143, and an image control microcontroller 141 which includes interrupt circuits, timer circuits, data input / output circuits, etc. In addition, it is equipped with a video display processor (VDP 145), a library ROM 146, and a video RAM 147. The library ROM 146 serves as an image data library for storing image data such as performance patterns, performance characters, backgrounds, effects, and text overlays that are displayed on the image display device 90. The video RAM 147 is a memory for storing display data to be displayed on the image display device 90, and the display content of the image display device 90 is changed by rewriting the contents of the video RAM 147. The VDP145 is a type of drawing circuit that directly operates the image processing device, which acts as a liquid crystal display driver, incorporated into the image display device 90. It intervenes in the reading and writing of data to the video RAM 147 and reads the image data stored in the video RAM 147 at a predetermined timing to display it on the image display device 90. Next, a supplementary explanation will be given regarding the display content of the image display device 90 (display surface 91). 【0180】 (Contents displayed on the image display device 90) As shown in Figure 18(a), the display surface 91 of the image display device 90 is set with a performance symbol display area LA on which the performance symbol EZ is displayed. The performance symbol display area LA is composed of three performance symbol display areas, for example, "left," "center," and "right." The left performance symbol display area ZA1 displays the left performance symbol EZ1 as the performance symbol EZ, the center performance symbol display area ZA2 displays the center performance symbol EZ2 as the performance symbol EZ, and the right performance symbol display area ZA3 displays the right performance symbol EZ3 as the performance symbol EZ. In this embodiment, the left performance symbol EZ1, center performance symbol EZ2, and right performance symbol EZ3 are all composed of nine symbols from "1" to "9". 【0181】 When the EZ performance symbols are displayed in response to a win in starting slots 62 and 63, the left EZ1, middle EZ2, and right EZ3 performance symbols begin to scroll periodically in a predetermined direction (for example, up and down). Then, the display switches from the display to the standby display in the order of left EZ1 → right EZ3 → middle EZ2, and finally the display ends with each combination of EZ1 to EZ3 displayed statically. 【0182】 When the display of the EZ performance symbols ends, if the result of the win / loss judgment process in the main control board 110 is a jackpot, the symbol combination corresponding to the jackpot result (a specific combination of performance symbols) is stopped and displayed on a predetermined active line LX. For example, combinations of identical numbers such as "777" and "555," i.e., combinations of performance symbols of the same type (same number), are stopped and displayed. If the result is a loss, the symbol combination corresponding to the loss is stopped and displayed on a predetermined active line LX. For example, losing numbers such as "787" and "545," or scattered numbers such as "171" and "637," are stopped and displayed. This makes it easier for the player to understand the progress of the game. With this configuration, it is common for players to understand the result of the jackpot lottery from the display content of the image display device 90 rather than from the first special symbol display 103a or the second special symbol display 103b. 【0183】 In this embodiment, if the reels stop displaying a sequence of sevens, the transition to the probability variation game state (high probability state and time-saving state) after the special game state ends is confirmed. If the reels stop displaying a sequence of symbols other than sevens, the transition to either the probability variation game state (high probability state and time-saving state) or the time-saving game state (low probability state and time-saving state) after the special game state ends is confirmed. In other words, a difference has been made so that the sequence of sevens is more advantageous to the player than the sequence of other symbols. Incidentally, if the player is scheduled to transition to the probability variation game state and the reels stop displaying a sequence of symbols other than sevens, the player will be notified of the transition to the probability variation game state at one of the following times: when transitioning to the special game state, during the special game state, or when the special game state ends. 【0184】 As described above, in the configuration in which the EZ performance symbol is displayed in a variable state, the game performance, including the display performance of the image display device 90 when a game is played, is provided to make the player think that the variable display state is likely to result in a jackpot, from the time the variable display of the EZ performance symbol on the image display device 90 starts until the confirmed display is made. This type of performance includes a reach performance and a pre-announcement performance (suggestion performance) that makes the player expect the occurrence of a reach performance or a jackpot in the stage before the reach performance occurs. 【0185】 The reach animation includes a reach display (reach state) in which the reach symbols are displayed (notified) by stopping two of the multiple rows of animation symbols EZ1 to EZ3 (for example, left animation symbol EZ1, middle animation symbol EZ2, right animation symbol EZ3) that are displayed in a variable manner on the display surface 91 (for example, left animation symbol EZ1 and right animation symbol EZ3) to show symbols of the same type (same number), and then the remaining one (for example, middle animation symbol EZ2) is displayed in a variable manner. Furthermore, the reach animation includes a reach display in which, while the reach symbols are displayed, the remaining animation symbol (middle animation symbol EZ2) is displayed in a variable manner, and predetermined characters etc. are displayed as animations on the display surface 91, or the animation symbols EZ are displayed in a reduced size or hidden, and predetermined characters etc. are displayed as animations on almost the entire display surface 91 (see, for example, Figure 18(b)). 【0186】 For example, if the game results in a jackpot, the middle performance symbol EZ2 of the same type (same number) as the reach symbols (left performance symbol EZ1, right performance symbol EZ3) will stop and be displayed. If the game results in a loss, the middle performance symbol EZ2 of a different type (different number) than the reach symbols (left performance symbol EZ1, right performance symbol EZ3) will stop and be displayed. 【0187】 In this embodiment, as shown in Figure 18(b), the display surface 91 is configured to display the EZ performance symbols in a reduced size within a reduced display area CA located in the lower left corner. However, the location of the area for displaying the EZ performance symbols in a reduced size on the display surface 91 is arbitrary. For example, it may be set in the upper left corner of the display surface 91. Alternatively, the reduced display areas may be set separately for the left performance symbol EZ1 and the right performance symbol EZ3 that constitute the reach symbols. Specifically, the reduced display area for the left performance symbol EZ1 may be set in the left corner of the display surface 91, while the reduced display area for the right performance symbol EZ3 may be set in the right corner of the display surface 91. 【0188】 The aforementioned pre-announcement (suggestive) effects include those that display characters or messages separately from the EZ1-EZ3 effects, or those that change the background (background screen) to a predetermined form different from the previous form, when the display of each effect symbol EZ1-EZ3 starts to change, when all effect symbols EZ1-EZ3 are changing, or when some effect symbols EZ1-EZ3 are changing. Such pre-announcement effects can occur in any game round, whether a reach is displayed or not, but they are designed to occur with a higher probability when a reach is displayed than when a reach is not. 【0189】 Returning to the explanation of Figure 18(a), the display surface 91 of the image display device 90 is set with a hold display area HA in addition to the performance symbol display area LA and the reduced display area CA. The hold display area HA shown in this embodiment is located at the bottom of the display surface 91 and is provided with a special symbol hold display area RA for indicating the number of first special symbol hold or second special symbol hold acquired based on winning into the first start port 62 or the second start port 63, and an execution target display area NA for indicating the hold that is the target of execution. 【0190】 In game states where the game is assumed to progress primarily based on winning into the first starting gate 62 (non-time-saving state: normal game state), the display in the reserve display area HA and the execution target display area NA will correspond to the first special symbol reserve. In game states where the game is assumed to progress primarily based on winning into the second starting gate 63 (time-saving state: time-saving game state, probability-changing game state), the display in the reserve display area HA and the execution target display area NA will switch to correspond to the second special symbol reserve. 【0191】 Specifically, in non-time-saving mode, the same number of reserve icons MP as the number of stored first special symbol reserves are displayed side-by-side in the special symbol reserve display area RA. More specifically, when the number of stored first special symbol reserves increases, the reserve icons MP are displayed increasing to the right, and when the first special symbol reserve triggers the start of a game and the number of stored first special symbol reserves decreases, the reserve icons MP are displayed decreasing to the left. At this time, the reserve icons MP corresponding to the newly executed game, i.e., the reserve icons MP that were located on the far left, move to the execution target display area NA located to the left of the special symbol reserve display area RA. The reserve icons MP displayed in the execution target display area NA are erased when the game ends, i.e., when the confirmation display of the first special symbol ends. 【0192】 On the other hand, in the time-saving state, the same number of hold icons MP as the number of the second special figure holds stored are arranged side by side and displayed in the special figure hold display area RA. Specifically, when the number of the second special figure holds stored increases, the hold icons MP are displayed so as to increase toward the right, and when the second special figure hold becomes the trigger for the start of a game round and the number of the second special figure holds stored decreases, the hold icons MP are displayed so as to decrease toward the left. At this time, the hold icon MP corresponding to the newly executed game round (game), that is, the hold icon MP located at the left end, will move to the execution target display area NA. The hold icon MP displayed in the execution target display area NA is erased at the timing when the game round (game) ends, that is, at the timing when the definite display of the second special symbol ends. 【0193】 Note that FIG. 18(a) exemplifies the case where the number of the first special figure holds is two under the situation of being in the non-time-saving state (normal game state). 【0194】 Incidentally, in the present embodiment, when shifting to the reach display, the display of the hold icon MP in the hold display area HA may be turned off (see FIG. 18(b)). This is a contrivance to direct the player's attention to the reach display. 【0195】 Here, referring to FIG. 19, a supplementary explanation will be given regarding the types of reach effects set in the present embodiment. 【0196】 The reach sequences in this embodiment are broadly divided into normal reaches and super reaches (hereinafter also referred to as SP reaches), which have a higher expectation level (expectation level of transitioning to a special game state) than normal reaches. SP reaches include song reaches (hereinafter also referred to as song SPs), in which the character displayed on the display screen 91 sings a song; character reaches (hereinafter also referred to as character SPs), in which the character displayed on the display screen 91 takes on a designated mission; story reaches (hereinafter also referred to as story SPs), in which the sequence progresses according to the story; and battle reaches (hereinafter also referred to as battle SPs), in which an ally character and an enemy character fight to determine the winner. 【0197】 As shown in Figure 19(a), if the display of the EZ effect symbols changes and then transitions to a normal reach, there is a possibility of developing into a Music SP, Character SP, or Story SP, which have a higher expectation level than the normal reach. In particular, in the case of Character SP, there is a possibility of upgrading to the higher-level SP reach, Story SP, in some cases when the above mission is failed. By using this tiered structure, the expectation level for the current game (current spin) is suppressed when a lower-level (low expectation level) reach effect is executed. 【0198】 While the aforementioned Music SP, Character SP, and Story SP are generally reach sequences that develop via a normal reach, the Battle SP is a reach sequence that develops without going through a normal reach. By including such reach sequences, the expectation for the game (the spin) does not decrease if it does not transition to a normal reach after the start of the spin. 【0199】 Here, as shown in Figure 19(b), the probability of success (probability of transitioning to a special game state) for song SPs and character SPs is set to be about the same, with character SPs being slightly higher. For story SPs, the probability of success (probability of transitioning to a special game state) is set to be higher than that of song SPs and character SPs. For battle SPs, the probability of success (probability of transitioning to a special game state) has a wider range than other SP reaches, with the highest probability being higher than that of battle SPs and the lowest probability being lower than that of story SPs. The average probability of success is set to be slightly lower than that of story SPs. 【0200】 In the following explanation, for convenience, when the term "expected value" is used, it refers to the expected value of a jackpot (jackpot result), that is, the expected value of transitioning to a special game state. 【0201】 In this embodiment, the current stage (hereinafter referred to as the "staying stage") in the performance is indicated by the background displayed on the display surface 91 of the image display device 90. For example, a stage change performance may be executed at the start of the change or immediately after the start of the change to change the staying stage. By appropriately switching the staying stage through the stage change performance, monotony in the display on the image display device 90 is suppressed. 【0202】 As shown in Figure 20(a), the stages that are switched to by the stage change effect can be broadly divided into normal stages and special stages that offer a higher expectation level than normal stages when transitioned to. In other words, the stage change effect has an aspect of being a type of pre-announcement effect (suggestion effect) as described above. 【0203】 The normal stages consist of Normal Stage A, which displays an image of a "daytime beach" as the background; Normal Stage B, which displays an image of a "daytime city" as the background; and Normal Stage C, which displays an image of a "daytime park" as the background. Basically, these three normal stages are configured to change in a predetermined order (Normal Stage A → Normal Stage B → Normal Stage C → Normal Stage A → ...). Note that the probability of winning a jackpot is the same for Normal Stages A to C, and there is no hierarchy of superiority between the stages. Also, unlike the special stages that you stay in when you are in a probability-increasing game state, the probability of winning a jackpot does not increase in these stages. 【0204】 The special stages consist of Special Stage A, which displays an image of a "beach at sunset" as the background; Special Stage B, which displays an image of a "beach at night" as the background; Special Stage C, which displays an image of a "dojo" as the background; and Special Stage D, which displays an image of a "temple grounds" as the background. There are differences in the probability of hitting the jackpot when transitioning between these Special Stages A to D, and a hierarchy of superiority is set between the stages. Specifically, Special Stages A to C function as premonition stages that suggest development to Battle SP, while Special Stage D functions as a premonition stage that suggests development to Story SP. 【0205】 More specifically, for Special Stage A, the probability of progressing to Battle SP is higher compared to staying in Normal Stages A-C, but progression to Battle SP is not guaranteed. In other words, in some cases when transitioning to Special Stage A, progression to Battle SP will occur, and the probability of this is higher than when staying in a normal stage, but progression to Battle SP is not guaranteed. Unlike Special Stage A, Special Stages B and C are configured in such a way that progression to Battle SP is guaranteed upon transition, and Special Stage D is configured in such a way that progression to Story SP is guaranteed upon transition. 【0206】 Furthermore, the probability of hitting the jackpot when transitioning to Special Stage A is set to "40%", when transitioning to Special Stage B it is set to "60%", when transitioning to Special Stage C it is set to "90%", and when transitioning to Special Stage D it is set to "80%". In other words, when comparing the transitions, the probability of hitting the jackpot increases in the order of Special Stage A < Special Stage B < Special Stage D < Special Stage C. 【0207】 In addition, in special stages A to C, to clearly distinguish them from normal stages A to C, the message "High probability of battle!" is displayed on display screen 91 as a message suggesting progression to Battle SP (see Figure 19(b)). Furthermore, in special stage D, to clearly distinguish it from normal stages A to C and special stages A to C, the message "High probability of story!" is displayed on display screen 91 as a message indicating progression to Story SP. 【0208】 In this embodiment, various improvements have been made to the configuration related to Battle SP, which is one of the higher-level SP reach. Below, we will first explain the overview of Battle SP with reference to Figure 21. 【0209】 Battle SP consists of a character part where the characters to be fought (enemy character 341 and ally character 342) are determined, and a battle part where the determined characters 341 and 342 battle to determine the winner. If ally character 342 wins this battle, the player is notified that it is a jackpot result (that a special game state will be entered), and if enemy character 341 wins, the player is notified that it is a loss result (that a special game state will not be entered). 【0210】 Here, at the beginning of the character selection part, a sequence is performed to determine the opponent character 341 (hereinafter also referred to as the enemy character selection part). In this embodiment, there are multiple enemy characters 341 (specifically, three types: a dog, a bear, and a dinosaur). In the enemy character selection part, first, to prompt the player to recognize the types of enemy characters 341, all enemy characters 341 are scrolled on the display surface 91 to clearly indicate the candidates. Then, the pair of enemy characters 341 that will be the opponents are stopped and displayed in the center of the display surface 91 to clearly indicate the opponents. 【0211】 For enemy characters 341, namely the dog, bear, and dinosaur, there are differences in the probability of hitting the jackpot (the probability of transitioning to a special game state) when they become opponents, i.e., the probability of your side winning in Battle SP. The probability is set to increase in the order of dog < bear < dinosaur (see Figure 22). In the following explanation, enemy character 341 will also be referred to as "character X" for the dog, "character Y" for the bear, and "character Z" for the dinosaur. 【0212】 After the opponent character 341 is determined, the determined enemy character 341 is shrunk and placed in a waiting state in the corner of the display area 91 (specifically the lower right corner). This state ends just before the transition to the battle part, and enemy character 341 is displayed at a larger size again. 【0213】 After determining the enemy character 341 who will be the opponent, the game proceeds to the character selection part, where a sequence is performed to determine the allied characters 342 who will participate in the battle (hereinafter also referred to as the allied character selection part). In this embodiment, the allied characters 342 consist of multiple (5) male characters constituting the first group (see Figure 23) and multiple (5) female characters constituting the second group (see Figure 24). For convenience, in the following description, the male characters will also be referred to as "boys 351" and the female characters as "girls 352". 【0214】 In the ally character determination part, a roulette RL composed of a plurality of roulette icons 350 with ally characters 342 etc. arranged thereon is displayed, and an effect is executed in which the ally characters 342 participating in the battle are determined using the roulette RL. Note that the maximum number of ally characters 342 participating in the battle is set to 2, and when two ally characters 342 participate in the battle, they are set to be selected one by one from each group (so that a male-female pair is formed). 【0215】 The first group (boys 351) is composed of character A1, character B1, character C1, character D1, and character E1, and a difference is provided so that the jackpot expectation degree during battle increases in the order of character A1 < character B1 < character C1 < character D1 < character E1 (see Fig. 23). Also, the second group (girls 352) is composed of character A2, character B2, character C2, character D2, and character E2, and a difference is provided so that the jackpot expectation degree (expectation degree of transitioning to a special game state), that is, the expectation degree of the ally side winning in battle SP, increases in the order of character A2 < character B2 < character C2 < character D2 < character E2 (see Fig. 24). 【0216】 Regarding the battle part, the progress pattern changes according to the type and number of ally characters 342 participating in the battle, suppressing monotony in the effects. In particular, at the end of the ally character determination part (immediately before transitioning to the battle part), the final candidate selected by the roulette RL is明示 (it's not clear what this word should be exactly, but keeping it as is for now), and then the ally characters 342 participating in the battle are notified. At this time, when only one ally character 342 participates in the battle, that one is notified immediately before transitioning to the battle part, while when two ally characters 342 participate in the battle, it is divided into cases where only one of the two is notified immediately before transitioning to the battle part and cases where both are notified. 【0217】 For example, as shown in Figures 25 and 26, if only one allied character 342 is announced to be participating just before the transition to the battle part, that is, if there is only one participant at the start of the battle part, a 1-on-1 single battle will be conducted. In this case, if the number of participants is internally one, the single battle will proceed as is and the winner will be determined. On the other hand, even if the initial number of participants is one, if the number of participants is internally two, the other participant will join at the final stage of the single battle, and the battle will transition from a single battle to a pair battle (the battle will be extended). The winner will then be determined after the pair battle. 【0218】 Furthermore, as shown in Figure 27, if there are two allied characters 342 whose participation is announced immediately before the transition to the battle part, that is, if there are two participants at the start of the battle part, a 2-on-1 pair battle will be conducted from the beginning. Specifically, the same kind of presentation as in a pair battle when transitioning from a single battle will be executed. 【0219】 (Compatibility between languages) As mentioned above, there are differences in the probability of winning a jackpot when enemy character 341 joins the battle, and similar differences exist for ally character 342. It can be said that these differences are designed to influence the outcome of the battle. 【0220】 However, there is a compatibility system that affects the outcome of battles between allied character 342 (specifically boy 351) and enemy character 341, and there is also a compatibility system that affects the outcome of battles between allied character 342 (boy 351 and girl 352) that make up a pair. In other words, as a general rule, the probability of hitting the jackpot when enemy character 341 joins the battle increases in the order of character X < character Y < character Z, and as a general rule, the probability of hitting the jackpot when allied character 342 joins the battle increases in the order of character A1, A2 < character B1, B2 < character C1, C2 < character D1, D2 < character E1, E2, and the probability of hitting the jackpot increases when two allied character 342 join the battle rather than one, but there may be cases where these principles are not followed due to the aforementioned compatibility system. For these reasons, the diverse combination of characters is an important factor for players in predicting the outcome of battles. 【0221】 In this embodiment, since no compatibility is set between the allied characters (girl 352) that make up the second group and the enemy character 341, we will first explain the relationships and expectations of each character, focusing on the allied characters (boy 351) that make up the first group, referring to Figures 28 to 37. 【0222】 As shown in Figures 28 and 29, when character A1, which makes up the first group, and character D2, which makes up the second group, participate as a pair, the battle is guaranteed to end regardless of the enemy character 341 they are fighting against. In addition, character A1's chances of winning increase significantly when battling character Y (bear). In other words, character A1, which makes up the first group, has good compatibility with character D2, which makes up the second group, and also has good compatibility with enemy character 341, character Y (bear). 【0223】 As shown in Figures 30 and 31, when character B1, which makes up the first group, and character C2, which makes up the second group, participate as a pair, the battle is guaranteed to end regardless of the enemy character 341 they are fighting. In addition, character B1's chances of winning are significantly increased when battling character X (dog). As a result, although character Y (bear) is generally set to have a higher chance of winning than character X (dog) (see Figure 22(a)), the participation of character B1 reverses the chances of winning against character X (dog) and character Y (bear). In other words, character B1, which makes up the first group, has good compatibility with character C2, which makes up the second group, and also has good compatibility with enemy character 341, character X (dog). 【0224】 As shown in Figures 32 and 33, when character C1, which makes up the first group, and character B2, which makes up the second group, participate as a pair, the battle is guaranteed to end regardless of the opposing character 341. In addition, character C1's chances of winning increase significantly when battling character Y (bear). In other words, character C1, which makes up the first group, has good compatibility with character B2, which makes up the second group, and also has good compatibility with enemy character 341, character Y (bear). 【0225】 As shown in Figures 34 and 35, when character D1, which makes up the first group, and character A2, which makes up the second group, participate as a pair, the battle is guaranteed to end regardless of the enemy character 341 they are fighting. In addition, character D1's chances of winning are significantly increased when battling character X (dog). As a result, although character Y (bear) is generally set to have a higher chance of winning than character X (dog) (see Figure 22(a)), the participation of character D1 reverses the chances of winning against character X (dog) and character Y (bear). In other words, character D1, which makes up the first group, has good compatibility with character B2, which makes up the second group, and also has good compatibility with enemy character 341, character X (dog). 【0226】 As shown in Figure 36, for characters A2, B2, C2, and D2, which make up the second group, the expected outcome is higher when the opponent is character Y (bear) than when the opponent is character X (dog), and no compatibility is set between characters A2, B2, C2, and D2 and enemy character 341. In a simple comparison of expected outcomes, the relationships are A1 < A2, B1 < B2, C1 < C2, and D1 < D2. This means that when only one ally character 342 participates, it may depend on the situation whether compatibility is important or whether the difference between groups is important. Incidentally, deliberately not setting up compatibility between the second group and enemy character 341 is preferable in that it prevents the factors related to expected outcomes in character combinations from becoming excessively complex. 【0227】 As will be explained in more detail later, allied character 342 may have an added effect (become adorned with an effect) during the character selection phase. If allied character 342 with this added effect participates in the battle phase, that effect will carry over to the battle phase. This is one of the chance-up elements common to all allied character 342, and the expectation level increases significantly when the character enters the battle phase with the added effect. This effect will remain attached to the character throughout the battle phase and will disappear (become invisible) at the end of the battle phase. 【0228】 In this embodiment, in addition to the characters A1, B1, C1, and D1 mentioned above, character E1 is provided as an ally character constituting the first group, and in addition to the characters A2, B2, C2, and D2 mentioned above, character E2 is provided as a character constituting the second group. Characters E1 and E2 are premium characters (hereinafter also referred to as guaranteed characters) whose participation in battle guarantees victory for the ally side (see Figure 37(a)). In other words, when either character E1 or E2 participates in battle, regardless of whether it is a single or pair battle, whether there are effects or not, or the type of enemy character, it is set so that victory for the ally side is guaranteed (transition to special game state is guaranteed). 【0229】 Furthermore, in this embodiment, in addition to the enemy characters 341, character X (dog) and character Y (bear), there is also the aforementioned character Z (dinosaur), and character Z is also a premium character (hereinafter also referred to as a guaranteed character) whose participation in battle guarantees victory for the allied side (see Figure 37(b)). In other words, when character Z participates in battle, regardless of the type and combination of allied characters, whether single or paired, whether or not there are effects, etc., the allied side is guaranteed to win (guarantee transition to special game state). 【0230】 As detailed above, in the Battle SP shown in this embodiment, the outcome of the battle depends on various factors between the characters. However, with a few exceptions, the overall expectation level is set higher for pair battles, where two allied characters 342 participate, than for single battles, where only one allied character 342 participates. For this reason, single battles may attract less attention from players than pair battles. In this embodiment, the above concerns are mitigated to some extent by providing a pattern for developing from a single battle to a pair battle (see Figures 25 and 26). Furthermore, the above concerns are mitigated further by setting the probability of single battles / pair battles occurring (selection probability) as follows, depending on whether the allied side's victory is confirmed or not in the effects (preview effects, etc.) performed before transitioning to the battle part. 【0231】 Specifically, if the player's side is guaranteed to win before the battle phase begins, that is, if the guaranteed win notification animation is performed, the probability of a single battle being selected in the battle phase is set to 50%, and the probability of a pair battle being selected is set to 50%. If the player's side is not guaranteed to win before the battle phase begins, that is, if the guaranteed win notification animation is not performed, the probability of a single battle being selected in the battle phase is set to 35%, and the probability of a pair battle being selected is set to 65%. In this embodiment, various guaranteed win patterns are provided, and players may not be able to fully grasp all of them. Therefore, when a single battle occurs, the possibility of missing a guaranteed win pattern cannot be ruled out, making it easier to encourage a certain level of attention even when a single battle occurs. 【0232】 Furthermore, to make this effect even more pronounced, if the player's side is guaranteed to win before the battle phase, i.e., if the guaranteed win animation is performed, it is possible to configure the system so that the probability of a single battle being selected in the battle phase is higher than the probability of a pair battle being selected. For example, the probability of a single battle being selected in the battle phase could be set to "55%" and the probability of a pair battle to "45%", or the probability of a single battle being selected to "60%" and the probability of a pair battle to "40%". 【0233】 The pre-announcement (suggestion) sequences shown in this embodiment include those that are executed before the Battle SP (character selection part), similar to the stage change sequences described above, and those that are executed during the Battle SP (character selection part). Furthermore, some pre-announcement sequences executed before the development to the Battle SP are related to the content of the Battle SP. Below, with reference to Figures 38 and 39, the flow of the pre-announcement (suggestion) sequences that occur before the development to the Battle SP and the Battle SP will be explained in more detail. Figure 38 shows the normal development pattern to the Battle SP, and Figure 39 shows the special development pattern to the Battle SP. Note that the special development pattern is set to have a higher probability of winning the jackpot than the normal development pattern. 【0234】 As shown in Figure 38, there are two main routes for the normal development pattern. Specifically, there is a route in which the display screen 91 blacks out during the display of the EZ performance symbols (blackout effect) and then develops into Battle SP, and a route in which a shutter opening and closing effect occurs during the display of the EZ performance symbols (shutter effect), and when the shutter opens, the player transitions to one of the special stages A to C mentioned above, and from one of the special stages A to C, the player progresses to Battle SP via the blackout effect. In Battle SP developed via these routes, both the character selection part and the battle part are executed. Note that in the normal development pattern, the route that does not go through a special stage is more likely to be selected than the route that goes through a special stage. 【0235】 As shown in Figure 39, there are two main routes for the special development patterns. Specifically, one route involves a whiteout effect (whiteout effect) where the display screen 91 whites out at the start of the EZ symbol variation or during the variation display, triggering a next-episode preview, which is one of the preview effects, and then developing into Battle SP. The other route involves a title preview, which is one of the preview effects, triggering a title preview, which is one of the preview effects, when the display screen 91 appears to split vertically during the variation display of the EZ symbol, and then developing into Battle SP. 【0236】 For the next episode preview, the EZ symbols are made completely invisible (specifically hidden), and the message "Next Episode: Battle SP" is displayed in the center of display screen 91. When this preview occurs, development to Battle SP is confirmed. On the other hand, for the title preview, some of the EZ symbols are made partially invisible, and the messages "Dog Invasion?", "Bear Invasion!", "Dinosaur Invasion!", and "BONUS Confirmed" are displayed in the center of display screen 91. If "Dog Invasion?" is displayed, the expectation of development to Battle SP increases (however, it is not confirmed). If "Bear Invasion!" or "Dinosaur Invasion!" is displayed, development to Battle SP is confirmed. If "BONUS Confirmed" is displayed, development to Story SP or Battle SP is confirmed. 【0237】 Furthermore, the probability of success is 80% when the next episode preview appears, 50% when the title preview "Dog Invasion?" appears, 70% when the title preview "Bear Invasion!" appears, and 100% when the title preview "Dinosaur Invasion!" or the title preview "BONUS Guaranteed" appears. Incidentally, when the game progresses to Battle SP after the title preview "Dog Invasion?" or "Bear Invasion!", which are preview events that do not guarantee a victory for the allies, the selection rate is set so that single battle < pair battle. Conversely, when the game progresses to Battle SP after the title preview "Dinosaur Invasion!", which is a preview event that guarantees a victory for the allies, the selection rate is set so that single battle = pair battle. In other words, there is a difference in the probability of a pair battle occurring when victory is not guaranteed. 【0238】 When the game progresses to Battle SP via the special development patterns described above, the character selection part of Battle SP is skipped (shortcutted), and the battle part begins immediately. In other words, the difference between the normal development pattern and the special development pattern is whether or not the game proceeds to the character selection part. 【0239】 (Overview of the ally character selection part) Before explaining the preview (suggestive) effects that occur during the ally character selection part of Battle SP, please refer to Figure 40 for an overview of the ally character selection part. 【0240】 In the ally character selection part, a roulette RL is displayed on the display surface 91, consisting of multiple roulette icons 350 arranged in a ring shape. The display range of this roulette RL is set to overlap at least partially with the performance symbol display area LA, and is displayed largely near the center of the display surface 91, replacing the performance symbol EZ which is reduced in size as the game progresses to Battle SP. In the ally character selection part, the roulette RL is configured to rotate in the circumferential direction (clockwise in this embodiment) as the performance progresses. In this embodiment, a linked performance can occur in which the roulette RL and the movable performance device 98 work together, and the roulette RL is displayed offset towards the upper end of the display surface 91, taking into consideration its distance from the movable performance device 98. 【0241】 Furthermore, the display surface 91 is configured such that when the roulette RL is stopped (including stationary), the number of positions where the roulette icons 350 are displayed as stopped or stationary is equal to the number of roulette icons 350. For example, in the example shown in Figure 40(a), there are five roulette icons 350 that make up the roulette RL, and five positions, from the first position P1 to the fifth position P5, are set as positions where the roulette icons 350 are displayed as stopped or stationary. Of these five positions, the first position P1 is the target position corresponding to the outcome (result) of the roulette RL. In other words, the content indicated by the roulette icon 350 that stops at the first position P1 corresponds to the result of the roulette RL (the result of the character lottery). 【0242】 The roulette icon 350 located at the first position P1 is configured to be swapped with subsequent roulette icons 350 in sequence as the roulette RL rotates until it stops. Specifically, as the roulette RL rotates clockwise, the roulette icons 350 move in the following order: first position P1 → second position P2 → third position P3 → fourth position P4 → fifth position P5 → first position P1 → ... The image of table 361 is displayed at the first position P1 to clearly distinguish it from the other positions. 【0243】 (350 types of icons for roulette) The roulette icons 350 that make up Roulette RL are broadly divided into character icons 350A, on which friendly characters 342 are placed (displayed), and special icons 350B, on which the words "CHANCE" 357 or "WIN" are placed (displayed). 【0244】 As shown in Figure 40(b), the character icon 350A consists of a maximum of two ally characters 342 (specifically a boy 351 and a girl 352) and a frame 355 surrounding these ally characters 342. As will be explained in more detail later, there are multiple colors for this frame, and changing the color of this frame is one of the pre-announcement (suggestive) effects. 【0245】 In Roulette RL, in order to increase the number of roulette icons 350 that can be displayed while avoiding the size of the roulette icons 350 becoming extremely small, the following measures have been taken for character icons 350A. Specifically, the images of boy 351 and girl 352 are displayed with a portion overlapping while ensuring the visibility (identifiability) of each image. In particular, for all character icons 350A, girl 352 is displayed overlapping boy 351 from the front, resulting in a partial overlap. 【0246】 As mentioned above, ally character 342 may have additional effects displayed. Effect 353 added to boy 351 is displayed surrounding boy 351's image, effect 354 added to girl 352 is displayed surrounding girl 352's image, and if effects are added to both boy 351 and girl 352, effects 353 and 354 are displayed surrounding the images of both boy 351 and girl 352. This makes it easy to visually identify the target to which the effects have been added. Effect 353 is purple and effect 354 is pink, clearly distinguishing the differences between effects 353 and 354. Figure 40(b) shows an example of the state in which effects have been added to both boy 351 and girl 352. 【0247】 The "CHANCE" icon (see Figure 40(c)), one of the special icons 350B, is an icon that triggers a phase shift, as described later, when it stops and is displayed at the first position P1. The "WIN" icon, when it stops and is displayed at the first position P1, is an icon used for a confirmation effect that clearly indicates a jackpot result, that is, that the victory of the player's side in the battle part is confirmed. 【0248】 The Roulette RL described above is a newly constructed system that is created each time it progresses to Battle SP, and the process of constructing the Roulette RL also functions as part of the presentation in Battle SP. 【0249】 Specifically, when transitioning from the enemy character selection phase to the ally character selection phase, as shown in Figure 41, only the empty frame 355 is displayed in positions 1 through 5 (P1 to P5), while the roulette RL (roulette icon 350) remains incomplete. In other words, at the start of the ally character selection phase, all roulette icons 350 are blank, and ally character 342 is not displayed. 【0250】 Here, after the incomplete roulette RL described above is displayed, one of the allied characters 342 (boy 351) that make up the first group is displayed largely in the center of the display surface 91, specifically in a position that overlaps with all the frames 355. At this point, the size of boy 351 is larger than the frame 355. Immediately afterward, boy 351 is displayed in a reduced size so that it fits within the display range of frame 355 displayed at the first position P1 (specifically, the right-hand area within frame 355). Next, one of the allied characters 342 (specifically girl 352) that make up the second group is displayed largely in a position that overlaps with all the frames 355. At this point, girl 352 is larger than the frame 355. Immediately afterward, girl 352 is displayed in a reduced size so that it fits within the display range of frame 355 displayed at the first position P1 (specifically, the left-hand area within frame 355). This completes the roulette icon 350 (character icon 350A) displayed at the first position P1. 【0251】 After the roulette icon 350 displayed at the first position P1 is completed, the goal becomes to complete the other incomplete roulette icons 350. Specifically, as the roulette RL rotates 1 / 5 of a turn clockwise, the roulette icon 350 located at the first position P1 moves (shifts) to the second position P2, and the frame 355 located at the fifth position P5 moves (shifts) to the first position P1. After the shift is complete, with the roulette RL still stopped, one of the ally characters 342 (boy 351) that make up the first group is displayed largely in the center of the display surface 91, specifically in a position that overlaps with all the frames 355. Immediately afterward, the boy 351 is displayed in a reduced size so that it is positioned within the display range of the frame 355 displayed at the first position P1 (more specifically, the right-hand area within the frame 355). Next, one of the ally characters 342 (more specifically, girl 352) that make up the second group is displayed largely in a position that overlaps with all the frames 355. At this point, the size of girl 352 is larger than the frame 355. Immediately afterward, girl 352 is scaled down so that it fits within the display area of ​​frame 355 (specifically, the left-hand area within frame 355) displayed at the first position P1. This completes the second roulette icon 350 (character icon 350A) displayed at the first position P1. Note that the newly displayed ally characters 342 (boy 351 and girl 352) are both characters that have not yet been placed, thus avoiding the duplication of ally characters 342, that is, the same ally character 342 being placed multiple times on multiple roulette icons 350. 【0252】 In this embodiment, the roulette RL does not necessarily mean that all roulette icons 350 will become character icons 350A; some roulette icons 350 may become special icons 350B. When the roulette RL is constructed to include special icons 350B, the characters 357 for special icons 350B ("CHANGE", "WIN") are placed within the frame 355 using the same procedure as for the ally character 342. Specifically, the characters 357 ("CHANCE", "WIN") that constitute the special icon 350B are displayed largely in the center of the display surface 91, specifically in a position that overlaps all the frames 355. After that, the characters 357 are reduced in size and placed within the display range of the frame 355 displayed at the first position P1. More specifically, the characters 357 are placed so as to span the right and left regions within the frame 355. 【0253】 From this point onward, the same sequence of events will be repeated until all 350 roulette icons are completed. 【0254】 Next, referring to Figures 42 and 43, we will explain the sequence of events after the initial placement of allied characters 342, etc., is complete (the latter half of the allied character selection part). 【0255】 After the initial placement of characters, etc. is completed (S00), the roulette RL is rotated at high speed (low identification mode) (S01), and then the rotation speed of the roulette RL is reduced to transition to low-speed rotation (high identification mode) (S02). With each roulette icon 350 easily identifiable by transitioning to low-speed rotation, the braking indicator for the roulette RL is displayed to stop each roulette icon 350 (S03). When the roulette RL stops (including a temporary stop), the roulette icons 350 are positioned at the first position P1 to the fifth position P5, respectively, i.e., they are displayed as stopped. 【0256】 At this point, the game branches into two patterns: one where the Roulette RL animation ends and the game transitions to the battle part (S08), and another where the Roulette RL spins again and the Roulette RL animation continues, meaning the phase related to the Roulette RL draw advances by one stage and the transition to the battle part is postponed (S04-S08). Hereafter, the phase related to the Roulette RL draw will also simply be referred to as the "Roulette RL phase". 【0257】 When the rotation of the roulette wheel RL is resumed, at least some of the roulette icons 350 are changed (S04). Specifically, the roulette wheel RL is rotated in 1 / 5 increments at a slow, step-by-step rate, and a special action related to the change occurs for at least some of the roulette icons 350 positioned at the first position P1 (S04). During step-by-step rotation, each roulette icon 350 that reaches the first position P1 to the fifth position P5 remains at that position for at least a predetermined period of time (stays in place). During this time of stagnation, each roulette icon 350 repeatedly oscillates slightly in the direction of travel (clockwise) and the opposite direction (counterclockwise), indicating that the step-by-step rotation will continue. 【0258】 This frame-by-frame animation continues at least until the roulette wheel RL completes one rotation, and may continue up to three rotations. With a few exceptions, special actions can occur during the frame-by-frame animation period after the roulette wheel RL stops (temporarily stops) and then resumes rotation (phase shift), potentially changing the configuration of the roulette wheel RL to one that is more promising. 【0259】 After the frame-by-frame animation and special actions are completed, the roulette wheel RL is rotated at high speed (low identification mode) (S05), then the rotation speed of the roulette wheel RL is reduced to transition to low-speed rotation (high identification mode) (S06). With each roulette icon 350 easily identifiable by the transition to low-speed rotation, the braking indicator for the roulette wheel RL is displayed to stop each roulette icon 350 (S07). When the roulette wheel RL stops (including a temporary stop), the roulette icons 350 are positioned at the first position P1 to the fifth position P5, respectively, and are displayed as stopped. 【0260】 At this point, a branching occurs between two patterns: one where the roulette RL animation ends and the game transitions to the battle part (S08), and another where the roulette RL spins again and the roulette RL animation continues, meaning the transition to the battle part is further postponed (S04-S08). In this embodiment, the roulette RL has a maximum of four phases, and the above-mentioned phase shift is set to occur a maximum of three times. 【0261】 Next, with reference to Figure 44, we will provide a supplementary explanation of the behavior during phase shift. When the roulette RL is rotating at a low speed, a stop-and-go effect 359 is added to the roulette icon 350 that is moving from the position immediately preceding the first position P1 (for example, the fifth position P5) towards the first position P1. This stop-and-go effect 359 is displayed so as to overlap the entire roulette icon 350 from the front, reducing the visibility of the frame 355 and its contents (for example, characters or text). 【0262】 In the example shown in Figure 44, the special icon 350B, the "CHANGE" icon, is moving from the fifth position P5 to the first position P1. The added hype effect 359 on this "CHANGE" icon reduces the visibility of the "CHANGE" characters 357 and the frame 355. The hype effect 359 gradually increases in size and intensity as it approaches the first position P1, further reducing the visibility of the frame 355 and other elements. In this embodiment, the hype effect 359 is configured to change in three stages during movement, but it is not limited to this configuration. It may also be configured to change in two stages, four stages, or five or more stages. 【0263】 Then, when the "CHANGE" icon reaches the first position P1, the hype effect 359 reaches its maximum and spreads across the entire display surface 91, and an illumination effect 381, which mimics the hype effect 359, is illuminated on the illumination panel 35 located in front of the display surface 91, superimposed on the hype effect 359. This clearly indicates to the player that a phase shift is occurring. 【0264】 During a phase shift, the roulette icon 350 (the word "CHANGE" 357) that has reached the first position P1 remains visible (identifiable) although it is covered by effects 359 and 381. Meanwhile, other roulette icons 350 displayed on the display surface 91 become invisible (hidden) due to being covered by effects 359 and 381. When effects 359 and 381 disappear, the entire stopped roulette RL (each roulette icon 350) becomes visible again. At this time, phase information PS indicating the current phase is added to the upper right corner of the display surface 91. Incidentally, when transitioning to the second phase, the phase information PS is updated to correspond to the new phase. In this embodiment, although the roulette icons 350 are displayed while they become invisible when effects 359 and 381 occur, it is also possible to hide the roulette icons 350 when effects 359 and 381 occur. 【0265】 On the other hand, if the "CHANGE" icon passes the first position P1 without the hype effect 359 spreading across the entire display surface 91 (without the illumination effect 381 occurring), the hype effect 359 disappears as if dissipating at the moment the icon passes, and the "CHANGE" icon moves to the second position P2. In accordance with this movement, the hype effect 359 is added to the roulette icon 350 that will next move to the first position P1. 【0266】 The phase shift described above occurs with a 100% probability when the special icon 350B, the "CHANGE" icon, stops at the first position P1. On the other hand, if the special icon 350B, the "WIN" icon, stops at the first position P1, no phase shift will occur. In contrast, if a character icon 350A stops at the first position P1, a phase shift will occur in some cases. This probability varies depending on the phase of the roulette RL, and is set to occur with a 50% probability in the first stage (first phase), a 30% probability in the second stage (second phase), and a 20% probability in the third stage (third phase) (see Figure 45(a)). Note that this probability does not depend on the type of character icon 350A, and is the same for all character icons 350A. 【0267】 Now, referring to Figure 45(b), we will explain the case in which a phase shift occurs when the character icon 350A stops at the first position P1. 【0268】 When the roulette wheel RL is spinning slowly, a stop-and-go effect 359 is added to the character icon 350A that is moving from the position immediately preceding the first position P1 (for example, the fifth position P5) towards the first position P1. This stop-and-go effect 359 is displayed so as to overlap the entire character icon 350A from the front, reducing the visibility of the frame 355, boy 351, and girl 352 that make up the character icon 350A. This stop-and-go effect 359 gradually becomes larger and darker as the character icon 350A approaches the first position P1, and consequently the visibility of the frame 355, etc., is further reduced. In this embodiment, the taunting effect 359 is configured to change in three stages, similar to the case of the "CHANGE" icon. However, it is not limited to this configuration, and it may also be configured to change in two stages, four stages, or five or more stages. 【0269】 Then, when the character icon 350A reaches the first position P1, the hype effect 359 reaches its maximum and spreads across the entire display surface 91. At the same time, an illumination panel 35 located in front of the display surface 91 illuminates and displays an illumination effect 381 that mimics the hype effect 359, superimposed on the hype effect 359. This clearly indicates to the player that a phase shift is occurring. 【0270】 During a phase shift, the character icon 350A (ally character 342) that has reached the first position P1 becomes invisible (unidentifiable) when covered by effects 359 and 381, and the other roulette icons 350 displayed on the display surface 91 also become invisible (hidden) when covered by effects 359 and 381. When effects 359 and 381 disappear, the stopped roulette RL (each roulette icon 350) becomes visible again. At this time, phase information PS indicating the current phase is added to the upper right corner of the display surface 91. Incidentally, when transitioning to the second phase, the phase information PS is updated to correspond to the new phase. In this embodiment, although the roulette icons 350 are displayed while invisible when effects 359 and 381 occur, it is also possible to hide the roulette icons 350 when effects 359 and 381 occur. 【0271】 In this embodiment, although the roulette icon 350 becomes invisible when effects 359 and 381 occur, the display of the roulette icon 350 itself continues. However, it is also possible to hide the roulette icon 350 when effects 359 and 381 occur. 【0272】 In the case of character icon 350A, a phase shift may not occur even when it reaches the first position P1. Specifically, the transition to the battle part may occur when the character icon 350A is displayed stopped at the first position P1. In this case, when the character icon 350A reaches the first position P1, effect 359 is displayed as diverging outwards from the display surface 91 and then disappears (effect 381 is not displayed), and the transition to the battle part occurs. 【0273】 On the other hand, if character icon 350A passes the first position P1, effect 359 disappears as if dissipating (effect 381 is not displayed) at the moment it passes, and character icon 350A moves to the second position P2. In accordance with this movement, effect 359 is added to the roulette icon 350 that will next move to the first position P1. 【0274】 When the phase shift described above occurs, the roulette RL phase moves to the next phase, and the frame-by-frame animation described above is executed. During the frame-by-frame animation period, the special action described above may occur multiple times, and the number of occurrences may be indicated in advance. Specifically, the color of the text 357 on the "CHANGE" icon indicates the number of times the special action will occur. Specifically, if the color of the text 357 is white, the minimum number of times the special action will occur when the special icon 350B stops at the first position P1 is set to 1, and the average number of occurrences is set to 2. If the color of the text 357 is red, the minimum number of times the special action will occur when the special icon 350B stops at the first position P1 is set to 2, and the average number of occurrences is set to 3. Note that if a phase shift occurs when the character icon 350A stops at the first position P1, it will be treated the same as when the text is red. Incidentally, in either case, the maximum number of occurrences is 5. 【0275】 In this embodiment, the subsequent development of the game depends greatly on whether or not a phase shift occurs and whether or not a special action occurs. Therefore, one of the features of this embodiment is that the behavior of the roulette RL when a phase shift occurs is devised to further enhance the level of attention the player receives from the game. The following explanation of this devisement will be given with reference to the timing chart in Figure 46. 【0276】 In the example shown in Figure 46, the rotation of the roulette wheel RL (first stage) begins at timing ta1. At timing ta2, the roulette wheel RL starts rotating at high speed, and at timing ta3, the roulette wheel RL switches from high-speed rotation to low-speed rotation, making it easier to identify the roulette icon 350. Subsequently, at timing ta4, the special icon 350B, the "CHANGE" icon, reaches the first position P1, and the roulette wheel RL is displayed as stopped. At this time, effects 359 and 381 make the roulette wheel RL invisible (hidden), and immediately afterward, at timing ta5, effects 359 and 381 are hidden, making the roulette wheel RL visible again. 【0277】 A phase shift occurs when the "CHANGE" icon stops at the first position P1, and the roulette RL frame-by-frame movement begins immediately afterward at timing ta6. At this point, the redisplayed roulette RL is enlarged, with the size of the roulette icon 350 being made slightly larger. This improves the visibility of the icon when performing special actions. 【0278】 In the example shown in Figure 45, the frame-by-frame animation continues for 2 rotations + 1 frame, during which time three special actions occur (at timings ta7, ta8, and ta9). After that, at timing ta10, the animation transitions from frame-by-frame to high-speed rotation, and the size of the roulette RL returns to its original size while its discernibility is reduced. 【0279】 Here, the rotation period of the roulette RL also changes around the time ta4 occurs when the "CHANGE" icon reaches the first position P1 (the timing of the phase shift). Specifically, the rotation period TA3 during frame-by-frame playback is longer than the rotation period TA2 during slow rotation before ta4, increasing the time that the roulette icon 350 remains at the first position P1. During frame-by-frame playback, the roulette RL does not stop and transition directly to the battle part, so it is assumed that players are unlikely to feel uncomfortable even if the time spent at the first position P1 is increased as described above. 【0280】 As detailed above, by changing the size of the roulette icon 350 and the rotation period of the roulette RL, it is possible to convey to the player, without difficulty, that the situation has changed significantly before and after the timing of ta4, while suppressing monotony in the game. 【0281】 Next, referring to Figure 47, we will explain the types of special actions, which are one of the preview effects (suggestive effects), and then we will explain each special action in detail. 【0282】 In this embodiment, the following special actions are provided: (1) frame change, (2) icon deletion, (3) icon replacement, (4) effect addition, (5) character replacement, (6) character departure, and (7) character participation. 【0283】 "Frame Change" is a pre-announcement (suggestion) effect that changes the color of the frame 355 of character icon 350A among the roulette icons 350; "Icon Deletion" is a pre-announcement (suggestion) effect that narrows down the icons by deleting the icons that make up roulette RL; "Icon Replacement" is an effect that replaces one of the normal icons and special icons with the other; "Effect Addition" is an effect that adds the aforementioned effects 353 and 354 (see Figure 40(b)) to the ally characters 342 that make up character icon 350A; "Character Replacement" is an effect that replaces all of the ally characters 342 that make up character icon 350A; "Character Departure" is an effect that makes one of the ally characters 342 that make up character icon 350A leave; and "Character Participation" is an effect that adds an ally character 342 to the empty space of character icon 350A. 【0284】 These seven special actions may or may not occur depending on the phase of the roulette RL. Specifically, in the second phase (stage 2), which is reached after one phase shift, "frame change," "effect addition," "character replacement," and "character departure" may occur, while "icon deletion," "icon replacement," and "character participation" will not. In the third phase (stage 3), which is reached after two phase shifts, "frame change," "icon deletion," "effect addition," "character replacement," "character departure," and "character participation" may occur, while "icon replacement" will not. In the fourth phase (stage 4), which is reached after three phase shifts, all special actions may occur. Note that in any phase, if there is no empty space for ally character 342 in character icon 350A (i.e., two characters are placed), "character participation" will not occur. 【0285】 (Special action involving frame changes) As shown in Figure 48(a), five colors are set for the frame 355 that makes up the character icon 350A: "white," "purple," "pink," "gold," and "special (rainbow)." These colors are differentiated so that the expected value when the character stops and is displayed at the first position P1 (when it triggers a transition to the battle part) increases in the order of "white" < "purple" / "pink" < "gold" < "special (rainbow)." 【0286】 The changed frame color is retained across each phase and will not be downgraded until the battle part begins. Character icons 350A whose frame color has changed will be excluded from the "icon replacement" and "icon deletion" processes mentioned above. In relation to the phase shift, the trigger is mainly the roulette icon 350 with a "white" frame color, but if the trigger is anything other than "white" or "special (rainbow)," that is, if any character icon 350A with a "purple," "pink," or "gold" frame color is the trigger, it will be a guaranteed win announcement. 【0287】 Regarding "purple," it is set as a color that denies the solo participation of girl 352 when it is displayed as stopping at the first position P1 (when it triggers the transition to the battle part), and the participating ally character 342 will be either boy 351 or a pair of boy 351 and girl 352. 【0288】 Regarding "pink," if the corresponding character icon 350A is displayed stopped at the first position P1 (which triggers the transition to the battle part), it is set as a color that denies the solo participation of boy 351, and the participating ally character 342 will be either girl 352 or a pair of boy 351 and girl 352. 【0289】 Regarding "Gold," if the corresponding character icon 350A is displayed stopped at the first position P1 (which triggers the transition to the battle part), it is set as a color that denies the solo participation of boy 351 and girl 352, and the participating ally character 342 will be a pair of boy 351 and girl 352. 【0290】 Regarding "white," although it is set as the least promising color, if the corresponding character icon 350A is displayed stopped at the first position P1 (which triggers the transition to the battle part), there are no restrictions on the allied characters 342 that will participate, unlike with other colors. 【0291】 The "Special (Rainbow)" feature consists of six colors: red, orange, yellow, green, blue, and indigo. When the corresponding character icon 350A stops and is displayed at the first position P1 (which triggers the transition to the battle part), it is a premium feature that guarantees a big win at that point. 【0292】 Next, referring to the example in Figure 48(b), the flow of events when a special frame change action occurs will be explained. A frame change can occur when the character icon 350A reaches the first position P1 during frame-by-frame playback. Specifically, when the character icon 350A reaches the first position P1, a musical note image is displayed around the character icon 350A (a teasing effect), creating a chance for the action to occur. When the frame 355 flashes while the musical note is displayed, it changes to another color. At this time, the part of the illumination panel 35 that overlaps with the front of the frame 355 will light up in the same color as the frame 355. This is a measure to reduce the area occupied by the frame 355 in the roulette icon 350 while suppressing the chance of missing the frame change. 【0293】 Here, the above-mentioned hype effect using musical notes has two patterns: one with a small number of musical notes and one with a large number of musical notes. The former has a low probability of change, while the latter has a high probability of change (100% in this embodiment). The pattern with a small number of musical notes occurs when the frame 355 is white, purple, or pink. The pattern with a large number of musical notes may or may not be accompanied by vibration of the vibrator built into the effect button 31. The latter (no vibration) occurs only when the frame 355 is purple or pink, and when it occurs, a change to "Special (Rainbow)" is guaranteed. 【0294】 Here, with reference to Figure 49(b), we will provide a supplementary explanation regarding the color change patterns of the frame 355 and the illumination panel 35. 【0295】 In this embodiment, when the frame 355 etc. changes from "white" to either "purple" or "pink", it will not change further to the other of "purple" or "pink". The expected value for "purple" and "pink" is set to be the same, making it less likely for the player to get the impression that a change has occurred unnecessarily. Furthermore, by limiting the configuration of the "special (rainbow)" with the highest expected value to change via "purple" and "pink", it is easier to imagine that the change to "purple" and "pink" has a higher expected value than the actual expected value. Here, although there is no direct route from "white" to "special (rainbow)", by leaving open the possibility of changing from "white" to "gold", it is possible to maintain the superiority of "purple" and "pink" while effectively suppressing the decrease in the sense of expectation when the "white" state continues. 【0296】 (Special action for deleting icons) In the roulette RL shown in this embodiment, the number of roulette icons 350 is specified to be the maximum of 5 when the initial setup is complete. In this case, when the special action of deleting an icon is performed, when the roulette icon 350 reaches the first position P1, a subsequent icon (for example, a roulette icon 350 located at the fifth position P5) catches up, and the roulette icon 350 that is stopped at the first position P1 may be pushed by the subsequent roulette icon 350 and appear to jump out of the display surface 91. 【0297】 For example, as shown in Figure 50(a) → Figure 50(b), when this animation is executed, the total number of roulette icons 350 decreases by one, thus limiting the candidates for stopping at the first position P1. This animation is configured to exclude roulette icons 350 that, when displayed as stopping at the first position P1 (when it triggers a transition to the battle part), would guarantee a jackpot. Furthermore, it is basically set to remove roulette icons 350 that do not have any chance-up elements. 【0298】 (Special action for icon replacement) As already explained, the roulette icons 350 are broadly divided into character icons 350A and special icons 350B. Special icons 350B correspond to either a guaranteed jackpot or a phase shift, and their role in roulette RL differs from that of character icons 350A. The special action of icon replacement is an effect that occurs when the display surface 91 is covered by effects 359 and 381 during a phase shift, making the roulette icons 350 temporarily invisible (hidden). When the roulette icons 350 are redisplayed, some of the roulette icons 350, including the one stopped at the first position P1, are redisplayed with character icons 350A replaced by special icons 350B, or with special icons 350B replaced by character icons 350A. 【0299】 In the example shown in Figure 51(a) → Figure 51(b), a phase shift occurs from the third phase (third stage) to the fourth phase (fourth stage). During this phase shift, the character icon 350A, which was stopped and displayed at the first position P1, is changed to the special icon 350B, the "WIN" icon, upon redisplay. As a result, the advantage of Roulette RL increases. 【0300】 (Special action to add effects) The special actions that add effects are linked to the movable performance device 98 installed on the game board 50. First, please refer to Figure 52 for a supplementary explanation of the movable performance device 98. 【0301】 The movable display device 98 includes a decorative element 301, which is a movable decorative body positioned in front of the image display device 90, and a lifting mechanism for raising and lowering the decorative element 301. The sub-control board 120 controls the drive of the lifting mechanism, causing the decorative element 301 to be displaced between a standby position near the upper end 91a of the display surface 91 and a display position that overlaps with the central part of the display surface 91. 【0302】 The front of the decorative element 301 is curved so as to protrude forward from the gaming machine, and a horizontally oriented logo (the letters "CORO") is placed on this curved section. The logo has a mirror finish and functions as a reflective section 302 that reflects light. In addition, a light-transmitting section 303 (more specifically, a transparent section) is provided in the central part of the decorative element 301, and it is configured so that the player can see the rear of the decorative element 301 through this light-transmitting section 303. 【0303】 Outside the image display device 90, specifically above the display surface 91 (upper end 91a) and below the display surface 91 (lower end 91b), light source units 99 are provided to illuminate the front of the decorative object 301 positioned at the performance location. Each light source unit 99 consists of numerous LEDs (light-emitting elements or light-emitting parts) arranged in the same direction as the arrangement of the characters that make up the logo. The lower light source unit 99 is mounted on the game board 50 such that the optical axis of the LEDs is upward, and the optical axis of the LEDs in the upper light source unit 99 is downward. This allows light to be supplied to each character of the logo. 【0304】 When the decorative element 301 is positioned in the performance location and light from the light source unit 99 shines upon it, the emitted light is reflected by the reflector unit 302 and directed towards the front of the game machine. As a result, it appears to the player as if the logo is glowing. In order to enhance the impact of the performance by the movable performance device 98, it is effective to make the decorative element 301 lighter in order to make its movement more agile. In this regard, as described above, a practically preferable configuration can be achieved by providing the light source unit 99 separately from the decorative element 301. 【0305】 The following describes the flow of adding special effects, taking into account the relationship with the movable performance device 98, with reference to Figures 53 and 54. Figures 53 and 54 show the situation where the roulette RL is in the second phase (second stage) and the roulette RL, consisting of five roulette icons 350, is being displayed frame by frame, with the effects progressing in the order of Figure 53(a) → Figure 53(b) → Figure 53(c) → Figure 53(d) → Figure 54(e) → Figure 54(f) → Figure 54(g) → Figure 54(h). 【0306】 The special action for adding an effect is an effect in which the target roulette icon 350 is limited to the character icon 350A. As shown in Figure 53(a) → Figure 53(b), when the character icon 350A, which was located at the 5th position P5, moves to the 1st position P1 by the frame-by-frame advancement of the roulette RL, the movable effect device 98 starts its tweaking operation while the character icon 350A remains at the 1st position P1. Specifically, as shown in Figure 53(c), the decorative part 301 of the movable effect device 98 moves up and down (vibrates) in its standby position. If no effect is added, after the decorative part 301 stops vibrating, the character icon 350A, which was remaining at the 1st position P1, moves to the 2nd position P2 by the frame-by-frame advancement of the roulette RL. 【0307】 When the effect addition is performed, the decorative object 301, having finished vibrating, descends to the performance position. Then, as shown in Figure 53(d), the effects 353 and 354 are displayed on the display surface 91 at the moment the decorative object 301 reaches the performance position. The effects 353 and 354 are displayed so as to spread radially from the ally character 342 of the character icon 350A located at the first position P1. In particular, at this point, the display range of the effects 353 and 354 is set to be wide enough to reach the edges of the display surface 91, and the effects 353 and 354 cover the other roulette icons 350. 【0308】 Here, when the decorative element 301 is positioned at the performance location, the light-transmitting portion 303 of the decorative element 301 is positioned in front of the character icon 350A located at the first position P1, and the central part (source) of the character icon 350A and the effects 353, 354 can be seen through the light-transmitting portion 303. In other words, when the decorative element 301 is positioned at the performance location, the light-transmitting portion 303 functions as a window that allows the central part (source) of the character icon 350A and the effects 353, 354 to be seen. Note that the light-transmitting portion 303 can also be made as an opening that penetrates from front to back, rather than being formed from a transparent panel or the like. 【0309】 Furthermore, when the decorative element 301 is positioned at the desired location, the light source 99 begins supplying light, and this light reflects off the reflective part 302 of the decorative element 301, making the logo appear to glow. As a result, the glowing logo is displayed overlapping with the effects 353 and 354. 【0310】 Subsequently, as shown in Figures 53(d) → 54(e) → 54(f), the display range of effects 353 and 354 gradually decreases so that they converge toward the character icon 350A, and in accordance with this decrease, the illumination range of the logo on the decorative prop 301 also gradually decreases from the outside inward. Finally, as shown in Figures 54(f) → 54(g), after the effect remains on at least one of the ally characters 342 (boy 351, girl 352) that make up the character icon 350A, the decorative prop 301 returns from the performance position to the standby position. The added effect is maintained at least until the transition to the battle part, and is removed (hidden) at the end of the battle part. 【0311】 Furthermore, characters with added effects are excluded from the aforementioned character removal and character replacement processes, and character icon 350A, which includes characters with added effects, is excluded from icon deletion and icon replacement processes. 【0312】 Here, Figure 54 illustrates the case where effects 353 and 354 converge on the girl 352, and the girl 352 becomes the target of the additional effect (effect 354). However, as shown in Figure 55, there are also cases where effects 353 and 354 converge on the boy 351, and the boy 351 becomes the target of the additional effect (effect 353), or where effects 353 and 354 converge on both the boy 351 and the girl 352, and both the boy 351 and the girl 352 become the targets of the additional effect (effects 353 and 354) (see Figure 55). 【0313】 (Special action for character departure) The special action for character departure is also synchronized with the movable animation device 98, similar to the special action for adding effects as described above. The flow of the character departure special action will be explained below with reference to Figures 56 and 57, taking into account its relationship with the movable animation device 98. Figures 53 and 54 show the situation where the roulette RL is in the second phase (second stage) and the roulette RL, consisting of five roulette icons 350, is being displayed frame by frame, with the animation progressing in the order of Figure 56(a) → Figure 56(b) → Figure 56(c) → Figure 56(d) → Figure 57(e) → Figure 57(f) → Figure 57(g). 【0314】 The special action for character departure is an effect in which the target roulette icon 350 is limited to character icon 350A (more specifically, character icon 350A in which two allied characters 342 are placed). As shown in Figure 56(a) → Figure 56(b), when character icon 350A, which was located at the 5th position P5, moves to the 1st position P1 by the frame-by-frame advancement of the roulette RL, the movable effect device 98 starts its hyping action while character icon 350A is stationary at the 1st position P1. Specifically, as shown in Figure 56(c), the decorative element 301 of the movable effect device 98 starts moving up and down (vibrating) in its standby position. 【0315】 The process up to this point is the same as the special action for adding effects mentioned above, and it is difficult to determine which special action is being performed unless one of the allied characters 342 has already left the party or both allied characters 342 have already had effects added. 【0316】 If the character icon 350A in this case does not support special actions such as character replacement, after the vibration of the decorative object 301 stops, the character icon 350A, which was stationary at the first position P1, will move from the first position P1 to the second position P2 due to the frame-by-frame movement of the roulette RL. 【0317】 When the character departure is performed, the decorative object 301, having finished vibrating, descends to the performance position. Then, as shown in Figure 56(d), when the decorative object 301 reaches the performance position, the light supply from the light source unit 99 begins, and this light is reflected off the reflective part 302 of the decorative object 301, making it appear as if the logo is emitting light. The difference between the above-mentioned effect addition, in which effects 353 and 354 were displayed on the display surface 91, and the character departure, in that effects 353 and 354 are not displayed. 【0318】 Subsequently, as shown in Figure 57(e), an alternating display is performed in which one of the two allied characters 342, which are visible through the light-transmitting portion 303 of the decorative element 301, is displayed and the other is hidden, alternating between the two states. During this alternating display, the light emission control of the light source unit 99 is performed such that the characters on the side where the allied character 342 is displayed light up, and the characters on the side where the allied character 342 is not displayed turn off. 【0319】 Finally, one of the allied characters 342 disappears, clearly indicating which allied character 342 is leaving and which is staying. For example, if boy 351 leaves and girl 352 remains, the entire logo glows pink and girl 352 is temporarily displayed in the center of frame 355 (see Figure 58(a1)). Conversely, if girl 352 leaves and boy 351 remains, the entire logo glows purple and boy 351 is temporarily displayed in the center of frame 355 (see Figure 58(a2)). 【0320】 After the departing ally character 342 is clearly indicated, as shown in Figure 57(f), the logo turns off and the decorative prop 301 returns from the performance position to the standby position, and the ally character 342, which was temporarily displayed in the center of the frame 355, returns to the right or left area within the frame 355. Subsequently, the character icon 350A, which was displayed at the first position P1, moves to the second position P2 by the frame-by-frame movement of the roulette RL, with one of the ally characters 342 still in the state of having departed. 【0321】 As already explained, the advantages of character icon 350A change significantly depending on the combination of allied characters 342 and the combination with enemy character 341. Therefore, by having one of the allied characters 342 leave the game, a situation can be created where the advantages can change drastically, which can greatly increase the player's attention. 【0322】 Furthermore, if so-called "chance-up" events occur frequently, it significantly restricts the number of special actions that can be performed. In this regard, as shown in this embodiment, by deliberately having one of the allied characters 342 leave the game, it becomes less likely that chance-up events will be repeated unnecessarily or that the number of special actions will decrease, making the gameplay monotonous. 【0323】 Incidentally, if character icon 350A, in which one of the allied characters 342 is absent, stops at position 1 P1 and the game transitions to the battle phase, a single battle will be confirmed between the allied characters 342 that make up character icon 350A (the remaining allied characters 342). In this case, if the allied character 342 is character E1 (male character 351) or character E2 (female character 352), the victory of the allied side will also be confirmed upon transitioning to the battle phase. 【0324】 (Special actions involving character participation) The special action for character participation is an animation in which the target roulette icon 350 is limited to character icon 350A (more specifically, limited to character icon 350A where there is only one ally character 342). More specifically, this animation can only occur when one of the ally characters 342 is absent after the special action for character departure described above. As will be explained in more detail later, the advantage of the corresponding character icon 350A can change significantly depending on which ally character 342 participates. The flow of the special action for character participation will be explained below with reference to Figure 59. Figure 59 shows the situation where the roulette RL is in phase 3 (third stage) and the roulette RL consisting of five roulette icons 350 is being displayed frame by frame, with the animation progressing in the order of Figure 59(a) → Figure 59(b) → Figure 59(c) → Figure 59(d) → Figure 59(e) → Figure 59(f). 【0325】 As shown in Figure 59(a) → Figure 59(b), when the character icon 350A, which was located at the fifth position P5, moves to the first position P1 due to the frame advancement of the roulette RL, the frame 355 of the character icon 350A remains stationary at the first position P1, and a taunting action occurs by the ally character 342 that makes up the character icon 350A. Specifically, the ally character 342 is enlarged and displayed in the center of the display surface 91, and a line of dialogue encouraging the participation of another ally character 342 (for example, "Someone please") is displayed (see Figure 59(c)). At this time, the enlarged ally character 342 covers part of the empty frame 355 and other roulette icons 350 located at the first position P1. 【0326】 If ally character 342 does not participate, the enlarged display of ally character 342 will shrink and return to its original position, and character icon 350A, which was remaining at the first position P1, will move to the second position P2 due to the frame-by-frame movement of the roulette RL. 【0327】 When an allied character 342 joins, as shown in Figure 59(d), the participating allied character 342 is added to the display surface 91, and the two allied characters 342 are displayed enlarged to fill the entire display surface 91. After that, as shown in Figures 59(d) to 59(e), the allied character 342 that was displayed enlarged to fill the entire display surface 91 is reduced in size to fit within the frame 355 stationary at the first position P1. After the allied character 342 is added, the character icon 350A that was displayed at the first position P1 moves to the second position P2 by the frame advancement of the roulette RL. 【0328】 Next, with reference to Figures 60 and 61, we will illustrate the patterns of departure and rejoining for ally character 342. Figure 60 shows multiple examples of departure and rejoining patterns for boy 351, and Figure 61 shows multiple examples of departure and rejoining patterns for girl 352. 【0329】 In the example shown in Figure 60(a), character A1, a boy (group 1), and character A2, a girl (group 2), are separated from character icon 350A. Subsequently, character E1, a premium character, joins. In this case, when character icon 350A stops at position P1 and transitions to the battle part, there is a possibility that character E1 will participate. In both single battles and pair battles, the participation of character E1 guarantees victory for the player's side (guaranteed jackpot). 【0330】 In the example shown in Figure 60(b), character A1 of boy 351 (Group 1) and character A2 of girl 352 (Group 2) are separated from character icon 350A, which is the same as the example shown in Figure 60(a). Subsequently, character D1, who is compatible with character A2 of girl 352, is added. In this case, when character icon 350A stops and is displayed at position 1 P1, the battle part begins, and there is a possibility that characters A2 and D1 will participate. If a pair battle occurs in which both characters A2 and D1 participate, the ally side is guaranteed to win (guaranteed jackpot). 【0331】 In the example shown in Figure 60(c), character A1 of boy 351 (Group 1) and character A2 of girl 352 (Group 2) are separated from character icon 350A, which is similar to the example shown in Figure 60(a). Subsequently, character B1, which is compatible with enemy character 341 (for example, character X (dog)), is added. For the combination of character A2 and character B1, the possibility of character B1 joining the battle arises when the character icon 350A stops and is displayed at the first position P1, and the battle part begins. In both single battles and pair battles, the chances of victory for the allied side increase when a compatible ally character 342 joins the battle. 【0332】 As illustrated above, changes in combinations can result in the modified combination being more advantageous than the original combination of ally characters 342. Although not shown in Figure 60, there may also be cases where the expected outcome decreases depending on the combination of ally characters 342 themselves or with enemy characters 341. 【0333】 In the example shown in Figure 61(a), character A1 from boy 351 (Group 1) and character A2 from girl 352 (Group 2) are separated from character icon 350A. Subsequently, character E2, a premium character, joins. In this case, when character icon 350A stops and is displayed at position 1 P1, and the battle part begins, there is a possibility that character E2 will join the battle. In both single battles and pair battles, the participation of character E2 guarantees victory for the player's side (guaranteed jackpot). 【0334】 In the example shown in Figure 61(b), character A2 of girl 352 is separated from character icon 350A, which is composed of boy 351 (Group 1) character A1 and girl 352 (Group 2) character A2, similar to the example shown in Figure 61(a). Subsequently, character D2, who is compatible with boy 351 character A1, is added. In this case, when character icon 350A stops and is displayed at the first position P1, the battle part begins, and there is a possibility that both character A1 and character D2 will participate. If both character A1 and character D2 participate in a pair battle, the ally side is guaranteed to win (guaranteed jackpot). 【0335】 Here, there are differences in character characteristics between boy 351 and girl 352, and no compatibility difference is set for girl 352 with enemy character 341. For this reason, as shown in Figure 60(c) above, the phenomenon of selecting a character that is compatible with enemy character 341 does not occur. This could be a factor in the decrease in player attention when the character that leaves is girl 352. Therefore, to mitigate the above concern, a special pattern (guaranteed animation) has been set up in which a jackpot is guaranteed when girl 352 leaves and then rejoins. Specifically, if the same character as the girl 352 that left joins, a jackpot is guaranteed at that point. For example, in the example shown in Figure 61(c), after girl 351's character A2 leaves, character A2 joins, and the combination of allied characters 342 is the same before and after the departure. 【0336】 As illustrated above, changes in combinations can result in the modified combination being more advantageous than the original combination of ally characters 342. Although not shown in Figure 61, there may also be cases where the expected outcome decreases depending on the combination of ally characters 342 themselves or with enemy characters 341. 【0337】 (Special actions for character replacement) The special action of character substitution is an effect in which the target roulette icon 350 is limited to character icon 350A (more specifically, character icon 350A in which two ally characters 342 are placed). The flow of the special action, character substitution, will be explained below with reference to Figures 62 and 63. Figures 62 and 63 show the situation where the roulette RL is in the second phase and the roulette RL consisting of five roulette icons 350 is being displayed frame by frame, with the effects progressing in the order of Figure 62(a) → Figure 62(b) → Figure 62(c) → Figure 62(d) → Figure 63(e) → Figure 63(f) → Figure 63(g) → Figure 63(h). 【0338】 As shown in Figure 62(a) → Figure 62(b), when the character icon 350A, which was located at the fifth position P5, moves to the first position P1 due to the frame-by-frame movement of the roulette RL, the tweaking operation of the movable performance device 98 begins while the character icon 350A is stationary at the first position P1. Specifically, as shown in Figure 62(c), the decorative element 301 of the movable performance device 98 begins to move up and down (vibrate) in its standby position. 【0339】 The process up to this point is the same as the special actions for adding effects and character departure mentioned above. 【0340】 If the character icon 350A in this case does not support special actions such as character replacement, after the vibration of the decorative object 301 stops, the character icon 350A, which was stationary at the first position P1, will move from the first position P1 to the second position P2 due to the frame-by-frame movement of the roulette RL. 【0341】 If the character icon 350A in this case supports special actions such as character replacement, when the vibration of the decorative object 301 stops, the replacement character icon 350A is displayed as if it appeared to emerge from the top of the display surface 91, i.e., from the decorative object 301, and an effect (fall effect) is executed in which the replacement character icon 350A falls toward the character icon 350A that is stationary at the first position P1. 【0342】 The replacement character icon 350A is composed of combinations of ally characters 342 that are not currently displayed (placed) on Roulette RL, specifically a combination of frame 355, one boy 351, and one girl 352. In other words, the basic configuration is the same as other character icons 350A. 【0343】 For example, as shown in FIG. 64(a), when the characters E1 of the boy 351 and the character D2 of the girl 352 are not displayed on the current roulette RL, the candidates for replacement combinations are only the combination of characters E1 and D2. Also, as shown in FIG. 64(b), when the characters C1, E1 of the boy 351 and the characters D2, E2 of the girl 352 are not displayed, the candidates for replacement combinations are the combination of characters C1 and D2, the combination of characters C1 and E2, the combination of characters E1 and D2, and the combination of characters E1 and E2, a total of four. That is, the more ally characters 342 that are not displayed on the roulette RL, the more candidates for replacement combinations there are. 【0344】 As shown in FIGS. 63(e)→FIGS. 63(f), in the above-described falling effect, when the replacement character icon 350A falling from above hits the character icon 350A while the replacement character icon 350A is staying at the first position P1, the staying character icon 350A is pushed back and the replacement character icon 350A is displayed at the first position P1. Then, after the pushed-back character icon 350A disappears below the display surface 91, as shown in FIGS. 63(g)→FIGS. 63(h), the newly arranged character icon 350A at the first position P1 moves from the first position P1 to the second position P2 by the frame advance of the roulette RL. 【0345】 Originally, if other ally characters 342 that are compatible with the two ally characters 342 constituting the character icon 350A are already being displayed (already participated) in other character icons 350A, it is highly likely that a favorable combination will not be realized even if the above-described character detachment and character participation procedures are followed. That is, depending on the situation, when a special action is detected, it may give the player an impression (a sense of blockage) as if the special action is wasted. In this regard, enabling the above-described character replacement can help eliminate such concerns. 【0346】 (Confirmation preview effect) As already described, in the present embodiment, as a preview effect (suggestive effect) occurring at the stage before transitioning to the battle part (character determination part), a plurality of effects that determine the victory of the friendly side in the battle part (determine the transition to a special game state) are provided. In view of the fact that it is an effect that determines the victory of the friendly side (determines the transition to a special game state), this type of preview effect (suggestive effect) can also be said to be a determination effect or a determination preview effect. 【0347】 For example, when the opponent determined in the enemy character determination part is Character Z (Dynasaur) (see Fig. 37(b)), at that point, the victory of the friendly side is determined (the transition to a special game state is determined). Also, when the girl 352 detaches from the character icon 350A in a special action that occurs with a phase shift and the detached girl 352 returns (participates) to the character icon 350A, at that point, the victory of the friendly side is determined (the transition to a special game state is determined) (see Fig. 61(b)). These determination preview effects may overlap (duplicate) in the execution period when, for example, the departure → return of the same character as described above occurs under the situation where Character Z is displayed in a reduced size at the corner of the display surface 91. This is preferable in terms of increasing the types of determination preview effects and ensuring a long execution time for those determination preview effects, that is, suppressing oversight. 【0348】 In the present embodiment, in addition to the two determination preview effects described above, a plurality of determination preview effects with different outlines are provided. Hereinafter, other determination preview effects will be described with reference to Fig. 65 and the like. 【0349】 As shown in Figure 48, the color of the frame 355 may change for character icon 350A. When the frame 355 color becomes "Special (Rainbow)" and the character icon 350A stops at the first position P1, transitioning to the battle part, it is set to be a guaranteed win (confirmed transition to special game state). When the frame 355 color becomes "Special (Rainbow)", the character icon 350A will not be deleted or the frame color will not change to anything other than "Special (Rainbow)", and it will be maintained until transitioning to the battle part. Furthermore, since there is no limit to the number of frames 355 whose color changes, in some cases of a jackpot result, it is possible for all roulette icons 350 to become character icons 350A and for all of the frame 355 colors to be "Special (Rainbow)" (see Figure 65(a)). In other words, the animation in which all roulette icons 350 become character icons 350A and the frame colors 355 are all "special (rainbow)" is set as one of the guaranteed win animations, which means that the player's victory is confirmed at that point (transition to special game state is confirmed). 【0350】 Also, as shown in FIGS. 28 to 35, in the present embodiment, compatibility is set for combinations of ally characters 342. For character icons 350A that are combinations (advantageous combinations) of ally characters 342 with good compatibility, it does not mean that the victory of the ally side is determined (the transition to the special game state is determined) just by themselves. However, in the present embodiment, when the number of character icons 350A that are advantageous combinations reaches a specific number, a confirmation notice effect indicating the victory of the ally side (the transition to the special game state is determined) is provided. Specifically, as illustrated in FIG. 65(b), when all roulette icons 350 become character icons 350A and each character icon 350A is an advantageous combination, the victory of the ally side (the transition to the special game state is determined) is determined at that time. The advantageous combinations refer to the combinations of character A1 and D2, character B1 and C2, character C1 and B1, character D1 and A2, and character E1 and E2. 【0351】 Regarding these confirmation notice effects, they are positioned as premium effects with a low occurrence probability. By making them overlap with other confirmation notice effects, the occurrence probability is increased. In particular, by making the execution time of those confirmation notice effects overlap with the execution time of other confirmation notice effects, the constraints related to the execution opportunity can be suitably relaxed. And making it possible to overlap with the execution period of other confirmation notice effects is preferable for suppressing the overlooking of premium effects. 【0352】 Note that there may be a case where a plurality of types of notice effects including a plurality of types of confirmation notice effects are executed during one game round. Such a case is also referred to as the notice effects overlapping or the notice effects being combined. 【0353】 Here, compared to the confirmed win notification animation shown in Figure 65(a), the confirmed win notification animation shown in Figure 65(b) lacks visual flashiness (it's rather plain). For this reason, even if all the roulette icons 350 become character icons 350A corresponding to advantageous combinations, it is assumed that the likelihood of the player noticing this is low. On the other hand, if the player does notice such a special confirmed win notification animation, it is assumed that their satisfaction will increase and their attention to the game will rise dramatically. One of the features of this embodiment is that it incorporates features that take these circumstances into consideration. Below, we will first refer to Figures 66 and 67 to provide a supplementary explanation of the configuration that forms the basis of this feature. 【0354】 As shown in Figure 66(a), side lamps 25 are provided on the front door frame 14 of the pachinko machine 10 so as to surround the image display device 90 from the left and right. The side lamps 25 function as an auxiliary means to assist the effects by changing the light emission pattern in conjunction with various effects. 【0355】 For example, in the ally character selection part of Battle SP, a step-up effect (preview effect) is executed in which the light color changes in stages according to the phase of the roulette RL. The color of the side lamp 25 in the step-up effect is basically linked to the current phase, and as shown in Figure 66(b), it lights up blue in the first phase (first stage), yellow in the second phase (second stage), green in the third phase (third stage), and red in the fourth phase (fourth stage). In the ally character selection part shown in this embodiment, the expectation level may decrease due to special actions, but basically the expectation level increases as the phases progress. In other words, the expectation level also increases in the order of blue < yellow < green < red for the light color of the side lamp 25. Incidentally, in the step-up display, the color of the side lamp 25 is limited to four colors: "blue", "yellow", "green", and "red", and the color of the side lamp 25 will not be "white" or the "special (rainbow)" described later in the step-up display. 【0356】 In the step-up animation using side lamp 25, the lamp generally lights up in the color corresponding to the current phase, but occasionally a special display (special step-up) occurs where the lamp lights up in the color of a higher phase instead of the current phase color. When such an animation occurs, it becomes highly likely that the step-up will be to the phase corresponding to that color, and the probability of victory for the player (probability of transitioning to a special game state) increases. 【0357】 Furthermore, in the battle part of Battle SP, a visual cue may appear towards the end of the battle to indicate the outcome. In this cue, as shown in Figure 67, an image resembling the cue button 31 is displayed on the display surface 91, prompting the player to operate the cue button 31. When the cue button 31 is operated, the decorative object 301 of the movable cue device 98 drops to the cue position, and the side lamps 25, which were previously off, light up. At this time, the color of the side lamps 25 becomes "Special (Rainbow)," clearly indicating that the player's side has won (transition to special game state confirmed). The "Special (Rainbow)" color of the side lamps 25 consists of six colors: "Red," "Orange," "Yellow," "Green," "Blue," and "Indigo," similar to the "Special (Rainbow)" color of the frame 355 of the roulette icon 350 mentioned above. 【0358】 Here, when the aforementioned confirmation animation related to the advantageous combination (all character icons 350A correspond to the advantageous combination) is executed, the lighting animation of the side lamps 25 is synchronized. The relationship between these animations will be explained below with reference to Figure 68. 【0359】 In Fig. 68(a), some character icons 350A correspond to advantageous combinations in the first phase (first stage). As shown in Fig. 68(a) → Fig. 68(b) → Fig. 68(c), in the process of repeating the phase shift, the configuration of the roulette RL changes, and the number of character icons 350A corresponding to the advantageous combinations increases. And finally, in the third phase (third stage), all the character icons 350A are in advantageous combinations. At the timing when all the character icons 350A are in advantageous combinations, the side lamp 25 has switched from the state of lighting green to the state of flashing white. And at the timing immediately after that, as shown in Fig. 68(d), the light emission pattern of the side lamp 25 has switched from flashing white to special (rainbow) lighting. Note that although the color of the side lamp 25 is changed to blue, yellow, green, and red according to the phase (stage) of the roulette RL, by intervening a color different from these colors (white) and changing it specially (rainbow), the change to the special (rainbow) is made more noticeable. 【0360】 When the color of the side lamp 25 becomes special (rainbow), at that time, it means the victory of the ally side (the transition to the special game state is confirmed), so it will overlap with the confirmation preview effect when all the character icons 350A are in advantageous combinations. Note that since the roulette RL becomes invisible when shifting to the battle part, the confirmation preview effect by the advantageous combination ends when shifting to the battle part, but the confirmation preview effect by the side lamp 25 continues until the end of the battle part. 【0361】 As detailed above, by using a light-emitting effect that changes the color of the side lamp 25 to "special (rainbow)," this effect helps to suppress the chance of missing the confirmed win notification effect due to a favorable combination. Note that the confirmed win notification effect shown in Figure 65(a) is an effect in which the color of the frame 355 of the roulette icon 350 becomes "special (rainbow)," and the possibility of missing it is lower compared to the confirmed win notification effect shown in Figure 65(b). For these reasons, the light-emitting effect that changes the color of the side lamp 25 to "special (rainbow)" is not executed (see Figure 69). 【0362】 Incidentally, the confirmed win animations shown in Figures 65(a) and 65(b) may overlap (combine) with the confirmed win animations related to Character Z (Dinosaur) and the confirmed win animations related to the departure and return of Girl 352. For example, Figure 69 illustrates a case where the confirmed win animation related to Character Z (Dinosaur) and the confirmed win animation related to Frame 355 are combined. For Character Z (Dinosaur), it continues from the end of the enemy character determination part until the transition to the battle part, and the confirmed win animation related to Frame 355 is executed for a portion of the period during which the confirmed win animation related to Character Z (Dinosaur) is being executed. This is because if the execution period of the more prominent confirmed win animation is excessively long, it may lead to boredom, so as mentioned above, there is technical merit in making the execution period of the prominent confirmed win animation shorter than that of the less prominent (less flashy) confirmed win animation. Furthermore, for other players, if a prominent confirmed win animation continues for an excessively long time, it may excessively stimulate their desire to play and become a source of discomfort. Even considering these circumstances, there is technical merit in adopting the above configuration. 【0363】 As described above, in this embodiment, if a confirmed notification effect is not performed before transitioning to the battle part (i.e., a non-confirmed notification effect is performed), the proportion of pair battles selected in the battle part will be higher than the proportion of single battles selected. If a confirmed notification effect is performed, the proportion of pair battles selected and the proportion of single battles selected in the battle part will be the same (see Figure 37(c)). This difference is also reflected in the notification effects using the side lamp 25. 【0364】 Specifically, the step-up animation (special step-up) and the guaranteed prediction animation (side lamp 25 color = "special") where all character icons 350A are in a favorable combination are not overlapped (combined). When the step-up animation (special step-up) is performed by side lamp 25, the probability of selecting a pair battle in the battle part becomes higher than the probability of selecting a single battle. When the guaranteed prediction animation (side lamp 25 color = "special") is performed by side lamp 25, the probability of selecting a pair battle and the probability of selecting a single battle in the battle part become the same. In other words, in a simple comparison, pair battles are set to have a higher expectation than single battles, but by deliberately making pair battles more likely to be selected when the step-up animation (special step-up) is performed, even if a guaranteed prediction animation does not occur, it is suppressed as a factor that reduces the level of attention given to the game. 【0365】 In the roulette RL shown in this embodiment, the ally characters 342 (boy 351, girl 352) displayed on the character icon 350A may change from a displayed state to a hidden state during the frame-by-frame progression of each phase, and after being hidden, may become displayed again during the frame-by-frame progression of each phase. With this configuration, the configuration of the roulette RL (character icon 350A) can be changed significantly over time, and monotony of the performance using the roulette RL (roulette performance) can be suppressed. 【0366】 In particular, by varying the time required to hide allied characters 342 (boy 351, girl 352) depending on the phase being played, that is, the execution time of the alternating display described above, it is possible to prevent the behavior when hiding allied characters 342 (boy 351, girl 352) from becoming monotonous. 【0367】 <Second Embodiment> In this embodiment, the configuration related to the development route to Battle SP and the configuration related to Battle SP (character selection part, battle part) as shown in the first embodiment are distinctive. The distinctive configurations in this embodiment will be described below with reference to Figures 70 to 116. Note that configurations common to the first embodiment will be omitted from explanation as appropriate, and the explanation will focus on configurations that differ from the first embodiment. 【0368】 As shown in Figure 70(a), in this embodiment, Normal Stage D is added as a stage that switches via a stage change animation (specifically, a normal stage). Note that, like the other Normal Stages A to C, Normal Stage D does not offer any special treatment such as increased expectations upon transitioning to it, nor does it increase the probability of hitting a jackpot while in Normal Stage D, unlike special stages corresponding to the probability variation game state. 【0369】 In Normal Stage D, the only special effects that occur are Battle SPs (including the end of the first half), and the balance of special effects is structured differently from Normal Stages A-C. Specifically, while various special effects such as Music SPs, Story SPs, and Battle SPs occur in Normal Stages A-C, in Normal Stage D, only Battle SPs occur, with the exception of the sudden win special effect described later. By having Battle SPs occur instead of other SP reaches, the effective probability of Battle SPs occurring is higher than in Normal Stages A-C. The structure that creates this difference will be explained later. 【0370】 Normal Stage D is broadly divided into two types: Type 1 Normal Stage D1 (see Figure 70(b1)), which displays an image of a collection of "boy characters" as the background, and Type 2 Normal Stage D2 (see Figure 70(b2)), which displays an image of a collection of "girl characters" as the background. The content of Battle SP differs depending on whether it develops from Type 1 Normal Stage D1 or from Type 2 Normal Stage D2. 【0371】 Specifically, when the game progresses from the first type of normal stage D1 to Battle SP, the participating allied characters are determined to always include Boy 351. In other words, the battle part will be either a single battle in which Boy 351 participates, or a pair battle in which Boy 351 and Girl 352 participate. 【0372】 In contrast, if the game progresses from the second type of normal stage D2 to Battle SP, the participating allied characters will always be determined to include Girl 352. In other words, the battle part will be either a single battle in which Girl 352 participates, or a pair battle in which Boy 351 and Girl 352 participate. 【0373】 Next, referring to Figures 71 and 72, we will explain the progression to Battle SP via Normal Stage D (Type 1 Normal Stage D1, Type 2 Normal Stage D2). 【0374】 As shown in Figure 71, a shutter opening and closing animation occurs during the display of the EZ animation symbols, and when the shutter opens, the game transitions to one of the above-mentioned normal stage D or special stages A to C. If the game transitions to normal stage D, there are three main patterns for how the game progresses to Battle SP via normal stage D. Specifically, there is a pattern in which the game progresses to Battle SP after an animation in which the display screen 91 blacks out (blackout animation), a pattern in which the next episode preview, one of the pre-announcement animations, occurs after an animation in which the display screen 91 whites out, and the game progresses to Battle SP after this next episode preview, and a pattern in which the title preview, one of the pre-announcement animations, occurs after an animation in which the display screen 91 appears to split vertically, and the game progresses to Battle SP after this title preview. Note that in Figures 71 and 72, the patterns that progress after an animation in which the blackout animation is triggered are omitted from the description. 【0375】 Normally, in stages A through C, title previews or next episode previews occur, and if these previews trigger a Battle SP, the character selection part is skipped and the battle part is executed (see Figure 39). In contrast, in normal stage D, if title previews or next episode previews occur and these previews trigger a Battle SP, both the character selection part and the battle part are executed. In other words, normal stage D can be said to be a stage designed to make it easier for players to enjoy Battle SP. 【0376】 Here, as shown in Figures 71 and 72, when transitioning to either the first normal stage D1 or the second normal stage D2, it is possible to change from one of the first normal stage D1 or the second normal stage D2 to the other during the stage stay. For example, in the example shown in Figure 72, the stage changes from the second normal stage D2, which corresponds to a girl, to the first normal stage D1, which corresponds to a boy. This is desirable in preventing the game from becoming monotonous while staying in normal stage D. For example, some players may be concerned about their compatibility with the character, and the switching between the first normal stage D1 and the second normal stage D2, which impose restrictions on the characters that can participate, can create a certain sense of tension for the player. 【0377】 In normal stage D (Type 1 normal stage D1, Type 2 normal stage D2), not only is the probability of Battle SP occurring different from the other normal stages A-C, but the probability and expectation of title previews and next episode previews occurring are also set differently from normal stages A-C. 【0378】 Specifically, as shown in Figure 73, in normal stages A to C, the probability of a title preview occurring is "medium," and the expectation level when it occurs is "medium," while the probability of a next episode preview occurring is "low," and the expectation level when it occurs is "high." In contrast, in normal stage D1 (Type 1) and normal stage D2 (Type 2), the probability of a title preview occurring is "low," and the expectation level when it occurs is "high," while the probability of a next episode preview occurring is "medium," and the expectation level when it occurs is "medium." In other words, in normal stage D1 (Type 1) and normal stage D2 (Type 2), next episode previews are more likely to occur compared to normal stages A to C, and the expectation level when a title preview occurs is significantly higher. 【0379】 In this embodiment, the first normal stage D1 and the second normal stage D2 have a predetermined number of playable games that can be played in each stage. In other words, when a player is in the first normal stage D1 or the second normal stage D2, the game transitions to the other normal stages A to C once the number of playable games played during that stage reaches a predetermined number. As an exception, when transitioning from one of the first normal stage D1 or the second normal stage D2 to the other, the predetermined number of playable games is reset, making it less likely for the player to be immediately transitioned to the other normal stages A to C. 【0380】 In this configuration, if events such as transitioning from the first normal stage D1 and the second normal stage D2 to other normal stages A-C immediately lead to a Battle SP occur frequently, there is a concern that the significance (value) of the first normal stage D1 and the second normal stage D2, which are supposed to focus on Battle SP, will diminish. One of the features of this embodiment is that measures have been taken to address this concern. The measures will be explained below with reference to Figures 74-76. 【0381】 As described in the first embodiment above, the CPU 112 of the main control board 110 acquires hold information based on winnings in the first start port 62 and the second start port 63, and determines the display time (variation pattern) of the special symbols on the special symbol display 103 and the display time (variation pattern) of the performance symbols on the image display device 90 based on the acquired hold information. 【0382】 Specifically, if the result of the win / loss lottery is a loss, it is determined whether or not to enable the display of a reach on the image display device 90 for the current game round. Specifically, the value of the reach random number counter C3 stored in the execution area 212c and the reach determination table stored in the ROM 113 are referenced to determine whether or not to enable the display of a reach. If the display of a reach is not enabled, the variable pattern table corresponding to a complete loss is referenced from the various variable pattern tables stored in the ROM 113, and the variable display time is set according to the current game state and the number of reserved information stored in the reserved area. On the other hand, if the display of a reach is enabled, the variable pattern table corresponding to a reach loss is referenced from the various variable pattern tables stored in the ROM 113, and the variable display time is set according to the current game state. Furthermore, if the result of the win / loss lottery is a jackpot, the variable pattern table corresponding to a jackpot is referenced from the various variable pattern tables stored in the ROM 113, and the variable display time is set according to the current game state. 【0383】 Here, referring to Figure 74(a), we will explain the variation pattern table that is referenced when setting the variation display time based on winning an award at the first starting gate 62 under conditions where the time reduction state is not in effect. 【0384】 When setting the display time for a complete miss by referring to this variation pattern table, for example, if the number of stored pending information is "0", the display time will be in the range of "12 to 14 seconds", if the number of stored pending information is "1", the display time will be in the range of "10 to 12 seconds", if the number of stored pending information is "2", the display time will be "3 seconds", and if the number of stored pending information is "3" or "4", the display time will be "2 seconds". In addition, in the case of a losing reach, the display time will be in the range of "15 to 150 seconds" regardless of the number of stored pending information, and in the case of a jackpot, the display time will be in the range of "15 to 150 seconds" regardless of the number of stored pending information. Although the set display time range is the same for both losing results (missed reach) and jackpot results, a relatively longer time is more likely to be set within that range for jackpot results, and a relatively shorter time is more likely to be set within that range for losing results (missed reach). In other words, a difference is made so that a reach display with a longer display time has a higher probability of being a jackpot than a reach display with a shorter display time. The confirmation display time will be "1 sec" in all cases. 【0385】 The variable display time set by the CPU 112 of the main control board 110 is transmitted to the sub-control board 120 along with the result of the win / loss lottery. The CPU 122 of the sub-control board 120 then sets the performance pattern based on the received variable display time and the result of the win / loss lottery. 【0386】 For example, as shown in Figure 74(b), in cases other than normal stage D, if the variable display time is "15-20 sec", a normal reach is set; if the variable display time is "40-60 sec", a song SP or character SP is set; if the variable display time is "70-120 sec", a story SP or battle SP is set; and if the variable display time is "121-150 sec", a battle SP is set. 【0387】 On the other hand, in the case of normal stage D, if the display time for the variation is "40 to 150 seconds", a Battle SP is set. If the display time for the variation is "15 to 20 seconds", a complete miss (no reach display) is set if the lottery result is a loss, and a sudden win animation is set if the lottery result is a jackpot. In other words, normal reach, music SP, character SP, and story SP are not subject to setting. 【0388】 Thus, on the sub-control board 120 side, if the variable display time can be confirmed at least before the relevant game round, the outline of the performance pattern can be grasped in advance. For example, if it can be confirmed in advance that the variable display time will be "121 to 150 seconds", it can be determined in advance that a Battle SP will occur. Here, we will provide a supplementary explanation of the configuration for realizing such a function. First, we will explain the processing executed by the CPU 112 of the main control board 110, specifically the pre-confirmation processing that confirms the outline of the special symbol hold in advance. The pre-confirmation processing is performed between the processing of S704 and S705, and between the processing of S709 and S710 in the hold information acquisition processing (see Figure 13). 【0389】 (Pre-confirmation process) As shown in the flowchart in Figure 75, in the pre-confirmation process, if the pending information acquired this time is the first pending information (S2001: NO), the win / fail judgment table for the first special symbol stored in ROM 113 is read into RAM 114 (S2002). If the pending information acquired this time is the second pending information (S2001: YES), the win / fail judgment table for the second special symbol stored in ROM 113 is read into RAM 114 (S2002). 【0390】 After reading the win / failure determination table, the information for win / failure determination, i.e., the value obtained from the winning random number counter C1, is read from the pending information acquired this time, and it is determined whether the read value matches any of the values ​​set as the jackpot result in the win / failure determination table read above (S2004). 【0391】 If the result of the win / failure determination process is a jackpot (S2005:YES), information indicating that it is a jackpot is stored (S2006). If the result of the win / failure determination is a loss (S2005:NO), information indicating that it is a loss is stored (S2007). 【0392】 After storing the lottery result information (S2006, S2007), the process of confirming the outline of the variation pattern is executed (S2008). Specifically, the value of the reach random number counter C3 is referenced to check whether or not a reach display has occurred and to store this information. 【0393】 The stored information regarding the success / failure judgment, the presence or absence of a reach display, and the value of the variation type counter C4 are added to the hold command set in the hold information acquisition process S705 and S710. As already explained, the set hold command is transmitted to the sub-control board 120 in the output process (S207). 【0394】 The CPU 122 of the sub-control board 120 obtains information such as the result of the hit / fail judgment from the received hold command, whether or not a reach is displayed, and the value of the variation type counter C4 before the corresponding game round starts, or more specifically, when the hold information is acquired. Furthermore, the ROM 123 of the sub-control board 120 stores a table similar to the variation pattern table stored in the ROM 113 of the main control board 110, and it is possible to determine in advance whether or not a Battle SP will occur based on the acquired information. 【0395】 Here, referring to Figure 76(a), we will provide a supplementary explanation of the flow when transitioning from normal stage D to other normal stages A to C. 【0396】 When transitioning from Normal Stage D to Normal Stages A-C, if the last game played in Normal Stage D is a complete miss (no Battle SP occurs), one of the characters that was displayed up to that point will be enlarged in the center of the screen and a line of dialogue will be displayed at the end of that last game. This dialogue will change depending on whether or not the subsequent hold information contains hold information corresponding to Battle SP, i.e., hold information with a variation display time of "121-150 sec". 【0397】 If the current stage is the first type normal stage D1, the boy 351 character has two lines of dialogue: "See you later" (first line) and "This is your chance!" (second line). If the subsequent pending information includes something that corresponds to a Battle SP, there is a 90% chance that "This is your chance!" will be selected and a 10% chance that "See you later" will be selected. On the other hand, if the subsequent pending information does not include something that corresponds to a Battle SP, there is a 2% chance that "This is your chance!" will be selected and a 98% chance that "See you later" will be selected. In other words, if the boy 351 character's line of dialogue is "This is your chance!", there is a high probability that the game will develop into a Battle SP immediately after transitioning to normal stages A-C (see Figure 77). 【0398】 Furthermore, if the character Boy 351 says "This is our chance!" and the battle progresses to Battle SP, then at least one phase shift and at least one chance-up (icon upgrade) are guaranteed during the character selection part. In other words, if the character Boy 351 says "This is our chance!" and the battle progresses to Battle SP, the content of Battle SP will be determined so that at least one phase shift and at least one chance-up (icon upgrade) will occur. Incidentally, if the character Boy 351 says "See you later" and the battle progresses to Battle SP, then the phase shift and chance-up (icon upgrade) are not guaranteed. 【0399】 If the current stage is the second type normal stage D2, the girl character has two lines of dialogue: "Bye-bye" (first line) and "Look forward to it!" (second line). If the subsequent pending information includes something that corresponds to a Battle SP, there is a 90% chance that "Look forward to it!" will be selected and a 10% chance that "Bye-bye" will be selected. On the other hand, if the subsequent pending information does not include something that corresponds to a Battle SP, there is a 2% chance that "Look forward to it!" will be selected and a 98% chance that "Bye-bye" will be selected. In other words, if the girl character 352's line of dialogue is "Look forward to it!", there is a high probability that a Battle SP will develop immediately after transitioning to normal stages A-C (see Figure 77). 【0400】 Furthermore, if the character of girl 352 says "Look forward to it!" and the battle progresses to Battle SP, then at least one phase shift and at least one chance-up (icon upgrade) are guaranteed in the character selection part. In other words, if the character of girl 352 says "Look forward to it!" and the battle progresses to Battle SP, the content of Battle SP will be determined so that at least one phase shift and at least one chance-up (icon upgrade) will occur. Incidentally, if the character of girl 352 says "Bye-bye" and the battle progresses to Battle SP, then the phase shift and chance-up (icon upgrade) are not guaranteed. 【0401】 In this way, when transitioning from normal stage D to normal stages A-C, a dialogue-based preview is triggered by the character's lines, preventing the impression that a Battle SP occurred immediately after transitioning from normal stage D to normal stages A-C, unrelated to that stage D. 【0402】 As shown in Figure 76(b), when transitioning from one of the Type 1 Normal Stage D1 or Type 2 Normal Stage D2 to the other, one of the characters from the stage the player was in will be enlarged and displayed in the center of the display screen 91, and after that character utters a line of dialogue indicating a change, the stage will transition. Specifically, when transitioning from Type 2 Normal Stage D2 to Type 1 Normal Stage D1, one of the girl 352 characters that was displayed up to that point will be enlarged and displayed in the center of the screen, and the line of dialogue "It's time to switch!" will be displayed. When transitioning from Type 1 Normal Stage D1 to Type 2 Normal Stage D2, one of the boy 351 characters that was displayed up to that point will be enlarged and displayed in the center of the screen, and the line of dialogue "It's time to switch!" will be displayed. In either pattern, there is only one type of dialogue, and it is executed regardless of whether or not the subsequent pending information includes something corresponding to Battle SP. 【0403】 (Phase shift announcement) In this embodiment, a phase shift warning may be issued to inform others that the phase shift described above is about to occur. The phase shift warning will be explained below with reference to Figures 78 to 81. 【0404】 As shown in Figure 78, the phase shift warnings are broadly classified into a first phase shift warning and a second phase shift warning. In both the first and second phase shift warnings, a character is displayed in the upper left corner of the display surface 91, specifically in the area outside the display area of ​​the roulette RL on the display surface 91. At the moment the rotation of the roulette RL stops, this character moves to the left center of the display surface 91, specifically to a position that overlaps with the roulette RL (hereinafter also referred to as an interrupt display), and the phase shift occurs when the character performs an action of turning the roulette RL by hand. 【0405】 Here, the first phase shift warning is triggered by the appearance of part of the character (the head) in the upper left corner, and in some cases the character remains invisible and the action of spinning the roulette RL is not performed (see Figure 78(a)). In contrast, the second phase shift warning is similar to the first phase shift warning in that it is triggered by the appearance of part of the character (the head) in the upper left corner, but it differs from the first phase shift warning in that the action of spinning the roulette RL is always performed when this appearance occurs (see Figure 78(b)). Specifically, the probability of a phase shift occurring is set to 80% for the first phase shift warning and 100% for the second phase shift warning. 【0406】 In this embodiment, when transitioning from the first normal stage D1 to normal stages A-C, the line "It's a chance!" is spoken and a Battle SP is initiated. Similarly, when transitioning from the second normal stage D2 to normal stages A-C, the line "Get excited!" is spoken and a Battle SP is initiated. In these cases, either a first-phase shift announcement or a second-phase shift announcement is executed during the first phase. However, if the Battle SP is initiated from a route different from these, whether or not a first-phase shift announcement or a second-phase shift announcement is performed is determined by lottery based on various conditions described later. 【0407】 The following provides a supplementary explanation of the differences between the first phase shift warning and the second phase shift warning, with reference to Figure 79. 【0408】 As shown in Figure 79(a), the first phase shift notification is configured to target characters not currently displayed on the roulette RL for the interrupt display. However, there is no difference in the expected outcome depending on which character is targeted. For example, if characters A1, A2, B1, B2, D1, D2, E1, and E2 are displayed on the roulette RL, then either character C1 or character C2 will be targeted for the interrupt display. 【0409】 In contrast, for the second phase shift warning, a dedicated helper character, different from the character displayed on the roulette RL, is configured to be the target of the interrupt display (see Figure 78(b)). In other words, it is possible to distinguish whether this phase shift warning is a first phase shift warning or a second phase shift warning from the type of character displayed. 【0410】 Here, the first phase shift notification corresponds to one phase shift notification and at least one chance-up (icon upgrade). In other words, if a phase shift occurs after the first phase shift notification, at least one chance-up (icon upgrade) is guaranteed. On the other hand, the second phase shift notification corresponds to two phase shift notifications and at least one chance-up (icon upgrade). In other words, if a phase shift occurs after the second phase shift notification, at least one more phase shift is guaranteed, as well as at least one chance-up. 【0411】 As shown in Figure 79(b), in Phase 1 and Phase 2, both Phase 1 and Phase 2 shift warnings may occur; in Phase 3, Phase 1 shift warnings may occur, but Phase 2 shift warnings will not; and in Phase 4, neither Phase 1 nor Phase 2 shift warnings will occur. 【0412】 For the Phase 1 and Phase 2 shift announcements, the basic setting is that when the roulette RL is spun, the character currently displayed is hidden at the moment the roulette RL begins to spin rapidly (re-spin). However, in the Phase 2 shift announcement, there is a special pattern in which the character does not disappear at this timing (see Figure 79(c)). Specifically, the character remains on the display surface 91, and any special actions that occur while the character is there are guaranteed to succeed. The character then disappears after any special action occurs, but the number of special actions that can be performed before the character disappears varies. More specifically, the character may disappear after the first special action, the second special action, the third special action, the fourth special action, or the fifth special action. In other words, it is advantageous for the player if the helper character remains on the screen, and when the Phase 2 shift announcement occurs, the subsequent developments will be greatly influenced by the helper character's presence. 【0413】 Next, with reference to Figures 80 and 81, the flow from the phase shift announcement to the occurrence of the special action will be explained. Figures 80 and 81 illustrate the flow after the transition from the first normal stage D1 to normal stages A-C, when the line "It's a chance!" is spoken and a battle SP is initiated, and a special action of character departure occurs from some of the roulette icons 350 (character icons 350A) during the first phase. In this special action, character A1 of boy 351, who was paired with character A2 of girl 352, leaves. 【0414】 As shown in Figures 80(a) to 80(b), when the roulette wheel RL is rotating slowly (frame by frame), more specifically when the roulette wheel RL is stationary and no special action is occurring, a portion of the head of character 398 (assistant character 398) is displayed in the upper left corner of the display surface 91. In this state, the display is limited, making it difficult to determine whether it is a first-phase shift or a second-phase shift from the displayed character (the large number of possible character types also makes identification a time-consuming process). As shown in Figures 80(b) to 80(c), while the roulette wheel RL continues to rotate frame by frame, character 398 remains stationary in the upper left corner, oscillating slightly. Then, as shown in Figures 80(d) to 80(e), immediately after the roulette wheel RL stops, character 398 walks to a position where it overlaps with the roulette wheel RL. At this time, character 398 is displayed on the display surface 91 with a slight enlargement, almost its entire body. 【0415】 As shown in Figure 80(e) → Figure 80(f), character 398, having moved to a position overlapping with roulette RL, performs an action of grabbing and spinning roulette RL. As a result of this action, roulette RL, which was displayed as stopped, resumes rotating. This causes a phase shift, and the phase advances by one level. 【0416】 As shown in Figures 81(g) and 81(h), the roulette wheel RL, once it resumes rotation, continues to spin at high speed before switching to frame-by-frame playback. Character 398, who spun the roulette wheel RL, performs an action to signal the end of the preview (waving), and then disappears from view while the roulette wheel RL is spinning at high speed. This clearly indicates that the phase shift preview has ended. 【0417】 As shown in Figure 81(h) → Figure 81(i), when the character icon 350A, which was located at the fifth position P5, moves to the first position P1 due to the frame advancement of the roulette RL, the frame 355 of the character icon 350A remains stationary at the first position P1, and a taunting action occurs by the ally character 342 that makes up the character icon 350A. Specifically, the ally character 342 is enlarged and displayed in the center of the display surface 91, and a line of dialogue encouraging the participation of another ally character 342 (for example, "Someone please") is displayed (see Figure 81(j)). At this time, the enlarged ally character 342 covers part of the empty frame 355 and other roulette icons 350 located at the first position P1. 【0418】 In the example shown in Figure 81, a phase shift occurs triggered by a phase shift announcement, thus guaranteeing at least one special action (icon upgrade). Therefore, the participation of ally character 342 is confirmed. As shown in Figure 81(k), the participating ally character 342 is added to the display surface 91, and the two ally characters 342 are displayed enlarged to fill the entire display surface 91. Subsequently, as shown in Figure 81(k) → Figure 81(l), the ally character 342, which was displayed enlarged to fill the entire display surface 91, is reduced in size to fit within the frame 355 stationary at the first position P1. After the ally character 342 is added, the character icon 350A that was displayed at the first position P1 moves to the second position P2 by the frame advancement of the roulette RL. 【0419】 Here, we will provide supplementary explanations about special actions involving character participation, referring to Figure 82(a). Special actions involving character participation include the following five participation patterns, which can increase the chances of winning. (1) Participation of premium characters Character E1 and E2 (2) Participation of characters that are compatible with the remaining characters (3) Participation of characters that are compatible with enemy characters (4) Participation (return) of the same character that left the group. (5) Participation of the same character as a character already participating (duplicate) Here, regarding (1) above, when the corresponding character icon 350A stops and is displayed at the first position P1, the game transitions to the battle part, which creates the possibility that characters E1 and E2 will participate. In both single battles and pair battles, the participation of characters E1 and E2 guarantees victory for the player's side (guaranteed jackpot). 【0420】 Regarding (2) above, when the corresponding character icon 350A stops and is displayed at the first position P1, the battle part begins, and there is a possibility that both the male character 351 and the female character 352 will participate. If both of the compatible ally characters 342 participate in a pair battle, the ally side is guaranteed to win (guaranteed jackpot). Hereafter, the combination of compatible ally characters 342 will also be referred to as the "advantageous combination" or "advantageous pair". 【0421】 Regarding (3) above, when the corresponding character icon 350A stops and is displayed at the first position P1, the battle part begins, which creates the possibility that an ally character 342 that is compatible with the enemy character 341 will join the battle. In both single battles and pair battles, the participation of an ally character 342 that is compatible with the enemy character 341 increases the likelihood of victory for the ally side. 【0422】 Regarding (4) above, if the same allied character 342 that left the game rejoins, a jackpot is guaranteed at that point. In the first embodiment described above, a jackpot was guaranteed only when the same character 352 rejoined when the girl 352 joined, but in this embodiment, a jackpot is also guaranteed when the same character 351 rejoins when the boy 351 joins. 【0423】 The above (5) is a pattern newly added in this embodiment. If an ally character 342 identical to an already participating ally character 342 joins, multiple identical characters will exist in the roulette RL. In this embodiment, when multiple identical characters exist, a special action is basically performed targeting at least one of the character icons 350A to which the character belongs, resolving the situation of multiple identical characters. However, if the situation of multiple identical characters is not resolved and the game proceeds to the battle part in that state, a jackpot is guaranteed regardless of the roulette icon 350 displayed at the first position P1. The special action performed to resolve the situation of multiple identical characters guarantees an upgrade of the icon. 【0424】 In this embodiment, three special actions for character participation (hereinafter also referred to as participation sequences) are provided: a normal participation sequence, a first special participation sequence, and a second special participation sequence. The relationship between these three participation sequences and each of the above participation patterns will be explained below with reference to Figure 82(b). 【0425】 For the normal participation animation (see Figure 81), in addition to the five chance-up patterns (1) to (5) above, there are also chance-up patterns in which a character other than the chance-up character (normal character) corresponding to (1) to (5) participates with a higher expectation than the original character, and chance-down patterns in which a character other than the chance-up character (normal character) corresponding to (1) to (5) participates with a lower expectation than the original character. 【0426】 The first special participation animation corresponds to the five chance-up patterns (1) to (5) above, as well as a chance-up pattern in which a character other than the chance-up character (normal character) that corresponds to (1) to (5) has a higher expectation level than the original character. The second special participation animation corresponds only to the five chance-up patterns (1) to (5) above. In other words, unlike the normal participation animation, the first and second special participation animations are configured so that no chance-down patterns occur. Furthermore, the probability of character icon 350A being upgraded when a participation animation occurs is set to increase in the order of normal participation animation < first special participation animation < second special participation animation (see Figure 83(a)). 【0427】 The success rate for the normal participation animation is 60%, the success rate for the first special participation animation is 80% to 90%, and the success rate for the second special participation animation is 95% to 100%. Incidentally, the success rate for the first special participation animation varies depending on the behavior of the movable animation device 29 when the animation is introduced and the type of enemy character 341 being fought. For example, the enemy character 341 being fought is the enemy character 341 waiting on the display surface 91, and the success rate is set to increase in the order of character X (dog) < character Y (bear) < character Z (dinosaur) (see Figure 83(b)). Furthermore, the success rate for the second special participation animation varies depending on the color of the displayed image (arrow pattern and heart pattern). Specifically, the success rate is set to be 95% when the image color is "red" and 100% when the image color is "gold" (see Figure 83(c)). 【0428】 While the first and second special participation effects have a higher probability of producing events advantageous to the player compared to normal participation effects, the degree of advantage largely depends on the types of ally characters 342 that make up the character icon 350A, particularly the combinations of ally characters 342. Since there are a considerable number of types of ally characters 342 for the purpose of diversifying the effects, there are also a considerable number of combination patterns of ally characters 342. In other words, if the player is not familiar with the specifications of the game machine, there is a concern that the effect of increasing attention to the game through diverse effects may not be fully realized. One of the features of this embodiment is that measures have been taken to address these circumstances. The measures will be explained below with reference to Figure 84. 【0429】 As mentioned above, participation animations are broadly classified into normal participation animations, first special participation animations, and second special participation animations. As illustrated in Figure 84(a), in the case of normal participation animations, even if ally character 342 participates, the color of frame 355 does not change as a result of that normal participation animation. In contrast, in the case of first special participation animations and second special participation animations, the color of frame 355 may change depending on the chance-up pattern described above. Specifically, in some chance-up patterns, when ally character 342 participates, the color of frame 355 may change in conjunction with this (linked change). 【0430】 Specifically, as shown in Figure 84(b), if a favored character participates through a special participation animation, or if a favorable combination (pair) is formed through a special participation animation, the color of frame 355 changes to "red". If a confirmed character participates through a special participation animation, if one of the allied characters 342 is a confirmed character, the color of frame 355 changes to "red", and if both allied characters 342 are confirmed characters, the color of frame 355 changes to "special (rainbow)...

Claims

[Claim 1] A lottery method for determining winners and losers, A symbol display unit that displays the variation of special symbols, A display means capable of executing a display effect that variably displays multiple types of patterns in response to the variable display of the aforementioned special pattern, Performance control means for controlling the display means and Equipped with, The aforementioned performance control means is capable of notifying the result of the lottery conducted by the lottery means through a special performance. A gaming machine capable of displaying a predetermined pattern, which is a pattern having a predetermined configuration including a first pattern component and a second pattern component, The aforementioned performance control means is In the first timing of the display performance, a first performance is performed to make the first pattern component, which is currently displayed with the predetermined pattern, invisible, and means for changing the predetermined pattern to a specific configuration that does not include the first pattern component, In the display performance described above, at a second timing following the first timing, a second performance is performed to make the first pattern component, which is currently hidden, visible, and means are provided to return the predetermined pattern, which is in a specific configuration, to the predetermined configuration. Includes, In the second presentation described above, when changing the predetermined pattern that has been changed to the pattern of the specific configuration back to the pattern of the predetermined configuration, dynamic display can be performed using at least the first pattern configuration unit. The area in the display means for performing the dynamic display is set according to a predetermined pattern of the specific configuration. The aforementioned lottery means is configured to determine whether the result is a winning result with a specific benefit, The aforementioned performance control means is characterized in that, when the result of the win / fail lottery is a win, it performs a fuzzy performance that notifies or suggests that it is a win but does not distinguish whether or not it is a win with a specific bonus, and either terminates the fuzzy performance midway to notify or suggest that it was a win with a specific bonus and then terminates the special performance, or continues to perform the fuzzy performance without doing so and terminates the entire special performance, thereby enabling it to notify or suggest whether or not it was a win with a specific bonus. [Claim 2] A lottery method for determining winners and losers, A symbol display unit that displays the variation of special symbols, A display means capable of executing a display effect that variably displays multiple types of patterns in response to the variable display of the aforementioned special pattern, Performance control means for controlling the display means and Equipped with, The aforementioned performance control means is capable of notifying the result of the lottery conducted by the lottery means through a special performance. A gaming machine capable of displaying a predetermined pattern, which is a pattern having a predetermined configuration including a first pattern component and a second pattern component, The aforementioned performance control means is In the first timing of the display performance, a first performance is performed to make the first pattern component, which is currently displayed with the predetermined pattern, invisible, and means for changing the predetermined pattern to a specific configuration that does not include the first pattern component, In the display performance described above, at a second timing following the first timing, a second performance is performed to make the first pattern component, which is currently hidden, visible, and means are provided to return the predetermined pattern, which is in a specific configuration, to the predetermined configuration. Includes, In the second presentation described above, when changing the predetermined pattern that has been changed to the pattern of the specific configuration back to the pattern of the predetermined configuration, dynamic display can be performed using at least the first pattern configuration unit. The area in the display means for performing the dynamic display is set according to a predetermined pattern of the specific configuration. The aforementioned lottery means is configured to determine whether the result is a winning result with a specific benefit, The aforementioned performance control means is characterized in that, as the special performance, which includes the display of at least one of the image corresponding to the first pattern component and the image corresponding to the second pattern component, if the result of the win / fail lottery is a win, it performs a fuzzy performance that notifies or suggests that it is a win but does not distinguish whether or not it is a win with a specific bonus, and either terminates the fuzzy performance midway to notify or suggest that it was a win with a specific bonus and then terminates the special performance, or continues to execute the fuzzy performance without doing so and terminates the entire special performance, thereby making it possible to notify or suggest whether or not it was a win with a specific bonus.