Gaming Machines

The gaming machine uses detection means and performance execution to enhance player interaction by clearly prompting actions and enhancing engagement through visible and timed effects, addressing the lack of effective engagement mechanisms in existing machines.

JP7606485B2Active Publication Date: 2024-12-25SANKYO CO LTD
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Patent Information

Application Number
JP2022078193
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-05-11
Publication Date
2024-12-25
Estimated Expiration
2042-05-11

AI Technical Summary

Technical Problem

Existing gaming machines lack effective mechanisms to encourage player interaction and engagement through clear and timely prompts for actions at different positions.

Method used

A gaming machine with detection means at specific positions, including push buttons and decorative buttons, that execute performance effects and special states to encourage player actions, using text and visual cues to prompt actions and enhance engagement.

Benefits of technology

Enhances player interaction by clearly prompting actions and encouraging engagement through visible and timed performance effects, improving the gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine for appropriately promoting a player's operation.SOLUTION: Character information for suggesting a player's operation mode, such as depression operation, is shown in a push button. The character information for suggesting the player's operation mode is not shown in a decoration button. A promotion performance 01AKH1 can display a performance image in a mode not showing an installation position of the push button by an image display that becomes a button display BG01 and an image display that becomes a meter display MT01. A promotion performance 01AKH2 can display a performance image in a mode for showing an installation position of the decoration button by an image display of a character CH01, an image display of an arrow AR01, and an image display of character information MJ01. A particular performance executed at timing at least before execution timing of the promotion performance 01AKH2 is completed by execution timing of the promotion performance 01AKH2.SELECTED DRAWING: Figure 10-25
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Description

[Technical field]

[0001] The present invention relates to a gaming machine capable of playing a game. [Background technology]

[0002] A gaming machine has been proposed that has an effect button located near a ball supply tray, a sword component located to the right of the front frame, and a sword button located at the upper end part of the sword component, and displays a sword image that includes a button image that represents the appearance of the sword button to encourage the player to operate it (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2020-28539 A Summary of the Invention [Problem to be solved by the invention]

[0004] The gaming machine described in Patent Document 1 has room for improvement in terms of the presentation that prompts the player to take actions corresponding to the detection means provided in different positions.

[0005] The present invention has been made in consideration of the above-mentioned circumstances, and has an object to provide a gaming machine that appropriately prompts a player to perform certain actions. [Means for solving the problem]

[0006] In order to achieve the above object, the gaming machine according to the present invention is a gaming machine capable of playing a game (e.g., a pachinko gaming machine 1, etc.), and includes a detection means capable of detecting the action of a player (e.g., a push button 31B, a decorative button 31C, a push sensor 35B, 35C, etc.), a performance execution means capable of executing a performance (e.g., a CPU 120A of a performance control microprocessor 100A, etc.), a control means for controlling a game state to a normal state and a special state which is more advantageous to a player than the normal state;The detection means includes a first detection means (e.g., a push button 31B, a push sensor 35B, etc.) that is provided at a first position (e.g., near a ball supply tray, etc.) and shows character information suggesting a motion mode of a player (e.g., a decoration showing "PUSH"), and a second detection means (e.g., a decorative button 31C, a push sensor 35C, etc.) that is provided at a second position (e.g., an upper portion of a gaming machine frame 3, etc.) and does not show character information suggesting a motion mode of a player, and the performance execution means detects a motion mode of a player from among the first detection means, a first prompting effect (e.g., prompting effect 01AKH1 using pre-operation performance patterns 01AKQ1-1 and 01AKQ1-2) that prompts an action corresponding to the second detection means, a second prompting effect (e.g., prompting effect 01AKH2 using pre-operation performance patterns 01AKQ2-1 to 01AKQ2-3) that prompts an action corresponding to the second detection means, and a special effect (e.g., special effect 01AKE2 using pre-operation performance patterns 01AKQ2-1 and 01AKQ2-2) that changes the visibility of the performance image, Before the execution of the second promotion performance, a pre-stage performance suggesting that the second promotion performance will be executed can be executed; The first promotion effect includes displaying a first promotion image in a manner not indicating the first position, and the second promotion effect includes displaying a second promotion image in a manner indicating the second position, and the effect execution means terminates the special effect executed at least at a timing (e.g., timing T22, etc.) prior to the execution timing of the second promotion effect (e.g., timing T24, etc.) by the time the execution timing of the second promotion effect is reached. When the second promotion performance is executed in response to the special state, the execution of the first performance can be restricted. With this configuration, the second prompting effect can be easily recognized, and the player can be appropriately prompted to take action. [Brief description of the drawings]

[0007] [Figure 1] FIG. 2 is a front view of the pachinko game machine. [Diagram 2] FIG. 2 is a configuration diagram showing various control boards, etc. [Diagram 3] FIG. 13 is a diagram showing an example of a random number for gaming. [Figure 4] 13 is a flowchart showing a main process for game control. [Diagram 5]13 is a flowchart showing an example of a timer interrupt process for game control. [Figure 6] 13 is a flowchart showing an example of a special symbol process. [Figure 7] A diagram showing an example of the configuration of a special pattern process processing jump table. [Figure 8] 13 is a flowchart showing a main process for performance control. [Figure 9] 13 is a flowchart showing an example of a performance control process. [Figure 10-1] FIG. 1 is a front view of a pachinko game machine corresponding to characteristic part 01AK. [Figure 10-2] 1A and 1B are diagrams illustrating examples of configurations of push buttons and decorative buttons. [Figure 10-3] FIG. 2 is a diagram showing an example configuration of various circuits mounted on a performance control board. [Figure 10-4] FIG. 2 is a diagram showing an example of a screen display configuration. [Figure 10-5] FIG. 13 is a diagram showing an example of the configuration of an effect drawing command. [Figure 10-6] FIG. 13 is a diagram showing an example of the configuration of a screen display including various performance images. [Figure 10-7] FIG. 13 is a diagram showing an example of a variation pattern configuration. [Figure 10-8] FIG. 13 is a diagram showing an example of determining a fluctuation pattern. [Figure 10-9] 13 is a flowchart showing an example of a process for starting change in a performance pattern. [Figure 10-10] 13 is a flowchart showing an example of a performance determination process. [Figure 10-11] A diagram showing the timing at which operation performance can be performed. [Figure 10-12] FIG. 13 is a diagram showing an example of operation performance determination. [Figure 10-13] FIG. 13 is a diagram showing an example of post-operation performance pattern determination. [Figure 10-14] FIG. 13 is a diagram showing an example of post-operation performance execution. [Figure 10-15] FIG. 13 is a diagram showing an example of post-operation performance execution. [Figure 10-16]A figure showing an example of determining a pre-operation performance pattern. [Figure 10-17] A timing diagram corresponding to the pre-operation performance pattern. [Figure 10-18] A timing diagram corresponding to the pre-operation performance pattern. [Figure 10-19] A timing diagram corresponding to the pre-operation performance pattern. [Figure 10-20] A timing diagram corresponding to the pre-operation performance pattern. [Figure 10-21] FIG. 13 is a diagram showing an example of special effect execution. [Figure 10-22] A diagram showing an example of early performance execution. [Figure 10-23] A diagram showing an example of early performance execution. [Figure 10-24] A diagram showing an example of early performance execution. [Figure 10-25] FIG. 13 is a diagram showing an example of a promotion effect execution. [Figure 10-26] FIG. 11 is a diagram showing an example of a light emission pattern setting. [Figure 10-27] A flowchart showing an example of processing during change of the performance pattern. [Figure 10-28] FIG. 13 is a diagram showing an example of an operation presentation. [Figure 10-29] FIG. 13 is a diagram showing an example of an operation presentation. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

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

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

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

[0011] The "variable display" of the special pattern means, for example, displaying multiple types of special patterns in a variable manner. For other patterns such as performance patterns, small patterns, and normal patterns, "variable display" also means displaying multiple types of patterns in a variable manner. Performance patterns are also called decorative patterns or ornamental patterns. Variable display is also called variable display, or simply "variation." Variations include updating multiple patterns, scrolling multiple patterns, and deforming, enlarging, and reducing one or more patterns. Variations may include a mode of displaying a pattern in a flashing manner. In the variable display of special patterns and normal patterns, multiple types of special patterns or normal patterns are displayed in a variable manner. In the variable display of performance patterns, multiple types of performance patterns are scrolled or updated, or one or more performance patterns are deformed, enlarged, or reduced. In the variable display of any pattern, a predetermined pattern is stopped and displayed as a display result at the end. Stop display is also called derived display, or simply derived. The symbol that is finally stopped and displayed in a variable display is also called a final stop symbol or a confirmed symbol. The final stop symbol in a special symbol game is also called a confirmed special symbol. The display result of the variable display includes the display result of the special symbol, and is also called a variable display result. The display result of the special symbol is also called a special symbol display result. The execution time of the variable display includes the special symbol change time, which is the change time of the special symbol, and is also called a variable display time. The special symbol change time can be set to a different time corresponding to the change pattern of the special symbol, of which multiple patterns are prepared in advance.

[0012] The special pattern variably displayed on the first special pattern display device 4A is also called the "first special pattern." The special pattern variably displayed on the second special pattern display device 4B is also called the "second special pattern." A special pattern game using the first special pattern is also called the "first special pattern game." A special pattern game using the second special pattern is also called the "second special pattern game." There may be only one type of special pattern display device that variably displays special patterns.

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

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

[0015] For example, on the screen of the image display device 5, a variable display of the performance symbols can be executed in synchronization with the first special symbol game or the second special symbol game. The performance symbols are display symbols showing numbers or the like, and are multiple types of decorative identification information different from the special symbols and the normal symbols. On the screen of the image display device 5 shown in FIG. 1, the performance symbol display areas 5L, 5C, and 5R of "left", "middle", and "right" are provided, and the performance symbols are displayed in a vertical scroll display or updated display in synchronization with the first special symbol game or the second special symbol game, for example, to perform the variable display of the performance symbols. The synchronization of the variable display may be such that the timing at which the variation of the symbols starts and the timing at which the variation ends and the symbols are finally stopped and displayed are common timing for different types of symbols. The final stop symbol in the variable display of the performance symbols is also called the determined performance symbol, determined decoration symbol, or determined decoration symbol. The variable display of the performance pattern is synchronized with the first special pattern game and the second special pattern game, so the variable display time of the performance pattern is the same as the special pattern change time.

[0016] A display area capable of displaying performance images corresponding to the reserved display and the active display may be provided on the screen of the image display device 5. The reserved display is a display corresponding to a variable display that has not yet been executed and is reserved. The active display is a display corresponding to a variable display that is being executed. The reserved display and the active display are also collectively referred to as a variable display-compatible display corresponding to the variable display. A display area that performs the reserved display is also referred to as a reserved display area. A display area that performs the active display is also referred to as an active display area. The number of reserved variable displays is also referred to as the reserved memory number. The reserved memory number corresponding to the first special game is also referred to as the first reserved memory number. The reserved memory number corresponding to the second special game is also referred to as the second reserved memory number. The sum of the first reserved memory number and the second reserved memory number is also referred to as the total reserved memory number.

[0017] A first reserved indicator 25A and a second reserved indicator 25B, each of which includes a plurality of LEDs, are provided above the first special symbol display device 4A and the second special symbol display device 4B shown in FIG. 1. The first reserved indicator 25A displays the first reserved memory number by the number of lit LEDs. The second reserved indicator 25B displays the second reserved memory number by the number of lit LEDs. A regular reserved indicator 25C, each of which includes a plurality of LEDs, is provided above the regular symbol display device 20 shown in FIG. 1. The regular reserved indicator 25C displays the regular reserved memory number by the number of lit LEDs. The regular reserved memory number is the reserved memory number corresponding to the regular game.

[0018] Below the image display device 5, a winning ball device 6A and a variable winning ball device 6B are provided. The winning ball device 6A forms a first start winning opening that is always kept in a constant open state so that game balls can enter, for example, by a predetermined ball receiving member. The variable winning ball device 6B forms a second start winning opening that can be changed between a closed state and an open state by a normal electric role solenoid 81 shown in FIG. 2 as a normal electric role. The variable winning ball device 6B is provided with, for example, an electric tulip-type role having a pair of movable wings, and when the normal electric role solenoid 81 is in an off state, the movable wings are in a vertical position, so that the second start winning opening is in a closed state in which game balls cannot enter, or in a normal open state in which game balls are unlikely to enter. When the normal electric accessory solenoid 81 is on, the variable winning ball device 6B has the movable wing piece in a tilted position, so that the second start winning port is in an open state where the game ball can enter, or in an expanded open state where the game ball can easily enter the second start winning port. The open state where the game ball can enter the second start winning port, or the expanded open state where the game ball can easily enter, is also called the first variable state. The closed state where the game ball cannot enter the second start winning port, or the normal open state where the game ball cannot easily enter, is also called the second variable state. The variable winning ball device 6B is not limited to one having an electric tulip-type accessory, as long as it can be changed between the first variable state and the second variable state.

[0019] The entry of a game ball into the first start winning hole formed by the winning ball device 6A is also called the first start winning. The entry of a game ball into the second start winning hole formed by the variable winning ball device 6B is also called the second start winning. The game ball that entered the first start winning hole is detected by the first start winning hole switch 22A shown in FIG. 2. The game ball that entered the second start winning hole is detected by the second start winning hole switch 22B shown in FIG. 2. Based on the occurrence of the first start winning, a predetermined number of prize balls, for example, three balls, are paid out, and the first reserved memory number can be updated so that it is incremented by one. However, if the first reserved memory number has reached the upper limit number, the first reserved memory number is not updated even if the first start winning occurs. In response to the case where the first reserved memory number is incremented by one, the first start condition is established, and the first special symbol game in which the special symbol is variably displayed by the first special symbol display device 4A becomes executable. Based on the occurrence of the second start winning, a predetermined number of prize balls, for example, 3 balls, are paid out, and the second reserved memory count can be updated so as to increment by 1. However, if the second reserved memory count has reached the upper limit, the second reserved memory count is not updated even if the second start winning occurs. In response to the second reserved memory count being incremented by 1, the second start condition is established, and the second special symbol game in which the special symbol is variably displayed by the second special symbol display device 4B becomes executable.

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

[0021] In the game area formed by the game board 2, a first path and a second path are provided as flow paths through which game balls flow down. The first path is mainly provided in an area to the left of the image display device 5 when viewed from the front. The second path is mainly provided in an area to the right of the image display device 5 when viewed from the front. The left area of ​​the image display device 5 is also called the left game area or the left game area. The right area of ​​the image display device 5 is also called the right game area or the right game area. The left game area and the right game area may be divided, for example, by the end face of the image display device 5 in the game area or the arrangement of game nails. Firing a game ball toward the left game area to make it flow down the first path is also called a left hit. Firing a game ball toward the right game area to make it flow down the second path is also called a right hit. The first path is also called a left hit path. The second path is also called a right hit path. The first path and the second path may be configured by different paths, or may be a path having a part in common.

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

[0023] The winning ball device 6A is provided on a first path in the left game area, and game balls flowing down the first path can enter. The variable winning ball device 6B is provided on a second path in the right game area, and game balls flowing down the second path can enter. The variable winning ball device 6B may be capable of being entered by game balls flowing down the first path in the left game area. The variable winning ball device 6B may be arranged so that game balls flowing down the second path in the right game area can enter more easily than game balls flowing down the first path in the left game area.

[0024] The second path in the right game area is provided with a passing gate 41 and a special variable winning ball device 50. The passing gate 41 forms a passing area through which the game ball can pass. The game ball that passes through the passing gate 41 is detected by the gate switch 21 shown in FIG. 2. Based on the game ball passing through the passing gate 41, the normal reserved memory number can be added and updated, and the normal pattern display 20 can perform variable display of the normal pattern as a normal pattern game. The passing gate 41 can be configured as a normal pattern operation port through which the game ball can enter. In this case, the gate switch 21 can be configured as a normal pattern operation port switch that can detect the game ball that has entered the normal pattern operation port.

[0025] The special variable winning ball device 50 forms a large winning port that can be changed between a closed state and an open state by a large winning port solenoid 82 as a special electric device. A guide passage having a passage width in the front-rear direction that allows the game ball to pass is formed in the upper part of the special variable winning ball device 50. This guide path is inclined downward from the right side to the left side, and walls are provided on the front side and the back side, which are both sides of the extended passage. A role entrance that serves as the large winning port is formed in the center of the guide passage. In the special variable winning ball device 50, a movable member 52 that can move in the front-rear direction is provided as a large winning port opening and closing member at a position where the large winning port can be opened and closed. In the special variable winning ball device 50, a fixed member 53 that forms a fixed passage is provided in the part of the guide passage where the large winning port is not formed.

[0026] The movable member 52 is driven by the large prize opening solenoid 82, and can move forward and backward to open and close the role entrance which becomes the large prize opening. In the special variable prize ball device 50, the game ball that enters the inside from the large prize opening is detected by the count switch 23. Inside the special variable prize ball device 50, a V prize area 51 which is a specific area is provided as a prize area through which the game ball can pass. In addition, inside the special variable prize ball device 50, a normal area different from the V prize area 51 is provided. At the top of the V prize area 51, a plate-shaped distribution member which can switch the V prize area 51 between an open state and a closed state is provided as a V prize opening opening and closing member. The distribution member is driven by the specific area solenoid 83, and can move forward and backward to open and close the V prize area 51. When the V prize area 51 is in an open state, the game ball can pass through it, and when it is in a closed state, the game ball cannot pass through it. The gaming ball that passes through the V winning area 51 is detected by the specific area switch 24. The gaming ball that does not pass through the V winning area 51 passes through the normal area. The gaming ball that passes through the V winning area 51 and the gaming ball that does not pass through the V winning area 51 but passes through the normal area are both detected by the discharge port switch 26 and then discharged to the outside of the special variable winning ball device 50.

[0027] In addition to the above configuration, the surface of the game board 2 is provided with a windmill that changes the direction and speed of the game balls flowing down, and numerous obstacle nails. At the bottom of the game area, an outlet is provided for game balls that do not enter any of the winning holes. Speakers 8L, 8R for playing and outputting sound effects and the like are provided at the upper left and right positions of the game machine frame 3, and game effect lamps 9 for lighting up the game effects are provided around the periphery of the game area. The game effect lamps 9 are configured to include LEDs. A movable body 32 that operates according to the effects is provided at a predetermined position on the game board 2.

[0028] A ball operation handle is provided at the lower right position of the gaming machine frame 3, which is operated by a player or the like to launch gaming balls toward the playing area by the ball launching device. The ball operation handle is also called an operation knob. At a predetermined position of the gaming machine frame 3 below the playing area, a ball supply tray is provided that holds gaming balls dispensed as prize balls or game balls lent by a predetermined ball lending machine so that they can be supplied to the ball launching device. The ball supply tray is also called the upper tray. Below the upper tray, a prize ball storage tray is provided where prize balls dispensed when the upper tray is full flow down and are stored. The prize ball storage tray is also called the lower tray.

[0029] A stick controller 31A and a push button 31B are provided at a predetermined position of the gaming machine frame 3 below the gaming area. The stick controller 31A can be held by a player and tilted, and is provided with a trigger button that the player can push and pull. An operation on the stick controller 31A is detected by a controller sensor unit 35A shown in FIG. 2. The push button 31B can be pressed by a player. An operation on the push button 31B is detected by a push sensor 35B shown in FIG. 2. In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are used as detection means for detecting an action such as an operation by a player, but other detection means may be used.

[0030] (Outline of game progress) The game ball is launched toward the game area by the player rotating the ball-hitting operation handle provided on the pachinko game machine 1. When the game ball passes through the passing gate 41, the normal game is started by the normal symbol display 20. In addition, when the game ball passes through the passing gate 41 during the period when the previous normal game is being executed, the normal game based on the passage cannot be executed immediately, so the normal game based on the passage is reserved up to a predetermined upper limit number, for example, "4". In the normal game, when a specific normal symbol, such as a normal winning symbol, is stopped and displayed as a confirmed normal symbol, the display result of the normal symbol is "normal winning". In contrast, when a normal symbol other than the normal winning symbol, such as a normal losing symbol, is stopped and displayed as a confirmed normal symbol, the display result of the normal symbol is "normal losing". In the case of "normal winning", an opening control is performed to make the variable winning ball device 6B in an open state or an expanded opening state for a predetermined period. At this time, the second starting winning port is in an open state or an expanded open state.

[0031] When the game ball passes through and enters the first start winning hole formed in the winning ball device 6A, the first special game can be started by the first special pattern display device 4A. When the game ball passes through and enters the second start winning hole formed in the variable winning ball device 6B, the second special game can be started by the second special pattern display device 4B. Note that, during the period when the special pattern game is being executed or during the period when the game ball enters the start winning hole and a start winning occurs, the special pattern game based on the start winning cannot be executed immediately, so the special pattern game based on the start winning is reserved up to a predetermined upper limit number, for example, "4". In the special pattern game, when a specific special pattern such as a jackpot pattern is stopped and displayed as a confirmed special pattern, the display result of the special pattern is "jackpot". In contrast, when a predetermined special pattern, such as a small win pattern, different from a big win pattern, is stopped and displayed as the determined special pattern, the display result of the special pattern is "small win". Also, when a special pattern, such as a miss pattern, different from a big win pattern or a small win pattern, is stopped and displayed as the determined special pattern, the display result of the special pattern is "miss". Furthermore, when a special pattern, such as a time-saving pattern, different from a big win pattern, a small win pattern, or a miss pattern, is stopped and displayed as the determined special pattern, the display result of the special pattern may be "time-saving". The special pattern may not include a time-saving pattern. In other words, the display result of the special pattern may not include "time-saving".

[0032] In the special game, after the display result of the special pattern becomes "jackpot", the game is controlled to a jackpot game state as an advantageous state for the player. In the jackpot game state, the jackpot entry port formed in the special variable winning ball device 50 can be opened in a predetermined manner. The open state at this time continues until the timing of the passage of a predetermined period, such as 29 seconds or 1.8 seconds, or the timing of the number of game balls that have entered the jackpot entry port reaching a predetermined number, whichever comes first. The predetermined period during which the jackpot entry port can be controlled to be in an open state is the upper limit period during which the jackpot entry port can be opened in one round, and is also called the open upper limit period. One cycle during which the jackpot entry port is in an open state in the jackpot game state is called a round or round game. In the jackpot game state, such rounds can be repeatedly executed until a predetermined upper limit number of times is reached, such as 15 times or 2 times. In the jackpot game state, the player can obtain prize balls by entering the game ball into the jackpot entry port. Therefore, the big win gaming state is an advantageous state for the player. The more rounds there are in the big win gaming state, and the longer the upper limit open period, the more advantageous it is for the player.

[0033] When the display result of the special pattern is a "jackpot", it includes multiple jackpot types. For example, the opening mode of the jackpot entry port, such as the number of rounds and the maximum opening period, and the game state after the end of the jackpot game state, such as the normal state, the time-saving state, and the probability change state, are set to multiple different types, and a jackpot type is specified corresponding to each setting. The multiple jackpot types may include some or all of the jackpot types that can get many prize balls, the jackpot types that have few prize balls, or the jackpot types that can hardly get any prize balls, or may include jackpot types with the same amount of prize balls that can be obtained. Controlling to a jackpot game state based on the display result of the special pattern being a "jackpot" is also called a pattern jackpot, a jackpot by a special pattern, a variable display jackpot, or a direct hit jackpot.

[0034] In the special game, after the display result of the special pattern becomes "small hit", the game is controlled to a small hit game state. In the small hit game state, the large winning opening formed in the special variable winning ball device 50 can be opened in a predetermined opening state. For example, in the small hit game state, the large winning opening may be opened in the same opening state as the large winning game state in some large hit types. The large winning opening may be opened in the same opening state by having the same number of openings and opening period. Alternatively, in the small hit game state, the large winning opening may be opened in an opening state different from the large hit game state. As with the large hit type, multiple small hit types may be included even when the display result of the special pattern becomes "small hit". The large hit type and the small hit type are also collectively referred to as the hit type. The operation of opening and closing the large winning opening in the small hit game state is also called the starting operation. In the small win game state, when the special variable winning ball device 50's role entrance, which is the large winning port, is opened and the game ball passes through the V winning area 51 and is detected by the specific area switch 24, the conditions for a big win are met and control to the big win game state is possible. Control to the big win game state based on the occurrence of a V win by the game ball passing through the V winning area 51 in the small win game state is also called a big win via a small win.

[0035] After the jackpot game state ends, the game state can be controlled to a time-saving state or a probability-changing state in accordance with the jackpot type. In addition, in the special pattern game, after the display result of the special pattern becomes "time-saving", the game state is not controlled to the jackpot game state but is controlled to a time-saving state. The time-saving state is a game state in which the second special pattern game by the second special pattern display device 4B is more likely to be executed than in the normal state. A game state in which the second special pattern game is more likely to be executed than in the normal state is a game state in which the game ball is more likely to pass through and enter the second start winning hole than in the normal state. The control of whether or not the game ball is more likely to pass through the second start winning hole is also called base control. The base control in the normal state is also called normal base control or low base control. The base control in the time-saving state includes high base control. In addition to the high base control, the time-saving state may include a medium base control. The medium base control is a base control in which the game ball is more likely to pass through the second start winning hole than the low base control, but is less likely to pass through the second start winning hole than the high base control. The game state in which the medium base control is performed is also called the medium base state. The game state in which the high base control is performed is also called the high base state. The high base control is also called the high opening control.

[0036] In the normal state, the medium base state, and the high base state, the time-saving pattern can be displayed as a stop result of the display of the special pattern. However, in the medium base state and the high base state, even if the time-saving pattern is displayed as a stop result of the display of the special pattern, base control based on the time-saving pattern is not performed, and new control to transition to the medium base state or the high base state is not started. In the time-saving state, time-saving control is possible to shorten the average variable display time more than in the normal state. For this reason, the time-saving state is also called the time-saving state.

[0037] The time-saving state is a state in which the efficiency of fluctuation of special symbols, especially the second special symbol, is improved, and therefore it is included in the special states that are advantageous to players, different from the jackpot game state. When the game state is the probability-changing state, in addition to the time-saving control, the probability-changing control is possible, which makes the probability of the display result of the special symbol being a "jackpot" higher than in the normal state. As a result, the probability-changing state is also called a probability-changing state. The probability-changing state is a state in which the efficiency of fluctuation of the special symbol is improved and in which it is easy to become a "jackpot", and therefore it is included in the special states that are advantageous to players, different from the jackpot game state. The time-saving state and the probability-changing state continue until one of the predetermined end conditions, such as the execution of a predetermined number of special symbol games or the control being made to the next jackpot game state, is met first. The end condition is that the specified number of special symbol games have been executed, and this is also called the number-cutting state. The number-cutting time-cutting state is also called the number-cutting time-cutting state. The number-cutting probability-changing state is also called the number-cutting probability-changing state.

[0038] The normal game state is a game state that is not included in advantageous states such as a big win game state that is advantageous to the player, predetermined states such as a small win game state, and special states such as a time-saving state and a probability change state. The normal state is a game state in which the probability that the display result in the normal game will be a "normal win" and the probability that the display result in the special game will be a "jackpot" are controlled to be the same as the initial setting state of the pachinko game machine 1. The initial setting state of the pachinko game machine 1 is a control state after the initial setting process is performed without performing a predetermined recovery process after power is turned on, such as when a system reset is performed.

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

[0040] After the small win game state ends, there are cases where the game state is controlled to a big win game state based on the occurrence of a V win, and cases where the game state before the small win game state is not changed without the occurrence of a V win. However, when the display result of the special game becomes a "small win" and a predetermined number of special games are executed in the number cut, the control of the time-saving state and the probability change state may end and the normal state may be entered. Note that the pachinko game machine 1 may not include a small win game state as a game state. In other words, the display result of the special pattern may not include a "small win".

[0041] When a time-saving condition based on the number of executions of the variable display is established, the game state may be controlled to the time-saving state. Such a time-saving state is also called a rescue time-saving state. The time-saving condition may be a condition that can be established when, after the power is turned on to the pachinko game machine 1, after a jackpot occurs, or after the display result of the special game becomes "time-saving", control to a new jackpot game state or time-saving state is not performed even if a specific number of variable displays are executed.

[0042] (Progress of the performance, etc.) In the pachinko game machine 1, various effects can be executed in accordance with the progress of the game. These effects include effects that notify the progress of the game and effects that liven up the game. These effects include displaying various effect images on the image display device 5, outputting sound effects from the speakers 8L and 8R, turning on the game effect lamp 9, operating the movable body 32, vibrating the stick controller 31A or the push button 31B, or a combination of some or all of these, and may be executed using any effect device.

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

[0044] A reach effect can be executed in response to the variable display of the effect pattern becoming a reach state. The pachinko gaming machine 1 can execute a plurality of types of reach effects so that the rate at which the display result of the variable display becomes a "jackpot" varies when the effect state differs. The rate of a "jackpot" corresponding to the effect state is also called the jackpot reliability or jackpot expectation rate. The reach effects include, for example, a normal reach and a super reach, which has a higher jackpot reliability than a normal reach. In addition, the reach effects may include a short reach and a long reach, which has a longer execution time than a short reach, in response to the execution time of the reach effect.

[0045] When the display result of the special symbols is a "jackpot", a fixed performance symbol that is a predetermined jackpot combination is displayed as a display result of the performance symbol on the screen of the image display device 5. As an example, the same performance symbols, such as a performance symbol showing the number "7", are displayed stopped on a predetermined effective line in the performance symbol display areas 5L, 5C, and 5R of the "left", "middle", and "right". In the case of a "probability jackpot" that is controlled to a probability jackpot state after the end of the jackpot game state, odd-numbered performance symbols, such as a performance symbol showing the number "7", may be displayed stopped. In the case of a "non-probability jackpot" that is not controlled to a probability jackpot state after the end of the jackpot game state, even-numbered performance symbols, such as a performance symbol showing the number "6", may be displayed stopped. A "non-probability jackpot" is also called a "normal jackpot". In this case, the odd-numbered performance symbols are also called probability jackpot symbols. The even-numbered performance symbols are also called non-probability jackpot symbols or normal symbols. After a reach state occurs with a non-probability variable pattern, a promotion effect may be executed that ultimately results in a "probability variable jackpot."

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

[0047] When the display result of the special pattern is a "miss", the display result may be displayed as a stop without the variable display of the performance pattern being in a reach state. In this case, the fixed performance pattern of the non-reach combination is displayed as a display result of the performance pattern. The display result in which the fixed performance pattern of the non-reach combination is displayed as a stop without the reach state is also called a non-reach miss. When the display result of the special pattern is a "miss", the variable display of the performance pattern may be in a reach state, and the display result may be displayed as a stop after the reach performance is executed. In this case, the display result of the performance pattern may be displayed as a fixed performance pattern of the reach combination that is not a big win combination or a small win combination. The display result in which the fixed performance pattern of the reach combination is displayed as a stop after the reach state is reached is also called a reach miss.

[0048] The effects that the pachinko game machine 1 can execute include variable display-compatible displays such as reserved displays and active displays. In addition, for example, a preview effect that predicts the jackpot reliability can be executed during the variable display of the effect pattern. The preview effect may include a variable preview effect that predicts the jackpot reliability corresponding to the variable display being executed, and a look-ahead preview effect that predicts the jackpot reliability corresponding to the variable display before execution whose execution is on hold. The look-ahead preview effect may be capable of executing a change effect that changes the display mode of a variable display-compatible display such as reserved displays and active displays to a mode different from normal.

[0049] On the screen of the image display device 5, a pseudo consecutive performance may be executed in which the performance symbols are temporarily stopped during the variable display of the performance symbols, and then the variable display is resumed, so that one variable display appears to be multiple variable displays in a pseudo manner. The pseudo consecutive performance may be set so that the reliability of a big win is higher when the number of times the variable display is resumed after the performance symbols are temporarily stopped is large than when the number of times the number of times is small. In the variable display of the performance symbols, the pseudo consecutive performance may be executed before the reach state is reached, and may be executed after the reach state is reached. In addition, in the variable display of the performance symbols, the pseudo consecutive performance may be executed at multiple timings.

[0050] During control of the jackpot gaming state, a jackpot performance can be executed to notify the jackpot gaming state. The jackpot performance may include a performance to notify the number of rounds and a promotion performance to suggest or notify that the advantage of the jackpot gaming state will improve. During control of the small win gaming state, a small win performance can be executed to notify the small win gaming state. By executing a common performance during control of the jackpot gaming state and during control of the small win gaming state, it may be possible to make it impossible or difficult for the player to recognize whether the current gaming state is a jackpot gaming state or a small win gaming state.

[0051] In a non-play state where a special game or the like is not being executed and a game is not in progress, a demonstration effect image can be displayed on the screen of the image display device 5. A demonstration effect image is also called a demo image. Display of a demo image is also called a demo display. An effect by a demo display is also called a customer waiting demo effect.

[0052] (Board configuration) The pachinko game machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, a power supply board 17, and the like, as shown in Fig. 2. In addition, various boards are arranged on the back of the pachinko game machine 1, such as a payout control board, an information terminal board, and a firing control board.

[0053] The main board 11 is a main control board and has a function capable of controlling the progress of the game in the pachinko game machine 1. The progress of the game includes the execution of various games and transitions of game states, such as the execution of a special game accompanied by the management of reserved balls, the execution of a normal game accompanied by the management of reserved balls, a big win game state, a small win game state, a time-saving state, and a probability change state. The main board 11 includes a game control microcomputer 100, a switch circuit 110, and a solenoid circuit 111.

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

[0055] The ROM 101 of the microcomputer 100 for game control is a non-volatile storage device that stores computer programs and data used for game control. The data stored in the ROM 101 includes table data constituting tables used for variation patterns, performance control commands, and various other settings, judgments, and decisions. The RAM 102 of the microcomputer 100 for game control is a temporary storage device that provides a work area used for game control and a stack for saving data. The RAM 102 may be a backup RAM that stores the contents of a part or all of the memory area so that they can be restored within a predetermined period even if the power supply to the pachinko game machine 1 is stopped. The RAM 102 is also called RWM (Read / Write Memory). The work area of ​​the RAM 102 includes a memory area capable of storing various data used for game control, such as a counter, a timer, a buffer, and a storage area for various other codes and numerical values. The CPU 103 included in the game control microcomputer 100 can control the progress of the game in the pachinko game machine 1 by executing processes corresponding to the programs stored in the ROM 101.

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

[0057] 3 shows an example of the random numbers for game. The random numbers for game include a random number MR1-1 for determining a special symbol, a random number MR1-2 for a winning symbol, a random number MR1-3 for an initial value for a winning symbol, a random number MR2-1 for a normal winning symbol, a random number MR2-2 for an initial value for a normal winning symbol, a random number MR3-1 for a normal symbol variation pattern, a random number MR3-2 for selecting a losing performance, a random number MR3-3 for selecting a variation pattern type, and a random number MR3-4 for a variation pattern.

[0058] The random number MR1-1 for determining the special symbol is used to determine the display result of the special symbol, such as whether the display result of the special symbol is a "big win" or whether the display result of the special symbol is a "small win". The random number MR1-2 for the winning symbol is used to select a confirmed special symbol from a plurality of special symbols, such as a big win symbol when the display result of the special symbol is a "big win" or a small win symbol when the display result of the special symbol is a "small win". The random number MR1-3, which is the initial value for the winning symbol, is used to set the initial value of the random number MR1-2. The random number MR2-1 for the winning normal symbol is used to select a confirmed normal symbol from a plurality of normal symbols to be displayed when the display result is a "normal win" in the variable display of the normal symbol. The random number MR2-2, which is the initial value for the winning normal symbol, is used to set the initial value of the random number MR2-1. The random number MR3-1 for the normal symbol variation pattern is used to determine the variation pattern of the normal symbol to one of a plurality of patterns prepared in advance. The random number MR3-2 for the miss performance selection is used to select whether or not the variable display of the performance pattern will be in a reach state when the display result of the special symbol is a "miss". The random number MR3-3 for the variation pattern type selection is used to select the variation pattern type of the special symbol. The variation pattern type of the special symbol is a group in which the variation pattern of the special symbol is previously classified based on, for example, the performance state during the variable display of the performance pattern, and may be configured to include one or more variation patterns. The random number MR3-4 for the variation pattern is used to select the variation pattern of the special symbol.

[0059] When making various judgments and decisions based on random numbers, such as numerical data indicating the value of a gaming random number, the CPU 103 reads and refers to various tables from the ROM 101. Even when random numbers are not used, necessary tables may be read from the ROM 101 and referred to to make various judgments, decisions, settings, and the like.

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

[0061] The main board 11 transmits a performance control command according to the progress of the game to the performance control board 12 as part of the operation of controlling the progress of the game by the game control microcomputer 100. The performance control command is a command that specifies or notifies the progress of the game. The performance control command output from the main board 11 is relayed by the relay board 15 and supplied to the performance control board 12. The performance control command may include commands that specify various determination results in the main board 11, such as the display result of the special game, the type of winning, and the variation pattern, commands that specify the game situation, such as the start and end of the variable display, the opening status of the big winning port, the occurrence of a winning, the number of reserved memories, and the game status, and commands that specify the occurrence of an error.

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

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

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

[0065] The random number circuit 124 counts numerical data indicating various random number values ​​used when controlling the execution of various performances in an updatable manner. The random numbers used when controlling the execution of performances are also called random numbers for performance. The random numbers for performance may be updated by software such as a computer program executed by the performance control CPU 120. When making various judgments and decisions based on random number values, such as numerical data indicating the values ​​of the random numbers for performance, the performance control CPU 120 reads out and refers to various tables from the ROM 121. Even when random number values ​​are not used, the performance control CPU 120 may read out and refer to the necessary tables from the ROM 121 to make various judgments, decisions, settings, and the like.

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

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

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

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

[0070] (Main operations of main board 11) First, a description will be given of the main operations of the main board 11. When power supply to the pachinko gaming machine 1 is started, the game control microcomputer 100 is started, and the CPU 103 executes main processing for game control.

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

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

[0073] When the recovery condition is met (step S3; Yes), the backup setting process P_BACKUP_SET is executed (step S4). The backup setting process P_BACKUP_SET uses a backup command transmission table to enable transmission of performance control commands corresponding to backup from the main board 11 to the performance control board 12. The backup setting process P_BACKUP_SET also clears the process codes, timers, counters, and flags specified by the backup setting table to enable initialization.

[0074] If the recovery condition is not satisfied (step S3; No), the initialization setting process P_INIT_SET is executed (step S5). The initialization setting process P_INIT_SET enables clear data to be transferred to the game work area, which is the working area in RAM 102. This initializes the game work area in RAM 102. The initialization setting process P_INIT_SET then uses an initialization command transmission table to enable transmission of performance control commands corresponding to initialization from the main board 11 to the performance control board 12. The initialization setting process P_INIT_SET also clears buffers, timers, pointers, and counters specified by the initialization setting table to enable them to be initialized.

[0075] Then, the control start setting process P_STACON is executed (step S6). The control start setting process P_STACON may include a wait process. The wait process executes a loop process and waits until a set waiting time has elapsed, thereby ensuring that sub-boards such as the performance control board 12 can be started. The control start setting process P_STACON may also include a specific number of command transmission process or a command transmission process for chip individual number information. The specific number of command transmission process enables a performance control command that specifies the count value of a specific number counter when power is turned on to be transmitted from the main board 11 to the performance control board 12. The specific number counter is provided at a specified address in the RAM 102, and may be capable of counting the remaining number of times until the number of executions of the variable display reaches a specific number corresponding to the time-saving condition. The command transmission process for chip individual number information enables a performance control command that specifies the stored value of a chip individual number register to be transmitted from the main board 11 to the performance control board 12. The chip individual number register is included in the built-in register of the game control microcomputer 100, and may be any register capable of storing a different value assigned to each chip as the chip individual number.

[0076] The control start setting process P_STACON may include a start-up out-of-area process. The start-up out-of-area process is a process executed by reading out a program stored in a non-game program area of ​​the ROM 101 in response to start-up due to the start of power supply in the pachinko game machine 1. The start-up out-of-area process may be, for example, a performance display RWM initial value setting process. The performance display RWM initial value setting process makes it possible to set an initial value for performing an initial display by a 7-segment LED constituting the performance display monitor. The performance display monitor may be mounted on, for example, the main board 11, and may display contents related to the setting value and contents related to the base. When the pachinko game machine 1 is in a setting change state in which the settings can be changed, the setting value can be changed to one of a plurality of stages, for example, six stages, and makes it possible to set the probability that the display result of the special pattern will be a "jackpot". The base is calculated by dividing the number of prize balls paid out when a game ball passes through each winning port, such as the start winning port, the general winning port, and the large winning port, by the number of game balls launched into the game area.

[0077] After the control start setting process P_STACON in step S6, a timer interrupt counter setting is performed (step S7). In step S7, a PTC counter output value is set so that a regular timer interrupt occurs at a predetermined time interval, for example, 4 [ms (milliseconds)]. After that, the main process P_MAIN for game control enters a loop process. In this loop process, interrupt prohibition is set (step S8), an initial value determination random number update process P_TFINIT is executed (step S9), and an in-loop region outside process P_REGOUT is executed (step S10), and then interrupt permission is set (step S11), and the process returns to step S8. Then, when the interrupt permission state is in effect, the CPU 103 becomes capable of executing a timer interrupt process each time an interrupt request signal is input from the PTC to the CPU 103. This allows the CPU 103 to execute a timer interrupt process each time a predetermined time interval, for example, 4 [ms], has elapsed.

[0078] Fig. 5 is a flow chart showing an example of a timer interrupt process P_PCT for game control. In the timer interrupt process P_PCT shown in Fig. 5, a power cut process P_POWER_OFF is executed (step S51). Then, it is determined whether the misconduct monitoring flag is "0" or not (step S52). When a magnetism is detected by a magnet sensor or when a radio wave is detected by a frame radio wave sensor, the misconduct monitoring flag is set to "1" corresponding to an ON state. In other cases, the misconduct monitoring flag is set to "0" corresponding to an OFF state.

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

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

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

[0082] The special symbol process P_TPROC in step S58 includes processes related to the variable display of the special symbol and the game state, such as the management of the execution and reservation of the special symbol game, the control of the big win game state and the small win game state, and the control of the game state. The normal symbol process P_FPROC in step S59 includes processes related to the variable display of the normal symbol and the state control of the second start winning port, such as the management of the execution and reservation of the normal symbol game based on the detection signal from the gate switch 21, and the opening and closing control of the variable winning ball device 6B based on the "normal hit". The information output process P_JYOUHOU in step S60 sets the information output signal. The information output signal is a signal corresponding to information such as big win information, start information, and probability fluctuation information supplied to a hall management computer installed outside the pachinko game machine 1. The big win information indicates the number of big wins, etc. The start information indicates the number of start wins, etc. The probability fluctuation information indicates the number of times the probability variable state has been reached, etc. The prize ball processing P_PAY in step S61 includes a prize ball command output counter addition process and a prize ball control process. The prize ball command output counter addition process uses a prize ball number table to determine whether the switch is on, and when on is detected, updates the prize ball command output counter and the winning information output counter. The prize ball control process selects a process corresponding to the prize ball process code, and controls the prize balls based on the detection of the game ball so that they can be paid out. The display process P_HYOUZI in step S62 sets the display by the first reserve indicator 25A, the second reserve indicator 25B, the regular reserve indicator 25C, and various other status indicator lights.

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

[0084] When the first start winning corresponding flag is off in response to step S103 (step S103; No), or after the start port switch passing process P_TZU_ON in step S104, the second start winning corresponding flag is set (step S105). The second start winning corresponding flag is set by executing a logical operation command or the like to reflect the state of the second start port switch 22B contained in the switch-on buffer in the flag register of the CPU 103. At this time, the zero flag in the flag register being on indicates that the second start winning corresponding flag is off. In contrast, the zero flag being off indicates that the second start winning corresponding flag is on. Next, the second start port winning table is set by a transfer command for setting the table pointer (step S106). Then, it is determined whether the second start winning corresponding flag is on (step S107). When the second start winning corresponding flag is on (step S107; Yes), the start port switch passing process P_TZU_ON is executed (step S108).

[0085] The start port switch passing process P_TZU_ON in step S104 uses the first start port winning table set in step S102 to update the first reserved memory number and the total reserved memory number by adding 1 when the first reserved memory number is less than the upper limit number, extracts the random number MR1-1 for special pattern determination, the random number MR3-2 for miss performance selection, the random number MR3-3 for variation pattern type selection, and the random number MR3-4 for variation pattern, stores them in the respective random number buffers, and then transfers them to the first special pattern reserved buffer. Also, the first reserved memory information designation command transmission table is used to enable the first reserved memory information designation command, which designates the first reserved memory number, to be transmitted from the main board 11 to the performance control board 12. Then, a value indicating "1" as the start port winning designation value is stored in the start port winning buffer.

[0086] The start port switch passing process P_TZU_ON in step S108 uses the second start port winning table set in step S106 to update the second reserved memory number and the total reserved memory number by adding 1 when the second reserved memory number is less than the upper limit number, extracts the random number MR1-1 for special pattern determination, the random number MR3-2 for miss performance selection, the random number MR3-3 for variation pattern type selection, and the random number MR3-4 for variation pattern, stores them in the respective random number buffers, and then transfers them to the second special pattern reserved buffer. Also, the second reserved memory information designation command transmission table is used to enable the second reserved memory information designation command, which designates the second reserved memory number, to be transmitted from the main board 11 to the performance control board 12. Then, a value indicating "2" as the start port winning designation value is stored in the start port winning buffer.

[0087] A common start port switch passing process P_TZU_ON can be executed in steps S104 and S108. Meanwhile, the start port switch passing process P_TZU_ON in step S104 uses the first start port winning table set in step S102, whereas the start port switch passing process P_TZU_ON in step S108 uses the second start port winning table set in step S106. In this way, the common start port switch passing process P_TZU_ON is executed using different start port winning tables. Therefore, different data settings and controls are possible by the common process when the game ball enters the first start port and when the game ball enters the second start port. The start port switch passing process P_TZU_ON may include a winning performance process using the extracted game random number.

[0088] When the second start winning corresponding flag is off in response to step S107 (step S107; No), or after the start port switch passing process P_TZU_ON in step S108, a special symbol process processing jump table is set by a transfer command that sets a pointer (step S109). The special symbol process processing jump table is an address management table that selects and makes executable a process corresponding to the read value of the special symbol process code. The special symbol process code can be updated and set to any of 00[H] to 0B[H] in response to the progress of game control in the pachinko game machine 1, and is also called a special symbol process code. Here, [H] indicates a hexadecimal number. Note that [B] may also indicate a binary number.

[0089] Following step S109, a transfer command for reading out stored data loads the special symbol process code (step S110). Next, a 2-byte data selection process P_ABXEXEC is executed (step S111) to obtain the address of the process selected corresponding to the special symbol process code. The address obtained at this time is set in a pointer. After this, a subroutine call command executes the process pointed to by the pointer (step S112), making it possible to execute the process selected corresponding to the special symbol process code. When the process selected in this way ends and a return command is issued to return to the special symbol process P_TPROC, the special symbol process P_TPROC also ends, and a return command is issued to return to the timer interrupt process P_PCT for game control.

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

[0091] The special symbol normal processing P_TNORMAL makes it possible to determine whether or not to start a special symbol game based on the presence or absence of stored reserved information, to determine the special symbol display result using the random number MR1-1 for special symbol determination, to determine the fixed special symbol to be displayed in the variable display of the special symbol, and to determine the variable pattern of the special symbol. The special symbol display result includes "big hit", "small hit", "miss", etc., and when it is determined to be a "big hit", it is determined to control to a big hit game state as an advantageous state advantageous to the player. Also, when the display result of the special symbol is a "big hit", it is determined which of the multiple types of big hit game states with different degrees of advantage for the player to control to, corresponding to the big hit symbol that is the fixed special symbol. Therefore, the CPU 103 can determine whether to control the state to an advantageous state that is advantageous to the player by executing the special symbol normal process P_TNORMAL, and can determine which of a plurality of types of advantageous states having different degrees of advantage to the player to control to. Furthermore, the CPU 103 can determine which of a plurality of types of variation patterns to control to by executing the special symbol normal process P_TNORMAL.

[0092] The special symbol change process P_TSTART measures the time that has elapsed since the special symbol started to change in the first special symbol display device 4A or the second special symbol display device 4B, and enables a determination as to whether or not the special symbol change time corresponding to the change pattern has elapsed. The special symbol stop process P_TSTOP measures the time that has elapsed since the special symbol stopped changing in the first special symbol display device 4A or the second special symbol display device 4B, and enables a determination as to whether or not the symbol stop time has elapsed. The symbol stop time may be set as the time for stopping the display of the special symbol when it is determined in the special symbol change process P_TSTART that the special symbol change time has elapsed. When the symbol stop time has elapsed, the special symbol process code is updated and various settings are made according to the special symbol display result. For example, if the special chart display result is a "big hit", the special pattern process code can be updated to 08 [H], if the special chart display result is a "small hit", the special pattern process code can be updated to 03 [H], and if the special chart display result is a "miss", the special pattern process code can be updated to 00 [H].

[0093] The small win opening pre-processing P_TLFAN, the small win opening mid-processing P_TLOPEN, the small win opening post-processing P_TLCLSF, the small win discharge ball waiting process P_TLOUT, and the small win end process P_TLEND are processes for controlling the progress of the game in the small win game state. The large prize opening pre-processing P_TINT, the large prize opening mid-processing P_TOPEN, the large prize opening post-processing P_TCLSF, and the big win end process P_TEND are processes for controlling the progress of the game in the big win game state.

[0094] (Main operations of the performance control board 12) Next, there will be explained the main operations of the performance control board 12. In the performance control board 12, when a power supply voltage is supplied from the power supply board 17 or the like, the performance control CPU 120 starts up and executes the performance control main process.

[0095] FIG. 8 is a flow chart showing the main processing S_MAIN for performance control executed by the performance control CPU 120 in the performance control board 12. When the main processing S_MAIN for performance control shown in FIG. 8 is started, the performance control CPU 120 executes the performance control initialization processing S_INIT (step S71). The performance control initialization processing S_INIT includes clearing the RAM 122, setting various initial values, and register settings for the timer circuit mounted on the performance control board 12. Then, the initial operation control processing S_SYOKI is executed (step S72). The initial operation control processing S_SYOKI makes it possible to control the initial operation of the movable body 32, such as control to drive the movable body 32 to return it to its initial position and control to perform a predetermined operation check. Then, it is determined whether or not the timer interrupt flag is on (step S73). The timer interrupt flag is set to the on state every time a predetermined time, for example, 2 [ms (milliseconds)], has elapsed based on the register setting for the timer circuit. Since the timer interrupt flag is off (step S73; No), step S73 is repeated and the process waits.

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

[0097] The command analysis process S_COMMAND in step S75 enables the reading of the performance control command stored in the performance control command receiving buffer and the setting and control corresponding to the read performance control command. By executing the command analysis process S_COMMAND, the performance control CPU 120 can update the storage data indicating the state of the flag, the storage data of the register, and any other storage data in the working area of ​​the RAM 122 in response to the performance control command transmitted from the main board 11. The performance control process S_CPROC in step S76 enables the execution of performances using various performance devices including, for example, the display of a performance image on the screen of the image display device 5, the sound output from the speakers 8L and 8R, the lighting or extinguishing of the decorative light-emitting body such as the game effect lamp 9 and the decorative LED, and the drive control of the movable body 32. The control contents of the performances using various performance devices may be judged, determined, set, etc. based on the performance control command transmitted from the main board 11 and the execution result of the processing by the performance control CPU 120. The performance random number update process S_RANDOM in step S77 enables at least a portion of the performance random numbers used on the performance control board 12 side to be updated by executing a program as software.

[0098] Fig. 9(A) is a flow chart showing an example of processing that can be executed in step S76 shown in Fig. 8 as the performance control process processing S_CPROC. The performance control CPU 120 executes the look-ahead performance setting processing S_SAKI_SET in the performance control process processing (step S151). The look-ahead performance setting processing S_SAKI_SET enables judgment, decision, setting, etc. regarding the execution of a look-ahead preview performance based on the performance control command at the time of the start winning transmitted from the main board 11, for example. In addition, the look-ahead performance setting processing S_SAKI_SET enables the pending display to be updated based on the number of pending memories specified from the performance control command.

[0099] After the pre-reading effect setting process S_SAKI_SET in step S151, a effect control process jump table is set by a transfer command that sets a pointer (step S152). The effect control process jump table is an address management table that selects and makes executable a process corresponding to the read value of the effect control process code. The effect control process code can be updated and set to any of 00[H] to 0A[H] in accordance with the progress of the effect control in the pachinko game machine 1, and is also called the effect process code. The effect control process code is loaded by a transfer command for reading out stored data (step S153). In accordance with the effect control process code thus obtained, the address of the process to be selected is set in the effect control pointer (step S154). Therefore, by executing the process pointed to by the effect control pointer (step S115), the process selected in accordance with the effect control process code becomes executable.

[0100] 9B shows an example of the configuration TT02 of the performance control process jump table used in the performance control process S_CPROC. The performance control process jump table includes table data that can set the address of the process selected in response to the performance control process code in a register used as a performance control pointer. The presentation control process jump table of the configuration example TT02 includes table data that can set, in the presentation control pointer, address values ​​corresponding to the following: waiting for a change pattern command when the presentation control process code is 00[H]; starting a change in presentation pattern when the presentation control process code is 01[H]; processing during a change in presentation pattern when the presentation control process code is 02[H]; stopping a change in presentation pattern when the presentation control process code is 03[H]; displaying a small win when the presentation control process code is 04[H]; processing during a small win opening when the presentation control process code is 05[H]; ending presentation processing after the small win when the presentation control process code is 06[H]; displaying a big win when the presentation control process code is 07[H]; processing during a round when the presentation control process code is 08[H]; post-round processing when the presentation control process code is 09[H]; and ending presentation processing after the big win when the presentation control process code is 0A[H].

[0101] The waiting for receiving a variation pattern command process makes it possible to determine whether or not a variation pattern designation command transmitted from the game control microcomputer 100 of the main board 11 has been received. When it is determined that a variation pattern designation command has been received, the performance control process code is updated to 01 [H] corresponding to the performance pattern variation start process, and when it is determined that a variation pattern designation command has not been received, the demo display can be controlled. The performance pattern variation start process makes it possible to start a variation-time performance corresponding to a special game. For example, in response to a variation pattern command transmitted from the main board 11, it makes it possible to select a performance pattern used to control the variation-time performance and to start updating a performance process timer that measures the performance execution time. The performance pattern variation process makes it possible to control the switching timing of each performance element that constitutes the performance pattern, and makes it possible to determine whether or not the performance execution time has elapsed based on the measured value of the performance process timer. When it is determined that the performance execution time has elapsed, the performance control process code is updated to 03 [H] corresponding to the performance pattern variation stop process. The performance pattern change stop process enables the end control of the performance during change and the display control of the performance result corresponding to the determined special pattern based on the establishment of the end condition of the performance during change, such as the lapse of the performance execution time or the reception of a performance pattern determination command. At this time, the performance control process code is updated and various settings are made according to the display result of the variable display. For example, when the display result of the variable display is "big hit", the performance control process code can be updated to 07 [H], when the display result of the variable display is "small hit", the performance control process code can be updated to 04 [H], and when the display result of the variable display is "miss", the performance control process code can be updated to 00 [H].

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

[0103] (Variations of basic explanations, etc.) The pachinko gaming machine 1 is not limited to the configuration, functions, processing, and operation in the basic description and other descriptions, and various modifications and applications are possible. For example, the pachinko gaming machine 1 does not need to have all the technical features shown in the embodiment, and may have a part of the configuration described in the embodiment so as to solve at least one problem in the prior art. When a subordinate concept is described in the embodiment, an invention of a superordinate concept using a homologous or similar matter, or an invention of a superordinate concept using a common property, is included as the present invention, and may have a part of the structure or characteristics described in the embodiment so as to solve at least one problem in the prior art.

[0104] The pachinko game machine 1 may be a payout type game machine that pays out a predetermined number of game media as a prize when a prize is won, or it may be an enclosed type game machine that encloses game media and awards points when a prize is won.

[0105] The display during the variable display of the special symbol may be only one type of symbol, such as a symbol indicating "-", and the variable display may be such that this symbol is repeatedly displayed and turned off. One type of symbol may be displayed during the variable display, and this symbol may not be displayed when the variable display is stopped. For example, the display result may be a non-display state in which the symbol indicating "-" is not displayed and no special symbol is displayed.

[0106] The pachinko game machine 1 may be configured to change the winning probability of a jackpot and the ball payout rate in response to a plurality of set values. For example, in the special symbol normal processing of the special symbol process processing, the winning probability of a jackpot and the ball payout rate may be changed by using a different jackpot determination value for each set value. As a specific example, the set value is made up of six stages from 1 to 6, with 6 being the highest winning probability of a jackpot, and the winning probability of a jackpot decreasing in the order of 6, 5, 4, 3, 2, and 1. In this case, if 6 is set as the set value, the player has the highest advantage, and the advantage decreases stepwise in the order of 6, 5, 4, 3, 2, and 1. If the winning probability of a jackpot changes according to the set value, the ball payout rate may also change according to the set value. The winning probability of a jackpot is constant regardless of the set value, whereas the number of rounds in a jackpot game state may change according to the set value. The pachinko game machine 1 may be configured to be able to set one of a plurality of setting values ​​with different degrees of advantage for the player. The setting value set in the pachinko game machine 1 may be notified by transmitting a setting value designation command from the main board 11 to the performance control board 12. During execution of the variable display, a setting suggestion performance that suggests the setting value in the pachinko game machine 1 at a predetermined rate may be executed. The suggestion regarding the setting value of the pachinko game machine 1 is not limited to the suggestion of the setting value in the pachinko game machine 1, and may be, for example, the suggestion of whether the setting value in the pachinko game machine 1 has been changed. The setting suggestion performance may suggest the probability of a jackpot by any performance, and may also be able to suggest the setting value of the pachinko game machine 1.

[0107] Instead of a part or all of the suggestions regarding the control of the jackpot gaming state, or together with a part or all of the suggestions regarding the control of the jackpot gaming state, a suggestion regarding the control of a state that is advantageous to the player other than the jackpot gaming state may be given. For example, a suggestion regarding a probability variable state that is controlled after the end of the jackpot gaming state may be given. In addition, a suggestion may be given regarding a state in which any game value that is advantageous to the player is given as an advantageous state, depending on whether it is controlled or not.

[0108] The invention relating to the gaming machine is not limited to the pachinko gaming machine 1, and can also be applied to a slot machine as appropriate. The slot machine can execute a game in which medals are inserted, a predetermined bet amount is set, a plurality of types of symbols are rotated in response to the operation of a control lever by the player, and when the symbols are stopped in response to the operation of a stop button by the player, a predetermined number of medals are paid out to the player if a combination of stopped symbols is a specific combination. In a slot machine, an advantageous state that is advantageous to a player may include one or more of so-called bonuses, such as a big bonus, a regular bonus, RT, AT, ART, and CZ.

[0109] The programs and data for implementing various controls, including the progress of the game and the execution of the performance, may be distributed and provided to a computer device included in a gaming machine such as the pachinko gaming machine 1 by a removable recording medium, or may be distributed and provided by being installed in advance in a storage device of the computer device. Also, the device may be provided with a communication processing unit that can be connected to an external device on a network via a communication line, and the programs and data may be distributed and provided by downloading them from the external device. The execution form of the game and performance may be executable by mounting a removable recording medium, or may be executable by temporarily storing the programs and data downloaded via a communication line in an internal memory, or may be executable directly using the hardware resources of an external device on a network connected via a communication line, or may be executable by exchanging data with another computer device via a network.

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

[0111] (Explanation of feature part 01AK) FIG. 10-1 is a front view of a pachinko game machine 1 corresponding to the characteristic part 01AK. The pachinko game machine 1 corresponding to the characteristic part 01AK includes a push button 31B included in the first detection means and a decorative button 31C included in the second detection means. The push button 31B is provided at a first position, for example, near the upper tray at the bottom of the game machine frame 3. The decorative button 31C is provided at a second position different from the first position, for example, at the top of the game machine frame 3. The movable body 32 is a performance movable member provided near a predetermined edge of the display screen of the image display device 5. The movable body 32 shown in FIG. 10-1 may be housed inside a decorative member that decorates the display screen near the lower side that is the lower edge of the display screen of the image display device 5. The movable body 32 is configured to be movable between a retracted position, which is a first position, and an advanced position, which is a second position. For example, the movable body 32 can perform an action of moving upward from the retracted position, stopping once at an advanced position overlapping the front side of the display screen of the image display device 5, and then returning to the retracted position again. The movable body 32 is not limited to being movable only between the retracted position and the advanced position, and may be movable to another position, which is a third position.

[0112] FIG. 10-2(A) shows an example of the configuration of the push button 31B. The push button 31B is shown with character information 31BW that suggests the player's action, such as a pressing operation. The push button 31B shown in FIG. 10-2(A) has character information 31BW, such as "PUSH", written on the upper surface, which is the operation receiving surface, by decoration or the like, that suggests a pressing operation. The character information 31BW may include characters that allow the player to recognize the operation mode, and other characters, figures, symbols, etc. The player's action, such as a pressing operation on the push button 31B, can be detected by the push sensor 35B. The push sensor 35B is configured using an electronic circuit including, for example, a photosensor, and may be capable of detecting a pressing operation on the push button 31B.

[0113] The push button 31B can be provided at a first position, for example, near the upper tray at the bottom of the gaming machine frame 3, and can constitute a first detection means that displays text information suggesting the player's behavior. The push sensor 35B is included in the detection means that can detect the player's behavior, such as the player pressing the push button 31B.

[0114] FIG. 10-2(B) shows a configuration example of the decorated button 31C. The decorated button 31C does not show text information suggesting the player's action, such as a pressing operation. The decorated button 31C shown in FIG. 10-2(B) has a configuration with a specific decoration by shape, pattern, color, gloss, texture, or a combination of some or all of these, but does not show text information such as "PUSH" suggesting a pressing operation. The player's action, such as a pressing operation on the decorated button 31C, can be detected by the push sensor 35C. The push sensor 35C is configured using an electronic circuit similar to that of the push sensor 35B, and it is sufficient that the push sensor 35C can detect a pressing operation on the decorated button 31C.

[0115] The decorative button 31C can be provided at a second position, such as the upper part of the gaming machine frame 3, and can constitute a second detection means that does not display text information suggesting the player's action. The push sensor 35C is included in the detection means that can detect the player's action, such as the player pressing the decorative button 31C.

[0116] The pressing operation of the push button 31B or the decorative button 31C may be a single operation by pressing once in a short period of time, a long pressing operation by pressing once in a long period of time, or a continuous operation by pressing multiple times. The player's actions that can be detected by the detection means are not limited to pressing operations of the push button 31B or the decorative button 31C, but may be any action that can be detected mechanically, electrically, or electromagnetically, including pressing operations, contact operations, push-pull operations, insert operations, pull-out operations, and any other actions by the player that are different from the operation. The detection means may include, for example, a jog dial that can be rotated, or may be configured using any sensor such as a touch sensor, an infrared sensor, an ultrasonic sensor, a CCD sensor, or a CMOS sensor, or may be configured to be able to detect the action using an image captured by a camera.

[0117] FIG. 10-3 shows an example of the configuration of various circuits mounted on the performance control board 12 with respect to the characteristic part 01AK. In the example of the configuration shown in FIG. 10-3, a performance control microprocessor 100A is mounted on the performance control board 12. The performance control microprocessor 100A can control the execution of performances using some or all of a plurality of performance devices such as the image display device 5, speakers 8L and 8R, the game effect lamp 9 and other decorative LEDs, and the performance movable members such as the movable body 32 by performing data processing and signal processing based on the performance control command received from the main board 11.

[0118] The performance control microprocessor 100A may be a performance control microcomputer in which built-in electronic circuits are integrated. The performance control microprocessor 100A is an integrated processor in which circuits capable of controlling the execution of performances are integrated on one chip, and is also called a performance processor. The performance control microprocessor 100A includes a CPU 120A, an internal ROM 121A, an internal RAM 122A, a VDP 123A, an audio processing circuit 131, a lamp control circuit 132, and a motor control circuit 133. While the performance control microprocessor 100A includes the CPU 120A, the internal ROM 121A, the internal RAM 122A, and the VDP 123A, some or all of the audio processing circuit 131, the lamp control circuit 132, and the motor control circuit 133 may be provided outside the performance control microprocessor 100A.

[0119] The CPU 120A corresponds to the performance control CPU 120 in the basic explanation, and can execute processing according to a computer program read from the internal ROM 121A or the like. The internal ROM 121A is included in the ROM 121 in the basic explanation, and can store, in a fixed manner, the basic program of the processing executed by the CPU 120A, such as firmware, and system setting data specific to the performance control microprocessor 100A. The internal RAM 122A is included in the RAM 122 in the basic explanation, and can provide a temporary storage area that serves as a work area for the CPU 120A. The VDP 123A is included in the display control unit 123 in the basic explanation, and can execute data processing related to image display in the image display device 5, etc.

[0120] The VDP 123A determines the control contents of the image display in the image display device 5 based on the display list and register settings from the CPU 120A. For example, the VDP 123A performs control for executing variable display of performance patterns and various performance displays by determining the switching timing of the performance image to be displayed on the screen of the image display device 5. The VDP 123A is an image processor having image data processing functions such as a high-speed drawing function, a moving image data separation function, and a video decoding function. The VDP 123A may be a microprocessor for image processing, such as a GPU (Graphics Processing Unit), a GCL (Graphics Controller LSI), or more generally a DSP (Digital Signal Processor). The VDP 123A includes an instruction decoder 141, a demultiplexer 142, a video decoder 143, a moving image renderer 144, a character image renderer 145, a text image renderer 146, a VRAM 147, and a display drive circuit 148.

[0121] The command decoder 141 decodes the command portion (command code) included in the display control command from the CPU 120A, and instructs image processing and the like according to the decoded result. For example, a group of display control commands included in the decoded result is supplied to the internal circuit of the VDP 123A. The command decoder 141 may generate a control signal according to the decoded result and supply it to the internal circuit of the VDP 123A. A group of audio control commands included in the decoded result may be supplied to the audio processing circuit 131. A group of lamp control commands included in the decoded result may be supplied to the lamp control circuit 132. A group of motor control commands included in the decoded result may be supplied to the motor control circuit 133.

[0122] The demultiplexer 142 receives input of moving image data read from the performance data memory 163 or the like, and separates it into video data and audio data and outputs it. The video data output from the demultiplexer 142 is input to the video decoder 143. The audio data output from the demultiplexer 142 is input to the audio decoder 151 of the audio processing circuit 131. The video decoder 143 decompresses and decodes the compressed and encoded video data and outputs it. The video data output from the video decoder 143 is supplied to the moving image renderer 144. The video decoder 143 may read compressed and encoded character image data or text image data from the performance data memory 163 or the like, decompress and decode the data, and then supply it to the character image renderer 145 or the text image renderer 146.

[0123] The video image renderer 144 writes and stores the video data supplied from the video decoder 143 in a predetermined area of ​​the VRAM 147. The video image renderer 144 may execute image processing capable of adjusting the hue, saturation, brightness, or a part or all of these of the video shown in the video data, and temporarily stores the adjusted video data in the VRAM 147. The character image renderer 145 receives character image data read from the performance data memory 163 or the character image data supplied from the video decoder 143, and writes and stores the data in a predetermined area of ​​the VRAM 147. The character image renderer 145 may convert the character image data in vector format into a bitmap format and temporarily store the data in the VRAM 147. The character image renderer 145 may execute image conversion processing or the like for displaying the character image designated by the character image designation information in a display mode including the display style and display layout set by the character display setting information. Text image renderer 146 receives text image data read from performance data memory 163 or the like and text image data supplied from video decoder 143, and writes and stores the data in a predetermined area of ​​VRAM 147. Text image renderer 146 may convert vector-format text image data into bitmap format and temporarily store the data in VRAM 147. Text image renderer 146 may execute image conversion processing or the like for displaying a text image specified by text image specification information in a display mode including a display style and display layout set by text display setting information.

[0124] The VRAM 147 temporarily stores image data and provides a work area for image data processing by the VDP 123A. The VRAM 147 may provide areas such as a palette area where palette data is arranged, a character buffer where character image data is stored, a text buffer where text image data is stored, and a CG buffer. The CG buffer is used to temporarily store palette data in which display colors of characters and text are defined when the drawing process is performed by the VDP 123A, and to temporarily store display data of a performance image created by the drawing process. The display drive circuit 148 is a circuit for outputting signals for displaying various images on the screen of the image display device 5. The display drive circuit 148 may output a predetermined clock signal (dot clock signal) and a scanning signal (drive control signal) to the image display device 5 together with a color signal (grayscale control signal) corresponding to the display data created by the VDP 123A.

[0125] A frame buffer may be provided inside the VRAM 147 or in a memory module separate from the VRAM 147, such as the internal RAM 122A. The frame buffer provides a virtual display area in which display data of a performance image created by the drawing process by the VDP 123A is developed and stored. The display data stored in the frame buffer may be image data (pixel data, raster data) in a bitmap format created by the VDP 123A based on image data in a vector format such as points, lines, and polygons. The frame buffer may include, for example, an actual display area that stores display data of various images displayed on the screen of the image display device 5, and a virtual display area that stores display data of various images not displayed on the screen of the image display device 5. Alternatively, display data for performing a screen display of the same size as the display screen of the image display device 5 may be created in the virtual display area of ​​the frame buffer, and the display data of the virtual display area may be supplied to the display drive circuit 148, so as to be output to the image display device 5.

[0126] For example, an image display area and an image drawing area are assigned to the storage area of ​​the frame buffer. The image display area stores display data for displaying a performance image on the screen of the image display device 5. The image drawing area stores display data for each performance image created by the drawing process. The image display area and the image drawing area may be switched to each other every time a V blank occurs. The V blank occurs in a period for updating an image displayed on the screen of the image display device 5. Every time a V blank starts, a V blank interrupt signal may be output from the VDP 123A to the CPU 120A, and various interrupt signals may be output from the VDP 123A to the CPU 120A. By switching between the image display area and the image drawing area every time a V blank occurs, a drawing process for creating display data for each performance image is performed in the storage area assigned as the image drawing area in a certain V blank period (first drawing display period), and in the next V blank period (second drawing display period), this storage area is switched to the image display area. Therefore, the display data created by the drawing process in the first drawing display period is output to the image display device 5 in the second drawing display period, and the display data created by the drawing process is stored in the memory area assigned to the image drawing area in the second drawing display period.

[0127] The audio processing circuit 131 generates an audio signal that enables audio output using the speakers 8L and 8R based on an instruction or register setting from the CPU 120A or the VDP 123A. The audio processing circuit 131 includes an audio decoder 151. The audio data output from the demultiplexer 142 of the VDP 123A is supplied to the audio decoder 151 of the audio processing circuit 131. The audio decoder 151 expands and decodes the compressed and encoded audio data to generate an audio signal. The audio processing circuit 131 may also include an audio data memory that can store audio data that is not included in the moving image data in advance. The audio data memory may be provided outside the audio processing circuit 131 by being included in, for example, the performance data memory 163, the internal ROM 121A, or the external ROM 121B. The audio processing circuit 131 may generate an audio signal by expanding and decoding the audio data read from the audio data memory based on an instruction or register setting from the CPU 120A or the VDP 123A.

[0128] The lamp control circuit 132 controls the lighting modes of light-emitting members such as the game effect lamp 9 and the decorative LED, such as lighting, extinguishing, and blinking. The lighting modes are also called light emission modes. The lamp control circuit 132 may be capable of decompressing and decoding the lamp drive data in response to commands and register settings from the CPU 120A and the VDP 123A, and outputting the data to the lamp control board 14 or the lamp driver board. The lamp control circuit 132 may also be capable of directly controlling the light emission modes of various light-emitting members using the decompressed and decoded lamp drive data. For example, the lamp control circuit 132 is included in a light emission control means that controls the light emission modes of the light-emitting unit AKL1 of the push button LED, the light-emitting unit AKL2 of the decorative button LED, and the light-emitting unit AKL3 of the frame LED. The push button LED is built into the push button 31B, and enables the surface of the push button 31B to emit light in a predetermined light emission color. The decorative button LED is built into the decorative button 31C, and enables the surface of the decorative button 31C to emit light in a predetermined light emission color. The frame LED is built into a predetermined position of the game machine frame 3, and enables the surface of the game machine frame 3 to emit light in a predetermined color. The lamp control circuit 132 only needs to be able to control the emission of different emission timings and emission colors, etc., by the emission pattern corresponding to the light-emitting units AKL1 to AKL3.

[0129] The motor control circuit 133 controls the operating state of the movable body motor 32A, such as rotation, stop, rotation speed, and rotation angle (phase). The movable body motor 32A may be connected to the movable body 32 via a predetermined link mechanism. The movable body motor 32A transmits power to the movable body 32, thereby enabling the movable body 32 to move between a retracted position, which is a first position, and an advanced position, which is a second position. The motor control circuit 133 may generate motor control data in response to commands and register settings from the CPU 120A and the VDP 123A, and may control the movable body motor 32A. The motor control circuit 133 is included in a movable body control means capable of controlling the movable body 32 by the movable body motor 32A.

[0130] The external ROM 121B, together with the internal ROM 121A, can store computer programs and fixed data for performance control. The external RAM 122B, together with the internal RAM 122A, can provide a work area for the CPU 120A of the performance control microprocessor 100A. The external ROM 121B may store various table data used to control performance operations in addition to the performance control program. For example, the external ROM 121B can store table data, pattern data, and the like. The table data stored in the external ROM 121B constitutes a plurality of judgment tables and decision tables prepared for the CPU 120A of the performance control microprocessor 100A to perform various judgments, decisions, and settings. The pattern data stored in the external ROM 121B constitutes various performance control patterns.

[0131] The performance control pattern is composed of process data including performance control execution data and end codes associated with the performance control process timer judgment value, for example. The performance control execution data may include display control data, audio control data, lamp control data, motor control data, operation detection control data, or a combination of some or all of these. Some or all of the performance control pattern and performance control execution data may be configured as a display list. The display list is data of a group of instructions that describes a series of transfer instructions to be executed by the VDP123A in accordance with the order of image processing, etc. The display list may include a mixture of instructions for display control, instructions for audio control, instructions for lamp control, and instructions for motor control. It is sufficient if the progress of the performance can be controlled using such a display list to control the electrical components for performance in a coordinated manner.

[0132] The input circuit 161 allows various signals to be input from outside the performance control board 12. The input circuit 161 may include, for example, a buffer circuit. The buffer circuit of the input circuit 161 is used to receive performance control commands transmitted from the main board 11 via the relay board 15. The memory controller 162 enables storage control by reading and writing data stored in the performance data memory 163 in response to a request signal supplied from the performance control microprocessor 100A. The performance data memory 163 prestores performance data that can be used to execute a performance using the performance device, such as various image data showing a display image on the image display device 5. The watchdog timer 164 forcibly resets the CPU 120A when the execution of a program by the CPU 120A goes out of control, making it possible to restart the performance control microprocessor 100A.

[0133] The image data stored in the performance data memory 163 may include moving image data and still image data. As the still image data, for example, sprite image data that is a plurality of types of image element data corresponding to a plurality of types of performance images, such as a plurality of types of performance patterns variably displayed on the screen of the image display device 5, may be prepared. These sprite image data can be used as character image data. The performance image corresponding to the performance pattern may be included in the character image. In addition, any character image displayed on the screen of the image display device 5, specifically, performance images showing people, figures, symbols, etc., and image data of background images may be stored in advance in the performance data memory 163. As the still image data, for example, text image data that enables characters to be displayed on the screen of the image display device 5 may be prepared. The still image data may include planar still image data capable of generating a still image corresponding to a two-dimensional plane, and stereoscopic image data capable of generating a stereoscopic image that is a still image corresponding to a virtual three-dimensional space.

[0134] In addition to image data, the performance data memory 163 may be capable of storing a part or all of the sound data used for sound output by the speakers 8L and 8R. The performance data memory 163 may be capable of storing a part or all of the lamp drive data used for driving the light-emitting members such as the game effect lamp 9 and the decorative LED. The performance data memory 163 may be capable of storing a part or all of the motor drive data used for driving the movable body motor 32A that operates the movable body 32. The performance data memory 163 may be configured to include a non-volatile semiconductor memory that can be electrically erased, written, or rewritten, such as a NAND type flash memory. However, even if it is a non-volatile semiconductor memory, it is used as a read-only storage device when it is in a normal use state in which the progress of the performance in the pachinko game machine 1 is controlled.

[0135] FIG. 10-4 shows a configuration example 01AKP0 of the screen display in the image display device 5 with respect to the characteristic part 01AK. In the configuration example 01AKP0, the display screen of the image display device 5 includes a small symbol display area 01AKC1 and a variable related display area 01AKC2 as an interface display area capable of displaying special information related to the progress of the game. The variable related display area 01AKC2 includes an active display area 01AKA1, a first reserved display area 01AKB1, and a second reserved display area 01AKB2.

[0136] The small symbol display area 01AKC1 is a display area in which a variable display can be performed using a small symbol, which is a reduced display form of a special symbol or a performance symbol. The active display area 01AKA1 of the variable related display area 01AKC2 can perform an active display by displaying an image corresponding to the variable display being performed. The first reserved display area 01AKB1 of the variable related display area 01AKC2 can perform a reserved display by displaying an image corresponding to a variable display that has not yet started, corresponding to the first reserved memory number. The second reserved display area 01AKB2 of the variable related display area 01AKC2 can perform a reserved display by displaying an image corresponding to a variable display that has not yet started, corresponding to the second reserved memory number. In the active display area 01AKA1, the first reserved display area 01AKB1, and the second reserved display area 01AKB2, active display and reserved display that become specific displays based on information related to the variable display are possible. The hold display in the first hold display area 01AKB1 is also referred to as the "first hold display," and the hold display in the second hold display area 01AKB2 is also referred to as the "second hold display."

[0137] The small symbol display area 01AKC1 is arranged at a predetermined position, such as the lower right end of the display screen of the image display device 5, as a display area smaller than each of the performance symbol display areas 5L, 5C, and 5R of "left", "middle", and "right". The variable display of the small symbol in the small symbol display area 01AKC1 can be executed in response to the variable display of the special symbol or the performance symbol. The image display showing the small symbol is reduced in size compared to the identification information display, which is an image display showing the performance symbol, and is a reduced identification information display capable of variable display in a display mode that is partially or entirely common to each of the identification information images showing the performance symbol. For example, the image display showing the small symbol is an image display showing a number corresponding to the same pattern number as the portion showing the number included in the performance symbol, while not including a portion showing the character included in the performance symbol, and may be a display mode simpler than the image display showing the performance symbol. The small symbol display area 01AKC1 arranged on the display screen of the image display device 5 can execute the variable display of the small symbol that is the reduced identification information, and a determined small symbol that is the display result is derived. The image display showing the small patterns should be positioned in a position where it can be seen at all times.

[0138] The first reserved display area 01AKB1 may display reserved items corresponding to reserved numbers "1", "2", "3", and "4" in order from the right end, and the display area may be configured so that the first reserved items are displayed right-justified. The second reserved display area 01AKB2 may display reserved items corresponding to reserved numbers "1", "2", "3", and "4" in order from the left end, and the display area may be configured so that the second reserved items are displayed left-justified. In the active display area 01AKA1, an active display corresponding to the first reserved item that has been erased (consumed) in the first reserved display area 01AKB1 is started by the start of the first special game, and an active display corresponding to the second reserved item that has been erased (consumed) in the second reserved display area 01AKB2 is started by the start of the second special game. The active display that can be displayed in the active display area 01AKA1 may have a common color or pattern with the first hold display and the second hold display, and for example, the active display may have a performance image common to the first hold display and the second hold display that is displayed larger than each hold display. The display mode of the active display may change to a display mode different from that of the first hold display and the second hold display by executing an active display change performance. In addition, in the active display area 01AKA1, for example, a performance image showing a pedestal may be displayed below the active display, making it possible to distinguish the active display from the first hold display and the second hold display.

[0139] The small pattern in the small pattern display area 01AKC1 is included in the special information related to the variable display in that it can execute a variable display corresponding to the variable display of the special pattern or the performance pattern. The reserved display in the first reserved display area 01AKB1 and the second reserved display area 01AKB2 is included in the display of the special information related to the variable display in that it can be displayed corresponding to the variable display that has not yet been executed. The active display in the active display area 01AKA1 is included in the display of the special information related to the variable display in that it can be displayed corresponding to the variable display being executed. In this way, the small pattern display area 01AKC1 and the active display area 01AKA1, the first reserved display area 01AKB1, and the second reserved display area 01AKB2 included in the variable related display area 01AKC2 can all display special information related to the variable display.

[0140] FIG. 10-5 shows an example of the configuration of a drawing command for effects. In this embodiment, commands 01AKG01 to 01AKG06 are prepared in advance as a plurality of drawing commands for effects. Command 01AKG01 is a drawing command that commands color blending for blurring by bilinear sampling. Command 01AKG02 is a drawing command that commands color blending for inverting color information. Command 01AKG03 is a drawing command that commands color blending for blurring by magnification change. Command 01AKG04 is a drawing command that commands color blending for monochrome conversion. Command 01AKG05 is a drawing command that commands color blending for blurring by rotation. Command 01AKG06 is a drawing command that commands a change in the offset amount of the image position.

[0141] The drawing command for effect may be prepared as one drawing command or as a display list. The display list is a group of commands for performing drawing control, and can be created by the CPU 120A as a command string combining a plurality of commands for the VDP 123A. The VDP 123A can execute drawing processing in the order of description in the display list. The drawing command for effect may be configured by a combination of a group of commands for performing a plurality of types of inter-pixel calculation settings. For example, in a drawing command instructing color blending, a parameter corresponding to the effect to be applied may be set, so that the drawing command can function as the drawing command for each effect. For example, the internal register of the VDP 123A stores control data specifying the calculation target included in the display list, numerical data specifying the parameters, and other register values, and the drawing according to the display list is started by storing a register value corresponding to the execution command.

[0142] In response to command 01AKG01, when performing color blending for blurring by bilinear sampling, a reduced image is generated by, for example, texture mapping of the bilinear interpolation method for the image data. When generating this reduced image, multiple reduced images with different sampling point groups may be generated. Using the multiple reduced images thus generated, a composite reduced image is generated by performing a composition process by color blending, such as alpha blending. After that, the composite reduced image can be enlarged to draw the generated image by changing the color information contained in the image data so as to become an image subjected to a blurring process.

[0143] When executing a color blend that inverts color information in response to command 01AKG02, for example, a difference calculation process is performed with the maximum value (e.g., 255) for the RGB values, which are the color information of each pixel (one pixel) shown in the image data. For example, if the R value corresponding to "red" is "80", 255-80=175 is obtained, and the color information can be inverted. By performing a similar difference calculation process on the G value corresponding to "green" and the B value corresponding to "blue", an image generated by changing the color information contained in the image data can be drawn so that the image has inverted color information.

[0144] When performing color blending for blurring by changing magnification in response to command 01AKG03, multiple enlarged or reduced images are generated by, for example, scaling processing on image data. At this time, multiple enlarged or reduced images with different magnifications such as the image magnification ratio or reduction ratio are generated. For example, for an image with a display magnification of 100%, two types of enlarged images are generated, such as an image with a display magnification of 102% and an image with a display magnification of 104%. By performing a synthesis process by color blending, such as alpha blending, using the multiple enlarged or reduced images generated in this way and an image (original image) corresponding to the original image data, it is possible to draw an image generated by changing the color information contained in the image data so as to obtain an image that has been subjected to blurring processing.

[0145] When executing color blending for monochrome conversion in response to command 01AKG04, for example, monochrome conversion calculation processing is performed for each pixel on the RGB values, which are the color information of each pixel (one pixel) indicated in the image data. In the monochrome conversion calculation processing, the color information can be changed so that the image becomes monochrome by substituting the RGB values ​​into the calculation formula for color tone conversion. In this way, by executing the monochrome conversion calculation processing, it is possible to draw an image generated by changing the color information included in the image data so that the image is converted to monochrome.

[0146] When performing color blending for blurring by rotation in response to command 01AKG05, for example, multiple rotated images are generated by performing a rotation calculation process on the image data. At this time, multiple rotated images with different image rotation angles are generated. For example, for an image with a rotation angle of 0°, two types of rotated images are generated, such as an image with a rotation angle of 2° and an image with a rotation angle of 4°. By performing a synthesis process by color blending, such as alpha blending, using the multiple rotated images generated in this way and an image (original image) corresponding to the original image data, it is possible to draw an image generated by changing the color information contained in the image data so as to obtain an image that has been subjected to blurring processing.

[0147] In response to command 01AKG06, when changing the offset amount of the image position, the position information of the image is changed, for example, by a coordinate value conversion process for the image data. The coordinate value conversion process changes the position information when drawing the image, such as UV coordinate values, according to the offset amount set as a parameter. The UV coordinate values ​​are given as texture coordinate attribute values ​​when mapping a texture to an object. By executing the coordinate value conversion process, it is possible to draw an image generated by changing the position information corresponding to the image data so that the texture arrangement is changed.

[0148] In this way, the drawing command for effect may include a command for rendering an image generated by changing color information included in image data, such as commands 01AKG01 to 01AKG05. The drawing command for effect may include a command for rendering an image generated by changing position information corresponding to image data, such as command 01AKG06. In addition, the drawing command for effect may include a command for rendering an image generated by changing any attribute information related to image data. Unlike these drawing commands for effect, the CPU 120A can also generate drawing commands for normal display. The drawing command for normal display executes a process of rendering an image corresponding to image data without changing color information included in the image data by not executing a synthesis process using color blending.

[0149] FIG. 10-6 shows a configuration example of a screen display including various performance images that can be displayed on the screen of the image display device 5. A plurality of performance images displayed on the image display device 5 are drawn in a plurality of display layers. The plurality of display layers are set in advance with different display priorities as display layers that perform image display. In the configuration example shown in FIG. 10-6, layers 01AKL1 to 01AKL5 are provided as a plurality of display layers. The layer 01AKL1 is the display layer with the highest display priority and is used for drawing image displays showing small patterns in the small pattern display area 01AKC1. The layer 01AKL2 is the display layer with the second highest display priority after the layer 01AKL1 and is used for drawing image displays that are active displays or reserved displays in the variable related display area 01AKC2. The layer 01AKL3 is the display layer with the second highest display priority after the layer 01AKL2 and is used for drawing image displays in operation performances including promotion performances. Layer 01AKL4 is the display layer with the second highest display priority after layer 01AKL3, and is used for drawing image displays showing the performance patterns in the "left", "center", and "right" performance pattern display areas 5L, 5C, and 5R. Layer 01AKL5 is the display layer with the lowest display priority, and is used for drawing image displays that are background displays.

[0150] The display layer used for drawing the image display is specified by, for example, display priority information included in the display list. In the display list, the layer 01AKL5 may be specified as the first drawing target, and then the layers 01AKL4, 01AKL3, 01AKL2, and 01AKL1 may be specified as the drawing target in this order. In addition, for example, the image data used for drawing each of the layers 01AKL1 to 01AKL5 may be set with a Z value that is a depth value used when drawing the corresponding image by superimposing it. By setting the Z value using the Z value setting table, the Z value specified by the image data used for drawing each of the layers 01AKL1 to 01AKL5 may be different depending on the drawing destination layer. For example, a display layer assigned a smaller Z value may be arranged on the front side in the Z axis direction, that is, on the front side, of a display layer assigned a larger Z value, so that the display priority of the image is higher.

[0151] When writing image data read from the performance data memory 163 or the like to a frame buffer provided in the VRAM 147 or the like, the VDP 123A may perform a comparison operation of the Z value to determine the display priority. For example, image data with a small Z value is written to the frame buffer in preference to image data with a large Z value. In this case, an image display corresponding to a display layer assigned with a small Z value has a higher display priority than an image display corresponding to a display layer assigned with a large Z value, and can be arranged on the front side, which is the near side as seen from the player. Conversely, an image display corresponding to a display layer assigned with a large Z value has a lower display priority than an image display corresponding to a display layer assigned with a small Z value, and can be arranged on the rear side, which is the far side as seen from the player. Note that the relationship between the Z value and the display priority may be reversed, and a display layer assigned with a large Z value may be arranged on the front side, which is the near side in the Z axis direction, than a display layer assigned with a small Z value, and the display priority of the image may be higher.

[0152] The image display 01AKM1 including a plurality of display elements is made executable by executing a drawing process of image data corresponding to the layers 01AKL1 to 01AKL5 included in the plurality of display layers. The image display 01AKM1 is executable on the screen of the image display device 5 after the images drawn on the layers 01AKL1 to 01AKL5 are synthesized so as to be superimposable as a plurality of display layers having different display priorities. Among the layers 01AKL1 to 01AKL5, the layers 01AKL1 and 01AKL2 may be special layers, and the layers 01AKL3 to 01AKL5 may be specific layers. The layers 01AKL3 to 01AKL5 included in the specific layers and the layers 01AKL1 and 01AKL2 included in the special layers may execute different drawing processes to execute image display corresponding to the image data. The layers 01AKL3 to 01AKL5 included in the specific layers and the layers 01AKL1 and 01AKL2 included in the special layers may execute a common drawing process to execute image display corresponding to the image data.

[0153] FIG. 10-7 shows an example of the configuration of the variation pattern related to the feature part 01AK. These variation patterns differ in the special pattern variation time and the variable display mode of the performance pattern. The multiple variation patterns related to the feature part 01AK include variation patterns corresponding to either "non-reach (miss)", "reach (miss)", or "jackpot". The variation pattern corresponding to "non-reach (miss)" is a non-reach variation pattern, which is used when the display result of the special pattern is "miss" and the fixed performance pattern of the non-reach combination is stopped and displayed without the reach mode. The variation pattern corresponding to "reach (miss)" is a reach variation pattern, which is used when the display result of the special pattern is "miss" and the fixed performance pattern of the reach combination is stopped and displayed. The variation pattern corresponding to "jackpot" is a jackpot variation pattern, which is used when the display result of the special pattern is "jackpot". The non-reach variation pattern and the reach variation pattern are collectively called miss variation patterns. The reach variation patterns and big win variation patterns include a "normal" variation pattern in which the display result of the variable display is displayed in a stopped state after the reach performance that becomes a normal reach is executed, and a "super" variation pattern in which the display result of the variable display is displayed in a stopped state after the reach performance that becomes a normal reach is executed and then develops into the reach performance that becomes a super reach, and after the reach performance that becomes the super reach is executed, the display result of the variable display is displayed in a stopped state. The reach performance that becomes a super reach includes the reach performances of Super A and Super B, which have different performance modes from each other.

[0154] FIG. 10-8 shows an example of a variation pattern. The variation pattern includes a jackpot variation pattern determination example 01AKD01 shown in FIG. 10-8(A), a miss variation pattern determination example 01AKD02 in normal time shown in FIG. 10-8(B1), and a miss variation pattern determination example 01AKD03 during time reduction shown in FIG. 10-8(B2). The jackpot variation pattern determination example 01AKD01 corresponds to a case where the display result of the special pattern is a "jackpot". The miss variation pattern determination example 01AKD02 in normal time corresponds to a case where the display result of the special pattern is a "miss" in a normal state where time reduction control is not performed. The miss variation pattern determination example 01AKD03 during time reduction corresponds to a case where the display result of the special pattern is a "miss" in a time reduction state where time reduction control is performed. In step S112 of the special symbol process processing P_TPROC, when the special symbol process code is 00[H], the special symbol normal processing P_TNORMAL makes it possible to determine the fluctuation pattern at the time of the jackpot or the time of the miss by using the fluctuation pattern determination table selected in response to the special symbol display result determined at the start of the special symbol game when it is a "jackpot", or when it is a "miss" during normal time when the time-saving control is not performed, or when it is a "miss" during time-saving time when the time-saving control is performed. When determining the fluctuation pattern, the random number MR3-3 for the fluctuation pattern type selection and the random number MR3-4 for the fluctuation pattern are read out from the first special symbol holding buffer or the second special symbol holding buffer. The CPU 103 of the game control microcomputer 100 selects the fluctuation pattern type by using the random number MR3-3 for the fluctuation pattern type selection. Next, the random number MR3-4 for the fluctuation pattern is compared with the distribution judgment value preset in the fluctuation pattern determination table corresponding to the selection result of the fluctuation pattern type. Then, the fluctuation pattern corresponding to the allocation judgment value exceeding the random number MR3-4 for the fluctuation pattern is determined as the usage pattern.

[0155] In the jackpot fluctuation pattern determination example 01AKD01, the allocation judgment value of the fluctuation pattern determination table is set so that the determination ratio corresponding to the "super" fluctuation pattern such as the fluctuation pattern PA3-2 and PA3-3 is higher than the determination ratio corresponding to the "normal" fluctuation pattern such as the fluctuation pattern PA3-1. In the normal failure fluctuation pattern determination example 01AKD02 and the failure fluctuation pattern determination example 01AKD03 during time reduction, the allocation judgment value of the fluctuation pattern determination table is set so that the determination ratio corresponding to the "normal" fluctuation pattern such as the fluctuation pattern PA2-1 is higher than the determination ratio corresponding to the "super" fluctuation pattern such as the fluctuation pattern PA2-2 and PA2-3. As a result, when the reach performance that becomes the super reach is executed and then the display result of the variable display is stopped and displayed, the jackpot expectation is higher than when the reach performance that becomes the normal reach is executed and the reach performance that becomes the super reach is not executed and the display result of the variable display is stopped and displayed.

[0156] In the example 01AKD02 of determining a losing fluctuation pattern during normal times, the determination ratio may be set to include a fluctuation pattern with a different determination ratio depending on which value the first reserved memory number is, among 0, 1, or 2 or more. With such a setting, it is sufficient to make the average variable display time (special pattern fluctuation time) of the special pattern and the performance pattern different in accordance with the first reserved memory number. When the first reserved memory number is a predetermined value (for example, 2) or more, the average variable display time can be shorter than when the first reserved memory number is less than the predetermined value. In the example 01AKD03 of determining a losing fluctuation pattern during time reduction, the determination ratio may be set to include a fluctuation pattern with a different determination ratio depending on which value the second reserved memory number is, among 0, 1, or 2 or more. With such a setting, it is sufficient to make the average variable display time (special pattern fluctuation time) of the special pattern and the performance pattern different in accordance with the second reserved memory number. When the second reserved memory number is equal to or greater than a predetermined value (e.g., 2), the allocation judgment value corresponding to the determination ratio of each fluctuation pattern may be set so that the average variable display time can be shorter than when the second reserved memory number is less than the predetermined value. In the example 01AKD03 of determining a failure fluctuation pattern during time reduction, the allocation judgment value of each fluctuation pattern may be set so that the determination ratio of a fluctuation pattern with a short special chart fluctuation time is higher than that of a fluctuation pattern with a long special chart fluctuation time, compared with the example 01AKD02 of determining a failure fluctuation pattern during normal time. This allows the average variable display time of special symbols and performance symbols to be shorter during time reduction when time reduction control is performed than during normal time when time reduction control is not performed.

[0157] FIG. 10-9 is a flow chart showing an example of a process that can be executed as a performance pattern variation start process when the performance control process code is 01 [H] in step S115 of the performance control process S_CPROC. When the performance pattern variation start process is executed, the CPU 120A of the performance control microprocessor 100A determines the final stop pattern in the variable display of the performance pattern (step 01AKS01). The final stop pattern in the variable display of the performance pattern may be determined based on the variable display contents such as the variable pattern indicated by the variable pattern designation command transmitted from the main board 11 and the variable display result indicated by the variable display result notification command. The variable pattern designation command and the display result notification command are transmitted from the main board 11 to the performance control board 12 by setting the transmission of the command at the start of the variation of the special pattern. The variable pattern designation command is a performance control command that designates the variable pattern determined as the usage pattern. The variable display result notification command is a presentation control command that specifies the variable display result, which is the display result of the special pattern determined using the random number MR1-1 for determining the special pattern. As an example, the variable display content according to the combination of the variation pattern and the variable display result may include "non-reach (miss)", "reach (miss)", "non-probability change (jackpot)", and "probability change (jackpot)".

[0158] The variable display contents of "non-reach (miss)" are such that when the display result of the special pattern is "miss", the variable display of the performance pattern does not become reach mode, and the fixed performance pattern of the non-reach combination is stopped and displayed. The variable display contents of "reach (miss)" are such that when the display result of the special pattern is "miss", the variable display of the performance pattern becomes reach mode, and then the fixed performance pattern of the reach-miss combination is stopped and displayed. The variable display contents of "non-probability change (jackpot)" are capable of executing a variable display corresponding to the case where the game state after the end of the jackpot game state becomes a time-saving state when the display result of the special pattern is "jackpot". The variable display contents of "probability change (jackpot)" are capable of executing a variable display corresponding to the case where the game state after the end of the jackpot game state becomes a probability change state when the display result of the special pattern is "jackpot".

[0159] When the variable display content is "non-reach (miss)", the CPU 120A determines the different (mismatched) performance patterns in the "left" and "right" performance pattern display areas 5L and 5R as the final stop patterns. The CPU 120A extracts numerical data that will be random numbers for determining the left determined pattern, which is updated by a random counter for performance, and determines the left determined performance pattern to be stopped and displayed in the "left" performance pattern display area 5L on the screen of the image display device 5, among the determined performance patterns, by referring to a left determined pattern determination table stored and prepared in advance in the external ROM 121B. Next, the CPU 120A extracts numerical data that will be random numbers for determining the right determined pattern, which is updated by a random counter for performance, and determines the right determined performance pattern to be stopped and displayed in the "right" performance pattern display area 5R on the screen of the image display device 5, among the determined performance patterns, by referring to a right determined pattern determination table stored and prepared in advance in the external ROM 121B. At this time, it is preferable to determine the pattern number of the right confirmed performance pattern so as to be different from the pattern number of the left confirmed performance pattern by setting in the right confirmed pattern determination table, etc. Next, the numerical data that becomes the random number for determining the middle confirmed pattern, which is updated by the performance random counter, etc., is extracted, and the middle confirmed performance pattern that is stopped and displayed in the "middle" performance pattern display area 5C on the screen of the image display device 5 among the confirmed performance patterns is determined by referring to the middle confirmed pattern determination table that is stored and prepared in advance in the external ROM 121B.

[0160] When the variable display content is "Reach (Miss)", the CPU 120A determines the same (matching) performance patterns in the "left" and "right" performance pattern display areas 5L and 5R as the final stop patterns. The CPU 120A extracts numerical data that will be random numbers for determining left and right determined patterns, which are updated by a random counter for performance, and determines the performance patterns having the same pattern numbers that are stopped and displayed together in the "left" and "right" performance pattern display areas 5L and 5R on the screen of the image display device 5, among the determined performance patterns, by referring to a left and right determined pattern determination table that is stored and prepared in advance in the external ROM 121B. Next, the CPU 120A extracts numerical data that will be random numbers for determining a middle determined pattern, which is updated by a random counter for performance, and determines the middle determined performance pattern that is stopped and displayed in the "middle" performance pattern display area 5C on the screen of the image display device 5, among the determined performance patterns, by referring to a middle determined pattern determination table that is stored and prepared in advance in the external ROM 121B. Here, for example, when the symbol number of the center fixed performance symbol is the same as the symbol numbers of the left fixed performance symbol and the right fixed performance symbol, if the fixed performance symbol becomes a jackpot combination, an arbitrary value (for example, 1) may be added or subtracted from the symbol number of the center fixed performance symbol so that the fixed performance symbol does not become a jackpot combination but becomes a reach combination. Alternatively, when the center fixed performance symbol is determined, a symbol difference, which is the difference between the symbol numbers of the left fixed performance symbol and the right fixed performance symbol, may be determined, and the center fixed performance symbol corresponding to the symbol difference may be set.

[0161] When the variable display content is "non-probability variable (jackpot)" or "probability variable (jackpot)", the CPU 120A determines the same (matching) performance pattern in the "left", "middle", and "right" performance pattern display areas 5L, 5C, and 5R as the final stop pattern. The CPU 120A extracts numerical data that is a random number for determining the jackpot determined pattern, which is updated by a random counter for performance, and determines the performance pattern with the same pattern number that is stopped and displayed in the "left", "middle", and "right" performance pattern display areas 5L, 5C, and 5R on the screen of the image display device 5 by referring to a jackpot determined pattern determination table that is stored and prepared in advance in the external ROM 121B. At this time, it is only necessary to determine whether the normal pattern or the probability variable pattern is to be the determined performance pattern, depending on whether the variable display content is "non-probability variable (jackpot)" or "probability variable (jackpot)" and whether the promotion performance during the jackpot is executed or not. The jackpot promotion effect is an effect in which a fixed performance pattern of a jackpot combination by normal patterns is stopped and displayed in the variable display of the performance patterns, and then, in response to the jackpot game state or the end of the jackpot game state, whether or not the state will be a probability variable state is notified. As an example, when the variable display content is "non-probability variable (jackpot)", a fixed performance pattern is determined from among multiple types of normal patterns. Also, when the variable display content is "probability variable (jackpot)" and it is decided not to execute the jackpot promotion effect, a fixed performance pattern is determined from among multiple types of probability variable patterns. When it is decided to execute the jackpot promotion effect even if the variable display content is "probability variable (jackpot)", a fixed performance pattern is determined from among multiple types of normal patterns. This prevents the jackpot promotion effect from being executed even if the probability variable patterns are derived and displayed as the fixed performance patterns, so as not to give the player a sense of distrust.

[0162] When the variable display content is "non-probability variable (jackpot)" or "probability variable (jackpot)", in step 01AKS01, a decision may be made as to whether or not to execute a probability variable promotion performance such as a re-draw performance or a jackpot promotion performance. In the re-draw performance, the performance pattern of the jackpot combination with the same normal pattern is displayed once while the variable display of the performance pattern is being executed, making it difficult or impossible to recognize that the game is being controlled to the probability variable state, and the performance pattern of the jackpot combination with the same probability variable pattern is displayed in a stopped state in response to the re-variation that variably displays the performance pattern again, thereby making it possible to notify the player that the game is being controlled to the probability variable state. Note that, in some cases, the performance pattern of the jackpot combination with the normal pattern is displayed in a stopped state after the performance pattern is re-varied in the re-draw performance, so that the game is not notified that the game is being controlled to the probability variable state. When it is decided to execute the re-draw performance in step 01AKS01, the combination of performance patterns to be temporarily displayed before the re-draw performance can be determined.

[0163] After the final stop pattern of the effect patterns is determined in step 01AKS01, the effect determination process is executed (step 01AKS02). The effect determination process may be capable of determining the operation effect, such as the presence or absence of an operation effect corresponding to whether or not to execute an operation effect, and the effect pattern when an operation effect is executed. The operation effect includes pre-operation effects such as promotion effects that encourage the player to perform an action corresponding to the push button 31B or the decoration button 31C, and post-operation effects that can be executed in response to the result of detecting the player's action. The effect determination process makes it possible to determine a pre-operation effect pattern for executing a pre-operation effect and a post-operation effect pattern for executing a post-operation effect when an operation effect is executed.

[0164] Following the performance determination process of step 01AKS02, the performance control pattern is determined to be one of a plurality of patterns prepared in advance (step 01AKS03). The CPU 120A selects one of the performance control patterns during special chart fluctuation from among the plurality of prepared performance control patterns, for example, in response to the fluctuation pattern indicated by the fluctuation pattern designation command, and sets it as the usage pattern. Also, the CPU 120A may select one of the pre-operation performance control patterns or the post-operation performance control patterns used to execute the operation performance from among the plurality of prepared performance control patterns, for example, in response to the determination result by the performance determination process of step 01AKS02, and set it as the usage pattern. As for the performance control pattern corresponding to the variable display of the performance pattern or the promotion performance, a plurality of performance control patterns may be individually determined, or a single performance control pattern corresponding to the combination of the variable display of the performance pattern or the execution setting of the promotion performance may be determined collectively.

[0165] The performance control pattern is composed of process data that combines control data used to control the execution of various performances, such as a performance control process timer judgment value, display control data, audio control data, lamp control data, operation detection control data, motor control data, and end code. The performance control process timer judgment value is a value that is compared with the performance control process timer value, which is the stored value of the performance control process timer, and a judgment value corresponding to the performance time, which is the execution time of each performance operation, is set in advance. Instead of the performance control process timer judgment value, data indicating the switching timing of the performance control corresponding to a predetermined control content or processing content, such as, for example, receiving a predetermined performance control command from the main board 11 or executing a predetermined processing as a processing for controlling a performance operation in the CPU 120A, may be set.

[0166] The display control data includes data indicating the display mode of the image display on the screen of the image display device 5, such as data indicating the variation mode of the performance pattern. In this way, the display control data is data that specifies the image display on the screen of the image display device 5. The audio control data includes data indicating the audio output mode from the speakers 8L and 8R, such as data indicating the output mode of sound effects. In this way, the audio control data is data that specifies the audio output content from the speakers 8L and 8R. The lamp control data includes data indicating the light emission drive mode of light-emitting bodies such as the game effect lamp 9 and decorative LEDs. In this way, the lamp control data is data that specifies the light emission content of the light-emitting bodies. In the case where a plurality of light-emitting parts, such as the light-emitting part AKL1 by the push button LED, the light-emitting part AKL2 by the decorative button LED, and the light-emitting part AKL3 by the frame LED, are provided, the lamp control data may include light-emitting control data corresponding to the light-emitting pattern used to control the light emission of each light-emitting part.

[0167] The operation detection control data includes data indicating the performance mode corresponding to the detection of the player's action, such as a detection effective period for effectively detecting the player's action, such as a pressing operation on the push button 31B, a pressing operation on the decoration button 31C, or other operations on the stick controller 31A, and data specifying the performance content when each action is effectively detected. In this way, the operation detection control data is data specifying the control content of the operation performance. The motor control data includes data indicating the drive mode of the performance motor, such as the movable body motor 32A. In this way, the motor control data is data specifying the drive control content of the performance motor. The control data included in the performance control pattern may be configured to include some or all of the data corresponding to each performance content. The multiple types of process data included in the performance control pattern may have different types of control data constituting each process data corresponding to the performance content executed at each timing. Either process data configured to include all of the display control data, audio control data, lamp control data, operation detection control data, and motor control data, or process data configured to include some of these may be included in the performance control pattern.

[0168] When the performance control pattern is determined by step 01AKS03, the initial value of the performance control process timer provided in the performance control timer setting section of the internal RAM 122A is set in response to the variation pattern designated by the variation pattern designation command (step 01AKS04). Then, settings are made to start the variable display of the performance pattern, etc. on the screen of the image display device 5 (step 01AKS05). At this time, for example, the variation of the performance pattern may be started in each of the performance pattern display areas 5L, 5C, and 5R of "left", "middle", and "right" provided on the screen of the image display device 5 by command transmission or register setting of the VDP 123A designated by the display control data included in the performance control pattern at the time of special pattern variation determined by step 01AKS03.

[0169] After setting the start of the variable display in step 01AKS05, settings are made to update the reserved display, such as the first reserved display in the first reserved display area 01AKB1 and the second reserved display in the second reserved display area 01AKB2, in response to the start of the variable display (step 01AKS06). For example, when the execution of the first special game is started, in the first reserved display area 01AKB1, the display part at the right end corresponding to the reserved number "1" is erased to consume the reserved display, and the first reserved display in the display part corresponding to the other reserved numbers "2" to "4" is moved one by one to the right and shifted. When the execution of the second special game is started, in the second reserved display area 01AKB2, the display part at the left end corresponding to the reserved number "1" is erased to consume the reserved display, and the second reserved display in the display part corresponding to the other reserved numbers "2" to "4" is moved one by one to the left and shifted. In this way, the reserved display is shifted. In response to the deleted pending display, a setting is made to update the active display in the active display area 01AKA1. The display of the performance image that becomes the active display in the active display area 87AKA1 may be started with the start of the variable display. After that, the performance control process code is updated to 02[H] corresponding to the performance pattern changing process (step 01AKS07), and then the performance pattern change start process is terminated.

[0170] FIG. 10-10 is a flow chart showing an example of processing that can be executed in step 01AKS02 of the processing to start changing the effect pattern as the effect determination processing. When the CPU 120A of the microprocessor 100A for effect control executes the effect determination processing, it determines the presence or absence and timing of the operation effect as the determination of the operation effect (step 01AKS11). The presence or absence of the operation effect is "no operation effect" when the operation effect is not executed, and "with operation effect" when the operation effect is executed. The determination result of "with operation effect" includes the determination result of the timing of executing the operation effect. In response to the determination result of such step 01AKS11, it is judged whether or not it is "no operation effect" (step 01AKS12). When the determination result by step 01AKS11 is "no operation effect" (step 01AKS12; Yes), the effect determination processing is terminated.

[0171] If the result of the determination in step 01AKS11 is "operation performance available" (step 01AKS12; No), a post-operation performance pattern is determined (step 01AKS13). Next, it is determined whether or not a reach performance that will result in a super reach will be executed (step 01AKS14). In step 01AKS14, it is sufficient to be able to determine whether or not there is a reach performance that will result in a super reach, corresponding to the fluctuation pattern indicated in the fluctuation pattern designation command. If a reach performance that will result in a super reach will not be executed (step 01AKS14; No), the pre-operation performance pattern 01AKQ1-1 is determined (step 01AKS15), and the performance determination process is terminated.

[0172] When a reach effect that results in a super reach is executed (step 01AKS14; Yes), a pre-operation performance pattern determination table is selected (step 01AKS16). The pre-operation performance pattern determination table may have a plurality of tables prepared in advance, each of which is composed of different table data, corresponding to the timing at which the operation performance is executed. The pre-operation performance pattern is determined using the pre-operation performance pattern determination table selected by 01AKS16 (step 01AKS17), and the performance determination process is terminated.

[0173] Figure 10-11 shows the timing at which the operation performance can be executed according to the variation pattern. The timing at which the operation performance can be executed can be set according to the non-reach shown in Figure 10-11(A), the normal reach shown in Figure 10-11(B), the Super Reach of Super A shown in Figure 10-11(C), and the Super Reach of Super B shown in Figure 10-11(D), and includes the first timing corresponding to the full pattern variation, the second timing corresponding to after the Super Development, the third timing corresponding to the time of the winning or losing notification, and some or all of these combinations.

[0174] In the case of a non-reach as shown in FIG. 10-11(A) and a normal reach as shown in FIG. 10-11(B), the operation performance can be executed during all pattern changes before the reach is established, which is the first timing. In these cases, the second and third timings are not included in the executable timing of the operation performance. In cases where the variable display of the performance pattern is not in a reach state, and where the variable display of the performance pattern is in a reach state but the reach performance is a normal reach that does not include a super reach, the operation performance can be executed at a single timing, the first timing, while the variable display of the performance pattern is being executed.

[0175] In the case of the Super Reach of Super A shown in FIG. 10-11(C), the operation performance can be executed at either the first timing during the change of all symbols before the reach is established, or the second timing after the super development. In this case, the third timing is not included in the executable timing of the operation performance. In response to the case where the variable display of the performance symbols becomes a reach state and a reach performance that becomes a Super Reach of Super A is executed, the operation performance can be executed at either the first timing or the second timing, which are multiple timings, while the variable display of the performance symbols is being executed.

[0176] In the case of the Super Reach of Super B shown in FIG. 10-11(D), the operation effect can be executed at any of the following times: during the change of all symbols before the reach is established (first timing), after the Super Development (second timing), and at the time of the hit / miss notification (third timing). However, in response to the execution of the reach effect of the Super Reach of Super B, the operation effect should always be executed at the time of the hit / miss notification (third timing). In response to the execution of the reach effect of the Super Reach of Super B when the variable display of the effect pattern becomes the reach mode and the reach effect of the Super Reach of Super B is executed, the operation effect can be executed at any of the multiple timings including at least the third timing among the first timing, the second timing, and the third timing during the execution of the variable display of the effect pattern. The reach effect of the Super Reach of Super B is a specific effect that suggests that the game is controlled to a jackpot game state as an advantageous state advantageous to the player. In the execution period of the reach effect of the Super Reach of Super B, the operation effect can be executed in the period corresponding to the second timing and the third timing. The operation effect includes a pre-operation effect and a post-operation effect. The pre-operation performance includes a prompting performance that prompts the player to take action. Therefore, the execution period of the specific performance that can be executed by the reach performance that becomes the Super Reach of Super B includes a first period and a second period in which the prompting performance can be executed. The prompting performance can be executed in the first period and the second period included in the execution period of the specific performance.

[0177] FIG. 10-12 shows an example of determining the presence or absence of an operation effect and the timing thereof as an example of determining the operation effect. The presence or absence of an operation effect and the timing thereof can be determined at different timings or at different rates depending on the case of non-reach or normal reach shown in FIG. 10-12(A), the case of super reach where the display result of the special pattern is "miss" shown in FIG. 10-12(B), and the case of super reach where the display result of the special pattern is "jackpot" shown in FIG. 10-12(C). In addition to the determination example of FIG. 10-12, in the case of a variation pattern where a reach effect that becomes a super reach of Super B is executed, it is determined that the operation effect is executed at the time of the hit / miss notification, which is the third timing.

[0178] FIG. 10-12(A) shows an example 01AKD11 of the operation effect determination corresponding to the non-reach or normal reach. In the case of non-reach or normal reach, there is an 80 / 100 probability of "no operation effect" and a 20 / 100 probability of "operation effect with" at the first timing. In the case of non-reach or normal reach, the probability of the operation effect not being executed is higher than the probability of the operation effect being executed. Also, the operation effect executed in the case of non-reach or normal reach can only be executed during the first timing, when all symbols are changing.

[0179] FIG. 10-12(B) shows an example 01AKD12 of the operation effect determination corresponding to the case of a super reach where the display result of the special pattern is a "miss". In this case, the operation effect is determined at different rates during normal times when time-saving control is not performed and during time-saving control when time-saving control is performed. Of these, during normal times, there is a 50 / 100 determination rate for "no operation effect", a 30 / 100 determination rate for "operation effect with" at the first timing, and a 20 / 100 determination rate for "operation effect with" at the second timing. Also, during time-saving, there is a 80 / 100 determination rate for "no operation effect", and a 20 / 100 determination rate for "operation effect with" at the first timing. In the case of a Super Reach, which is a "miss" during normal play, the rate at which the operation performance is executed at the first timing is higher than the rate at which the operation performance is executed at the second timing, and the rate at which the operation performance is not executed is higher than the rate at which the operation performance is executed at the first timing and the rate at which the operation performance is executed at the second timing. In the case of a Super Reach, which is a "miss" during time-saving play, the rate at which the operation performance is not executed is higher than the rate at which the operation performance is executed. In the case of a Super Reach, which is a "miss" during normal play, the operation performance can be executed at multiple timings, including the first timing during the full pattern change, the second timing after the Super Development, and the third timing at the time of the hit / miss announcement corresponding to the Super Reach of Super B. In the case of a Super Reach, which is a "miss" during time-saving play, the operation performance can be executed at multiple timings, including the first timing during the full pattern change, and the third timing at the time of the hit / miss announcement corresponding to the Super Reach of Super B.

[0180] FIG. 10-12(C) shows an example 01AKD13 of the operation presentation corresponding to the case of a super reach where the display result of the special symbol is a "jackpot". In this case, the decision rate is 20 / 100 for "no operation presentation", 30 / 100 for "operation presentation with" at the first timing, and 50 / 100 for "operation presentation with" at the second timing. In the case of a super reach where a "jackpot", the rate at which the operation presentation is performed at the second timing is higher than the rate at which the operation presentation is performed at the first timing, and the rate at which the operation presentation is performed at the first timing and the rate at which the operation presentation is performed at the second timing are higher than the rate at which the operation presentation is not performed. In the case of a super reach where a "jackpot", the operation presentation can be performed at multiple timings including the first timing during the full symbol change, the second timing after the super development, and the third timing at which the win / loss is notified in response to the super reach of Super B.

[0181] The operation performance may be executable in an execution period corresponding to any one of a plurality of timings including at least the first timing and the second timing, or may be executable in an execution period corresponding to both the first timing and the second timing. In the case of a variation pattern in which a reach performance that becomes a Super Reach of Super B is executed, the operation performance may be executable in an execution period corresponding to the third timing, and may be executable in an execution period corresponding to any one of a plurality of timings including at least the first timing and the second timing, or may be executable in an execution period corresponding to both the first timing and the second timing.

[0182] FIG. 10-13 shows an example of post-operation performance pattern determination. In step 01AKS13 of the performance determination process, numerical data that will be a random number for determining the post-operation performance pattern is extracted, and the post-operation performance pattern is determined by referring to the post-operation performance pattern determination table based on the extraction result. The post-operation performance pattern can be determined in different patterns or at different ratios depending on the first timing shown in FIG. 10-13(A) and the second timing shown in FIG. 10-13(B). In addition to the determination example of FIG. 10-13, in the case of a variation pattern in which a reach performance that is the super reach of Super B is executed, the operation performance executed at the time of the hit / miss notification that is the third timing is determined to be a post-operation performance pattern corresponding to the variation pattern.

[0183] FIG. 10-13(A) shows a determination example 01AKD21 of a post-operation performance pattern corresponding to the first timing. For example, post-operation performance patterns 01AKP1-1, 01AKP1-2, and 01AKP1-3 are prepared in advance as a plurality of post-operation performance patterns that can be determined corresponding to the first timing. The determination example 01AKD21 includes a case where the determination ratio of the post-operation performance patterns 01AKP1-1, 01AKP1-2, and 01AKP1-3 differs depending on whether the display result of the special pattern is "miss" or "jackpot". For example, the post-operation performance pattern 01AKP1-1 is determined at the highest ratio of 60 / 100 (=60%) when the display result of the special pattern is "miss", and is determined at the lowest ratio of 10 / 100 (=10%) when the display result of the special pattern is "jackpot". The post-operation performance pattern 01AKP1-3 is determined at the lowest rate of 10 / 100 (=10%) when the display result of the special pattern is "miss", and is determined at the highest rate of 60 / 100 (=60%) when the display result of the special pattern is "jackpot". The post-operation performance pattern 01AKP1-2 is determined at a common rate of 30 / 100 (=30%) whether the display result of the special pattern is "miss" or "jackpot". Due to the difference in the determination rate corresponding to such a display result of the special pattern, the operation performance that can be executed corresponding to the first timing can have different jackpot expectancies depending on the performance mode of the post-operation performance. For example, when the post-operation performance corresponding to the post-operation performance pattern 01AKP1-3 is executed, the jackpot expectancy is highest. When the post-operation performance corresponding to the post-operation performance pattern 01AKP1-2 is executed, the jackpot expectation is lower than that of the post-operation performance pattern 01AKP1-3 and higher than that of the post-operation performance pattern 01AKP1-1. When the post-operation performance corresponding to the post-operation performance pattern 01AKP1-1 is executed, the jackpot expectation is the lowest.

[0184] FIG. 10-13(B) shows a determination example 01AKD22 of a post-operation performance pattern corresponding to the second timing. For example, post-operation performance patterns 01AKP2-1, 01AKP2-2, and 01AKP2-3 are prepared in advance as a plurality of post-operation performance patterns that can be determined corresponding to the second timing. The determination example 01AKD22 includes a case where the determination ratio of the post-operation performance patterns 01AKP2-1, 01AKP2-2, and 01AKP2-3 differs depending on whether the display result of the special pattern is "miss" or "jackpot". For example, the post-operation performance pattern 01AKP2-1 is determined at the highest ratio of 70 / 100 (=70%) when the display result of the special pattern is "miss", and is determined at the lowest ratio of 5 / 100 (=5%) when the display result of the special pattern is "jackpot". The post-operation performance pattern 01AKP2-3 is determined at the lowest rate of 5 / 100 (=5%) when the display result of the special pattern is a "miss", and is determined at the highest rate of 70 / 100 (=70%) when the display result of the special pattern is a "jackpot". The post-operation performance pattern 01AKP2-2 is determined at a common rate of 25 / 100 (=25%) whether the display result of the special pattern is a "miss" or a "jackpot". Due to the difference in the determination rate corresponding to such a display result of the special pattern, the operation performance that can be executed corresponding to the second timing can have different jackpot expectancies depending on the performance mode of the post-operation performance. For example, when a post-operation performance corresponding to the post-operation performance pattern 01AKP2-3 is executed, the jackpot expectancy is highest. When the post-operation performance corresponding to the post-operation performance pattern 01AKP2-2 is executed, the jackpot expectation is lower than that of the post-operation performance pattern 01AKP2-3 and higher than that of the post-operation performance pattern 01AKP2-1. When the post-operation performance corresponding to the post-operation performance pattern 01AKP2-1 is executed, the jackpot expectation is the lowest.

[0185] 10-14 shows an example of the execution of the post-operation performance included in the operation performance corresponding to the first timing and the second timing. The execution example of the post-operation performance included in the operation performance corresponding to the first timing is called a first timing post-operation performance execution example. The execution example of the post-operation performance included in the operation performance corresponding to the second timing is called a second timing post-operation performance execution example.

[0186] 10-14 (A1) to (A3) show a first timing post-operation performance execution example. The first timing post-operation performance execution example includes execution examples of post-operation performance corresponding to post-operation performance patterns 01AKP1-1 to 01AKP1-3 as post-operation performances included in the operation performance executable corresponding to the first timing. The post-operation performances corresponding to the post-operation performance patterns 01AKP1-1 to 01AKP1-3 can be executed by changing the performance mode including the display mode, for example, displaying text information indicating the character's lines. The post-operation performance corresponding to the post-operation performance pattern 01AKP1-1 may include displaying text information in which the character's lines are "···". The post-operation performance corresponding to the post-operation performance pattern 01AKP1-2 may include displaying text information in which the character's lines are "From now on". The post-operation effect corresponding to the post-operation effect pattern 01AKP1-3 may include displaying text information in which the character says, "That might be hot."

[0187] FIG. 10-14 (B1) to (B3) show examples of execution of post-operation performance at the second timing. The examples of execution of post-operation performance at the second timing include examples of execution of post-operation performance corresponding to the post-operation performance patterns 01AKP2-1 to 01AKP2-3 as post-operation performances included in the operation performance executable in response to the second timing. The post-operation performances corresponding to the post-operation performance patterns 01AKP2-1 to 01AKP2-3 can be executed by changing the performance mode including the display mode, such as displaying text information showing the message of the placard included in the cut-in display. The post-operation performance corresponding to the post-operation performance pattern 01AKP2-1 may include displaying text information in which the message in the cut-in display is "???". The post-operation performance corresponding to the post-operation performance pattern 01AKP2-2 may include displaying text information in which the message in the cut-in display is "Chance!!". The post-operation effect corresponding to the post-operation effect pattern 01AKP2-3 may include a cut-in display of text information such as the message "Super hot!!"

[0188] The post-operation performance can be executed in different performance modes depending on the content of the character's lines or message, the type of character, size, shape, pattern, color, the type of frame displayed as the outer frame, size, shape, pattern, color, the type of effect display, size, shape, pattern, color, and other display modes of any performance image.

[0189] FIG. 10-15 shows an example of execution of a post-operation performance included in the operation performance corresponding to the third timing. The execution example of the post-operation performance included in the operation performance corresponding to the third timing is called a third timing post-operation performance execution example. The operation performance corresponding to the third timing is included in a performance that can suggest whether or not the display result of the special pattern becomes a "jackpot" and the game state is controlled to a jackpot when the hit or miss of the reach performance that becomes the Super Reach of Super B is notified. As a variation pattern that can execute the reach performance that becomes the Super Reach of Super B, the variation pattern PA2-3 and the variation pattern PA3-3 shown in FIG. 10-7 are prepared in advance. The reach performance that becomes the Super Reach of Super B may include, for example, a reach performance of a battle reach in which the player's character and the enemy character battle each other.

[0190] 10-15(A1) and (A2) show an example of the third timing post-operation performance corresponding to the variation pattern PA2-3. The variation pattern PA2-3 can be determined in response to the display result of the special pattern being "missed". In the variable display corresponding to the variation pattern PA2-3, when an operation corresponding to the push button 31B, such as a pressing operation on the push button 31B, is detected as the operation performance at the time of the hit / miss notification, which is the third timing, or when the detection effective period has elapsed without detecting an operation, a post-operation performance is executed by displaying a performance image as shown in FIG. 10-15(A1). Next, with the stop display of the determined performance pattern that is a reach combination, a post-operation performance is executed by displaying a performance image as shown in FIG. 10-15(A2). In these cases, it is sufficient to suggest that the display result of the special pattern is "missed" and the game state is not controlled to a big win state by a notification that the player's character has been defeated in a reach performance such as a battle reach.

[0191] 10-15(B1) and (B2) show an example of the third timing post-operation performance corresponding to the variation pattern PA3-3. The variation pattern PA3-3 can be determined so that the display result of the special pattern corresponds to "jackpot". In the variable display corresponding to the variation pattern PA3-3, when an operation corresponding to the push button 31B, such as a pressing operation on the push button 31B, is detected as the operation performance at the time of the hit / miss notification, which is the third timing, or when the detection effective period has elapsed without detecting an operation, a post-operation performance is executed by displaying a performance image as shown in FIG. 10-15(B1). Next, with the stop display of the determined performance pattern that is the jackpot combination, a post-operation performance is executed by displaying a performance image as shown in FIG. 10-15(B2). In these cases, it is sufficient to suggest that the display result of the special pattern becomes "jackpot" and the game state is controlled to a jackpot by an announcement that the player's character has won in a reach performance such as a battle reach.

[0192] FIG. 10-16 shows an example of pre-operation performance pattern determination. In step 01AKS17 of the performance determination process, numerical data that will be a random number for determining the pre-operation performance pattern is extracted, and the pre-operation performance pattern is determined by referring to the pre-operation performance pattern determination table selected in step 01AKS16 based on the extraction result. The pre-operation performance pattern can be determined in different patterns or at different ratios depending on the first timing during normal play shown in FIG. 10-16(A), the first timing during time reduction shown in FIG. 10-16(B), the second timing shown in FIG. 10-16(C), and the third timing shown in FIG. 10-16(D). Note that when it is determined in step 01AKS14 of the performance determination process that the game is not a super reach, the pre-operation performance pattern 01AKQ1-1 is determined in step 01AKS15.

[0193] As a plurality of pre-operation performance patterns that can be determined when performing an operation performance, pre-operation performance patterns 01AKQ1-1, 01AKQ1-2, and pre-operation performance patterns 01AKQ2-1, 01AKQ2-2, and 01AKQ2-3 are prepared in advance. Among them, the pre-operation performance patterns 01AKQ1-1 and 01AKQ1-2 are included in the pre-operation performance patterns that can be used when detecting a player's action corresponding to the push button 31B, such as pressing the push button 31B, and performing a post-operation performance. The pre-operation performance patterns 01AKQ2-1, 01AKQ2-2, and 01AKQ2-3 are included in the pre-operation performance patterns that can be used when detecting a player's action corresponding to the decoration button 31C, such as pressing the decoration button 31C, and performing a post-operation performance. In this way, the pre-operation performance patterns 01AKQ1-1 and 01AKQ1-2 make it possible to perform an operation performance using the push button 31B. Pre-operation performance patterns 01AKQ2-1, 01AKQ2-2, and 01AKQ2-3 enable operation performance using decoration button 31C.

[0194] FIG. 10-16(A) shows a determination example 01AKD31 of a pre-operation performance pattern corresponding to the first timing in normal mode. Pre-operation performance patterns 01AKQ1-1, 01AKQ2-1, and 01AKQ2-2 are prepared in advance as a plurality of pre-operation performance patterns that can be determined corresponding to the first timing in normal mode. The determination example 01AKD31 includes a case where the determination ratio of the pre-operation performance patterns 01AKQ1-1, 01AKQ2-1, and 01AKQ2-2 differs depending on whether the display result of the special pattern is "miss" or "jackpot". For example, the pre-operation performance pattern 01AKQ1-1 is determined at the highest ratio of 60 / 100 (=60%) when the display result of the special pattern is "miss", and is determined at the lowest ratio of 10 / 100 (=10%) when the display result of the special pattern is "jackpot". The pre-operation performance pattern 01AKQ2-2 is determined at the lowest rate of 10 / 100 (=10%) when the display result of the special pattern is "miss", and is determined at the highest rate of 60 / 100 (=60%) when the display result of the special pattern is "jackpot". The pre-operation performance pattern 01AKQ2-1 is determined at a common rate of 30 / 100 (=30%) whether the display result of the special pattern is "miss" or "jackpot". Due to the difference in the determination rate corresponding to such a display result of the special pattern, the operation performance that can be executed corresponding to the first timing during normal times can have different jackpot expectancies depending on the performance mode of the pre-operation performance. For example, when the pre-operation performance corresponding to the pre-operation performance pattern 01AKQ2-2 is executed, the jackpot expectancy is highest. When a pre-operation performance corresponding to the pre-operation performance pattern 01AKQ2-1 is executed, the jackpot expectation rate is lower than that of the pre-operation performance pattern 01AKQ2-2 and higher than that of the pre-operation performance pattern 01AKQ1-1. When a pre-operation performance corresponding to the pre-operation performance pattern 01AKQ1-1 is executed, the jackpot expectation rate is the lowest.

[0195] FIG. 10-16(B) shows a determination example 01AKD32 of a pre-operation performance pattern corresponding to the first timing during the time-saving period. Pre-operation performance patterns 01AKQ1-1 and 01AKQ2-3 are prepared in advance as a plurality of pre-operation performance patterns that can be determined corresponding to the first timing during the time-saving period. In the determination example 01AKD32, the determination ratio of the pre-operation performance patterns 01AKQ1-1 and 01AKQ2-3 differs depending on whether the display result of the special pattern is "miss" or "jackpot". For example, the pre-operation performance pattern 01AKQ1-1 is always determined when the display result of the special pattern is "miss" because it is 100 / 100 (=100%), and is determined when the display result of the special pattern is "jackpot" at 60 / 100 (=60%). The pre-operation performance pattern 01AKQ2-3 is not determined when the display result of the special pattern is "miss" because it is 0 / 100 (=0%), and is determined at 40 / 100 (=40%) when the display result of the special pattern is "jackpot". Due to the difference in the determination rate corresponding to the display result of the special pattern, the operation performance that can be executed corresponding to the first timing during the time-saving can have different jackpot expectation rates depending on the performance mode of the pre-operation performance. For example, when the pre-operation performance corresponding to the pre-operation performance pattern 01AKQ2-3 is executed, it is determined that the display result of the special pattern will be "jackpot". The pre-operation performance corresponding to the pre-operation performance pattern 01AKQ1-1 has a high probability of being executed at the first timing during the time-saving, and the jackpot expectation rate is low.

[0196] FIG. 10-16(C) shows a determination example 01AKD33 of a pre-operation performance pattern corresponding to the second timing. Pre-operation performance patterns 01AKQ2-1 and 01AKQ2-2 are prepared in advance as a plurality of pre-operation performance patterns that can be determined corresponding to the second timing. In the determination example 01AKD33, the determination ratio of the pre-operation performance patterns 01AKQ2-1 and 01AKQ2-2 differs depending on whether the display result of the special pattern is "miss" or "jackpot". For example, the pre-operation performance pattern 01AKQ2-1 is determined at 60 / 100 (=60%), which is higher than the pre-operation performance pattern 01AKQ2-2, when the display result of the special pattern is "miss", and is determined at 40 / 100 (=40%), which is lower than the pre-operation performance pattern 01AKQ2-2, when the display result of the special pattern is "jackpot". The pre-operation performance pattern 01AKQ2-2 is determined at a lower rate of 40 / 100 (=40%) than the pre-operation performance pattern 01AKQ2-1 when the display result of the special pattern is a "miss," and is determined at a higher rate of 60 / 100 (=60%) than the pre-operation performance pattern 01AKQ2-1 when the display result of the special pattern is a "jackpot." Due to the difference in the determination rate corresponding to the display result of the special pattern, the operation performance that can be executed corresponding to the second timing can have different jackpot expectations depending on the performance mode of the pre-operation performance. For example, when a pre-operation performance corresponding to the pre-operation performance pattern 01AKQ2-2 is executed, the jackpot expectation is higher than that of the pre-operation performance pattern 01AKQ2-1.

[0197] FIG. 10-16(D) shows a determination example 01AKD34 of a pre-operation performance pattern corresponding to the third timing. As a pre-operation performance pattern that can be determined corresponding to the third timing, only the pre-operation performance pattern 01AKQ1-2 is prepared in advance. In other words, it is always determined because the ratio is 100 / 100 (=100%), which is common whether the display result of the special pattern is "miss" or "big hit". The operation performance corresponding to the third timing is the operation performance at the time of hit / miss notification included in the execution period of the specific performance when the reach performance that is the Super Reach of Super B is executed. In this case, only the promotion performance included in the pre-operation performance corresponding to the pre-operation performance pattern 01AKQ1-2 can be executed. The pre-operation performance pattern 01AKQ1-2 can be determined only corresponding to the hit / miss notification that is the third timing, and is the pre-operation performance pattern for executing the hit / miss notification in the reach performance of Super B.

[0198] The pre-operation performance pattern may be set so that it can be determined at a common ratio whether the display result of the special symbol is a "miss" or a "jackpot", regardless of the execution timing of the operation performance. In this case, the jackpot expectation corresponding to the performance mode of the pre-operation performance is common, so that the attention of the player to the post-operation performance with a different jackpot expectation is increased, and the player's motivation to participate in the operation performance can be improved.

[0199] FIG. 10-17 is a timing diagram showing an example of execution control of a pre-operation performance corresponding to the pre-operation performance pattern 01AKQ1-1. The pre-operation performance corresponding to the pre-operation performance pattern 01AKQ1-1 includes a special performance 01AKE1 shown in FIG. 10-17(A) and a promotion performance 01AKH1 shown in FIG. 10-17(B). This pre-operation performance can execute the special performance 01AKE1 during the execution of the promotion performance 01AKH1. For example, the special performance 01AKE1 can be executed together with the promotion performance 01AKH1 during the 3-second period from the start timing T01 to the end timing T02 of the pre-operation performance corresponding to the pre-operation performance pattern 01AKQ1-1.

[0200] The promotion effect 01AKH1 includes, for example, a button display by displaying a performance image imitating the push button 31B, and encourages an action corresponding to the push button 31B, such as a player pressing the push button 31B. The promotion effect 01AKH1 includes, for example, a display of a first promotion image in a manner that does not indicate the first position, which is the installation position of the push button 31B, such as below the screen display of the image display device 5. The special effect 01AKE1 includes, for example, an effect display effect that changes the visibility of a display using other performance images within a range in which a specific performance image is displayed on the screen display of the image display device 5.

[0201] The pre-operation performance corresponding to the pre-operation performance pattern 01AKQ1-1 does not include a first-stage performance. The first-stage performance can suggest that a promotion performance will be executed before the promotion performance is executed. When a pre-operation performance corresponding to the pre-operation performance pattern 01AKQ1-1 is executed, the special performance 01AKE1 and the promotion performance 01AKH1 can be executed, and the first-stage performance is not executed.

[0202] FIG. 10-18 is a timing diagram showing an example of execution control of a pre-operation performance corresponding to the pre-operation performance pattern 01AKQ1-2. The pre-operation performance corresponding to the pre-operation performance pattern 01AKQ1-2 includes a special performance 01AKE1 shown in FIG. 10-18(A), a first stage performance 01AKF1 shown in FIG. 10-18(B), and a promotion performance 01AKH1 shown in FIG. 10-18(C). This pre-operation performance can execute the special performance 01AKE1 while the promotion performance 01AKH1 is being executed. In addition, before the promotion performance AKH1 is executed, a first stage performance 01AKF1 that suggests that the promotion performance AKH1 will be executed can be executed. The special performance 01AKE1 can also be executed while the first stage performance 01AKF1 is being executed.

[0203] For example, the first stage effect 01AKF1 can be executed in the four seconds from the start timing T11 of the pre-operation effect corresponding to the pre-operation effect pattern 01AKQ1-2 to the timing T13. Here, the special effect 01AKE1 can be executed at the timing T12, which is three seconds after the start timing T11 of the pre-operation effect. This special effect 01AKE1 can be executed in the three seconds from the timing T12 to the timing T14. The promotion effect 01AKH1 can be executed at the timing T13, which is before the timing T14. Therefore, in the pre-operation effect corresponding to the pre-operation effect pattern 01AKQ1-2, the special effect 01AKE1 can be executed during the execution of the first stage effect 01AKF1 and during the execution of the promotion effect 01AKH1. The promotion effect 01AKH1 can be executed in the six seconds from the timing T13 to the timing T15. In this case, the total period of the execution period of the first stage effect 01AKF1 and the promotion effect 01AKH1 is 10 seconds.

[0204] In the example of pre-operation performance pattern determination shown in FIG. 10-16, the pre-operation performance pattern 01AKQ1-1 can be determined in response to the first timing during normal play and the first timing during time-saving. The pre-operation performance pattern 01AKQ1-2 can be determined in response to the third timing. The operation performance can be executed in response to the third timing when a reach performance that becomes a super reach, such as Super B, is executed. When the variable pattern in which such a reach performance that becomes a super reach is executed is set as a specific pattern, in the variable display corresponding to the specific pattern, pre-operation performances corresponding to the pre-operation performance patterns 01AKQ1-1 and 01AKQ1-2 including the promotion performance 01AKH1 can be executed at multiple timings, such as the first timing and the third timing during normal play and time-saving. In the pre-operation performance corresponding to the pre-operation performance pattern 01AKQ1-1, the execution period of the promotion performance 01AKH1 is 3 seconds. In the pre-operation performance corresponding to the pre-operation performance pattern 01AKQ1-2, the execution period of the promotion performance 01AKH1 is 6 seconds. Therefore, if the promotion effect 01AKH1, which can be executed in response to pre-operation effect patterns 01AKQ1-1 and 01AKQ1-2, is set as the first promotion effect, the execution period of the first promotion effect can be set to be different for the first timing and the second timing included in the multiple timings.

[0205] FIG. 10-19 is a timing diagram showing an example of execution control of pre-operation performance corresponding to pre-operation performance patterns 01AKQ2-1 and 01AKQ2-2. The pre-operation performance corresponding to the pre-operation performance pattern 01AKQ2-1 includes the special performance 01AKE2 shown in FIG. 10-19(A), the first performance 01AKF2 shown in FIG. 10-19(B), and the promotion performance 01AKH2 shown in FIG. 10-19(C). This pre-operation performance ends the special performance 01AKE2 executed at least before the execution timing of the promotion performance 01AKH2 by the time the promotion performance 01AKH2 is executed. Before the execution of the promotion performance 01AKH2, the first performance 01AKF2, which suggests that the promotion performance 01AKH2 will be executed, can be executed. The special performance 01AKE2 can be executed during the execution of the first performance 01AKF2.

[0206] The promotion effect 01AKH2 includes, for example, a promotion display by displaying a plurality of effect images, and encourages the player to perform an operation corresponding to the decoration button 31C, such as pressing the decoration button 31C. The promotion effect 01AKH2 includes, for example, the display of a second promotion image in a manner indicating a second position, which is the installation position of the decoration button 31C, such as above the screen display of the image display device 5. The special effect 01AKE2 includes, for example, an effect display effect that changes the visibility of a display using other effect images within a range in which a specific effect image is displayed on the screen display of the image display device 5.

[0207] For example, the first stage effect 01AKF2 can be executed in the 5 seconds from the start timing T21 of the pre-operation effect corresponding to the pre-operation effect pattern 01AKQ2-1 to the timing T24. Here, the special effect 01AKE2 can be executed at the timing T22, which is 1.5 seconds after the start timing T21 of the pre-operation effect. This special effect 01AKE2 can be executed in the 3 seconds from the timing T22 to the timing T23. The promotion effect 01AKH2 can be executed at the timing T24, which is later than the timing T23. Therefore, in the pre-operation effect corresponding to the pre-operation effect pattern 01AKQ2-1, the special effect 01AKE2 is executed at least at the timing T22 before the timing T24, which is the execution timing of the promotion effect 01AKH2, and is ended at the timing T23 before the timing T24, which is the execution timing of the promotion effect 01AKH2. The promotion effect 01AKH2 can be executed in the 7 seconds from the timing T24 to the timing T25. In this case, the combined execution period of the preliminary effect 01AKF2 and the execution period of the promotion effect 01AKH2 is 12 seconds.

[0208] The pre-operation performance corresponding to the pre-operation performance pattern 01AKQ2-2 includes the special performance 01AKE2 shown in FIG. 10-19(A), the first stage performance 01AKF3 shown in FIG. 10-19(B), and the promotion performance 01AKH2 shown in FIG. 10-19(C). In this case, the execution timing and execution period of the special performance 01AKE2, the first stage performance 01AKF3, and the promotion performance 01AKH2 may be the same as those of the special performance 01AKE2, the first stage performance 01AKF2, and the promotion performance 01AKH2 in the pre-operation performance corresponding to the pre-operation performance pattern 01AKQ2-1. In this pre-operation performance, the special performance 01AKE2 executed at a timing before the execution timing of the promotion performance 01AKH2 is terminated by the time the promotion performance 01AKH2 is executed. Before the execution of the promotion performance 01AKH2, the first stage performance 01AKF3, which suggests that the promotion performance 01AKH2 will be executed, can be executed. The special effect 01AKE2 can be executed during the execution of the pre-stage effect 01AKF3. The total execution period of the pre-stage effect 01AKF3 and the promotion effect 01AKH2 is 12 seconds.

[0209] The pre-operation performance pattern 01AKQ2-1 can execute the first stage performance 01AKF2, and the pre-operation performance pattern 01AKQ2-2 can execute the first stage performance 01AKF3. Therefore, when the pre-operation performance pattern 01AKQ2-1 is the first pattern and the pre-operation performance pattern 01AKQ2-2 is the second pattern, the first stage performance can be executed by any one of the multiple patterns including at least the first pattern and the second pattern.

[0210] The total execution period of the first stage performance 01AKF2 executable in response to the pre-operation performance pattern 01AKQ2-1 and the promotion performance 01AKH2 is 12 seconds. The total execution period of the first stage performance 01AKF3 executable in response to the pre-operation performance pattern 01AKQ2-2 and the promotion performance 01AKH2 is also 12 seconds. The total execution period of the first stage performance 01AKF1 executable in response to the pre-operation performance pattern 01AKQ1-2 shown in Figure 10-18 and the promotion performance 01AKH1 is 10 seconds. Therefore, if the early stage performance 01AKF2 or early stage performance 01AKF3 is the second early stage performance, the promotion performance 01AKH2 is the second promotion performance, the early stage performance 01AKF1 is the first early stage performance, and the promotion performance 01AKH1 is the first promotion performance, the combined execution period of the second early stage performance and the second promotion performance can be set to be longer than the combined execution period of the first early stage performance and the first promotion performance.

[0211] The execution period of the pre-operation performance 01AKF2, which can be executed in response to the pre-operation performance pattern 01AKQ2-1, and the pre-operation performance 01AKF3, which can be executed in response to the pre-operation performance pattern 01AKQ2-2, is both 5 seconds. The execution period of the pre-operation performance 01AKF1, which can be executed in response to the pre-operation performance pattern 01AKQ1-2 shown in FIG. 10-18, is 4 seconds. Therefore, if the pre-operation performance 01AKF2 or the pre-operation performance 01AKF3 is set as the second pre-operation performance, and the pre-operation performance 01AKF1 is set as the first pre-operation performance, the execution period of the second pre-operation performance can be set to be longer than the execution period of the first pre-operation performance.

[0212] The execution period of the prompt effect 01AKH2 that can be executed in response to the pre-operation performance patterns 01AKQ2-1 and 01AKQ2-2 is 7 seconds. The execution period of the prompt effect 01AKH1 that can be executed in response to the pre-operation performance pattern 01AKQ1-2 shown in FIG. 10-18 is 6 seconds. Therefore, when the prompt effect 01AKH2 is set as the second prompt effect and the prompt effect 01AKH1 is set as the first prompt effect, the execution period of the second prompt effect can be set to be longer than the execution period of the first prompt effect.

[0213] In the pre-operation performance pattern determination example shown in FIG. 10-16, the pre-operation performance patterns 01AKQ2-1 and 01AKQ2-2 can be determined in response to the first timing in normal times, and are not determined in response to the third timing. The pre-operation performance pattern 01AKQ1-1 can be determined in response to the first timing in normal times. The pre-operation performance pattern 01AKQ1-2 can be determined in response to the third timing. The operation performance can be executed in response to the third timing when a reach performance that becomes the Super Reach of Super B is executed. The performance during the variable display by the variable pattern including the reach performance that becomes the Super Reach of Super B is set as a specific performance that suggests that it will be controlled to an advantageous state such as a jackpot game state. In addition, the promotion performance 01AKH1 included in the pre-operation performance corresponding to the pre-operation performance patterns 01AKQ1-1 and 01AKQ1-2 is set as the first promotion performance. The prompt performance 01AKH2 included in the pre-operation performance corresponding to the pre-operation performance patterns 01AKQ2-1 and 01AKQ2-2 is defined as the second prompt performance. The first prompt performance and the second prompt performance are collectively defined as the prompt performance. The execution period of the pre-operation performance corresponding to the first timing under normal circumstances is defined as the first period included in the execution period of the specific performance. The execution period of the pre-operation performance corresponding to the third timing is defined as the second period included in the execution period of the specific performance. In this case, the prompt performance can be executed in the first period and the second period included in the execution period of the specific performance. Also, in the first period, either the first prompt performance or the second prompt performance can be executed. In the second period, only the first prompt performance can be executed.

[0214] In the example of determining the pre-operation performance pattern shown in FIG. 10-16, the pre-operation performance patterns 01AKQ2-1 and 01AKQ2-2 can be determined in response to the first timing and the second timing in normal times. The operation performance can be executed in response to the second timing when a reach performance that becomes a super reach is executed. When the variable pattern in which such a reach performance that becomes a super reach is executed is set as a specific pattern, in the variable display corresponding to the specific pattern, it is possible to execute the pre-operation performance corresponding to the pre-operation performance patterns 01AKQ2-1 and 01AKQ2-2 including the promotion performance 01AKH2 at multiple timings such as the first timing and the second timing in normal times. The pre-operation performance corresponding to the pre-operation performance patterns 01AKQ2-1 and 01AKQ2-2 has an execution period of 7 seconds for the promotion performance 01AKH2 in both cases. Therefore, if the promotion effect 01AKH2, which can be executed in response to pre-operation effect patterns 01AKQ2-1 and 01AKQ2-2, is set as the second promotion effect, the execution period of the second promotion effect can be set to be common regardless of multiple timings.

[0215] Figure 10-20 is a timing diagram showing an example of execution control of a pre-operation performance corresponding to the pre-operation performance pattern 01AKQ2-3. The pre-operation performance corresponding to the pre-operation performance pattern 01AKQ2-3 includes only the promotion performance 01AKH2, and does not include special performances or early performances. For example, the promotion performance 01AKH2 can be executed in the 5-second period from the start timing T31 to the end timing T32 of the pre-operation performance corresponding to the pre-operation performance pattern 01AKQ2-3.

[0216] In the example of determining the pre-operation performance pattern shown in FIG. 10-16, the pre-operation performance pattern 01AKQ2-3 can be determined in response to the first timing during time reduction. The pre-operation performance corresponding to the pre-operation performance patterns 01AKQ2-1 and 01AKQ2-2 shown in FIG. 10-18 includes the pre-operation performance corresponding to the pre-operation performance pattern 01AKQ2-3 and the common promotion performance 01AKH2. In the example of determining the pre-operation performance pattern shown in FIG. 10-16, the pre-operation performance patterns 01AKQ2-1 and 01AKQ2-2 can be determined in response to the first timing and the second timing during normal times. Normal times are normal states in which time reduction control is not performed, and during time reduction, time reduction is a time reduction state in which time reduction control is performed. Therefore, when the time reduction state is a special state and the promotion performance 01AKH2 is a second promotion performance, the second promotion performance can be executed in response to both the normal state and the special state. Also, while the pre-operation performance corresponding to the pre-operation performance patterns 01AKQ2-1 and 01AKQ2-2 includes the first stage performances 01AKF2 and 01AKF3, the pre-operation performance corresponding to the pre-operation performance pattern 01AKQ2-3 does not include the first stage performance, so that it is possible to restrict the execution of the first stage performance when the second promotion performance is executed in response to a special state. Note that the restriction is not limited to not including the first stage performance, and it may be possible to restrict it by shortening the execution period of the first stage performance. It may be possible to restrict it by reducing the visibility of the first stage performance. It may be possible to restrict it by reducing the execution rate of the first stage performance. In addition, it is sufficient if it is possible to set it so that the execution of the first stage performance is arbitrarily restricted when the second promotion performance is executed in response to a special state.

[0217] The pre-operation performance corresponding to the pre-operation performance pattern 01AKQ2-3 has a 5-second execution period for the prompt performance 01AKH2. The pre-operation performance corresponding to the pre-operation performance patterns 01AKQ2-1 and 01AKQ2-2 shown in FIG. 10-19 has a 7-second execution period for the prompt performance 01AKH2. In this way, the pre-operation performance corresponding to the pre-operation performance pattern 01AKQ2-3 has a shorter execution period for the prompt performance 01AKH2 than the pre-operation performance corresponding to the pre-operation performance patterns 01AKQ2-1 and 01AKQ2-2, so that the execution of the prompt performance can be restricted when the second prompt performance is executed in response to the special state. Therefore, when the time-saving state is the special state and the prompt performance 01AKH2 is the second prompt performance, the execution period of the second prompt performance corresponding to the special state is shorter than the execution period of the second prompt performance corresponding to the normal state. Note that it may be possible to set the execution of the second prompt performance not to be restricted when the second prompt performance is executed in response to the special state. In other words, the execution period of the second promotion effect may be common to both the normal state and the special state.

[0218] When the push sensor 35B detects a player's action corresponding to the push button 31B, such as a pressing operation on the push button 31B, the promotion effect 01AKH1 can end its execution even before the end of the execution period and start execution of the post-operation effect. Therefore, the execution period of the promotion effect 01AKH1 that can be set corresponding to the pre-operation effect patterns 01AKQ1-1 and 01AKQ1-2 may be the longest period during which the promotion effect 01AKH1 can be executed when no player action is detected.

[0219] When the push sensor 35C detects a player's action corresponding to the decoration button 31C, such as a pressing operation on the decoration button 31C, the promotion effect 01AKH2 can end its execution even before the end of the execution period and start execution of the post-operation effect. Therefore, the execution period of the promotion effect 01AKH2 that can be set corresponding to the pre-operation effect patterns 01AKQ2-1, 01AKQ2-2, and 01AKQ2-3 may be the longest period during which the promotion effect 01AKH2 can be executed when no player action is detected.

[0220] FIG. 10-21 shows an example of special effect execution. The special effect can be included in the pre-operation effect and executed, and is an effect that changes the visibility of the effect image. Note that the special effect may not be included in the pre-operation effect and executed depending on the pre-operation effect pattern. The special effect can be executed in different performance modes corresponding to the case where the special effect 01AKE1 shown in FIG. 10-21(A) is executed and the case where the special effect 01AKE2 shown in FIG. 10-21(B) is executed. Note that the special effect may be executed in a common performance mode corresponding to the case where the special effect 01AKE1 is executed and the case where the special effect 01AKE2 is executed.

[0221] Special performance 01AKE1 includes an image display that moves on the display screen of the image display device 5 from the top of the screen towards the bottom of the screen corresponding to the installation position of the push button 31B. The image display that moves in special performance 01AKE1 moves from the top of the screen towards the bottom of the screen at a speed of AKV4, for example. Special performance 01AKE2 includes an image display that moves on the display screen of the image display device 5 from the bottom of the screen towards the top of the screen corresponding to the installation position of the decorative button 31C. The image display that moves in special performance 01AKE2 moves from the bottom of the screen towards the top of the screen at a speed of AKV4, for example.

[0222] The image display portion that is moved and displayed in the special effects 01AKE1 and 01AKE2 becomes a display that imitates light emitted from a light source, for example. The other image displays in such image display portions change in part or in whole of the display mode, such as gloss, shading, and brightness of color attributes. In this way, the special effects 01AKE1 and 01AKE2 may change the visibility of the performance image. The image processing that changes the visibility of the performance image may be executed based on, for example, an effect drawing command sent from the CPU 120A to the VDP 123A, and may include any drawing processing that changes the visibility of the performance image included in the change target range, such as monochrome change, color inversion, blurring effect application, and partial or complete change of the hue, brightness, and saturation included in the color attributes. The change target range that changes the visibility of the performance image in the special effects 01AKE1 and 01AKE2 may be a part or whole display area on the display screen of the image display device 5. However, image display in a specific layer with a high display priority, such as layer 01AKL1 used to draw small symbol display area 01AKC1 and layer 01AKL2 used to draw variable related display area 01AKC2, may be set not to be included in the change target range. When changing the visibility of the effect image in special effects 01AKE1 and 01AKE2, the display mode in the image display may be changed by executing image processing different from that when the visibility is not changed using image data common to when the visibility is not changed.

[0223] Figures 10-22 to 10-24 show examples of the execution of the first stage performance. The first stage performance can be executed as part of the pre-operation performance, and is a performance that suggests that the promotion performance will be executed before the execution of the promotion performance. Note that the first stage performance may not be included in the pre-operation performance and may not be executed depending on the pre-operation performance pattern. The first stage performance can be executed in different performance modes corresponding to the case where the first stage performance 01AKF1 shown in Figure 10-22 is executed, the case where the first stage performance 01AKF2 shown in Figure 10-23 is executed, and the case where the first stage performance 01AKF3 shown in Figure 10-24 is executed.

[0224] The first stage performance 01AKF1 corresponds to the case where an operation performance using the push button 31B is executed, and suggests that the promotion performance 01AKH1 is executed before the promotion performance 01AKH1 is executed. The first stage performance 01AKF1 includes a performance by image display on the display screen of the image display device 5. The first stage performances 01AKF2 and 01AKF3 correspond to the case where an operation performance using the decorative button 31C is executed, and suggests that the promotion performance 01AKH2 is executed before the promotion performance 01AKH2 is executed. The first stage performances 01AKF2 and 01AKF3 include a performance in which the movable body 32 can be operated, and a performance by image display on the display screen of the image display device 5. In this way, the first stage performance 01AKF1 that can be executed before the execution of the promotion performance 01AKH1 does not include a performance in which the movable body 32 can be operated, while the first stage performances 01AKF2 and 01AKF3 that can be executed before the execution of the promotion performance 01AKH2 may include a performance in which the movable body 32 can be operated. In addition, the preliminary performance 01AKF1, which can be executed before the execution of the promotion performance 01AKH1, may also include a performance that can operate the movable body 32.

[0225] When the first stage performance 01AKF2 is executed, for example, the movable body 32 shown in FIG. 10-23(A) moves from the retreat position to the advance position in response to the start of the first stage performance 01AKF2. In this way, in the first stage performance 01AKF2, the movable body 32 can be operated to advance so as to overlap with the front side, which is in front of the display screen of the image display device 5. The movable body 32 then moves from the advance position to the retreat position, and returns to the retreat position and stops, thereby making the display screen of the image display device 5 visible in its entirety. In this case, the first stage performance 01AKF2 only needs to be capable of executing the image display of the character CH00 shown in FIG. 10-23(B).

[0226] When the first stage performance 01AKF3 is executed, for example, the movable body 32 shown in FIG. 10-24(A) moves from the retreat position to the advance position in response to the start of the first stage performance 01AKF3. In this way, in the first stage performance 01AKF3, the movable body 32 can be operated to advance so as to overlap with the front side, which is in front of the display screen of the image display device 5. The movable body 32 then moves from the advance position to the retreat position, and returns to the retreat position and stops, thereby making the display screen of the image display device 5 visible in its entirety. In this case, the first stage performance 01AKF3 only needs to be capable of executing the image display of the text information MJ00 and the button display BG00 shown in FIG. 10-24(C).

[0227] The pre-operation performance 01AKF2 is included in the pre-operation performance corresponding to the pre-operation performance pattern 01AKQ2-1. The pre-operation performance 01AKF3 is included in the pre-operation performance pattern 01AKQ2-2. Both pre-operation performance patterns 01AKQ2-1 and 01AKQ2-2 enable the execution of a pre-operation performance including the promotion performance 01AKH2. Therefore, when the promotion performance 01AKH2 is the second promotion performance, the pre-operation performance corresponding to the second promotion performance can be executed by one of a plurality of patterns including at least the first pattern and the second pattern, such as the pre-operation performance 01AKF2 by the pre-operation performance pattern 01AKQ2-1 and the pre-operation performance 01AKF3 by the pre-operation performance pattern 01AKQ2-2. The pre-operation performances 01AKF2 and 01AKF3 can be executed in different performance modes depending on the image display of the character CH00 and the image display of the text information MJ00 and the button display BG00. In addition, the first stage performance corresponding to a plurality of patterns may be executed in different performance modes by changing the display mode in the image display of the characters, such as the type of character, the number of characters displayed, the size, the color, the pattern, the display position, the display timing, the display period, the passing speed, other actions, the lines, or a combination of some or all of these. Alternatively, the first stage performance may be executed in different performance modes by changing the display mode in the image display of the character information, such as the content of the character image, the font, the size, the color, the pattern, the display position, the display timing, the display period, the passing speed, other actions, or a combination of some or all of these. Alternatively, the first stage performance corresponding to a plurality of patterns may be executed in different performance modes by changing the display mode in the button display, such as the presence or absence of button display, the number of characters displayed, the size, the shape, the color, the pattern, the display position, the display timing, the display period, the passing speed, other actions, or a combination of some or all of these.

[0228] FIG. 10-25 shows an example of the promotion effect execution. The promotion effect can be executed as part of the pre-operation effect, and is an effect that encourages the player to perform an action corresponding to the detection means including the push button 31B and the decorative button 31C. A plurality of pre-operation effect patterns can all be executed as pre-operation effects that include the promotion effect. The promotion effect can be executed in different performance modes corresponding to the case where the promotion effect 01AKH1 shown in FIG. 10-25(A) is executed and the case where the promotion effect 01AKH2 shown in FIG. 10-25(B) is executed. The promotion effect 01AKH1 includes an image display in a mode that does not show the lower part of the gaming machine frame 3, which is below the screen display of the image display device 5, as the first position, which is the installation position of the push button 31B. The promotion effect 01AKH2 includes an image display in a mode that shows the upper part of the gaming machine frame 3, which is above the screen display of the image display device 5, as the second position, which is the installation position of the decorative button 31C. Therefore, if the production image used to display an image in promotion performance 01AKH1, which is the first promotion performance, is designated as the first promotion image, and the production image used to display an image in promotion performance 01AKH2, which is the second promotion performance, is designated as the second promotion image, the first promotion performance includes the display of the first promotion image, which is in an aspect that does not indicate the first position, and the second promotion performance includes the display of the second promotion image, which is in an aspect that indicates the second position.

[0229] When the promotion performance 01AKH1 is executed, the display of the background image on the display screen of the image display device 5 can be image display HG01 using a common background image before the promotion performance 01AKH1 is executed and during the period when the promotion performance 01AKH1 is executed. The image display HG01 may be image display using a background image in a reach performance that becomes a super reach, for example. When the promotion performance 01AKH2 is executed, the display of the background image on the display screen of the image display device 5 can be image display HG02 using a different background image before the promotion performance 01AKH2 is executed and during the period when the promotion performance 01AKH2 is executed. The image display HG02 may be image display using a background image prepared in advance corresponding to the promotion performance 01AKH2, different from the background image in the reach performance that becomes a super reach, for example.

[0230] The image display in the promotion effect 01AKH1 includes, for example, an image display of a button display BG01 imitating the push button 31B, and an image display of a meter display MT01 indicating the remaining period during which the player's action can be detected by the push button 31B. The effect images used for the button display BG01 and the meter display MT01 are displayed in a manner that does not move toward the first position, which is the installation position of the push button 31B. Therefore, if promotion effect 01AKH1 is the first promotion effect, the effect image used for image display in promotion effect 01AKH1 is the first promotion image, push button 31B is the first detection means, the effect image used for button display BG01 is the fifth image, and the effect image used for meter display MT01 is the sixth image, the display of the first promotion image in the first promotion effect includes at least a fifth image that imitates the first detection means and a sixth image that indicates the remaining period in which the player's action can be detected by the first detection means, and the fifth image and sixth image are displayed in a manner that does not move toward the first position.

[0231] The image display in the promotion effect 01AKH2 includes, for example, an image display of a character CH01 and an image display of an arrow AR01 indicating the remaining time in which the player's action can be detected by the decorative button 31C. The image display of the arrow AR01 may indicate the remaining time in which the player's action can be detected by the decorative button 31C, for example, by decreasing the display area in red display color as time passes and increasing the display area in white display color. The effect images used for the image display of the character CH01 and the image display of the arrow AR01 are displayed in a manner that moves toward the second position, which is the installation position of the decorative button 31C. Therefore, if promotion effect 01AKH2 is the second promotion effect, the effect image used to display the image in promotion effect 01AKH2 is the second promotion image, the decorative button 31C is the second detection means, the effect image used to display the image of character CH01 is the first image, and the effect image used to display the image of arrow AR01 is the second image, the display of the second promotion image in the second promotion effect includes at least the display of the first image and the second image which are displayed and moved toward the second position, the first image is an image showing the character, and the second image is an image indicating the remaining period during which the player's action can be detected by the second detection means.

[0232] In the configuration example 01AKP0 of the screen display in the image display device 5 shown in FIG. 10-4, the small symbol display area 01AKC1 and the active display area 01AKA1, the first reserved display area 01AKB1, and the second reserved display area 01AKB2 included in the variable related display area 01AKC2 can all display special information related to variable display. In the layers 01AKL1 to 01AKL5 shown in FIG. 10-6, the layer 01AKL1 with the highest display priority is used for image display showing the small symbol in the small symbol display area 01AKC1. The layer 01AKL2 with the second highest display priority after the layer 01AKL1 is used for image display to be the active display or reserved display in the variable related display area 01AKC2. The layer 01AKL3 with a display priority lower than 01AKL2 is used for image display in the operation performance including the promotion performance. The small symbol display area 01AKC1 and the variable related display area 01AKC2 are provided at the bottom of the display screen of the image display device 5, and special information related to the variable display can be displayed in layers 01AKL1 and 01AKL2, which have a higher display priority than the layer 01AKL3 used for image display in the promotion performance 01AKH2. In the image display in the promotion performance 01AKH2, the image display of the character CH01 and the image display of the arrow AR01 are displayed moving from the bottom to the top of the display screen in response to the installation position of the decoration button 31C. Therefore, when the performance image used for the image display of the character CH01 is the first image and the performance image used for the image display of the arrow AR01 is the second image, the special information related to the variable display can be displayed in a layer with a higher priority than the display layers of the first and second images, and the special information is not displayed in the direction in which the first and second images are moved.

[0233] In the image display in the promotion performance 01AKH2, the image display of the character CH01 moves from the bottom to the top of the display screen at a moving speed AKV1, and the image display of the arrow AR01 moves from the bottom to the top of the display screen at a moving speed AKV2. In this case, the display control data in the pre-operation performance control pattern may be set so that the moving speed AKV2 corresponding to the image display of the arrow AR01 is faster than the moving speed AKV1 corresponding to the image display of the character CH01. Therefore, if the performance image used to display the image of the character CH01 is the first image, the moving speed AKV1 is the first speed, the performance image used to display the image of the arrow AR01 is the second image, and the moving speed AKV2 is the second speed, the first image is moved at the first speed, and the second image is moved at the second speed faster than the first speed.

[0234] The image display in the promotion effect 01AKH2 includes the image display of the character information MJ01. The image display of the character information MJ01 suggests the action of the player corresponding to the decorative button 31C, for example, by displaying a message such as "Shoot". The effect image used for the image display of the character information MJ01 is displayed in a manner in which it moves toward the second position, which is the installation position of the decorative button 31C, like the character CH01 and the arrow AR01. In this case, the effect image used for the image display of the character information MJ01 is displayed moving from the bottom to the top of the display screen at a moving speed AKV3 different from the moving speed AKV1 corresponding to the image display of the character CH01 and the moving speed AKV2 corresponding to the image display of the arrow AR01. The display control data in the pre-operation effect pattern may be set so that the moving speed AKV3 corresponding to the image display of the character information MJ01 is faster than the moving speed AKV1 corresponding to the image display of the character CH01 and slower than the moving speed AKV2 corresponding to the image display of the arrow AR01. Therefore, if promotion effect 01AKH2 is the second promotion effect, the effect image used to display the image in promotion effect 01AKH2 is the second promotion image, the decorative button 31C is the second detection means, the effect image used to display the image of character CH01 is the first image, the movement speed AKV1 is the first speed, the effect image used to display the image of arrow AR01 is the second image, the movement speed AKV2 is the second speed, the effect image used to display the image of text information MJ01 is the third image, and the movement speed AKV3 is the third speed, the display of the second promotion image in the second promotion effect includes a third image suggesting the player's behavior corresponding to the second detection means, and the third image is displayed and moved at a third speed that is faster than the first speed and slower than the second speed.

[0235] The effect image used to display the image of the character CH01 may be in a form in which the upper part of the frame 3 for the gaming machine, which is above the screen display of the image display device 5, is shown as the second position, which is the installation position of the decorative button 31C, for example, by the right hand of the character CH01 pointing to the upper side of the screen display. The effect image used to display the image of the arrow AR01 may be in a form in which the upper part of the frame 3 for the gaming machine, which is above the screen display of the image display device 5, is shown as the second position, which is the installation position of the decorative button 31C, for example, by the arrow AR01 pointing to the upper side of the screen display. The effect image used to display the image of the text information MJ01 may be in a form in which the upper part of the frame 3 for the gaming machine, which is above the screen display of the image display device 5, is shown as the second position, which is the installation position of the decorative button 31C, for example, by the part of the line display indicating the message "Shoot" becoming an arrow and pointing to the upper side of the screen display. The image display in the promotion performance 01AKH2 may be in a form in which the performance image used for some or all of the image display shows the upper part of the gaming machine frame 3, which is above the screen display of the image display device 5, as the second position, which is the installation position of the decorative button 31C.

[0236] The image display of the character CH01 may be moved at a moving speed AKV1, and text information showing a message such as "Push" may be displayed on the right hand side, and this text information may be enlarged as the display moves. The image display of the text information MJ01 may be moved at a moving speed AKV3, and a part of the line display showing a message such as "Shoot" may show an arrow indicating the top of the screen, and this arrow may be elongated as the display moves. In addition, the display mode may be changed as the display moves, such as enlarging, elongating, changing the display color, or transforming any image display.

[0237] The image display in the special effect 01AKE2 shown in FIG. 10-21(B) includes the display of a special image that changes the visibility of the effect image, for example, as an effect image used for effect display imitating light. This special image is displayed in a manner that moves toward the second position, which is the installation position of the decoration button 31C. In this case, the special image used for image display in the special effect 01AKE2 moves from the bottom of the screen toward the top of the screen at a moving speed AKV4 that is faster than the moving speed AKV1 corresponding to the image display of the character CH01, the moving speed AKV2 corresponding to the image display of the arrow AR01, and the moving speed AKV3 corresponding to the image display of the text information MJ01. Therefore, when the moving speed AKV1 is the first speed, the moving speed AKV2 is the second speed, the moving speed AKV3 is the third speed, and the moving speed AKV4 is the fourth speed, the special effect is an effect in which a special image that changes the visibility of the effect image moves toward the second position, and the special image is moved and displayed at a fourth speed that is faster than the first speed, the second speed, and the third speed.

[0238] The image display in the promotion performance 01AKH2 includes the image display of the character CH01. The image display in the first stage performance 01AKF2 shown in FIG. 10-23 includes the image display of the character CH00 shown in FIG. 10-23(B). The characters CH00 and CH01 are specific characters common to the first stage performance 01AKF2 and the promotion performance 01AKH2. The image display of the character CH00 in the first stage performance 01AKF2 may be a first mode display, such as a three-dimensional stereoscopic display, an animation display, or a moving image display. The image display of the character CH01 in the promotion performance 01AKH2 may be a second mode display different from the first mode, such as a two-dimensional flat display or a still image display. Therefore, when the promotion performance 01AKH2 is the second promotion performance, it is possible to display a specific character common to the first stage performance and the second promotion performance, and the first stage performance includes the display of a specific character in the first mode, and the second promotion performance includes the display of a specific character in the second mode.

[0239] FIG. 10-26 shows a light-emitting pattern setting example 01AKD51. The effect determination process shown in FIG. 10-10 may set a light-emitting pattern used when controlling the light emission of a plurality of light-emitting units in response to the pre-operation effect pattern 01AKQ1-1 determined in step 01AKS15 or in response to the pre-operation effect pattern determined in step 01AKS17. The plurality of light-emitting units include, for example, a light-emitting unit AKL1 by a push button LED, a light-emitting unit AKL2 by a decorative button LED, and a light-emitting unit AKL3 by a frame LED, as shown in FIG. 10-3.

[0240] In the light-emitting pattern setting example 01AKD51, a first promotion light-emitting pattern of the light-emitting unit AKL1 and a predetermined light-emitting pattern of the light-emitting unit AKL2 and the light-emitting unit AKL3 are set in correspondence with the pre-operation performance patterns 01AKQ1-1 and 01AKQ1-2. In this case, the light-emitting unit AKL1 is controlled to emit light by the first promotion light-emitting pattern, and the light-emitting unit AKL2 and the light-emitting unit AKL3 are controlled to emit light by the predetermined light-emitting pattern. The first promotion light-emitting pattern may be, for example, a light-emitting pattern that causes the light-emitting unit AKL1 by the push button LED to blink. The predetermined light-emitting pattern may be, for example, a light-emitting pattern that causes the light-emitting unit AKL2 by the decorative button LED and the light-emitting unit AKL3 by the frame LED to light up or blink with a light-emitting color or brightness corresponding to the reach performance.

[0241] In the light-emitting pattern setting example 01AKD51, a specific light-emitting pattern of the light-emitting unit AKL1 and a second promotion light-emitting pattern of the light-emitting unit AKL2 and the light-emitting unit AKL3 are set in correspondence with the pre-operation performance patterns 01AKQ2-1, 01AKQ2-2, and 01AKQ2-3. In this case, the light-emitting unit AKL1 is controlled to emit light by the specific light-emitting pattern, and the light-emitting unit AKL2 and the light-emitting unit AKL3 are controlled to emit light by the second promotion light-emitting pattern. The specific light-emitting pattern may be, for example, a light-emitting pattern that turns off the light-emitting unit AKL1 by the push button LED. The second promotion light-emitting pattern may be, for example, a light-emitting pattern that blinks the light-emitting unit AKL2 by the decorative button LED, and lights up or blinks the light-emitting unit AKL3 by the frame LED in a wave pattern toward the second position, which is the installation position of the decorative button 31C.

[0242] The pre-operation performance patterns 01AKQ1-1 and 01AKQ1-2 enable the execution of pre-operation performance including the promotion performance 01AKH1. The pre-operation performance patterns 01AKQ2-1, 01AKQ2-2, and 01AKQ2-3 enable the execution of pre-operation performance including the promotion performance 01AKH2. Therefore, when the promotion performance 01AKH1 is the first promotion performance, the promotion performance 01AKH2 is the second promotion performance, the light-emitting unit AKL1 by the push button LED is the first light-emitting means, the light-emitting unit AKL2 by the decorative button LED is the second light-emitting means, and the light-emitting unit AKL3 by the frame LED is the third light-emitting means, in response to the first promotion performance, the first light-emitting means is controlled to emit light by the first promotion light-emitting pattern, and the second light-emitting means and the third light-emitting means are controlled to emit light by a predetermined light-emitting pattern, and in response to the second promotion performance, the second light-emitting means and the third light-emitting means are controlled to emit light by the second promotion light-emitting pattern, and the first light-emitting means is controlled to emit light by a specific light-emitting pattern.

[0243] FIG. 10-27 is a flow chart showing an example of a process that can be executed when the performance control process code is 02[H] in step S115 of the performance control process processing S_CPROC as a process during the performance pattern change. When the CPU 120A of the performance control microprocessor 100A executes the process during the performance pattern change, it judges whether or not the variable display time corresponding to the change pattern has elapsed (step 01AKS21). In step 01AKS21, for example, the timer value of the performance control process timer is updated by subtracting 1, and when an end code is read out from the performance control pattern corresponding to the updated performance control process timer value, it may be judged that the variable display time has elapsed. The elapse of the variable display time may be judged as the elapse of the special pattern change time corresponding to the change pattern based on the timer value of the performance control process timer, etc.

[0244] If the variable display time has not elapsed in step 01AKS21 (step 01AKS21; No), it is determined whether or not it is a pre-stage performance period for executing a pre-stage performance (step 01AKS22). The pre-stage performance period may be determined in advance, for example, in the pre-operation performance control pattern determined in step 01AKS03 of the performance pattern variation start processing. If it is the pre-stage performance period (step 01AKS22; Yes), control for executing the pre-stage performance is performed (step 01AKS23). Step 01AKS23 enables a command created based on the setting of the pre-operation performance control pattern to be transmitted to the VDP123A. Alternatively, step 01AKS23 may enable register setting of the VDP123A in response to the performance control data included in the pre-operation performance control pattern, for example. The VDP123A executes various performance data processes in response to command transmission and register setting by the CPU120A. This allows the pre-stage performance to be executed by a specified performance device by combining image display on the display screen of the image display device 5, audio output from the speakers 8L, 8R, turning on, blinking or extinguishing the game effect lamp 9 and decorative LEDs, movement of the movable body 32 by the driving force of the movable body motor 32A, or some or all of these.

[0245] For example, when either of the first stage performances 01AKF2 and 01AKF3 is executed, the drive control of the movable body motor 32A is specified in response to the motor control data included in the pre-operation performance control pattern. The VDP 123A supplies the motor control circuit 133 with drive control data corresponding to the drive control specified by the CPU 120A, thereby making it possible to control the movable body 32. In this way, it is sufficient that the VDP 123A and the motor control circuit 133 cooperate to control the movable body 32 in response to the specification from the CPU 120A. Then, the movable body 32 can be operated in the first stage performances 01AKF2 and 01AKF3. In this case, the operation of the movable body 32 can be executed in response to the start of the first stage performances 01AKF2 and 01AKF3, for example, and it is sufficient that it can be controlled so that it returns to the retreated state and stops by the time when the promotion performance is executed.

[0246] If it is not the pre-stage performance period in step 01AKS22 (step 01AKS22; No), it is determined whether or not it is a special performance period for executing a special performance after executing the control in step 01AKS23 (step 01AKS24). The special performance period may be determined in advance, for example, in the pre-operation performance control pattern determined in step 01AKS03 of the performance pattern variation start processing. If it is a special performance period (step 01AKS24; Yes), control for executing a special performance is performed (step 01AKS25). Step 01AKS25 enables a command created based on the setting of the pre-operation performance control pattern to be transmitted to the VDP123A. Alternatively, step 01AKS25 may enable register setting of the VDP123A in response to the performance control data included in the pre-operation performance control pattern, for example. The VDP123A executes various performance data processes in response to the command transmission and register setting by the CPU120A. This allows special effects to be produced by a specified presentation device by displaying an image on the display screen of the image display device 5, outputting sound from the speakers 8L, 8R, turning on, blinking or extinguishing the game effect lamp 9 and decorative LEDs, moving the movable body 32 by the driving force of the movable body motor 32A, or by combining some or all of these.

[0247] If it is not a special performance period in step 01AKS24 (step 01AKS24; No), after executing the control in step 01AKS25, it is determined whether it is a promotion performance period for executing a promotion performance (step 01AKS26). The promotion performance period may be predetermined, for example, in the pre-operation performance control pattern determined in step 01AKS03 of the performance pattern variation start processing. If it is a promotion performance period (step 01AKS26; Yes), control for executing a promotion performance is performed (step 01AKS27). Step 01AKS27 enables a command created based on the setting of the pre-operation performance control pattern to be transmitted to the VDP123A. Alternatively, step 01AKS27 may enable register setting of the VDP123A in response to the performance control data included in the pre-operation performance control pattern, for example. The VDP123A executes various performance data processes in response to the command transmission and register setting by the CPU120A. As a result, a promotion effect can be executed by a predetermined performance device by combining an image display on the display screen of the image display device 5, sound output from the speakers 8L and 8R, lighting, blinking or extinguishing of the game effect lamp 9 and the decorative LED, the movement of the movable body 32 by the driving force of the movable body motor 32A, or a part or all of these. For example, the light emission control of the light emitting units AKL1 to AKL3 is specified in response to the lamp control data included in the pre-operation performance control pattern. The VDP 123A can control the light emission of the light emitting units AKL1 to AKL3 by supplying the light emission control data corresponding to the light emission control specified by the CPU 120A to the lamp control circuit 132. Then, during the execution period of the promotion effects 01AKH1 and 01AKH2, the light emitting unit AKL1 by the push button LED, the light emitting unit AKL2 by the decorative button LED, and the light emitting unit AKL3 by the frame LED can be illuminated.

[0248] If it is not the promotion performance period in step 01AKS26 (step 01AKS26; No), it is determined whether it is the post-operation performance period for executing the post-operation performance after executing the control in step 01AKS27 (step 01AKS28). The post-operation performance period may be predetermined, for example, in the post-operation performance control pattern determined in step 01AKS03 of the performance pattern variation start processing. If it is the post-operation performance period (step 01AKS28; Yes), control for executing the post-operation performance is performed (step 01AKS29). Step 01AKS29 enables a command created based on the setting of the post-operation performance control pattern to be transmitted to the VDP123A. Alternatively, step 01AKS29 may enable register setting of the VDP123A in response to the performance control data included in the post-operation performance control pattern, for example. The VDP123A executes various performance data processes in response to the command transmission and register setting by the CPU120A. This allows a post-operation performance to be executed by a specified performance device by combining an image displayed on the display screen of the image display device 5, sound output from the speakers 8L, 8R, the game effect lamp 9 and decorative LEDs turning on, blinking or extinguishing, the movement of the movable body 32 by the driving force of the movable body motor 32A, or some or all of these.

[0249] If it is not the post-operation performance period in step 01AKS28 (step 01AKS28; No), or after executing the control in step 01AKS29, it is determined whether it is the reach performance period for executing the reach performance (step 01AKS30). The reach performance period may be predetermined, for example, in the performance control pattern at the time of special chart change determined in step 01AKS03 of the performance pattern change start processing. If it is the reach performance period (step 01AKS30; Yes), control for executing the reach performance is performed (step 01AKS31). The control for executing the reach performance may be the same as the control for executing other performances. If it is not the reach performance period (step 01AKS30; No), or after executing the control in step 01AKS31, for example, based on the setting in the performance control pattern determined corresponding to the change pattern, control for executing the performance during other variable display, including the variable display of the performance pattern, is performed (step 01AKS32), and the processing during the performance pattern change is terminated.

[0250] If the variable display time has elapsed in step 01AKS21 (step 01AKS21; Yes), it is determined whether or not a pattern determination command transmitted from the main board 11 has been received (step 01AKS33). If the pattern determination command has not been received (step 01AKS33; No), the process during the performance pattern change is terminated and the process waits. In addition, if a predetermined time has elapsed without receiving a pattern determination command after the variable display time has elapsed, a predetermined error process may be executed in response to the fact that the pattern determination command could not be received normally. If the pattern determination command has been received (step 01AKS33; Yes), for example, a command for stopping the pattern is transmitted to the VDP123A, and control is performed to derive and display the determined performance pattern of the final stop pattern that is the display result in the variable display of the performance pattern (step 01AKS34). At this time, a certain time that has been determined in advance is set as a waiting time for receiving a jackpot start designation command (step 01AKS35). In addition, the performance control process code is updated to 03[H] corresponding to the performance pattern change stop processing (step 01AKS36), and then the performance pattern change in progress processing is terminated.

[0251] FIG. 10-28 and FIG. 10-29 show examples of the operation performance. FIG. 10-28 shows an example of the operation performance after the super development, which is the second timing. FIG. 10-29 shows an example of the operation performance at the time of the hit / miss notification, which is the third timing. The CPU 120A that executes the performance determination process shown in FIG. 10-10 can determine to execute the operation performance in the execution period corresponding to the second timing and the third timing in response to the variation pattern PA3-3 that can execute the reach performance that is the super reach of Super B when the display result of the special pattern is "jackpot", for example. In this case, the multiple post-operation performance patterns that can be determined in response to the second timing include the post-operation performance pattern 01AKP2-3. The multiple pre-operation performance patterns that can be determined in response to the second timing include the pre-operation performance pattern 01AKQ2-1. The pre-operation performance pattern that can be determined in response to the third timing is only the pre-operation performance pattern 01AKQ1-2. A case where the operation performance is executed based on these determinations and settings will be described.

[0252] In the performance execution example 01AK101 shown in FIG. 10-28(A), the variable display of the performance pattern becomes a reach state, and then the reach performance develops into a reach performance that becomes a super reach of Super B. In this case, for example, an image display using a background image in the reach performance that becomes a super reach of Super B may be started. Next, in the performance execution example 01AK102 shown in FIG. 10-28(B), the execution of the pre-stage performance 01AKF2 among the pre-operation performances included in the operation performance is started at the second timing corresponding to after the super development. In response to the start of the pre-stage performance 01AKF2, the movable body 32 moves from the retreat position to the advance position. In the performance execution example 01AK103 shown in FIG. 10-28(C), the special performance 01AKE2 is executed after the movable body 32 returns from the advance position to the retreat position and stops. The special effect 01AKE2 can be executed during the execution of the first stage effect 01AKF2, and changes the visibility of the effect image, such as the effect image used to display the image of the character CH00 in the first stage effect 01AKF2. In the effect execution example 01AK104 shown in FIG. 10-28(D), the execution of the promotion effect 01AKH2 is started following the end of the execution of the first stage effect 01AKF2. In this case, the special effect 01AKE2 executed at least at a timing prior to the execution timing of the promotion effect 01AKH2 is completed by the time the promotion effect 01AKH2 is executed. In response to the execution of the promotion effect 01AKH2, the image display using the background image in the reach effect is changed to an image display using a different background image.

[0253] In the example of the performance execution 01AK105 shown in FIG. 10-28(E), the execution of the promotion performance 01AKH2 is in progress. In the example of the performance execution 01AK106 shown in FIG. 10-28(F), the execution of the promotion performance 01AKH2 is in progress. In these cases, the image display of the character CH01 is displayed moving from the bottom to the top of the display screen at a moving speed AKV1. The image display of the arrow AR01 is displayed moving from the bottom to the top of the display screen at a moving speed AKV2. The image display of the text information MJ01 showing the message "Shoot" is displayed moving from the bottom to the top of the display screen at a moving speed AKV3. The moving speed AKV1 is slower than the moving speed AKV2, and the moving speed AKV3 is faster than the moving speed AKV1 and faster than the moving speed AKV2. Due to the difference in the speed in the moving display, the image display of the character CH01 moves less than the image display of the arrow AR01. The image display of the text information MJ01 moves a greater amount than the image display of the character CH01 and a smaller amount than the image display of the arrow AR01. The image display of the character CH01, the image display of the arrow AR01, and the image display of the text information MJ01 include the display of a performance image in a mode showing the upper part of the gaming machine frame 3, which is above the screen display of the image display device 5, as the second position, which is the installation position of the decorative button 31C. Also, the message "Push" in the image display of the character CH01 and the message "Shoot" in the image display of the text information MJ01 can encourage the player to take an action corresponding to the decorative button 31C.

[0254] In the example of the performance 01AK107 shown in FIG. 10-28(G), the post-operation performance is started when the player's action corresponding to the decoration button 31C is detected during the execution period of the promotion performance 01AKH2, or when the execution period of the promotion performance 01AKH2 ends. Here, the image display in the post-operation performance corresponding to the post-operation performance pattern 01AKP2-3 is shown. In this way, the operation performance after the super development, which is the second timing, can be executed.

[0255] In the performance execution example 01AK111 shown in FIG. 10-29(A), the execution of the front stage performance 01AKF1 is started among the pre-operation performances included in the operation performance at the third timing corresponding to the time of the hit / miss notification in the reach performance that becomes the super reach of Super B. The movable body 32 is not operated in the front stage performance 01AKF1. In the performance execution example 01AK112 shown in FIG. 10-29(B), the special performance 01AKE1 is executed during the execution period of the front stage performance 01AKF1. The special performance 01AKE1 changes the visibility of the performance image, such as the performance image used for image display in the front stage performance 01AKF1. In the performance execution example 01AK113 shown in FIG. 10-29(C), the execution of the promotion performance 01AKH1 is started following the end of the execution of the front stage performance 01AKF2. In this case, the special performance 01AKE1 executed at a timing before the execution timing of the promotion performance 01AKH1 can also be executed during the execution period of the promotion performance 01AKH1. The special effect 01AKE1 changes the visibility of the effect image, such as the effect image used for the image display in the promotion effect 01AKH1. In the effect execution example 01AK114 shown in FIG. 10-29(D), the execution of the special effect 01AKE1 is completed during the execution period of the promotion effect 01AKH1. In this case, the effect image whose visibility has been changed by the special effect 01AKE1, such as the effect image used for the image display in the promotion effect 01AKH1, is restored to normal visibility. In the promotion effect 01AKH1, the image display that becomes the button display BG01 and the image display that becomes the meter display MT01 include a display of an effect image that does not show the lower part of the gaming machine frame 3, which is lower than the screen display of the image display device 5, as the first position that is the installation position of the push button 31B, and does not include a display of an effect image that shows the lower part of the gaming machine frame 3. In addition, the image display that becomes the button display BG01 can encourage the player to perform an action corresponding to the push button 31B.

[0256] In the example of the performance execution 01AK115 shown in FIG. 10-29(E), when the player's action corresponding to the push button 31B is detected during the execution period of the promotion performance 01AKH1, or when the execution period of the promotion performance 01AKH1 ends, the execution of the post-operation performance is started. Here, an image display in the post-operation performance corresponding to the variation pattern PA3-3 is shown. In this way, the operation performance at the time of the winning / losing notification, which is the third timing, can be executed.

[0257] As described above, in the pachinko game machine 1 related to the characteristic part 01AK, the push button 31B shows text information suggesting the player's action, such as a pressing operation. The decorative button 31C does not show text information suggesting the player's action. The pre-operation performance patterns 01AKQ2-1, 01AKQ2-2, and 01AKQ2-3 that enable the operation performance using the decorative button 31C enable the pre-operation performance including the promotion performance 01AKH2 to be executed. The promotion performance 01AKH2 enables the display of a performance image that shows the upper part of the game machine frame 3, which is above the screen display of the image display device 5, as the second position, which is the installation position of the decorative button 31C, by displaying the image of the character CH01, the image of the arrow AR01, and the image of the text information MJ01. This makes it easier to recognize the player's action, such as the pressing operation of the decorative button 31C, and therefore the player's interest in the game can be improved by appropriately encouraging the player's action and increasing his willingness to participate. In addition, the special effect 01AKE2 that was executed at least prior to the execution timing of the promotion effect 01AKH2 is completed by the time the promotion effect 01AKH2 is executed. In this way, since the special effect 01AKE2 is not executed during the execution period of the promotion effect 01AKH2, it is possible to prevent the visibility of the promotion effect 01AKH2 from being hindered by the special effect 01AKE2 that changes the visibility of the effect image, and the player's interest in the game can be improved by drawing the player's attention to the execution of the promotion effect 01AKH2 and encouraging the player to act appropriately.

[0258] The pre-operation effects corresponding to the pre-operation effect patterns 01AKQ1-1 and 01AKQ1-2 can execute the special effect 01AKE1 during the execution of the promotion effect 01AKH1. Such special effect 01AKE1 can increase the player's attention to the promotion effect 01AKH1, and by encouraging the player to act appropriately, it is possible to increase the interest in the game.

[0259] The pre-operation effects corresponding to the pre-operation effect patterns 01AKQ2-1 and 01AKQ2-2 can execute the pre-stage effects 01AKF2 and 01AKF3 before the promotion effect 01AKH2 is executed. The special effect 01AKE2 can be executed while the pre-stage effects 01AKF2 and 01AKF3 are being executed. The pre-stage effects 01AKF2 and 01AKF3 can indicate in advance that the promotion effect 01AKH2 will be executed, and the special effect 01AKE2 can increase the player's attention to the pre-stage effects 01AKF2 and 01AKF3, thereby encouraging the player to act appropriately and increasing the interest in the game.

[0260] The pre-operation performance pattern 01AKQ2-1 makes it possible to execute the pre-stage performance 01AKF2, and the pre-operation performance pattern 01AKQ2-2 makes it possible to execute the pre-operation performance 01AKF3. Both of the pre-operation performance patterns 01AKQ2-1 and 01AKQ2-2 make it possible to execute the pre-operation performance including the promotion performance 01AKH2, so that the pre-operation performance can be executed before the execution of the promotion performance 01AKH2 by any one of the multiple patterns including at least the pre-operation performance patterns 01AKQ2-1 and 01AKQ2-2, and by suggesting in advance that the promotion performance 01AKH2 will be executed by the various pre-operation performances, it is possible to appropriately encourage the player's actions and increase the interest in the game.

[0261] Since the first stage effect 01AKF2 includes an image display of the character CH00, and the promotion effect 01AKH2 includes an image display of the character CH01, it is possible to display a common specific character, thereby enhancing the relevance between the first stage effect 01AKF2 and the promotion effect 01AKH2. The image display of the character CH00 in the first stage effect 01AKF2 is in a first manner such as a three-dimensional stereoscopic display, and the image display of the character CH01 in the promotion effect 01AKH2 is in a second manner such as a two-dimensional flat display, so that the player can easily distinguish between the first stage effect 01AKF2 and the promotion effect 01AKH2, and the player's actions are appropriately encouraged, thereby improving the interest in the game.

[0262] Since the first stage effects 01AKF2 and 01AKF3 can move the movable body 32, the player's attention to the first stage effects 01AKF2 and 01AKF3 can be increased. Also, since the movement of the movable body 32 is stopped by the time when the promotion effect 01AKH2 is to be executed, it is possible to prevent the movement of the movable body 32 from impeding the visibility of the promotion effect 01AKH2, and by drawing the player's attention to the execution of the promotion effect 01AKH2 and appropriately encouraging the player to move, it is possible to increase the player's interest in the game.

[0263] The pre-operation effects corresponding to the pre-operation effect patterns 01AKQ2-1, 01AKQ2-2, 01AKQ2-3 include a promotion effect 01AKH2 that can be executed in both the normal state and the time-saving state, and when the promotion effect 01AKH2 is executed in response to the time-saving state, the execution of the early effects 01AKF2, 01AKF3 can be restricted. Therefore, the promotion effect 01AKH2 can be executed smoothly in the time-saving state to appropriately prompt the player's actions, thereby increasing interest in the game.

[0264] The light-emitting pattern setting example 01AKD51 enables a setting in which the light-emitting element AKL1 is controlled to emit light by a first promotion light-emitting pattern in response to the promotion effect 01AKH1, and the light-emitting elements AKL2 and AKL3 are controlled to emit light by a predetermined light-emitting pattern. The light-emitting pattern setting example 01AKD51 also enables a setting in which the light-emitting elements AKL2 and AKL3 are controlled to emit light by a second promotion light-emitting pattern in response to the promotion effect 01AKH2, and the light-emitting element AKL1 is controlled to emit light by a specific light-emitting pattern. In this way, the light-emitting control corresponding to the type of the promotion effect 01AKH1 or 01AKH2 appropriately encourages the player's actions, thereby improving the interest in the game.

[0265] Promotional effect 01AKH1 can display image HG01 using a common background image before and during execution, and promotional effect 01AKH2 can display image HG02 using different background images before and during execution. This allows the player to recognize promotional effect 01AKH2 as a more special effect than promotional effect 01AKH1, thereby appropriately encouraging the player's actions and increasing interest in the game.

[0266] Either the promotion effect 01AKH1 or the promotion effect 01AKH2 can be executed in response to the first timing during normal play, and only the promotion effect 01AKH1 can be executed in response to the third timing, so that the special feeling of the promotion effect 01AKH2 is enhanced and the player's actions are appropriately prompted, thereby increasing the player's interest in the game.

[0267] In the image display in promotion performance 01AKH2, the image display of the character CH01 and the image display of the arrow AR01 are displayed moving toward the second position where the decorative button 31C is installed. By intentionally creating an unnatural appearance in the image display that is not closely related and drawing the player's attention to the destination of the moving display, it becomes easier for the player to recognize the decorative button 31C, which appropriately encourages the player to take action and increases the player's interest in the game.

[0268] The small pattern display area 01AKC1 and the variable related display area 01AKC2, which are drawn using layers 01AKL1 and 01AKL2 with high display priority, are provided at the bottom of the display screen of the image display device 5, and are not displayed in the direction in which the image display of the character CH01 and the image display of the arrow AR01 move. This maintains the visibility of the small patterns, active display, and pending display, and by clarifying the movement display toward the decorative button 31C, it is possible to appropriately encourage the player to take action and increase interest in the game.

[0269] The image display of the character CH01 is moved at a moving speed AKV1, and the image display of the arrow AR01 is moved at a moving speed AKV2 faster than the moving speed AKV1. By varying the moving speed, the player's attention to the promotion performance 01AKH2 is increased, the player's actions are appropriately prompted, and interest in the game can be improved.

[0270] The image display in promotional performance 01AKH2 moves the image display of text information MJ01 at a speed AKV3 that is faster than speed AKV1 and slower than speed AKV2. By varying the speed of the moving display, the player's attention to promotional performance 01AKH2 is increased, the player's actions are appropriately encouraged, and interest in the game is improved.

[0271] The image display in the special effect 01AKE2 moves the special image at a speed AKV4. Since the speed AKV4 is faster than the speeds AKV1, AKV2, and AKV3, by varying the speed of the moving display, the player's attention to the promotion effect 01AKH2 can be increased, the player's actions can be appropriately encouraged, and the interest in the game can be improved.

[0272] The image display in promotional effect 01AKH1 does not move between the image display of the button display BG01 and the image display of the meter display MT01, so promotional effect 01AKH1, which gives a significantly different impression from promotional effect 01AKH2, appropriately encourages the player to act, thereby increasing the player's interest in the game.

[0273] The combined execution period of early performances 01AKF2 and 01AKF3 and promotion performance 01AKH2 is longer than the combined execution period of early performance 01AKF1 and promotion performance 01AKH1, so that the player's interest in the game can be improved by suppressing impatience and appropriately encouraging the player to act in response to decorative button 31C.

[0274] Since the execution period of the early stage effects 01AKF2 and 01AKF3 is longer than that of the early stage effect 01AKF1, it is possible to increase the player's attention to the promotion effect 01AKH2, thereby encouraging the player to act appropriately and improving interest in the game.

[0275] The execution period of promotional effect 01AKH1 differs between the first timing and the third timing during normal play and during the time-saving play, whereas the execution period of promotional effect 01AKH2 is the same for both the first timing and the second timing during normal play. Therefore, by maintaining a constant awareness of the player regarding promotional effect 01AKH2, the player's actions can be appropriately encouraged and interest in the game can be increased.

[0276] Since the execution period of promotion effect 01AKH2 is longer than that of promotion effect 01AKH1, the player is given ample time to make movements in response to the decorative button 31C, which appropriately prompts the player to make movements and increases the player's interest in the game.

[0277] The execution period of the promotion effect 01AKH2 corresponding to the time-saving state i...

Claims

[Claim 1] A gaming machine capable of playing a game, A detection means capable of detecting a player's action; A performance execution means capable of executing a performance; a control means for controlling a game state to a normal state and a special state which is more advantageous to a player than the normal state; The detection means includes: A first detection means is provided at a first position and displays text information suggesting a motion mode of a player; A second detection means is provided at a second position and does not display text information suggesting a player's action mode, The performance execution means includes: A first promotion effect is executed to prompt an action corresponding to the first detection means, A second promotion effect is executed to prompt an action corresponding to the second detection means, It is possible to execute a special effect that changes the visibility of the effect image, Before the execution of the second promotion performance, a pre-stage performance suggesting that the second promotion performance will be executed can be executed, The first promotion effect includes displaying a first promotion image that does not indicate the first position, The second promotion effect includes displaying a second promotion image that indicates the second position, The performance execution means includes: The special effect executed at least at a timing prior to the execution timing of the second promotion effect is terminated by the time the second promotion effect is executed; When the second promotion performance is executed in response to the special state, the execution of the first performance can be restricted. A gaming machine characterized by:

Citation Information

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