Gaming Machines

By introducing specific movable bodies and lighting devices into the gaming machine, and controlling their operations through the CPU to perform specific motion and lighting effects, the shortcomings of existing gaming machines in gaming and production effects are solved, and the entertainment and attractiveness of the gaming machine is enhanced.

JP7623916B2Active Publication Date: 2025-01-29SANKYO CO LTD
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Patent Information

Application Number
JP2021154271
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-09-22
Publication Date
2025-01-29
Estimated Expiration
2041-09-22

AI Technical Summary

Technical Problem

There is room for improvement in the game and production effects of existing gaming consoles using sports and lighting effects.

Method used

By introducing a specific movable body and lighting device into the gaming machine and controlling its operation through the CPU, specific motion and lighting effects are performed, including the first, second and third specific operating modes, corresponding to different lighting and motion control modes, respectively.

Benefits of technology

It enhances the gaming and production effects of the game console, and gives players different visual and tactile experiences through different lighting and motion control modes, increasing the appeal and entertainment of the game.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of enhancing interest in a game and a performance effect in the game machine capable of executing a performance using a movable body and light-emitting means.SOLUTION: In execution of a first specific performance, a second specific performance, and a third specific performance, first light-emitting means and second light-emitting means are allowed to emit light by a first specific light-emitting pattern, a second specific light-emitting pattern, and a third specific light-emitting pattern, respectively, and light-emitting control of the first light-emitting means by the first specific light-emitting pattern is completed in completion of the first specific performance. In the meantime, light-emitting control of the second light-emitting means by the first specific light-emitting pattern is continued and light-emitting control of the first light-emitting means by the second specific light-emitting pattern is completed in completion of the second specific performance. Whereas light-emitting control of the second light-emitting means by the second specific light-emitting pattern is continued and light-emitting control of the first light-emitting means by the third specific light-emitting pattern is completed in completion of the third specific performance, light-emitting control of the second light-emitting means by the third specific light-emitting pattern is continued.SELECTED DRAWING: Figure 8-13
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Description

[Technical field]

[0001] The present invention relates to gaming machines such as pachinko machines and slot machines that perform variable display and can be controlled to an advantageous state that is advantageous to a player. [Background technology]

[0002] There are gaming machines in which a launching device launches a gaming ball, which is a gaming medium, into a gaming area, and when the gaming ball enters a winning area such as a winning slot provided in the gaming area, a predetermined number of prize balls are paid out to the player.Furthermore, there are gaming machines (so-called pachinko machines) that are provided with a variable display area capable of variably displaying (also called "variable") identification information, and when the display result of the variable display of the identification information in the variable display area becomes a specific display result, the gaming state (the state of the gaming machine; specifically, the state in which the gaming machine is controlled) is changed to give a predetermined gaming value to the player.

[0003] Also, after a predetermined number of bets on predetermined gaming media is set for one game, the player operates a start lever to start the variable display of identifying information in the variable display areas, and the player operates a stop button provided corresponding to each variable display area to stop the variable display of identifying information within a predetermined maximum delay time from the timing of the operation, a prize is won according to the display result derived when the variable display of all the variable display areas is stopped, predetermined gaming media are paid out in accordance with the prize, and when a specific prize is won, the game state is changed to a state in which a predetermined gaming value is given to the player (so-called slot machine).

[0004] In addition, the gaming value refers to the payout of prize balls, the state of the variable winning ball device installed in the gaming area of ​​the gaming machine becoming advantageous for the player so that the ball is more likely to win, the generation of rights that lead to advantageous conditions for the player, and the state in which the conditions for the payout of prize balls are more likely to be met.

[0005] In a pachinko game machine, a "jackpot" occurs when a predetermined specific display mode is derived and displayed as a display result of the variable display of the performance pattern (identification information) that is started in the variable display area based on the entry of a game ball into the start winning hole. The derived display means that the pattern (final stop pattern) is finally stopped and displayed. When a jackpot occurs, for example, the big prize winning hole is opened a predetermined number of times, and the game moves to a big prize game state in which the ball is likely to win. Then, during each opening period, if a predetermined number (for example, 10) of big prize winning holes are won, the big prize winning hole is closed. Then, the number of times the big prize winning hole is opened is fixed to a predetermined number (for example, 15 rounds). An opening time (for example, 29 seconds) is determined for each opening, and the big prize winning hole is closed when the opening time has elapsed even if the number of winning holes does not reach the predetermined number. Hereinafter, the opening period of each big prize winning hole may be called a round. Also, the game in a round may be called a round game.

[0006] In addition, in the variable display area, a pattern other than the pattern that will be the final stop pattern (for example, the center pattern among the left, middle, and right patterns) stops, sways, expands and contracts, or changes shape while matching a specific display result for a predetermined time, or a plurality of patterns fluctuate synchronously with the same pattern, or the positions of the displayed patterns are switched, and the possibility of a big win continues before the final result is displayed (hereinafter, these states are called reach states). The reach state and its appearance are called reach modes. Furthermore, a variable display including a reach effect is called a reach variable display. If the display result of the pattern variably displayed in the variable display area is not a specific display result, it is a "miss" and the variable display state ends. The player plays the game while enjoying how to generate a big win.

[0007] There are also gaming machines capable of executing a plurality of types of preview effects, such as a movable body effect using a movable body and a light emission effect using a light emitting means (see, for example, Patent Documents 1 and 2). [Prior art documents] [Patent documents]

[0008] [Patent Document 1] JP 2021-29436 A (Figs. 10-8, 11-2, 12-3) [Patent Document 2] JP 2017-221484 A (Fig. 36, Fig. 37) Summary of the Invention [Problem to be solved by the invention]

[0009] However, in gaming machines capable of implementing effects using movable bodies and light-emitting means, there was room for improvement in order to increase the entertainment value of the game and the effects of the effects.

[0010] Therefore, an object of the present invention is to provide a gaming machine capable of executing effects using movable bodies and light-emitting means, which can increase the interest in the game and enhance the effects of the effects. [Means for solving the problem]

[0011] The gaming machine according to the present invention comprises: A gaming machine that can perform variable display and can be controlled to an advantageous state (for example, a jackpot gaming state) that is advantageous to a player, A specific movable body (for example, bar part 005IW32), A movable body control means (e.g., a performance control CPU 120) for controlling the operation of a specific movable body; Light-emitting means (e.g., a main lamp 005IW9a, a frame lamp 005IW9b, a specific lamp 005IW9c, a bar accessory lamp 005IW9d, a panel lamp, and a button lamp 005IW9h); A light emission control means (e.g., a performance control CPU 120) that controls the light emission of the light emitting means; A performance execution means (for example, a part in the performance control CPU 120 that performs step 005IWS4804) that can execute a specific performance using a specific movable body and a light emitting means (for example, a specific performance involving drive control of the bar role object 005IW32 and light emission control of a panel lamp), The performance execution means is capable of executing a first specific performance (e.g., the first specific performance), a second specific performance (e.g., the second specific performance), and a third specific performance (e.g., the third specific performance) as specific performances; The movable body control means is When the first specific performance is executed, it is possible to operate a specific movable body by a first specific motion pattern (for example, a first specific motion pattern) (see FIG. 8-48(B)); When the second specific performance is executed, it is possible to operate the specific movable body by the first specific motion pattern (for example, the first specific motion pattern) (see FIG. 8-48(B)); When the third specific performance is executed, it is possible to operate the specific movable body by the second specific motion pattern (for example, the second specific motion pattern) (see FIG. 8-48(B)); The light emitting means includes a first light emitting means (e.g., a frame lamp 005IW9b) and a second light emitting means (e.g., a panel lamp); The light emission control means includes: When the first specific performance is executed, the first light-emitting means and the second light-emitting means can be caused to emit light in a first specific light-emitting pattern (for example, a first specific light-emitting pattern) (see FIG. 8-48(A)); When the second specific performance is executed, the first light-emitting means and the second light-emitting means can be caused to emit light in a second specific light-emitting pattern (e.g., a second specific light-emitting pattern) (see FIG. 8-48(A)); When the third specific performance is executed, the first light-emitting means and the second light-emitting means can be caused to emit light in a third specific light-emitting pattern (for example, a third specific light-emitting pattern) (see FIG. 8-48(A)); When the first specific performance ends, the light emission control of the first light emitting means according to the first specific light emitting pattern is ended. death , continue the light emission control of the second light emitting means by the first specific light emitting pattern (for example, the performance control CPU 120 performs step 005IWS4941. See FIG. 8-13 ). Ending the light emission control of the second light emitting means according to the first specific light emission pattern at a timing after the first specific performance ends; When the second specific performance ends, the light emission control of the first light emitting means according to the second specific light emitting pattern is ended. death, continue the light emission control of the second light emitting means by the second specific light emitting pattern (for example, the performance control CPU 120 performs step 005IWS4941. See FIG. 8-13 ). Ending the light emission control of the second light emitting means according to the second specific light emission pattern at a timing after the second specific performance ends; When the third specific performance ends, the light emission control of the first light emitting means according to the third specific light emitting pattern is ended. death and continuing the light emission control of the second light emitting means according to the third specific light emitting pattern. death (For example, the performance control CPU 120 performs step 005IWS4941. See FIG. 8-13.) and ending the light emission control of the second light emitting means according to the third specific light emission pattern at a timing after the third specific performance ends. It is characterized by: With such a configuration, the specific performance can be made to look impressive by controlling the operation of the specific movable body and the light emission control of the light-emitting means. Furthermore, when the specific movable body operates according to a first specific operation pattern as the specific performance is executed, the light-emitting means sometimes emits light according to the first specific light-emitting pattern and sometimes emits light according to the second specific light-emitting pattern, so that even the same action can give different impressions. Furthermore, even after the specific performance has ended, part of the light-emitting means continues to emit the light pattern used during the execution of the specific performance, so that the player can be given a good impression that the specific performance has been executed. [Brief description of the drawings]

[0012] [Figure 1] FIG. 2 is a front view of the pachinko gaming machine according to this embodiment. [Diagram 2] 1 is a configuration diagram showing various control boards etc. installed in a pachinko gaming machine. [Diagram 3] 13 is a flowchart showing an example of a game control main process. [Figure 4] 13 is a flowchart showing an example of a timer interrupt process for game control. [Diagram 5] 13 is a flowchart showing an example of a special symbol process. [Figure 6] 13 is a flowchart showing an example of a performance control main process. [Figure 7] 13 is a flowchart showing an example of a performance control process. [Figure 8-1]1 is a front view of a pachinko gaming machine according to an embodiment of the present invention. [Figure 8-2] An explanatory diagram showing a specific example of a fluctuation pattern table in this embodiment. [Figure 8-3] 13 is a flowchart showing a variable display start setting process. [Figure 8-4] 13 is a flowchart showing the preview performance setting process in the present embodiment. [Figure 8-5] An explanatory diagram showing a specific performance execution lottery table. [Figure 8-6] This is an explanatory diagram showing a lottery table for determining the previous performance mode, a lottery table for executing a specified performance, a lottery table for executing a super reach development performance, and a lottery table for executing a next preview performance. [Figure 8-7] 13 is a flowchart showing variable display performance processing in the performance control process. [Figure 8-8] A flowchart showing the start processing of the first stage performance. [Figure 8-9] 13 is a flowchart showing a specific performance start process. [Figure 8-10] 13 is a flowchart showing a specific performance end process. [Figure 8-11] 13 is a flowchart showing a predetermined performance start process. [Figure 8-12] A flowchart showing the super reach development performance start processing. [Figure 8-13] This is a timing chart showing the control timing of each performance component during the fluctuation corresponding to the fluctuation pattern PA2-5. [Figure 8-14] This is a timing chart showing the control timing of each performance component during the fluctuation corresponding to the fluctuation pattern PA2-6. [Figure 8-15] This is a timing chart showing the control timing of each performance component during the fluctuation corresponding to the fluctuation pattern PA4-1. [Figure 8-16] FIG. 11 is an explanatory diagram showing a specific example of a long reach. [Figure 8-17] FIG. 11 is an explanatory diagram showing a specific example of a long reach. [Figure 8-18] An explanatory diagram showing a specific example of Super Reach A. [Figure 8-19] An explanatory diagram showing a specific example of Super Reach A. [Figure 8-20] An explanatory diagram showing a specific example of Super Reach A. [Figure 8-21] An explanatory diagram showing a specific example of Super Reach A. [Figure 8-22] An explanatory diagram showing a specific example of Super Reach A. [Figure 8-23] An explanatory diagram showing a specific example of Super Reach A. [Figure 8-24] An explanatory diagram showing a specific example of Super Reach A. [Figure 8-25] An explanatory diagram showing a specific example of Super Reach B. [Figure 8-26] An explanatory diagram showing a specific example of Super Reach B. [Figure 8-27] An explanatory diagram showing a specific example of Super Reach B. [Figure 8-28] An explanatory diagram showing a specific example of Super Reach B. [Figure 8-29] An explanatory diagram showing a specific example of Super Reach B. [Figure 8-30] An explanatory diagram showing a specific example of Super Reach B. [Figure 8-31] An explanatory diagram showing a specific example of Super Reach B. [Figure 8-32] An explanatory diagram showing specific examples of special effects in a high base state. [Figure 8-33] An explanatory diagram showing specific examples of special effects in a high base state. [Figure 8-34] FIG. 13 is an explanatory diagram showing a specific example of Super Reach C. [Figure 8-35] FIG. 13 is an explanatory diagram showing a specific example of Super Reach C. [Figure 8-36] FIG. 13 is an explanatory diagram showing a specific example of Super Reach C. [Figure 8-37] FIG. 13 is an explanatory diagram showing a specific example of Super Reach C. [Figure 8-38]An explanatory diagram showing specific examples of changes in the display image in the early performance and the second specific performance. [Figure 8-39] An explanatory diagram showing a specific example of a suggestive image in a specific performance. [Figure 8-40] FIG. 1 is a diagram illustrating the principle of a light emitting effect image. [Figure 8-41] FIG. 1 is a diagram illustrating the principle of a light emitting effect image. [Figure 8-42] FIG. 1 is a diagram illustrating the principle of a light emitting effect image. [Figure 8-43] FIG. 1 is a diagram illustrating the principle of a light emitting effect image. [Figure 8-44] FIG. 1 is a diagram illustrating the principle of a light emitting effect image. [Figure 8-45] FIG. 1 is a diagram illustrating the principle of a light emitting effect image. [Figure 8-46] This is a diagram showing the presentation during variable display. [Figure 8-47] An explanatory diagram showing a table explaining the presentation content corresponding to the variable presentation. [Figure 8-48] An explanatory diagram showing a table explaining the performance content corresponding to the preview performance. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0013] (Basic explanation) First, the basic configuration and control of the pachinko gaming machine 1 (which also applies to the configuration and control of a general pachinko gaming machine) will be described.

[0014] (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.

[0015] At a predetermined position on the game board 2 (in the example shown in FIG. 1, the right side of the game area), a first special symbol display device 4A and a second special symbol display device 4B are provided which perform a variable display (also called a special symbol game) of special symbols (also called special symbols) as a plurality of types of special identification information. Each of these is made up of a 7-segment LED or the like. The special symbols are represented by numbers showing "0" to "9" or lighting patterns such as "-". The special symbols may include a pattern in which all the LEDs are turned off.

[0016] In addition, the "variable display" of the special symbol means, for example, displaying multiple types of special symbols in a variable manner (the same applies to other symbols described later). The variations include updating the display of multiple symbols, scrolling the display of multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. In the variation of the special symbol or the normal symbol described later, multiple types of special symbols or normal symbols are updated and displayed. In the variation of the decorative symbol described later, multiple types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. In addition, the variation also includes a mode in which a certain symbol is displayed flashing. At the end of the variable display, a predetermined special symbol is displayed stationary (also called derived or derived display) as a display result (the same applies to the variable display of other symbols described later). In addition, the variable display may be expressed as a variable display or a variation.

[0017] The special symbol variably displayed on the first special symbol display device 4A is also called the "first special symbol," and the special symbol variably displayed on the second special symbol display device 4B is also called the "second special symbol." A special symbol game using the first special symbol is also called the "first special symbol game," and a special symbol game using the second special symbol is also called the "second special symbol game." There may be only one type of special symbol display device that variably displays the special symbols.

[0018] An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display device) or an organic EL (electro luminescence) display, and displays various effect images. The image display device 5 may be composed of a projector and a screen. The image display device 5 displays various effect images.

[0019] For example, on the screen of the image display device 5, in synchronization with the first special game or the second special game, a plurality of types of decorative patterns (such as patterns showing numbers, etc.) different from the special patterns are variably displayed as decorative identification information. Here, in synchronization with the first special game or the second special game, decorative patterns are variably displayed (for example, scrolled up and down or updated) in each of the "left", "center", and "right" decorative pattern display areas 5L, 5C, and 5R. The special game and the variable display of decorative patterns executed in synchronization are collectively referred to simply as variable display.

[0020] A display area for displaying a pending display corresponding to a variable display whose execution is pending and an active display corresponding to a variable display being executed may be provided on the screen of the image display device 5. The pending display and the active display are collectively referred to as a variable display-compatible display corresponding to the variable display.

[0021] The number of reserved variable displays is also called the reserved memory number. The reserved memory number corresponding to the first special game is also called the first reserved memory number, and the reserved memory number corresponding to the second special game is also called the second reserved memory number. The sum of the first reserved memory number and the second reserved memory number is also called the total reserved memory number.

[0022] In addition, a first hold indicator 25A and a second hold indicator 25B each composed of a plurality of LEDs are provided at predetermined positions on the game board 2, and the first hold indicator 25A displays the first hold memory number by the number of lit LEDs, and the second hold indicator 25B displays the second hold memory number by the number of lit LEDs.

[0023] Below the image display device 5, a winning ball device 6A and a variable winning ball device 6B are provided.

[0024] The winning ball device 6A forms a first start winning hole that is always kept in a constant open state so that a game ball can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning hole, a predetermined number of prize balls (for example, three balls) are paid out and a first special game can be started.

[0025] The variable winning ball device 6B (normal electric device) forms a second start winning hole that changes between a closed state and an open state by a solenoid 81 (see FIG. 2). The variable winning ball device 6B is, for example, an electric tulip-type device having a pair of movable wings, and when the solenoid 81 is in an off state, the movable wings are in a vertical position, so that the tip of the movable wings approaches the winning ball device 6A, and the second start winning hole is in a closed state in which the game ball does not enter (also referred to as the second start winning hole being in a closed state). On the other hand, when the solenoid 81 is in an on state, the movable wings of the variable winning ball device 6B are in a tilted position, so that the second start winning hole is in an open state in which the game ball can enter (also referred to as the second start winning hole being in an open state). When a game ball enters the second start winning hole, a predetermined number of prize balls (for example, three) are paid out and the second special game can be started. In addition, the variable winning ball device 6B may be any device that can change between a closed state and an open state, and is not limited to one that has an electric tulip-type device.

[0026] At predetermined positions on the game board 2 (in the example shown in FIG. 1, four positions are provided at the lower left and right of the game area), general winning openings 10 that are always kept in a constant open state by a predetermined ball receiving member. In this case, when a ball enters one of the general winning openings 10, a predetermined number of game balls (for example, 10 balls) are paid out as prize balls.

[0027] A special variable winning ball device 7 having a large winning opening is provided below the winning ball device 6A and the variable winning ball device 6B. The special variable winning ball device 7 has a large winning opening door that is driven to open and close by a solenoid 82 (see FIG. 2), and the large winning opening door forms the large winning opening as a specific area that changes between an open state and a closed state.

[0028] As an example, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door (for the special electric device) is in the OFF state, the large prize opening door closes the large prize opening, and the game ball cannot enter (pass) through the large prize opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door is in the ON state, the large prize opening door opens the large prize opening, and the game ball can easily enter the large prize opening.

[0029] When a game ball enters the large prize opening, a predetermined number of game balls (for example, 14 balls) are paid out as prize balls. When a game ball enters the large prize opening, more prize balls are paid out than when a game ball enters the first start prize opening, the second start prize opening, or the general prize opening 10, for example.

[0030] The entry of a game ball into each winning port including the general winning port 10 is also called a "winning". In particular, the entry into the start port (first start winning port, second start winning port) is also called a start winning.

[0031] A normal symbol display 20 is provided at a predetermined position on the game board 2 (in the example shown in FIG. 1, the left side of the game area). As an example, the normal symbol display 20 is made up of a 7-segment LED or the like, and performs a variable display of normal symbols as multiple types of normal identification information different from the special symbols. The normal symbols are represented by numbers indicating "0" to "9" or lighting patterns such as "-". The normal symbols may include a pattern in which all LEDs are turned off. Such a variable display of normal symbols is also called a normal symbol game.

[0032] A passing gate 41 through which the gaming ball can pass is provided to the left of the image display device 5. When the gaming ball passes through the passing gate 41, a regular game is executed.

[0033] A regular symbol reserved indicator 25C is provided above the regular symbol indicator 20. The regular symbol reserved indicator 25C is configured to include, for example, four LEDs, and displays the regular symbol reserved memory number, which is the number of regular symbol games that are reserved for execution, by the number of lit LEDs.

[0034] In addition to the above features, the surface of the game board 2 is provided with a windmill that changes the direction and speed of the game balls and a number of obstacle nails. At the bottom of the game area, there is an outlet that takes in game balls that do not enter any of the winning holes.

[0035] Speakers 8L and 8R for reproducing and outputting sound effects and the like are provided at the upper left and right positions of the gaming machine frame 3, and gaming effect lamps 9 for gaming effects are provided around the periphery of the gaming area. The gaming effect lamps 9 are configured to include LEDs.

[0036] A movable body 32 that operates according to the performance is provided at a predetermined position on the game board 2 (not shown in FIG. 1).

[0037] At the lower right position of the game machine frame 3, there is provided a ball-hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a game ball toward the game area by the ball-hitting device.

[0038] At a predetermined position of the game machine frame 3 below the game area, a ball supply tray (upper tray) is provided to hold (store) game 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. Below the upper tray, a ball supply tray (lower tray) is provided from which prize balls are dispensed when the upper tray is full.

[0039] A stick controller 31A that can be held and tilted by a player is attached to a predetermined position of the gaming machine frame 3 below the playing area. The stick controller 31A is provided with a trigger button that can be pressed by a player. The operation of the stick controller 31A is detected by a controller sensor unit 35A (see FIG. 2).

[0040] A push button 31B that allows a player to perform a predetermined instruction operation by pressing it or the like is provided at a predetermined position of the gaming machine frame 3 below the gaming area. The operation of the push button 31B is detected by a push sensor 35B (see FIG. 2).

[0041] In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but detection means other than these may also be provided.

[0042] (Outline of game progress) The game ball is launched toward the game area by the player rotating the ball hitting operation handle 30 provided on the pachinko game machine 1. When the game ball passes through the passing gate 41, a normal game is started by the normal symbol display 20. If the game ball passes through the passing gate 41 during the period when the previous normal game is being played (if the game ball passes through the passing gate 41 but the normal game based on the passing cannot be played immediately), the normal game based on the passing is put on hold up to a predetermined upper limit number (for example, 4).

[0043] In this normal game, if a specific normal symbol (normal winning symbol) is displayed, the display result of the normal symbol will be "normal winning". On the other hand, if a normal symbol other than the normal winning symbol (normal losing symbol) is displayed as a confirmed normal symbol, the display result of the normal symbol will be "normal losing". When it becomes "normal winning", an opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period of time (the second start winning port is opened).

[0044] When a game ball enters a first start winning hole formed in the winning ball device 6A, a first special symbol game is started by the first special symbol display device 4A.

[0045] When a gaming ball enters a second start winning hole formed in the variable winning ball device 6B, a second special symbol game is started by the second special symbol display device 4B.

[0046] In addition, if the game ball enters (wins) the start winning hole during the period when the special game is being played or during the period when the game is controlled to the big win game state or small win game state described below (if a start winning occurs but the special game based on that start winning cannot be played immediately), the execution of the special game based on that entry will be put on hold up to a specified upper limit number (for example, 4).

[0047] In a special game, if a specific special symbol (a big win symbol, for example, "7"; the actual symbol varies depending on the type of big win described below) is displayed as a fixed special symbol, it is a "big win", and if a specific special symbol different from the big win symbol (a small win symbol, for example, "2") is displayed as a fixed special symbol, it is a "small win". Also, if a special symbol different from the big win symbol or small win symbol (a losing symbol, for example, "-") is displayed as a fixed special symbol, it is a "losing".

[0048] After the display result in the special game becomes "big win", the game state is controlled to a big win game state, which is advantageous for the player. After the display result in the special game becomes "small win", the game state is controlled to a small win game state.

[0049] In the jackpot game state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined manner. This open state continues until either a predetermined period (for example, 29 seconds or 1.8 seconds) has elapsed or the number of game balls entering the large prize opening reaches a predetermined number (for example, 9), whichever comes first. The predetermined period is the upper limit period during which the large prize opening can be opened in one round, and is hereinafter also referred to as the upper limit period of opening. Such a cycle in which the large prize opening is opened is called a round (round game). In the jackpot game state, the round can be repeated until the predetermined upper limit number of times (15 times or 2 times) is reached.

[0050] In the jackpot game state, the player can get prize balls by making the game ball enter the big prize hole. Therefore, the jackpot game state is advantageous to the player. The more rounds in the jackpot game state, and the longer the upper limit period, the more advantageous it is for the player.

[0051] In addition, a jackpot type is set for a "jackpot". For example, a plurality of types of opening modes of the jackpot entrance (number of rounds or maximum opening period) and game states after the jackpot game state (normal state, time-saving state, probability change state, etc., described later) are prepared, and the jackpot type is set according to these. As the jackpot type, there may be a jackpot type in which many prize balls can be obtained, and a jackpot type in which few or almost no prize balls can be obtained.

[0052] In the small win game state, the large prize opening formed by the special variable winning ball device 7 is opened in a predetermined opening manner. For example, in the small win game state, the large prize opening is opened in the same opening manner as in the large prize game state in some large prize types (the number of times the large prize opening is opened is the same as the number of rounds, and the timing of closing the large prize opening is also the same, etc.). In addition, like the large prize types, small prize types may be set for "small wins".

[0053] After the jackpot game state ends, the game may be controlled to a time-saving state or a special state depending on the type of jackpot.

[0054] In the time-saving state, control (time-saving control) is executed to shorten the average special symbol fluctuation time (period during which the special symbol fluctuates) more than in the normal state. In the time-saving state, control (high opening control, high base control) is also executed to make it easier for the game ball to enter the second start winning hole by shortening the average regular symbol fluctuation time (period during which the regular symbol fluctuates) more than in the normal state and by improving the probability of a "regular symbol hit" in the regular symbol game more than in the normal state. The time-saving state is an advantageous state for the player because it is a state in which the fluctuation efficiency of the special symbols (especially the second special symbol) is improved.

[0055] In the probability variable state (probability variable state), in addition to time-saving control, probability variable control is executed to make the probability of the display result being a "jackpot" higher than in the normal state. The probability variable state is an even more advantageous state for the player, since it is a state in which the fluctuation efficiency of special symbols is improved and it is easier to get a "jackpot".

[0056] The time-saving state or the probability of winning state continues until one of the end conditions is met first, such as the execution of a specified number of special games or the start of the next big win game state. The end condition of the state in which a specified number of special games have been executed is also called the number-cut (number-cut time-saving, number-cut probability of winning, etc.).

[0057] The normal state refers to a game state other than advantageous states such as a jackpot game state that is advantageous to the player, and special states such as a time-saving state and a special probability state, and is a state in which the pachinko game machine 1, such as the probability that the display result in the normal game will be a "normal hit" and the probability that the display result in the special game will be a "jackpot", is controlled in the same way as the initial setting state of the pachinko game machine 1 (for example, when a system reset is performed and the specified return process is not executed after the power is turned on).

[0058] The state in which the probability variable control is being executed is also called the high probability state, and the state in which the probability variable control is not being executed is also called the low probability state. The state in which the time-saving control is being executed is also called the high base state, and the state in which the time-saving control is not being executed is also called the low base state. Combining these, the time-saving state is also called the low probability high base state, the probability variable state is the high probability high base state, and the normal state is the low probability low base state. The high probability state and the low base state are also called the high probability low base state.

[0059] After the small win game state ends, the game state is not changed, and the game state before the display result of the special game becomes "small win" is continued (however, if the special game when the "small win" occurs is the special game of the above-mentioned predetermined number of times in the above-mentioned number cut, the game state is changed naturally). In addition, "small win" does not have to be the display result of the special game.

[0060] The game state may change based on the game ball passing through a specific area (for example, a specific area in a big prize hole) during the big win game state. For example, when the game ball passes through a specific area, the game state may be controlled to a probability variable state after the big win game state.

[0061] (Progress of the performance, etc.) In the pachinko game machine 1, various effects (effects to notify the progress of the game or to liven up the game) are executed according to the progress of the game. The effects are described below. The effects are executed by displaying various effect images on the image display device 5, but in addition to or instead of the display, they may be executed by sound output from the speakers 8L and 8R, and / or by turning on / off the game effect lamp 9, operating the movable body 32, etc.

[0062] As an effect executed according to the progress of the game, in response to the start of the first special symbol game or the second special symbol game, the variable display of the decorative symbols is started in the "left", "center" and "right" decorative symbol display areas 5L, 5C and 5R provided in the image display device 5. At the timing when the display result (also called the determined special symbol) in the first special symbol game or the second special symbol game is stopped and displayed, the determined decorative symbol (combination of three decorative symbols) which is the display result of the variable display of the decorative symbols is also stopped and displayed (derived).

[0063] During the period from when the variable display of the decorative symbols starts to when it ends, the state of the variable display of the decorative symbols may become a predetermined reach state (a reach is achieved). Here, the reach state refers to a state in which the decorative symbols that have not yet been stopped and displayed on the screen of the image display device 5 continue to be variable displayed when the decorative symbols that have been stopped and displayed form part of a jackpot combination described later.

[0064] In addition, when the reach state is reached during the variable display of the decorative symbols, a reach effect is executed. In the pachinko game machine 1, a plurality of types of reach effects are executed, each of which has a different probability (also called the probability of a big win or the probability of a big win) of the display result (the display result of the special game or the display result of the variable display of the decorative symbols) becoming a "big win" according to the performance mode. The reach effects include, for example, a normal reach and a super reach, which has a higher probability of a big win than a normal reach.

[0065] When the display result of the special game is a "jackpot," a fixed decorative pattern that is a predetermined jackpot combination is derived as a display result of the variable display of decorative patterns on the screen of the image display device 5 (the display result of the variable display of decorative patterns is a "jackpot"). As an example, the same decorative patterns (for example, "7") are displayed stopped on a predetermined effective line in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R.

[0066] 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 decorative symbols (e.g., "7") are displayed in a line, and in the case of a "non-probability jackpot (normal jackpot)" that is not controlled to a probability jackpot state after the end of the jackpot game state, even numbered decorative symbols (e.g., "6") may be displayed in a line. In this case, odd numbered decorative symbols are also called probability jackpot symbols, and even numbered decorative symbols are also called non-probability jackpot symbols (normal symbols). After a reach state is reached with a non-probability jackpot symbol, a promotion effect that finally results in a "probability jackpot" may be executed.

[0067] When the display result of the special game is a "small win", a fixed decorative pattern (for example, "1 3 5") that is a predetermined small win combination is derived on the screen of the image display device 5 as a display result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern is a "small win"). As an example, decorative patterns that constitute chance eyes are displayed stationary on a predetermined effective line in the "left", "middle", and "right" decorative pattern display areas 5L, 5C, and 5R. Note that a common fixed decorative pattern may be derived and displayed when the display result of the special game is a "big win" of some big win types (big win types of big win game states in the same manner as the small win game state) and when it is a "small win".

[0068] When the display result of the special game is a "miss," the state of the variable display of the decorative pattern does not become a reach state, and a fixed decorative pattern of a non-reach combination (also called a "non-reach miss") may be displayed as a static result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern becomes a "non-reach miss"). Also, when the display result is a "miss," after the state of the variable display of the decorative pattern becomes a reach state, a fixed decorative pattern of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination may be displayed as a static result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern becomes a "reach miss").

[0069] The effects that the pachinko game machine 1 can execute include displaying the variable display compatible display (reserved display or active display). In addition, as other effects, for example, a preview effect that predicts the jackpot reliability is executed during the variable display of the decorative pattern. The preview effects include a preview effect that predicts the jackpot reliability in the variable display being executed, and a look-ahead preview effect that predicts the jackpot reliability in the variable display before execution (variable display whose execution is reserved). As a look-ahead preview effect, an effect that changes the display mode of the variable display compatible display (reserved display or active display) to a mode different from normal may be executed.

[0070] In addition, in the image display device 5, a pseudo consecutive performance may be executed in which a single variable display appears to be multiple variable displays by temporarily stopping the decorative pattern during the variable display and then resuming the variable display.

[0071] During the jackpot game state, a jackpot game performance is executed to notify the jackpot game state. As the jackpot game performance, a performance to notify the number of rounds or a promotion performance to indicate that the value of the jackpot game state will increase may be executed. Also, during the small win game state, a small win game performance to notify the small win game state is executed. In addition, a common performance may be executed during the small win game state and the jackpot game state in some jackpot types (a jackpot type in a jackpot game state of a similar aspect to the small win game state, for example, a jackpot type in which the game state after that is a high probability state) so that the player cannot know whether the current state is a small win game state or a jackpot game state. In such a case, a common performance may be executed after the end of the small win game state and after the end of the jackpot game state so that the player cannot distinguish whether the current state is a high probability state or a low probability state.

[0072] Also, for example, when a special game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer waiting demo performance is executed).

[0073] (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, 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, a firing control board, a power supply board, and the like.

[0074] The main board 11 is the main control board, and has the function of controlling the progress of the above-mentioned games in the pachinko game machine 1 (execution of special games (including management of reserved games), execution of regular games (including management of reserved games), big win game state, small win game state, game state, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, etc.

[0075] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and is equipped with 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.

[0076] The CPU 103 executes the program stored in the ROM 101 to perform processing to control the progress of the game (processing to realize the functions of the main board 11). At this time, various data stored in the ROM 101 (variation patterns described below, performance control commands described below, data on various tables referenced when making various decisions described below, etc.) are used, and the RAM 102 is used as the main memory. The RAM 102 is a backup RAM in which the stored contents are saved for a predetermined period of time even if the power supply to the pachinko game machine 1 is stopped in part or in whole. Note that the program stored in the ROM 101 may be developed in whole or in part in the RAM 102 and executed on the RAM 102.

[0077] The random number circuit 104 counts numerical data indicating various random numbers (game random numbers) used when controlling the progress of a game in an updatable manner. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).

[0078] I / O105 is configured to include, for example, an input port into which various signals (detection signals described below) are input, and an output port for transmitting various signals (signals that control (drive) the first special pattern display device 4A, the second special pattern display device 4B, the normal pattern display device 20, the first hold display device 25A, the second hold display device 25B, the normal pattern hold display device 25C, etc., solenoid drive signals).

[0079] The switch circuit 110 takes in detection signals (such as a detection signal indicating that a game ball has passed or entered and the switch has been turned on) from various switches for detecting game balls (the gate switch 21, the start port switch (the first start port switch 22A and the second start port switch 22B), and the count switch 23) and transmits them to the game control microcomputer 100. The transmission of the detection signal indicates that the game ball has passed or entered.

[0080] The solenoid circuit 111 transmits solenoid drive signals (for example, signals to turn on the solenoid 81 and the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for the normal electric role and the solenoid 82 for the big prize opening door.

[0081] As part of controlling the progress of the game, the main board 11 (game control microcomputer 100) supplies presentation control commands (commands that specify (notify) the progress of the game, etc.) to the presentation control board 12 in accordance with the progress of the game. The presentation control commands output from the main board 11 are relayed by the relay board 15 and supplied to the presentation control board 12. The presentation control commands include, for example, commands that specify various determination results in the main board 11 (for example, the display results of the special game (including the type of big win), the variable pattern used when executing the special game (described in detail later)), the status of the game (for example, the start or end of the variable display, the opening status of the big win port, the occurrence of a win, the number of reserved memories, the game status), the occurrence of an error, etc.

[0082] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances according to the progress of the game, including various notifications such as driving the movable body 32, notifying errors, and notifying of power outage recovery) based on the received performance control commands.

[0083] The performance control board 12 is equipped with 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.

[0084] The performance control CPU 120 executes a program stored in the ROM 121 to perform processing for executing a performance (processing for realizing the above-mentioned functions of the performance control board 12, including determining the performance to be executed) together with the display control unit 123. At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.

[0085] The performance control CPU 120 may also instruct the display control unit 123 to execute a performance based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals that are output when an operation by a player is detected and that appropriately indicate the content of the operation).

[0086] The display control unit 123 includes a video display processor (VDP), a character generator ROM (CGROM), a video RAM (VRAM), etc., and executes a performance based on a performance execution instruction from the performance control CPU 120.

[0087] The display control unit 123 supplies a video signal corresponding to the effect to be executed to the image display unit 5 based on an instruction to execute the effect from the effect control CPU 120, thereby causing the image display unit 5 to display an effect image. The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 and a lamp signal (a signal designating the on / off state of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the effect image and turn on / off the game effect lamp 9. The display control unit 123 also supplies a signal for operating the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.

[0088] The audio control board 13 is equipped with various circuits for driving the speakers 8L, 8R, and drives the speakers 8L, 8R based on the sound designation signal, causing the speakers 8L, 8R to output the sound designated by the sound designation signal.

[0089] 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 the lamp signal, turning the game effect lamps 9 on and off in the manner specified by the lamp signal. In this way, the display control unit 123 controls the sound output and the on / off of the lamps.

[0090] In addition, the sound output, control of turning the lamps on and off (such as supplying sound designation signals and lamp signals), and control of the movable body 32 (such as supplying signals to operate the movable body 32) may be performed by the performance control CPU 120.

[0091] The random number circuit 124 counts numerical data indicating various random numbers (random numbers for performance) used to execute various performances in an updatable manner. The random numbers for performance may be updated by the performance control CPU 120 executing a predetermined computer program (updated by software).

[0092] The I / O 125 mounted on the performance control board 12 is composed of an input port for inputting performance control commands transmitted, for example, from the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, lamp signals).

[0093] Sub-substrates include the performance control substrate 12, the sound control substrate 13, and the lamp control substrate 14, other than the main substrate 11. As in the pachinko game machine 1, multiple sub-substrates may be provided for different functions, or one sub-substrate may be configured to have multiple functions.

[0094] (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described.

[0095] (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 game machine 1 is started, the game control microcomputer 100 is started, and the game control main process is executed by the CPU 103. Fig. 3 is a flowchart showing the game control main process executed by the CPU 103 in the main board 11.

[0096] In the game control main process shown in Fig. 3, the CPU 103 first sets interrupts to be prohibited (step S1). Then, necessary initial settings are performed (step S2). The initial settings include setting a stack pointer, register settings for built-in devices (CTC (counter / timer circuit), parallel input / output port, etc.), and setting the RAM 102 to be accessible.

[0097] Next, it is determined whether or not the output signal from the clear switch is on (step S3). The clear switch is mounted on, for example, a power supply board. When the power is turned on with the clear switch in the on state, the output signal (clear signal) is input to the game control microcomputer 100 via the input port. If the output signal from the clear switch is on (step S3; Yes), an initialization process (step S8) is executed. In the initialization process, the CPU 103 executes a RAM clear process to clear flags, counters, and buffers stored in the RAM 102, and sets initial values ​​in the working area.

[0098] Furthermore, the CPU 103 transmits a performance control command instructing initialization to the performance control board 12 (step S9). When the performance control CPU 120 receives the performance control command, it displays a screen on the image display device 5, for example, to notify that the control of the gaming machine has been initialized.

[0099] If the output signal from the clear switch is not on (step S3; No), it is determined whether backup data is stored in the RAM 102 (backup RAM) (step S4). When the power supply to the pachinko game machine 1 is stopped due to an unexpected power outage or the like (power interruption), the CPU 103 executes a power supply stop processing immediately before the operation becomes impossible due to the power supply stop. In this power supply stop processing, a process of turning on a backup flag indicating that data is backed up in the RAM 102, a data protection process for the RAM 102, and the like are executed. The data protection process includes the addition of an error detection code (checksum, parity bit, etc.) and a process of backing up various data. The backed up data includes various data for progressing the game (including various flags, various timer states, etc.), as well as the state of the backup flag and the error detection code. In step S4, it is determined whether the backup flag is on. If the backup flag is off and no backup data is stored in the RAM 102 (step S4; No), an initialization process (step S8) is executed.

[0100] If backup data is stored in RAM 102 (step S4; Yes), CPU 103 checks the backed up data (using an error detection code) and determines whether the data is normal (step S5). In step S5, for example, a parity bit or a checksum is used to determine whether the data in RAM 102 matches the data at the time of power supply stop. If it is determined that they match, it is determined that the data in RAM 102 is normal.

[0101] If it is determined that the data in the RAM 102 is not normal (step S5; No), the internal state cannot be restored to the state when the power supply was stopped, so an initialization process (step S8) is executed.

[0102] If it is determined that the data in the RAM 102 is normal (step S5; Yes), the CPU 103 performs a recovery process (step S6) to return the internal state of the main board 11 to the state when the power supply was stopped. In the recovery process, the CPU 103 sets a working area based on the memory contents (contents of the backed-up data) of the RAM 102. This restores the game state to the state when the power supply was stopped, and if the special symbols were fluctuating, the fluctuation of the special symbols will be resumed from the state before the recovery by executing a game control timer interrupt process described later.

[0103] Then, the CPU 103 transmits a performance control command to the performance control board 12 to instruct recovery from the power outage (step S7). In conjunction with this, a performance control command to specify the game state before the power outage that is backed up, or a performance control command to specify the display result of the special symbol game being executed when the special symbol game is being executed may be transmitted. These commands can be the same as the commands transmitted and set in the special symbol process processing described later. When the performance control CPU 120 receives a performance control command specifying the time of recovery from the power outage, it performs a screen display on the image display device 5, for example, to notify that recovery from the power outage has been performed or that recovery from the power outage is in progress. The performance control CPU 120 may perform an appropriate screen display based on the performance control command.

[0104] After completing the recovery process or initialization process and sending a performance control command to the performance control board 12, the CPU 103 executes a random number circuit setting process to initialize the random number circuit 104 (step S10). Then, the register of the CTC built into the game control microcomputer 100 is set so that a timer interrupt is generated periodically at a predetermined time (for example, 2 ms) (step S11), and the interrupt is permitted (step S12). After that, a loop process is started. After that, an interrupt request signal is sent from the CTC to the CPU 103 at a predetermined time (for example, 2 ms), and the CPU 103 can execute a timer interrupt process periodically.

[0105] When the CPU 103 that has executed such a game control main process receives an interrupt request signal from the CTC and accepts the interrupt request, it executes a game control timer interrupt process shown in the flowchart of Fig. 4. When the game control timer interrupt process shown in Fig. 4 is started, the CPU 103 first executes a predetermined switch process to determine whether or not detection signals have been received from various switches such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23 via the switch circuit 110 (step S21). Next, by executing a predetermined main side error process, it performs an abnormality diagnosis of the pachinko game machine 1, and makes it possible to generate a warning if necessary according to the diagnosis result (step S22). After that, by executing a predetermined information output process, it outputs data such as jackpot information (information indicating the number of jackpots), start information (information indicating the number of start winnings), and probability fluctuation information (information indicating the number of times the probability variable state has been reached) that are supplied to a hall management computer installed outside the pachinko game machine 1 (step S23).

[0106] Following the information output process, a game random number update process is executed to update at least a part of the game random numbers used on the main board 11 side by software (step S24). After this, the CPU 103 executes a special symbol process process (step S25). The CPU 103 executes the special symbol process process at each timer interruption, thereby realizing the execution and reservation management of the special symbol game, the control of the big win game state and the small win game state, the control of the game state, etc. (described in detail later).

[0107] Following the special symbol process, the normal symbol process is executed (step S26). The CPU 103 executes the normal symbol process at each timer interruption, which enables the execution and reservation management of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passage gate 41), and the opening control of the variable winning ball device 6B based on the "normal symbol hit". The normal symbol game is executed by driving the normal symbol display 20, and the number of reserved normal symbols is displayed by lighting the normal symbol reservation display 25C.

[0108] After the normal symbol process processing is executed, as part of the game control timer interrupt processing, processing when a power outage occurs, processing for paying out prize balls, etc. may be executed. After that, the CPU 103 executes a command control processing (step S27). The CPU 103 may set a performance control command for transmission in each of the above processes. In the command control processing of step S27, a process is performed to transmit the performance control command set for transmission to a sub-side control board such as the performance control board 12. After the command control processing is executed, the interrupt is permitted and then the game control timer interrupt processing is terminated.

[0109] Fig. 5 is a flow chart showing an example of the special symbol process executed in step S25 shown in Fig. 4. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).

[0110] In the start winning judgment process, a process is executed to detect the occurrence of a start winning, store reserved information in a predetermined area of ​​the RAM 102, and update the reserved memory number. When a start winning occurs, a random number value for determining the display result (including the type of big win) and the variation pattern is extracted and stored as reserved information. In addition, a process for predicting and judging the display result and the variation pattern based on the extracted random number value may be executed. After the reserved information and the reserved memory number are stored, a transmission setting is performed to transmit a performance control command for specifying the judgment result such as the occurrence of a start winning, the reserved memory number, and the predictive judgment to the performance control board 12. The performance control command at the time of the start winning thus transmitted and set is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process processing is completed, by executing the command control processing of step S27 shown in FIG. 4.

[0111] After executing the start winning judgment process in S101, the CPU 103 selects and executes one of the processes of steps S110 to S120 according to the value of the special symbol process flag provided in the RAM 102. In each process (steps S110 to S120) of the special symbol process, a transmission setting is performed to transmit a performance control command corresponding to each process to the performance control board 12.

[0112] The normal special symbol processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this normal special symbol processing, a determination is made as to whether or not to start the first special symbol game or the second special symbol game based on the presence or absence of reserved information. In addition, in the normal special symbol processing, based on a random number value for determining the display result, whether or not the display result of the special symbol or the decorative symbol is to be a "big win" or a "small win", and the type of big win if it is a "big win", is determined (pre-determined) before the display result is derived and displayed. Furthermore, in the normal special symbol processing, a determined special symbol (either a big win symbol, a small win symbol, or a losing symbol) to be stopped and displayed in the special symbol game is set in response to the determined display result. After that, the value of the special symbol process flag is updated to "1", and the normal special symbol processing is terminated. Note that the special symbol game using the second special symbol may be executed with priority over the special symbol game using the first special symbol (also called special symbol 2 priority consumption). In addition, the order in which the game balls enter the first start winning port and the second start winning port may be stored, and the conditions for starting the special game may be met in the order in which the balls enter the first start winning port (also called "winning order consumption").

[0113] When making various decisions based on random numbers, various tables (tables in which decision values ​​compared with random numbers are assigned to decision results) stored in ROM 101 are referenced. The same is true for other decisions in main board 11 and various decisions in performance control board 12. In performance control board 12, various tables are stored in ROM 121.

[0114] The variation pattern setting process of step S111 is executed when the value of the special chart process flag is "1". This variation pattern setting process includes a process of determining the variation pattern to one of multiple types using a random number value for determining the variation pattern based on a pre-determined result of whether the display result is a "big win" or a "small win". In the variation pattern setting process, when the variation pattern is determined, the value of the special chart process flag is updated to "2", and the variation pattern setting process ends.

[0115] The variation pattern specifies the execution time of the special chart game (special chart variation time) (which is also the execution time of the variable display of the decorative patterns), the manner of the variable display of the decorative patterns (presence or absence of a reach, etc.), and the content of the presentation during the variable display of the decorative patterns (type of reach presentation, etc.), and is also called the variable display pattern.

[0116] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2". This special symbol variation process includes a process for setting the first special symbol display device 4A and the second special symbol display device 4B to vary the special symbol, and a process for measuring the elapsed time since the special symbol started to vary. In addition, a determination is made as to whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. Then, when the elapsed time since the special symbol started to vary has reached the special symbol variation time, the value of the special symbol process flag is updated to "3", and the special symbol variation process is terminated.

[0117] The special symbol stop process in step S113 is executed when the value of the special symbol process flag is "3". This special symbol stop process includes a process for setting the first special symbol display device 4A or the second special symbol display device 4B to stop the variation of the special symbol and stop displaying (deriving) the determined special symbol that is the display result of the special symbol. If the display result is a "big win", the value of the special symbol process flag is updated to "4". On the other hand, if the big win flag is off and the display result is a "small win", the value of the special symbol process flag is updated to "8". If the display result is a "miss", the value of the special symbol process flag is updated to "0". If the display result is a "small win" or a "miss", when the time-saving state or the probability change state is controlled and the end of the number of times is established, the game state is also updated. When the value of the special symbol process flag is updated, the special symbol stop process ends.

[0118] The pre-opening process of step S114 is executed when the value of the special pattern process flag is "4". This pre-opening process of the jackpot includes a process for setting the large prize opening to an open state by starting the execution of a round in the jackpot game state based on the display result being "jackpot". When the large prize opening is opened, a process for supplying a solenoid drive signal to the solenoid 82 for the large prize opening door is executed. At this time, for example, depending on the type of jackpot, the open upper limit period for opening the large prize opening and the upper limit execution number of rounds are set. When these settings are completed, the value of the special pattern process flag is updated to "5" and the pre-opening process of the jackpot is completed.

[0119] The jackpot opening process in step S115 is executed when the value of the special pattern process flag is "5". This jackpot opening process includes a process of measuring the elapsed time since the jackpot opening was opened, and a process of determining whether it is time to return the jackpot opening from the open state to the closed state based on the measured elapsed time and the number of game balls detected by the count switch 23. When the jackpot opening is returned to the closed state, a process of stopping the supply of the solenoid drive signal to the solenoid 82 for the jackpot opening door is executed, and then the value of the special pattern process flag is updated to "6", and the jackpot opening process is terminated.

[0120] The post-opening process of step S116 is executed when the value of the special pattern process flag is "6". This post-opening process includes a process for determining whether the number of times the round in which the large prize entrance is opened has reached the set upper limit number of times, and a process for setting to end the jackpot game state when the upper limit number of times has been reached. When the number of times the round has been executed has not reached the upper limit number of times, the value of the special pattern process flag is updated to "5", while when the number of times the round has been executed has reached the upper limit number of times, the value of the special pattern process flag is updated to "7". When the value of the special pattern process flag is updated, the post-opening process of the jackpot ends.

[0121] The jackpot end process in step S117 is executed when the value of the special chart process flag is "7". This jackpot end process includes a process of waiting until a waiting time corresponding to the period during which an ending performance is executed as a performance operation that notifies the end of the jackpot game state has elapsed, and a process of making various settings for starting the probability change control or time-saving control in response to the end of the jackpot game state. When such settings are made, the value of the special chart process flag is updated to "0", and the jackpot end process is terminated.

[0122] The small win opening pre-processing in step S118 is executed when the value of the special chart process flag is "8". This small win opening pre-processing includes a process for setting the large prize winning port to an open state in the small win game state based on the display result being "small win". At this time, the value of the special chart process flag is updated to "9", and the small win opening pre-processing is terminated.

[0123] The small win open process in step S119 is executed when the value of the special chart process flag is "9". This small win open process includes a process for measuring the elapsed time since the large prize winning port was opened, and a process for determining whether or not it is time to return the large prize winning port from the open state to the closed state based on the measured elapsed time. When the large prize winning port is returned to the closed state and it is time to end the small win game state, the value of the special chart process flag is updated to "10" and the small win open process is terminated.

[0124] The small win end process of step S120 is executed when the value of the special chart process flag is "10". This small win end process includes a process of waiting until a waiting time corresponding to the period during which the performance operation that notifies the end of the small win game state is executed has elapsed. Here, when the small win game state ends, the game state in the pachinko game machine 1 before the small win game state is continued. When the waiting time at the end of the small win game state has elapsed, the value of the special chart process flag is updated to "0", and the small win end process ends.

[0125] (Main operations of the performance control board 12) Next, the main operations of the performance control board 12 will be described. When the performance control board 12 receives a supply of power voltage from a power supply board or the like, the performance control CPU 120 starts up and executes the performance control main process as shown in the flowchart of Fig. 6. When the performance control main process shown in Fig. 6 starts, the performance control CPU 120 first executes a predetermined initialization process (step S71), clearing RAM 122, setting various initial values, and setting registers of the CTC (counter / timer circuit) mounted on the performance control board 12. It also executes an initial operation control process (step S72). In the initial operation control process, control is executed to perform the initial operation of the movable body 32, such as control to drive the movable body 32 back to its initial position and control to perform a predetermined operation check.

[0126] Then, it is determined whether the timer interrupt flag is on or not (step S73). The timer interrupt flag is set to the on state every time a predetermined time (for example, 2 milliseconds) elapses, for example based on the register setting of the CTC. At this time, if the timer interrupt flag is off (step S73; No), the process of step S73 is repeatedly executed and the process waits.

[0127] In addition, on the side of the performance control board 12, an interrupt occurs for receiving a performance control command from the main board 11, in addition to a timer interrupt that occurs every time a predetermined time has elapsed. This interrupt occurs, for example, when the performance control INT signal from the main board 11 becomes ON. When an interrupt occurs due to the performance control INT signal becoming ON, the performance control CPU 120 automatically sets the interrupt to be prohibited, but if a CPU that does not automatically become interrupt prohibited is used, it is desirable to issue an interrupt prohibition command (DI command). In response to an interrupt due to the performance control INT signal becoming ON, the performance control CPU 120 executes, for example, a predetermined command reception interrupt process. In this command reception interrupt process, the performance control command is taken in from a predetermined input port that receives a control signal transmitted from the main board 11 via the relay board 15, among the input ports included in the I / O 125. The performance control command taken in at this time is stored in a performance control command reception buffer provided in, for example, the RAM 122. After that, the performance control CPU 120 sets the interrupt to be permitted, and then ends the command reception interrupt process.

[0128] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to an off state (step S74), and a command analysis process is executed (step S75). In the command analysis process, for example, various performance control commands transmitted from the game control microcomputer 100 of the main board 11 and stored in the performance control command reception buffer are read, and then setting and control corresponding to the read performance control command are performed. For example, the read performance control command is stored in a predetermined area of ​​the RAM 122, or a reception flag provided in the RAM 122 is turned on so that which performance control command was received and the contents specified by the performance control command can be confirmed by the performance control process process. In addition, when the performance control command specifies the game state, the display control unit 123 may be instructed to display a background corresponding to the game state.

[0129] After executing the command analysis process in step S75, the performance control process is executed (step S76). In the performance control process, for example, the control of operating various performance devices is performed, such as the display operation of the performance image in the display area of ​​the image display device 5, the sound output operation from the speakers 8L and 8R, the lighting operation of the decorative light-emitting bodies such as the game effect lamp 9 and the decorative LED, and the driving operation of the movable body 32. In addition, the control contents of the performance operations using various performance devices are judged, determined, set, etc. according to the performance control command transmitted from the main board 11.

[0130] Following the performance control process processing in step S76, a performance random number update processing is executed (step S77), and at least a part of the performance random numbers used on the performance control board 12 side is updated by software. Then, the processing returns to step S73. Before returning to the processing in step S73, other processing may be executed.

[0131] Fig. 7 is a flow chart showing an example of the processing executed in step S76 of Fig. 6 as the performance control process. In the performance control process shown in Fig. 7, the performance control CPU 120 first executes a look-ahead notice setting process (step S161). In the look-ahead notice setting process, for example, a judgment, decision, setting, etc. for executing the look-ahead notice performance is performed based on the performance control command at the time of the start winning transmitted from the main board 11. In addition, a process for displaying the reserved display is executed based on the reserved memory number specified from the performance control command.

[0132] After executing the process of step S161, the performance control CPU 120 selects and executes one of the processes of steps S170 to S177 described below, depending on the value of a performance process flag provided in the RAM 122, for example.

[0133] The variable display start waiting process in step S170 is executed when the value of the performance process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether or not to start variable display of the decorative pattern in the image display device 5 based on whether or not a command specifying the start of variable display has been received from the main board 11. If it is determined that variable display of the decorative pattern in the image display device 5 is to be started, the value of the performance process flag is updated to "1" and the variable display start waiting process is terminated.

[0134] The variable display start setting process in step S171 is a process executed when the value of the performance process flag is "1". In this variable display start setting process, the display result of the variable display of the decorative pattern (determined decorative pattern), the mode of the variable display of the decorative pattern, whether or not various performances such as reach performance and various notice performances are executed, the mode and execution start timing are determined based on the display result and the variation pattern specified by the performance control command. Then, a performance control pattern (a collection of control data for instructing the display control unit 123 to execute a performance) reflecting the determined result is set. After that, based on the set performance control pattern, the display control unit 123 is instructed to start execution of the variable display of the decorative pattern, the value of the performance process flag is updated to "2", and the variable display start setting process is terminated. The display control unit 123 starts the variable display of the decorative pattern in the image display device 5 according to the instruction to start execution of the variable display of the decorative pattern.

[0135] The variable display performance process in step S172 is a process executed when the performance process flag is "2". In this variable display performance process, the performance control CPU 120 instructs the display control unit 123 to display a performance image based on the performance control pattern set in step S171 on the display screen of the image display device 5, to drive the movable body 32, to output voice and sound effects from the speakers 8L and 8R by outputting a command (sound effect signal) to the voice control board 13, and to turn on / off / blink the game effect lamp 9 and the decorative LED by outputting a command (illumination signal) to the lamp control board 14, thereby executing various performance controls during the variable display of the decorative pattern. After performing such performance control, for example, in response to the fact that an end code indicating the end of the variable display of the decorative pattern is read from the performance control pattern, or in response to the fact that a command specifying the stop display of the fixed decorative pattern is received from the main board 11, the fixed decorative pattern, which is the display result of the decorative pattern, is stopped and displayed. When the final decorative pattern is stopped and displayed, the value of the performance process flag is updated to "3", and the performance process during variable display is terminated.

[0136] The special winning waiting process of step S173 is a process executed when the value of the performance process flag is "3". In this special winning waiting process, the performance control CPU 120 judges whether or not a performance control command that specifies the start of a big win game state or a small win game state has been received from the main board 11. Then, when a performance control command that specifies the start of a big win game state or a small win game state is received, if the command specifies the start of a big win game state, the value of the performance process flag is updated to "6". On the other hand, if the command specifies the start of a small win game state, the value of the performance process flag is updated to "4", which is a value corresponding to the small win performance process. Also, when a command that specifies the start of a big win game state or a small win game state is not received and the waiting time for receiving the command has elapsed, it is judged that the display result in the special game was "miss", and the value of the performance process flag is updated to the initial value "0". When the value of the performance process flag is updated, the waiting process for the special drawing is terminated.

[0137] The small win performance processing in step S174 is a processing executed when the performance control process flag value is "4". In this small win performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the small win game state, for example, and executes various performance controls in the small win game state based on the set content. In addition, in the small win performance processing, for example, in response to receiving a command from the main board 11 specifying that the small win game state is to be ended, the value of the performance process flag is updated to "5", which is a value corresponding to the small win end performance, and the small win performance processing is ended.

[0138] The small win end performance processing in step S175 is a process executed when the performance control process flag value is "5". In this small win end performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the end of the small win game state, for example, and executes various performance controls at the end of the small win game state based on the setting contents. After that, the value of the performance process flag is updated to the initial value "0", and the small win end performance processing is terminated.

[0139] The big win performance processing in step S176 is a processing executed when the performance process flag value is "6". In this big win performance processing, the performance control CPU 120 sets, for example, a performance control pattern corresponding to the performance content in the big win gaming state, and executes various performance controls in the big win gaming state based on the set content. In addition, in the big win performance processing, for example, in response to receiving a command from the main board 11 specifying that the big win gaming state is to be ended, the value of the performance control process flag is updated to "7", which is a value corresponding to the ending performance processing, and the big win performance processing is ended.

[0140] The ending presentation process in step S177 is executed when the value of the presentation process flag is "7". In this ending presentation process, the presentation control CPU 120 sets a presentation control pattern corresponding to the end of a big win game state, for example, and executes various presentation controls for the ending presentation at the end of the big win game state based on the set contents. After that, the value of the presentation process flag is updated to the initial value "0", and the ending presentation process is terminated.

[0141] (Variations of the basic explanation) This invention is not limited to the pachinko gaming machine 1 described in the basic description above, and various modifications and applications are possible without departing from the spirit of the present invention.

[0142] The pachinko game machine 1 described above is a payout type game machine that pays out a predetermined number of game media as a prize when a prize is won, but it may also be an enclosed type game machine that encloses game media and awards points when a prize is won.

[0143] Only one type of pattern (for example, a symbol indicating "-") may be displayed during the variable display of the special pattern, and the variable display may be performed by repeating the display and extinguishing of the pattern. Furthermore, even if the pattern is displayed during the variable display, the pattern may not be displayed when the variable display is stopped (the symbol indicating "-" may not be displayed as a display result).

[0144] In the above basic explanation, a pachinko gaming machine 1 has been shown as the gaming machine, but the present invention can also be applied to slot machines (e.g., slot machines equipped with one or more of big bonus, regular bonus, RT, AT, ART, CZ (hereinafter referred to as bonus, etc.)) that can play a game in which medals are inserted and a predetermined bet number is set, multiple types of symbols are rotated in response to the player's operation of the control lever, and when the symbols are stopped in response to the player's operation of the stop button, a combination of stopped symbols forms a specific combination, and a predetermined number of medals is paid out to the player.

[0145] The programs and data for implementing the present invention are not limited to being distributed or provided to the computer device, etc., included in the pachinko gaming machine 1 by a removable recording medium, but may be distributed by being pre-installed in a storage device of the computer device, etc. Furthermore, the programs and data for implementing the present invention may be distributed by being downloaded from another device on a network connected via a communication line, etc., by providing a communication processing unit.

[0146] The game may be executed not only by inserting a removable recording medium, but also by temporarily storing a program and data downloaded via a communication line or the like in an internal memory or the like, and directly using hardware resources of another device on a network connected via a communication line or the like. Furthermore, the game may be executed by exchanging data with another computer device or the like via a network.

[0147] In this specification, expressions of comparison of various ratios such as the performance ratio (such as "high", "low", "different", etc.) may include one being a ratio of "0%". For example, it also includes one being a ratio of "0%" and the other being a ratio of "100%" or a ratio less than "100%".

[0148] (Explanation of feature part 005IW) Next, an embodiment of the characteristic part 005IW will be described.

[0149] In this embodiment, the CPU 103 can control the state to a high base state or a low base state in step S117 of FIG. 5 according to the type of big win that has been won.

[0150] In addition, in this embodiment, in step S113 of Figure 5, CPU 103 can terminate the high base state or low base state (control from the high base state to the low base state, or control from the low base state to the high base state) depending on the number of fluctuations performed.

[0151] FIG. 8-1 is a front view of the pachinko gaming machine 1 according to the present embodiment.

[0152] A bar role 005IW32 and a panel role are provided as movable bodies that operate according to the performance at predetermined positions on the game board 2. The panel roles include a first panel role 005IW33 imitating the shape of a grape, a second panel role 005IW34 imitating the shape of a banana, and a first panel role 005IW35 imitating the shape of a watermelon.

[0153] The bar reel 005IW32 is provided so as to be capable of being driven vertically between a first advanced position which is approximately in the center of the image display device 5, and a second advanced position which is the bottommost position of the image display device 5, with the position shown in the figure (a position at the top of the image display device 5 that does not overlap with the display area of ​​the image display device 5) being the retracted position. It takes a certain amount of time for the bar reel 005IW32 to move from the retracted position to a position which overlaps with the display area of ​​the image display device 5. An origin sensor is also provided which detects when the bar reel 005IW32 is in the retracted position (origin position).

[0154] The first panel accessory 005IW33 is arranged so that it can be driven left and right to a retracted position as shown in the figure (a position where it partially overlaps the left side area of ​​the image display device 5) and an advanced position where it completely overlaps with the image display device 5.

[0155] The second panel accessory 005IW34 is arranged so that it can be driven left and right to an evacuation position shown in the figure (a position where it partially overlaps the right side area of ​​the image display device 5) and an advanced position where it completely overlaps with the image display device 5.

[0156] The third panel prop 005IW35 is arranged so that it can be driven in the vertical direction to a retracted position as shown in the figure (a position below the image display device 5 and not overlapping with the image display device 5) and an advanced position where its entirety overlaps with the image display device 5.

[0157] Each movable body is driven and controlled by performances such as preview performances that are executed during the movement.

[0158] In addition, in the peripheral area of ​​the game area, there are provided game effect lamps for game effects, including a main lamp 005IW9a, a frame lamp 005IW9b, a specific lamp 005IW9c, a bar role lamp 005IW9d installed on the bar role 005IW32, a first panel lamp 005IW9e installed on the first panel role 005IW33, a second panel lamp 005IW9f installed on the second panel role 005IW34, a third panel lamp 005IW9g installed on the third panel role 005IW35, and a button lamp 005IW9h installed on the push button 31B. Hereinafter, the first panel lamp 005IW9e, the second panel lamp 005IW9f, and the third panel lamp 005IW9g may be collectively referred to as "panel lamps".

[0159] Each game effect lamp is controlled to emit light according to a light emission pattern corresponding to BGM, background effects, preview effects executed during fluctuations, and errors. The main lamp 005IW9a, frame lamp 005IW9b, specific lamp 005IW9c, bar role lamp 005IW9d, first panel lamp 005IW9e, second panel lamp 005IW9f, third panel lamp 005IW9g, and button lamp 005IW9h are configured to include LEDs.

[0160] The light-emitting area of ​​the frame lamp 005IW9b is divided into a first light-emitting area on the upper side and a second light-emitting area on the lower side, and light emission control is possible for each light-emitting area. For example, it is possible to perform light emission control only for the first light-emitting area, perform light emission control only for the second light-emitting area, or perform light emission control for both the first light-emitting area and the second light-emitting area.

[0161] In addition, a vibration motor 005IW31c is provided inside the push button 31B. The vibrations caused by the vibration motor 005IW31c are also transmitted to the game machine frame 3 and the like, so that the entire pachinko game machine 1 can vibrate. The vibrations can also be transmitted to the player via the ball-hitting operation handle 30. The vibration motor 005IW31c is vibration-controlled by a vibration pattern according to the performance such as a notice performance executed during the fluctuation. The vibration patterns of the vibration motor 005IW31c include a first vibration pattern, a second vibration pattern having a shorter vibration time than the first vibration pattern, a third vibration pattern, and a fourth vibration pattern.

[0162] The first vibration pattern is a vibration pattern of the vibration motor 005IW31c performed in a special performance described later. The second vibration pattern is a vibration pattern of the vibration motor 005IW31c performed in a big win notification performance described later. The third and fourth vibration patterns are vibration patterns of the vibration motor 005IW31c performed in a vibration suggestion performance that suggests the reliability of control to a big win.

[0163] The first and second vibration patterns are vibration patterns that are used to enhance the effect of special effects and big win notification effects, and are not vibration patterns used to suggest the reliability of controlling the big win. On the other hand, the third and fourth vibration patterns are vibration patterns that suggest the reliability of controlling the big win, since the reliability of controlling the big win varies depending on which vibration pattern is selected in the vibration suggestion effect.

[0164] For example, in the case of a jackpot fluctuation, there is a 20% chance that a vibration suggestion effect will not be executed, there is a 30% chance that a vibration suggestion effect with a third vibration pattern (hereinafter sometimes referred to as the first vibration suggestion effect) will be executed, and there is a 50% chance that a vibration suggestion effect with a fourth vibration pattern (hereinafter sometimes referred to as the second vibration suggestion effect) will be executed, while in the case of a miss fluctuation, there is a 60% chance that a vibration suggestion effect will not be executed, there is a 30% chance that a first vibration suggestion effect will be executed, and there is a 10% chance that a second vibration suggestion effect will be executed. In this way, the reliability of controlling to a jackpot will be the first vibration suggestion effect < the second vibration suggestion effect (i.e., the third vibration pattern < the fourth vibration pattern).

[0165] In addition, the game effect lamp is controlled to emit light in a first vibration suggestion light pattern in response to the execution of the first vibration suggestion performance, and the game effect lamp is controlled to emit light in a second vibration suggestion light pattern in response to the execution of the second vibration suggestion performance. The first vibration suggestion light pattern and the second vibration suggestion light pattern are light-emitting control patterns that cause the game effect lamp to emit light in different light-emitting modes. In addition, the first vibration suggestion light pattern and the second vibration suggestion light pattern are light-emitting control patterns that cause the game effect lamp to emit light in a light-emitting mode different from the special light-emitting pattern described later and the special light-emitting pattern described later.

[0166] In addition, the first and second vibration patterns are patterns that perform vibrations corresponding to the movement of the image display in the special performance or the big win notification performance, and the output sound effects and background music, while the third and fourth vibration patterns are patterns that do not perform vibrations corresponding to the movement of the image display in some performance, the output sound effects and background music. Specifically, at the start of the fluctuation, a vibration suggestion performance accompanied by vibration of the vibration motor 005IW31c in the third or fourth vibration pattern is suddenly performed.

[0167] In addition, the vibration time of the vibration motor 005IW31c is different in each of the first vibration pattern to the fourth vibration pattern, and the vibration time of the vibration motor 005IW31c is first vibration pattern>second vibration pattern>fourth vibration pattern>third vibration pattern. Note that the vibration time of the vibration motor 005IW31c in each vibration pattern is not limited to this, and for example, the vibration time of the vibration motor 005IW31c may be first vibration pattern<second vibration pattern. This makes it possible to suppress excessive excitement of expectations before it is clear whether or not the game will be controlled to a jackpot (during the execution of the special performance), and to further emphasize the control to a jackpot, thereby increasing the interest in the game.

[0168] (Fluctuation pattern table) In this embodiment, the variation patterns shown in Fig. 8-2 are provided. As shown in Fig. 8-2, as variation patterns when the variable display result in the low base state is a miss, there are a variation pattern PA1-1 in which the performance content is a non-reach miss (normal variation miss) and the variation time is 10 seconds, a variation pattern PA1-2 in which the performance content is a non-reach miss (normal variation miss) and the variation time is short at 1.5 seconds, a variation pattern PA1-3 in which the performance content is a normal reach miss and the variation time is 15 seconds, a variation pattern PA1-4 in which the performance content is a long reach miss after a normal reach and the variation time is 45 seconds, and a variation pattern PA1-5 in which the performance content is a normal reach miss and the variation time is 45 seconds. There are provided a fluctuation pattern PA1-5 in which the Super Reach A misses after a long reach and a super reach and the fluctuation time is 75 seconds, a fluctuation pattern PA1-6 in which the performance content is a Super Reach A miss after a normal reach and a special performance and the fluctuation time is 50 seconds, a fluctuation pattern PA1-7 in which the performance content is a Super Reach B miss after a normal reach and a long reach and the fluctuation time is 80 seconds, and a fluctuation pattern PA1-8 in which the performance content is a Super Reach B miss after a normal reach and a special performance and the fluctuation time is 55 seconds.

[0169] Also, as shown in FIG. 8-2, as the fluctuation patterns when the variable display result in the low base state is a jackpot, there are provided a fluctuation pattern PA2-1 in which the presentation content is a normal reach jackpot and the fluctuation time is 20 seconds, a fluctuation pattern PA2-2 in which the presentation content is a long reach jackpot after a normal reach and the fluctuation time is 50 seconds, a fluctuation pattern PA2-3 in which the presentation content is a super reach A jackpot after a normal reach and a long reach and the fluctuation time is 80 seconds, a fluctuation pattern PA2-4 in which the presentation content is a super reach A jackpot after a normal reach and a special presentation and the fluctuation time is 55 seconds, a fluctuation pattern PA2-5 in which the presentation content is a super reach B jackpot after a normal reach and a long reach and the fluctuation time is 85 seconds, and a fluctuation pattern PA2-6 in which the presentation content is a super reach B jackpot after a normal reach and a special presentation and the fluctuation time is 60 seconds. When the performance contents are common to the jackpot fluctuation pattern and the miss fluctuation pattern, the fluctuation time of the jackpot fluctuation pattern is configured to be 5 seconds longer than that of the miss fluctuation pattern, and a jackpot notification performance for notifying the player of a jackpot is performed during these 5 seconds.

[0170] Also, as shown in Figure 8-2, as fluctuation patterns when the variable display result in the high base state is a miss, there are provided fluctuation pattern PA3-1 in which the performance content is a non-reach miss (normal fluctuation miss) and the fluctuation time is 10 seconds, fluctuation pattern PA3-2 in which the performance content is a non-reach miss (normal fluctuation miss) and the fluctuation time is short at 1.5 seconds, and fluctuation pattern PA3-3 in which the performance content is a super reach C miss after a normal reach and the fluctuation time is 50 seconds.

[0171] Also, as shown in FIG. 8-2, as a variation pattern when the variable display result in the high base state is a jackpot, there are a variation pattern PA4-1 in which the performance content is a special performance jackpot after a normal reach and the variation time is 20 seconds, and a variation pattern PA4-2 in which the performance content is a super reach C jackpot after a normal reach and the variation time is 55 seconds. When the performance content is common between the jackpot variation pattern and the miss variation pattern, the variation time of the jackpot variation pattern is 5 seconds longer than the variation time of the miss variation pattern, but it is configured to perform a jackpot notification performance that notifies the player that it is a jackpot during this 5 seconds.

[0172] Here, we will explain the content of the variable performance (normal variation, normal reach, long reach, long reach development performance, special performance, super reach performance, big hit / miss notification performance). Figure 8-47 is an explanatory diagram showing an explanatory table of the performance content corresponding to the variable performance.

[0173] In the normal fluctuation and normal reach before the reach state, the performance control is performed according to the game state. For example, in the low base state, the image display device 5 displays a background image corresponding to the low base state, and the game effect lamp is controlled to emit light in accordance with the color of the background image corresponding to the low base state. In the high base state, the image display device 5 displays a background image corresponding to the high base state, and the speakers 8L and 8R output BGM corresponding to the high base state, and the game effect lamp is controlled to emit light in accordance with the rhythm of the BGM corresponding to the high base state.

[0174] During the long reach, a long reach image is displayed on the image display device 5, and the game effect lamp is illuminated in accordance with the progress of the long reach.

[0175] When the game progresses to a long reach, a long reach development effect is performed to inform the player that the game has progressed to a long reach. In the long reach development effect, a long reach development effect image including a character image is displayed on the image display device 5, and the game effect lamp is controlled to blink at a medium speed in a rhythm that matches the character's movement and in the color of the displayed character.

[0176] In the Super Reach A, a Super Reach A image is displayed on the image display device 5, and the game effect lamp is illuminated in accordance with the progress of the Super Reach A.

[0177] In the Super Reach B, a Super Reach B image is displayed on the image display device 5, and the game effect lamp is illuminated in accordance with the progress of the Super Reach B.

[0178] In the Super Reach C, a Super Reach C image is displayed on the image display device 5, and the game effect lamp is illuminated in accordance with the progress of the Super Reach C.

[0179] In the special performance, a special performance image is displayed on the image display device 5, and the game effect lamp is illuminated in a special illumination pattern. Specifically, the entire illumination area of ​​the frame lamp 005IW9b, the panel lamp, and the button lamp 005IW9h are controlled to illuminate according to the progress of the special performance. In addition, in the special performance, vibration control is performed by the first vibration pattern of the vibration motor 005IW31c. Note that the special performance is executed after the reach state is reached. Also, during the special performance, a decorative pattern may or may not be displayed.

[0180] In addition, when notifying that a loss has occurred in the case of a loss variation, a loss notification effect is performed. In the loss notification effect, a loss notification image is displayed on the image display device 5, and the entire light-emitting area of ​​the frame lamp 005IW9b and the panel lamp are controlled to emit light in a dark (low brightness) white color.

[0181] In addition, when a jackpot fluctuation is detected, a jackpot notification effect is performed when a jackpot has been detected. In the jackpot notification effect, a jackpot notification image is displayed on the image display device 5, and the game effect lamp is illuminated in a special illumination pattern. Specifically, the entire illumination area of ​​the frame lamp 005IW9b and the panel lamp are controlled to illuminate in rainbow colors. Furthermore, in the jackpot notification effect, all panel gimmicks are controlled to move from the retreat position to the advance position and then return to the retreat position again. In addition, in the jackpot notification effect, vibration control is performed using the second vibration pattern of the vibration motor 005IW31c.

[0182] As shown in the figure, in the case of a variation in which the variable display result is a miss, when the base state is low and the number of reserved memories is less than 3, the variation pattern PA1-1 is selected at a rate of 71%, the variation pattern PA1-3 is selected at a rate of 10%, the variation pattern PA1-4 is selected at a rate of 6%, the variation pattern PA1-5 is selected at a rate of 5%, the variation pattern PA1-6 is selected at a rate of 4%, the variation pattern PA1-7 is selected at a rate of 3%, and the variation pattern PA1-8 is selected at a rate of 1%. In the case of a variation in which the variable display result is a miss, when the base state is low and the number of reserved memories is 3 or more, the variation pattern PA1-2 is selected at a rate of 71%, the variation pattern PA1-3 is selected at a rate of 10%, the variation pattern PA1-4 is selected at a rate of 6%, the variation pattern PA1-5 is selected at a rate of 5%, the variation pattern PA1-6 is selected at a rate of 4%, the variation pattern PA1-7 is selected at a rate of 3%, and the variation pattern PA1-8 is selected at a rate of 1%.

[0183] Also, as shown in the figure, in a fluctuation in which the base state is low and the variable display result is a jackpot, fluctuation pattern PA2-1 is selected 3% of the time, fluctuation pattern PA2-2 is selected 5% of the time, fluctuation pattern PA2-3 is selected 7% of the time, fluctuation pattern PA2-4 is selected 15% of the time, fluctuation pattern PA2-5 is selected 30% of the time, and fluctuation pattern PA2-6 is selected 40% of the time.

[0184] Also, as shown in the figure, in the variation where the variable display result is a miss, when the base state is high and the number of reserved memories is less than 3, the variation pattern PA3-1 is selected 71% of the time, and the variation pattern PA3-3 is selected 29% of the time. In the variation where the variable display result is a miss, when the base state is high and the number of reserved memories is 3 or more, the variation pattern PA3-2 is selected 71% of the time, and the variation pattern PA3-3 is selected 29% of the time.

[0185] Also, as shown in the figure, in a fluctuation in which the variable display result is a jackpot in a high base state, the fluctuation pattern PA4-1 is selected at a rate of 20% and the fluctuation pattern PA4-2 is selected at a rate of 80%.

[0186] By selecting each variation pattern at such a selection rate, the special effects are performed in 5% of cases of miss variations, but in 55% of cases of jackpot variations, which means that they can be said to be highly reliable in cases of jackpots.

[0187] Furthermore, in a high base state, a fluctuation pattern accompanied by a special effect is provided as a fluctuation pattern corresponding to a jackpot fluctuation, but is not provided as a fluctuation pattern corresponding to a miss fluctuation, so that a fluctuation in which a special effect is performed in a high base state is always a jackpot.

[0188] Any one of the fluctuation patterns shown in FIG. 8-2 is selected in the fluctuation pattern setting process (step S111) described above.

[0189] (Variable display start setting process) FIG. 8-3 is a flow chart showing the variable display start setting process (step S171) in the performance control process shown in FIG. 7. In the variable display start setting process, the performance control CPU 120 reads out a variable pattern command from the variable pattern command storage area (step 005IWS201). Next, the performance control CPU 120 determines the display result (stop pattern) of the decorative pattern according to the variable pattern command read out in step 005IWS201 and the data stored in the display result designation command storage area (i.e., the received display result designation command) (step 005IWS202). That is, the performance control CPU 120 executes the process of step 005IWS202, thereby realizing a display result determination means that determines the display result of the variable display of the identification information (stop pattern of the decorative pattern) according to the variable display pattern (variable pattern) determined by the variable display pattern determination means. If a pseudo consecutive win is specified by the variation pattern command, the performance control CPU 120 also determines a chance symbol (for example, a combination of symbols that are not a reach but are one symbol away from the big win symbol, such as "223" or "445") as a provisional stop symbol during the pseudo consecutive win in step 005IWS202. The performance control CPU 120 stores data indicating the stop symbol of the determined decorative symbol in the decorative symbol display result storage area. In step 005IWS202, the performance control CPU 120 may determine whether or not a big win has occurred based on the received variation pattern command, and may determine the stop symbol of the decorative symbol based only on the variation pattern command.

[0190] In step 005IWS202, if the received display result designation command indicates a "jackpot", the performance control CPU 120 determines a decorative pattern combination (a jackpot pattern) in which three identical symbols are aligned as the stopping symbols. If it is a "miss", the performance control CPU 120 determines a decorative pattern combination other than the above. However, if a reach performance is involved, a decorative pattern combination in which two symbols on the left and right are aligned is determined. The combination of three symbols derived and displayed on the image display device 5 is the decorative pattern "stopping pattern".

[0191] For example, the performance control CPU 120 extracts a random number for determining the stop symbols, and determines the stop symbols of the decorative symbols using a stop symbol determination table in which data indicating the combination of decorative symbols is associated with a numerical value. That is, the stop symbols are determined by selecting data indicating the combination of decorative symbols that corresponds to the numerical value that matches the extracted random number.

[0192] Regarding decorative patterns, stopping patterns that evoke a jackpot (a combination of patterns in which the left, center, and right are all the same) are called jackpot patterns. Also, stopping patterns that evoke a loss are called loss patterns.

[0193] Next, the performance control CPU 120 performs a notice performance setting process for setting the notice performance to be performed during the fluctuation (step 005IWS203).

[0194] The performance control CPU 120 selects a process table according to the variation pattern (step 005IWS214), and proceeds to step 005IWS215.

[0195] After that, the performance control CPU 120 starts the process timer for process data 1 of the process table selected in step 005IWS214 (step 005IWS215).

[0196] The process table is a table in which process data is set that the performance control CPU 120 refers to when it executes control of the performance device. That is, the performance control CPU 120 controls the performance device (performance component) such as the image display device 5 according to the process data set in the process table. The process table is composed of data that is a collection of multiple combinations of process timer setting values, display control execution data, lamp control execution data, and sound number data. The display control execution data includes data indicating the manner of each change that constitutes the change manner during the variable display time (change time) of the variable display of the decorative pattern. Specifically, data related to the change of the display screen of the image display device 5 is included. In addition, the process timer setting value includes the change time in that change manner. The performance control CPU 120 refers to the process table and performs control to display the decorative pattern in the change manner set in the display control execution data for the time set in the process timer setting value. In addition, the process table is stored in the ROM in the performance control board 80. In addition, the process table is prepared according to each change pattern.

[0197] In addition, in the process table used when performing the performance control for the variation pattern with the reach performance, process data is set which indicates that the left pattern is stopped and displayed when a predetermined time has passed since the start of the variation, and the right pattern is stopped and displayed when a further predetermined time has passed. In addition, instead of setting the pattern to be stopped and displayed in the process table, an image for displaying the pattern may be generated by synthesizing according to the determined stopping pattern, the provisional stopping pattern in the pseudo consecutive or sliding performance.

[0198] Furthermore, the performance control CPU 120 executes control of the performance devices (the image display device 5 as a performance component, the various lamps as performance components, and the speakers 8L, 8R as performance components) according to the contents of the process data 1 (display control execution data 1, lamp control execution data 1, sound number data 1) (step 005IWS216). For example, it outputs a command to the display control section 123 to cause the image display device 5 to display an image according to a fluctuation pattern. It also outputs a control signal (lamp control execution data) to the lamp control board 14 to control the turning on and off of the various lamps. It also outputs a control signal (sound number data) to the audio control board 13 to cause audio to be output from the speakers 8L, 8R.

[0199] In this embodiment, the performance control CPU 120 controls the display of decorative patterns in a variable pattern that corresponds one-to-one to the variable pattern command, but the performance control CPU 120 may select the variable pattern to be used from a plurality of types of variable patterns that correspond to the variable pattern command.

[0200] Next, the performance control CPU 120 sets a value corresponding to the variable time specified by the variable pattern command in the variable time timer (step 005IWS217).

[0201] Then, the performance control CPU 120 sets the value of the performance control process flag to a value corresponding to the performance process during variable display (step S172) (step 005IWS218).

[0202] (Preview performance setting process) FIG. 8-4 is a flow chart showing the preview performance setting process (step 005IWS204) in this embodiment. In the preview performance setting process in this embodiment, settings are mainly made regarding the specific performance, the predetermined performance, the next preview performance, and the super reach development performance. As the specific performance, there are provided a first specific performance and a second specific performance that are performed before the reach state is reached, and a third specific performance that is performed during the long reach. In addition, the third specific performance may be performed only when at least one of the first specific performance and the second specific performance has been performed.

[0203] Here, the contents of the preview effects (specific effects, predetermined effects, next preview effects, super reach development effects) will be explained. FIG. 8-48 is an explanatory diagram showing a table for explaining the contents of the preview effects.

[0204] In the first specific performance, the frame lamp 005IW9b and the panel lamp are controlled to emit light in a first specific light-emitting pattern. Specifically, the first light-emitting area of ​​the frame lamp 005IW9b and the first panel lamp 005IW9e are controlled to emit light so as to blink at a medium speed cycle. In addition, in the first specific performance, the bar role 005IW32 is controlled to operate in a first specific operation pattern. Specifically, the bar role 005IW32 is controlled to move from the retreat position to the first advance position and then to the retreat position again. In addition, in the first specific performance, a first specific performance image is displayed on the image display device 5. Specifically, a single suggestion image is displayed in a display area near the first panel lamp 005IW9e that is controlled to emit light, and a bar effect image corresponding to the operation of the bar role 005IW32 is displayed.

[0205] In the second specific performance, the frame lamp 005IW9b and the panel lamp are controlled to emit light in a second specific light emission pattern. Specifically, the first light emission area of ​​the frame lamp 005IW9b, the first panel lamp 005IW9e, and the second panel lamp 005IW9f are controlled to emit light in a medium speed cycle. In addition, in the second specific performance, the bar role 005IW32 is controlled to move in a first specific movement pattern. Specifically, the bar role 005IW32 is controlled to move from the retreat position to the first advance position and then to the retreat position again. In addition, in the second specific performance, a second specific performance image is displayed on the image display device 5. Specifically, two suggestion images are displayed in the display area near the first panel lamp 005IW9e, which is controlled to emit light, and in the display area near the second panel lamp 005IW9f, and a bar effect image corresponding to the operation of the bar role 005IW32 is displayed.

[0206] In the third specific performance, the frame lamp 005IW9b and the panel lamp are controlled to emit light in a third specific light-emitting pattern. Specifically, the first and second light-emitting areas of the frame lamp 005IW9b, the first panel lamp 005IW9e, the second panel lamp 005IW9f, and the third panel lamp 005IW9g are controlled to emit light so as to blink at a high-speed cycle. In addition, in the third specific performance, the bar role object 005IW32 is controlled to operate in a second specific operation pattern. Specifically, the bar role object 005IW32 is controlled to move from the retracted position to the second advanced position and then to the retracted position again. In addition, in the third specific performance, a third specific performance image is displayed on the image display device 5. Specifically, three suggestive images are displayed in the display area near the first panel lamp 005IW9e, which is light-emitting controlled, the display area near the second panel lamp 005IW9f, and the display area near the third panel lamp 005IW9g, and a bar effect image corresponding to the operation of the bar device 005IW32 is displayed.

[0207] In this way, the operation of the bar reel 005IW32 in the first specific performance and the operation of the bar reel 005IW32 in the second specific performance are in a common mode (first specific operation pattern), while the operation of the bar reel 005IW32 in the third specific performance is in a different mode (second specific operation pattern) from the operation of the bar reel 005IW32 in the first specific performance and the second specific performance. Accordingly, the bar effect image corresponding to the operation of the bar reel 005IW32 according to the first specific operation pattern is sometimes called the first bar effect image, and the bar effect image corresponding to the operation of the bar reel 005IW32 according to the second specific operation pattern is sometimes called the second bar effect image.

[0208] The execution period Tb of the third specific performance is configured to be longer than the execution period Ta of the first specific performance and the second specific performance.

[0209] In the predetermined performance, a predetermined performance image is displayed on the image display device 5. Specifically, an image including the word "CHANCE" is displayed. In addition, in the predetermined performance, the frame lamp 005IW9b and the panel lamp are controlled to emit light in a predetermined light emission pattern. Specifically, the first and second light emission areas of the frame lamp 005IW9b, the first panel lamp 005IW9e, the second panel lamp 005IW9f, and the third panel lamp 005IW9g are controlled to emit light in accordance with the display of the predetermined performance image. In addition, in the predetermined performance, the panel role objects are controlled to operate in a predetermined operation pattern. Specifically, all the panel role objects are controlled to move from the retracted position to the advanced position and then move back to the retracted position.

[0210] In the next preview performance, the image display device 5 displays the next preview performance image. When a special performance is performed after the next preview performance, the decorative symbols of the reach symbols are hidden during the special performance. The decorative symbols are hidden intentionally during the execution of the next preview performance in order to highlight the next preview performance image. Also, when a special performance is executed after the next preview performance, if the decorative symbols are displayed at the timing when the next preview performance ends and the special performance starts, the performance effect due to the decorative symbols being hidden in the next preview performance will be reduced, so when a special performance is performed after the next preview performance, the decorative symbols are hidden even in the special performance.

[0211] In the super reach development performance, a super reach development performance image is displayed on the image display device 5. Specifically, an image of glass breaking and scattering fragments is displayed. In addition, in the super reach development performance, the frame lamp 005IW9b and the panel lamp are controlled to emit light in a super reach development light-emitting pattern. Specifically, the first and second light-emitting areas of the frame lamp 005IW9b, the first panel lamp 005IW9e, the second panel lamp 005IW9f, and the third panel lamp 005IW9g are controlled to emit light in a high-speed cycle in accordance with the movement of the glass scattering in the super reach development performance image. In addition, in the super reach development performance, the panel lamp is controlled to operate in a super reach development operation pattern. Specifically, all the panel lamps are controlled to move from the retreat position to the advance position and then move back to the retreat position.

[0212] In addition, immediately before each specific performance, a pre-stage performance is performed. In the pre-stage performance, a pre-stage performance image is displayed on the image display device 5. Specifically, a character image is displayed. As the performance mode of the pre-stage performance, a plurality of performance modes are provided, including a first pre-stage mode in which a red character is displayed and a second pre-stage mode in which a gold character is displayed. The reliability of the jackpot is configured such that the first pre-stage mode is smaller than the second pre-stage mode. In addition, in the pre-stage performance, the frame lamp 005IW9b and the panel lamp are controlled to emit light in a pre-stage light emission pattern. Specifically, the first and second light emission regions of the frame lamp 005IW9b, the first panel lamp 005IW9e, the second panel lamp 005IW9f, and the third panel lamp 005IW9g are controlled to emit light in accordance with the movement of the displayed character. In addition, as pre-stage light-emitting patterns, there are provided a first pre-stage light-emitting pattern in which the first and second light-emitting areas of the frame lamp 005IW9b, the first panel lamp 005IW9e, the second panel lamp 005IW9f, and the third panel lamp 005IW9g are illuminated in red, and a second pre-stage light-emitting pattern in which the first and second light-emitting areas of the frame lamp 005IW9b, the first panel lamp 005IW9e, the second panel lamp 005IW9f, and the third panel lamp 005IW9g are illuminated in gold, and when the pre-stage performance of the first pre-stage mode is performed, light emission control is performed using the first pre-stage light-emitting pattern, and when the pre-stage performance of the second pre-stage mode is performed, light emission control is performed using the first pre-stage light-emitting pattern.

[0213] In addition, the control of the presentation elements for the pre-show performance, specific performance, predetermined performance, next preview performance, and super reach development performance is given priority over the control of the presentation elements for the change performances associated with the change patterns (normal change, normal reach, long reach, super reach performance, jackpot / miss notification performance).

[0214] In addition, the panel role is driven and controlled in a plurality of performances, and the operation time and operation distance of the panel role may be different for each performance. For example, the operation time and operation distance of the panel role may be special operation pattern (operation pattern in big win notification performance)>super reach development operation pattern (operation pattern in super reach development performance)>predetermined operation pattern (operation pattern in predetermined performance). This makes it easier to distinguish the performances based on the operation time and operation distance of the panel role, and by configuring the operation pattern corresponding to the performance with a high big win reliability to have a longer operation time and operation distance of the panel role, it is possible to increase the interest in playing.

[0215] In the preview performance setting process, the performance control CPU 120 first performs a first / second special performance execution lottery to determine whether or not the first and second special performances are to be executed (step 005IWS251). Specifically, the CPU 120 determines whether or not the first and second special performances are to be executed using the special performance execution lottery table shown in Figs. 8-5(A) to (D).

[0216] 8-5(A) to (D) are explanatory diagrams showing a specific performance execution lottery table. In the specific performance execution lottery table shown in FIG. 8-5(A) to (D), a judgment value for the presence or absence of execution of each specific performance is assigned for each variation pattern.

[0217] FIG. 8-5(A) is an explanatory diagram showing a specific performance execution lottery table used when the variable display result is a miss in a low base state.

[0218] For example, in the case of the fluctuation pattern PA1-1, there is a 94% probability that a decision will not be made to execute the first specific performance, a 6% probability that a decision will be made to execute the second specific performance, a 95% probability that a decision will not be made to execute the first specific performance, and a 5% probability that a decision will be made to execute the second specific performance.

[0219] For example, in the case of the fluctuation pattern PA1-3, there is a 93% probability that a decision will not be made to execute the first specific performance, a 7% probability that a decision will be made to execute the second specific performance, a 94% probability that a decision will not be made to execute the first specific performance, and a 6% probability that a decision will be made to execute the second specific performance.

[0220] For example, in the case of the fluctuation pattern PA1-4, there is a 92% probability that a decision will not be made to execute the first specific performance, and there is an 8% probability that a decision will be made to execute the second specific performance, and there is a 93% probability that a decision will not be made to execute the first specific performance, and there is a 7% probability that a decision will be made to execute the second specific performance.

[0221] For example, in the case of the fluctuation pattern PA1-5, there is a 91% probability that a decision will not be made to execute the first specific performance, a 9% probability that a decision will be made to execute the second specific performance, a 92% probability that a decision will not be made to execute the first specific performance, and a 8% probability that a decision will be made to execute the second specific performance.

[0222] For example, in the case of the fluctuation pattern PA1-6, there is a 90% probability that a decision will not be made to execute the first specific performance, a 10% probability that a decision will be made to execute the second specific performance, a 91% probability that a decision will not be made to execute the first specific performance, and a 9% probability that a decision will be made to execute the second specific performance.

[0223] For example, in the case of the fluctuation pattern PA1-7, there is an 89% probability that a decision will not be made to execute the first specific performance, an 11% probability that a decision will be made to execute the second specific performance, a 90% probability that a decision will not be made to execute the first specific performance, and a 10% probability that a decision will be made to execute the second specific performance.

[0224] For example, in the case of the fluctuation pattern PA1-8, there is an 88% probability that a decision will not be made to execute the first specific performance, a 12% probability that a decision will be made to execute the second specific performance, an 89% probability that a decision will not be made to execute the first specific performance, and an 11% probability that a decision will be made to execute the second specific performance.

[0225] Although the selection rate for the variation pattern PA1-2 is not shown in the figure, it is decided that none of the specific performances will be executed at a rate of 100%.

[0226] FIG. 8-5(B) is an explanatory diagram showing a specific performance execution lottery table used when the variable display result is a jackpot in a low base state.

[0227] For example, in the case of the fluctuation pattern PA2-1, there is a 90% probability that a decision will not be made to execute the first specific performance, a 10% probability that a decision will be made to execute the second specific performance, an 85% probability that a decision will not be made to execute the first specific performance, and a 15% probability that a decision will be made to execute the second specific performance.

[0228] For example, in the case of the fluctuation pattern PA2-2, there is an 85% probability that a decision will not be made to execute the first specific performance, a 15% probability that a decision will be made to execute the second specific performance, an 80% probability that a decision will not be made to execute the first specific performance, and a 20% probability that a decision will be made to execute the second specific performance.

[0229] For example, in the case of the fluctuation pattern PA2-3, there is an 80% probability that a decision will not be made to execute the first specific performance, a 20% probability that a decision will be made to execute the second specific performance, a 75% probability that a decision will not be made to execute the first specific performance, and a 25% probability that a decision will be made to execute the second specific performance.

[0230] For example, in the case of the fluctuation pattern PA2-4, there is a 75% probability that a decision will not be made to execute the first specific performance, a 25% probability that a decision will be made to execute the second specific performance, a 70% probability that a decision will not be made to execute the first specific performance, and a 30% probability that a decision will be made to execute the second specific performance.

[0231] For example, in the case of the fluctuation pattern PA2-5, there is a 70% probability that a decision will not be made to execute the first specific performance, a 30% probability that a decision will be made to execute the second specific performance, a 65% probability that a decision will not be made to execute the first specific performance, and a 35% probability that a decision will be made to execute the second specific performance.

[0232] For example, in the case of the fluctuation pattern PA2-6, there is a 65% probability that a decision will not be made to execute the first specific performance, a 35% probability that a decision will be made to execute the second specific performance, a 60% probability that a decision will not be made to execute the first specific performance, and a 40% probability that a decision will be made to execute the second specific performance.

[0233] FIG. 8-5(C) is an explanatory diagram showing a specific performance execution lottery table used when the variable display result is a miss in the high base state.

[0234] For example, in the case of the fluctuation pattern PA3-1, there is a 92% probability that a decision will not be made to execute the first specific performance, and there is an 8% probability that a decision will be made to execute the second specific performance, and there is a 95% probability that a decision will not be made to execute the first specific performance, and there is a 5% probability that a decision will be made to execute the second specific performance.

[0235] For example, in the case of the variation pattern PA3-3, there is a 90% probability that a decision will not be made to execute the first specific performance, a 10% probability that a decision will be made to execute the second specific performance, a 92% probability that a decision will not be made to execute the first specific performance, and a 8% probability that a decision will be made to execute the second specific performance.

[0236] For example, in the case of the fluctuation pattern PA3-4, there is an 85% probability that a decision will not be made to execute the first specific performance, a 15% probability that a decision will be made to execute the second specific performance, a 90% probability that a decision will not be made to execute the first specific performance, and a 10% probability that a decision will be made to execute the second specific performance.

[0237] Although the selection rate for the variation pattern PA3-2 is not shown in the figure, it is decided that it will not be executed at a rate of 100% in any specific performance.

[0238] FIG. 8-5(D) is an explanatory diagram showing a specific performance execution lottery table used when the variable display result is a jackpot in a high base state.

[0239] For example, in the case of the fluctuation pattern PA4-1, there is a 90% probability that a decision will not be made to execute the first specific performance, a 10% probability that a decision will be made to execute the second specific performance, an 85% probability that a decision will not be made to execute the first specific performance, and a 15% probability that a decision will be made to execute the second specific performance.

[0240] For example, in the case of the fluctuation pattern PA4-2, there is an 85% probability that a decision will not be made to execute the first specific performance, a 15% probability that a decision will be made to execute the second specific performance, an 80% probability that a decision will not be made to execute the first specific performance, and a 20% probability that a decision will be made to execute the second specific performance.

[0241] For example, in the case of the variation pattern PA4-3, there is an 80% probability that a decision will not be made to execute the first specific performance, a 20% probability that a decision will be made to execute the second specific performance, a 75% probability that a decision will not be made to execute the first specific performance, and a 25% probability that a decision will be made to execute the second specific performance.

[0242] In this way, the first specific performance is executed more frequently in the case of a miss than in the case of a jackpot, and the second specific performance is executed more frequently in the case of a jackpot than in the case of a miss. As a result, the reliability of the control to a jackpot is the first specific performance < the second specific performance.

[0243] In addition, by determining whether or not to execute a specific effect based on the selection ratios shown in Fig. 8-5 (A) to (D), the specific effect is executed at a ratio (5% to 15%) higher than 5% in a miss variation, but is executed at a ratio (10% to 40%) lower than 55% in a jackpot variation. As described above, the special effect is executed at a ratio of 5% in a miss variation, but is executed at a ratio of 55% in a jackpot variation, so that in a jackpot variation, the special effect is executed at a higher ratio than the specific effect, and in a miss variation, the specific effect is executed at a higher ratio than the special effect. Therefore, the reliability of a jackpot is special effect > specific effect.

[0244] In this example, whether or not the first specific performance is performed, whether or not the second specific performance is performed, and whether or not the third specific performance is performed are determined by independent lotteries, but this is not limited to this. For example, a combination of specific performances to be performed may be patterned, and a specific performance corresponding to which pattern is to be performed may be determined. For example, a specific performance pattern 1 in which the second specific performance is performed after the first specific performance, a specific performance pattern 2 in which only the second specific performance is performed, a specific performance pattern 3 in which the third specific performance is performed after the first and second specific performances, a specific performance pattern 4 in which the third specific performance is performed after the first specific performance, a specific performance pattern 5 in which the third specific performance is performed after the second specific performance, and a specific performance pattern 6 in which only the third specific performance is performed may be provided, and a lottery may be performed to determine which specific performance pattern is to be performed. Also, the reliability of controlling to a jackpot may differ depending on the specific performance pattern selected. For example, the reliability of a jackpot may be specific presentation pattern 1<specific presentation pattern 2<specific presentation pattern 3<specific presentation pattern 4<specific presentation pattern 5<specific presentation pattern 6.

[0245] Thereafter, the performance control CPU 120 judges whether it has been decided to execute one or both of the first and second special performances (step 005IWS252), and if it has not been decided to execute either of the special performances, proceeds to step 005IWS255. If it has been decided to execute either of the special performances, a third special performance execution lottery is held to determine whether or not the third special performance will be executed (step 005IWS253). Specifically, the execution of the third special performance is determined using the special performance execution lottery table shown in Figs. 8-5(A) to (D).

[0246] FIG. 8-5(A) is an explanatory diagram showing a specific performance execution lottery table used when the variable display result is a miss in a low base state.

[0247] For example, if the variation pattern is any of PA1-1, PA1-3, PA1-4, PA1-6, and PA1-8, it is determined that the third specific performance will not be executed 100% of the time.

[0248] For example, in the case of the variation pattern PA1-5, there is a 93% probability that a decision will be made not to execute the third specific performance, and a 7% probability that a decision will be made to execute the third specific performance.

[0249] For example, in the case of the variation pattern PA1-7, there is a 91% probability that a decision will be made not to execute the third specific performance, and there is a 9% probability that a decision will be made to execute the third specific performance.

[0250] FIG. 8-5(B) is an explanatory diagram showing a specific performance execution lottery table used when the variable display result is a jackpot in a low base state.

[0251] For example, if the variation pattern is any of PA2-1, PA2-2, PA2-4, and PA2-6, it is determined that there is a 100% probability that the third specific performance will not be executed.

[0252] For example, in the case of the variation pattern PA2-3, there is a 70% probability that the third specific performance will not be executed, and there is a 30% probability that the third specific performance will be executed.

[0253] For example, in the case of the variation pattern PA2-5, there is a 60% probability that a decision will be made not to execute the third specific performance, and a 40% probability that a decision will be made to execute the third specific performance.

[0254] FIG. 8-5(C) is an explanatory diagram showing a specific performance execution lottery table used when the variable display result is a miss in the high base state.

[0255] For example, in any of the variation patterns PA3-1, PA3-3, and PA3-4, it is determined that the third specific performance will not be executed 100% of the time.

[0256] FIG. 8-5(D) is an explanatory diagram showing a specific performance execution lottery table used when the variable display result is a jackpot in a high base state.

[0257] For example, in any of the variation patterns PA4-1, PA4-2, and PA4-3, it is determined that the third specific performance will not be executed 100% of the time.

[0258] In this way, the third specific performance can be executed only when the variation pattern is accompanied by a super reach. This means that when the third specific performance is executed, it is determined that the performance will develop into a super reach performance.

[0259] Then, the performance control CPU 120 performs a lottery for determining the performance mode of the first stage performance corresponding to the specific performance that has been determined to be executed (step 005IWS254). Specifically, the performance mode of the first stage performance is determined using a lottery table for determining the performance mode of the first stage performance shown in FIG. 8-6(A).

[0260] Fig. 8-6(A) is an explanatory diagram showing a lottery table for determining the first stage performance mode. In the lottery table for determining the first stage performance mode shown in Fig. 8-6(A), a judgment value for the performance mode (first first stage mode, second first stage mode) of the first stage performance is assigned for each variable display result (jackpot, miss).

[0261] For example, when the variable display result is a big win, the first early stage mode is determined as the performance mode of the early stage performance at a rate of 30% and the second early stage mode is determined as the performance mode of the early stage performance at a rate of 70%. For example, when the variable display result is a miss, the first early stage mode is determined as the performance mode of the early stage performance at a rate of 60% and the second early stage mode is determined as the performance mode of the early stage performance at a rate of 40%.

[0262] In this way, the second pre-stage mode is more likely to be determined as the performance mode of the pre-stage performance in the case of a big win than in the case of a miss. As a result, the jackpot reliability in the performance mode of the pre-stage performance is the first pre-stage mode < the second pre-stage mode.

[0263] The lottery for determining the first stage performance mode is held for the number of specific performances that have been decided to be executed. In other words, if the execution of any one of the first to third specific performances has been decided, the lottery for determining the first stage performance mode is held only once, if the execution of any two of the first to third specific performances has been decided, the lottery for determining the first stage performance mode is held twice, and if the execution of all of the first to third specific performances has been decided, the lottery for determining the first stage performance mode is held three times.

[0264] In this embodiment, the performance mode of the first stage performance is determined using a common table regardless of the type of specific performance that has been decided to be executed, but this is not limited to this. For example, by determining the performance mode of the first stage performance using different tables depending on the type of specific performance that has been decided to be executed, the selection rate of the second first stage mode may be higher when the second specific performance is performed than when the first specific performance is performed, and the selection rate of the second first stage mode may be higher when the third specific performance is performed than when the second specific performance is performed.

[0265] In addition, for example, the selection rate of the second early stage mode may be increased as the number of specific effects that have been determined to be executed increases by determining the presentation mode of the early stage effects using different tables depending on the number of specific effects that have been determined to be executed.

[0266] In addition, when it is decided to execute a specific performance multiple times, the pre-stage performance may be performed in a predetermined mode, and then the specific performance may be performed. In a mode with a lower reliability for controlling the jackpot than the predetermined mode, the pre-stage performance may not be performed, and the pre-stage performance may be performed in a mode with a jackpot reliability equal to or higher than the predetermined mode. For example, when it is decided to execute the first specific performance, the second specific performance, and the third specific performance, and the second pre-stage mode is selected as the performance mode of the pre-stage performance of the first specific performance, the first pre-stage mode may not be selected as the performance mode of the pre-stage performance of the second specific performance and the third specific performance, and only the second pre-stage mode may be selected. This can prevent the player from being disappointed (falling down) after he / she has been given a sense of expectation for controlling the jackpot, and can prevent a decline in interest in the game.

[0267] Next, the performance control CPU 120 performs a predetermined performance execution lottery to determine whether or not a predetermined performance is to be executed (step 005IWS255). Specifically, the performance control CPU 120 determines whether or not a predetermined performance is to be executed by using a predetermined performance execution lottery table shown in FIG. 8-6(B).

[0268] Fig. 8-6(B) is an explanatory diagram showing a predetermined performance execution lottery table. In the predetermined performance execution lottery table shown in Fig. 8-5(A), a judgment value is assigned for each variable display result (jackpot, miss) as to whether or not a predetermined performance is executed, and for the predetermined performance type (first predetermined performance, second predetermined performance) if executed.

[0269] For example, when the variable display result is a jackpot, there is a 20% probability that a predetermined performance will not be executed, a 30% probability that a first predetermined performance will be executed, and a 50% probability that a second predetermined performance will be executed.

[0270] For example, when the variable display result is a miss, there is a 50% probability that a decision is made not to execute the predetermined performance, a 30% probability that a first predetermined performance is executed, and a 20% probability that a second predetermined performance is executed.

[0271] Next, if the variation pattern includes a Super Reach B, the performance control CPU 120 performs a lottery to determine whether or not to execute a Super Reach development performance (step 005IWS256). Specifically, the CPU 120 determines whether or not to execute a Super Reach development performance using the Super Reach development performance execution lottery table shown in FIG. 8-6(C). Note that if the variation pattern does not include a Super Reach B, the CPU 120 does not perform the processing of step 005IWS256.

[0272] Figure 8-6(C) is an explanatory diagram showing a lottery table for executing the super reach development performance. In the lottery table for executing the super reach development performance shown in Figure 8-5(B), a judgment value for whether or not the super reach development performance is executed is assigned for each variable display result (jackpot, miss).

[0273] For example, when the variable display result is a jackpot, there is a 30% probability that a super reach development performance will not be executed, and there is a 70% probability that a super reach development performance will be executed.

[0274] For example, when the variable display result is a miss, there is a 60% probability that a decision is made not to execute the super reach development performance, and there is a 40% probability that a decision is made to execute the super reach development performance.

[0275] Next, the performance control CPU 120 performs a lottery to determine whether or not to execute the next preview performance (step 005IWS257). Specifically, the CPU 120 determines whether or not to execute the next preview performance using the next preview performance execution lottery table shown in FIG. 8-6(D).

[0276] Fig. 8-6(D) is an explanatory diagram showing the next notice performance execution lottery table. In the next notice performance execution lottery table shown in Fig. 8-5(C), a judgment value for whether or not the next notice performance is executed is assigned for each variable display result (jackpot, reach miss, non-reach miss).

[0277] For example, when the variable display result is a big win, there is a 40% probability that the next advance notice performance will not be executed, and there is a 60% probability that the next advance notice performance will be executed.

[0278] For example, when the variable display result is a miss, there is a 97% probability that a decision is made not to execute the next preview performance, and there is a 3% probability that a next preview performance is executed.

[0279] For example, when the variable display result is not a reach or miss, it is determined that there is a 100% probability that the next preview performance will not be executed.

[0280] Then, the performance control CPU 120 sets each lottery result (step 005IWS258).

[0281] FIG. 8-7 is a flow chart showing variable display performance processing (step S172) in performance control process processing. In variable display performance processing, the performance control CPU 120 subtracts 1 from the value of the process timer (step 005IWS8101) and subtracts 1 from the value of the variable time timer (step 005IWS8102). When the process timer times out (step 005IWS8103), the performance control CPU 120 switches the process data. That is, the process timer is set to the next process timer setting value in the process table (step 005IWS8104). In addition, the control state for the performance device is changed based on the display control execution data, lamp control execution data, and sound number data that are set next (step 005IWS8105).

[0282] The performance control CPU 120 judges whether it is the timing to start the pre-stage performance (step 005IWS4801). Here, the start timing of the pre-stage performance is the timing assuming that the execution of the pre-stage performance is set. In other words, after the execution of the pre-stage performance is set in the preview performance setting process (FIG. 8-4), it is judged in step 005IWS4801 whether it is the start timing of the set pre-stage performance (pre-stage performance for the first specific performance, pre-stage performance for the second specific performance, pre-stage performance for the third specific performance). If it is the start timing of the pre-stage performance, the performance control CPU 120 performs the pre-stage performance start process (step 005IWS4802). The details of the pre-stage performance start process will be described later with reference to FIG. 8-8.

[0283] The performance control CPU 120 judges whether it is the start timing of a specific performance (step 005IWS4803). The start timing of a specific performance here is the timing assuming that the execution of the specific performance is set. In other words, after the execution of a specific performance is set in the preview performance setting process (FIG. 8-4), it is judged in step 005IWS4803 whether the start timing of the set specific performance (first specific performance, second specific performance, third specific performance) has been reached. If it is the start timing of a specific performance, the performance control CPU 120 performs the specific performance start process (step 005IWS4804). The details of the specific performance start process will be described later using FIG. 8-9.

[0284] The performance control CPU 120 judges whether it is time to end the specific performance (step 005IWS4805). The timing to end the specific performance here is the timing assuming that the execution of the specific performance is set. In other words, after the execution of the specific performance is set in the preview performance setting process (FIG. 8-4), it is judged in step 005IWS4805 whether the end timing of the set specific performance (first specific performance, second specific performance, third specific performance) has been reached. If it is time to end the specific performance, the performance control CPU 120 performs the specific performance end process (step 005IWS4806). The details of the specific performance end process will be described later with reference to FIG. 8-10.

[0285] The performance control CPU 120 judges whether it is the start timing of a predetermined performance (step 005IWS4807). The start timing of a predetermined performance here is the timing assuming that the execution of the predetermined performance is set. In other words, after the execution of the predetermined performance is set in the preview performance setting process (FIG. 8-4), it is judged in step 005IWS4807 whether the start timing of the set predetermined performance (first predetermined performance, second predetermined performance) has been reached. If it is the start timing of the predetermined performance, the performance control CPU 120 performs the predetermined performance start process (step 005IWS4808). The details of the predetermined performance start process will be described later with reference to FIG. 8-11.

[0286] The performance control CPU 120 judges whether it is the timing of super reach development or the timing of special performance execution (step 005IWS4809A). If it is the timing of super reach development or the timing of special performance execution, the performance control CPU 120 ends the light emission control of the panel lamp by the specific light emission pattern if it is being executed continuously (step 005IWS4809B). Although the details will be described later, the light emission control of the panel lamp by the specific light emission pattern may be continued even after the light emission control of the frame lamp 005IW9b by the specific light emission pattern or the display of the specific performance image has ended. This continued light emission control of the panel lamp by the specific light emission pattern is ended at the execution timing of the special performance or the development timing of the super reach by performing step 005IWS4809B. It may also end at the execution timing of a new specific performance, the end of the fluctuation, or the announcement timing of a big win.

[0287] Then, the performance control CPU 120 judges whether it is the start timing of the super reach development performance (step 005IWS4809C). The start timing of the super reach development performance here is the timing assuming that the execution of the super reach development performance is set. In other words, after the execution of the super reach development performance is set in the advance notice performance setting process (FIG. 8-4), it is judged in step 005IWS4809C whether the start timing of the super reach development performance has been reached. If it is the start timing of the super reach development performance, the performance control CPU 120 performs the super reach development performance start processing (step 005IWS4810). The details of the super reach development performance start processing will be described later with reference to FIG. 8-12.

[0288] The performance control CPU 120 judges whether it is the timing to start the next preview performance (step 005IWS4811). Here, the start timing of the next preview performance is a timing that assumes that the execution of the next preview performance has been set. In other words, after the execution of the next preview performance has been set in the preview performance setting process (FIG. 8-4), it is judged in step 005IWS4811 whether the start timing of the next preview performance has been reached. If it is the timing to start the next preview performance, the performance control CPU 120 starts the next preview performance (step 005IWS4812). Specifically, it starts displaying the next preview performance image.

[0289] The performance control CPU 120 judges whether it is the timing to start a special performance (step 005IWS4813). The start timing of a special performance here is the timing assuming that a variable pattern with a special performance has been selected. In other words, after a process table corresponding to a variable pattern with a special performance is selected in the variable display start setting process (FIG. 8-3), it is judged in step 005IWS4813 whether it is the timing to start a special performance. If it is the timing to start a special performance, the performance control CPU 120 erases the decoration pattern of the reach mode if the next notice performance is being executed in the same change, and continues the decoration pattern of the reach mode if the next notice performance is not being executed in the same change (step 005IWS4814).

[0290] The performance control CPU 120 judges whether it is reach timing or not (step 005IWS4815). Here, reach timing is a timing assuming that a variable pattern involving reach has been selected. In other words, after a process table corresponding to a variable pattern involving reach has been selected in the variable display start setting process (FIG. 8-3), it is judged in step 005IWS4815 whether the reach timing has been reached. If it is reach timing, the performance control CPU 120 continues to display the active display if it is controlled to a low base state, but erases the active display if it is controlled to a high base state.

[0291] Then, if the variable time timer has timed out (step 005IWS8111), the performance control CPU 120 updates the value of the performance control process flag to a value corresponding to the special chart hit waiting process (step S173) (step 005IWS8112).

[0292] 8-8 is a flowchart showing the first-stage performance start process (step 005IWS4802). In the first-stage performance start process, the performance control CPU 120 starts displaying the first-stage performance image on the image display device 5 (step 005IWS4901), and controls the frame lamp 005IW9b to emit light in the first-stage emission pattern (step 005IWS4902).

[0293] Next, the performance control CPU 120 starts light emission control in the front-stage light emission pattern of the panel lamp when light emission control in the specific light emission pattern of the panel lamp is not being performed (step 005IWS4902). Also, the performance control CPU 120 is configured to limit light emission control in the front-stage light emission pattern of the panel lamp by not performing the process of step 005IWS4902 when light emission control in the specific light emission pattern of the panel lamp is being performed.

[0294] FIG. 8-9 is a flow chart showing the specific performance start process (step 005IWS4804). In the specific performance start process, the performance control CPU 120 controls the light emission of the frame lamp 005IW9b and the panel lamp with a specific light emission pattern according to the type of specific performance to be started (first specific performance, second specific performance, third specific performance) (step 005IWS4921). Specifically, when starting the first specific performance, the first light emission area of ​​the frame lamp 005IW9b and the first panel lamp 005IW9e are caused to flash at a medium speed cycle. When starting the second specific performance, the first light emission area of ​​the frame lamp 005IW9b, the first panel lamp 005IW9e, and the second panel lamp 005IW9f are caused to flash at a medium speed cycle. When the third specific performance is started, the entire light-emitting area of ​​the frame lamp 005IW9b, the first panel lamp 005IW9e, the second panel lamp 005IW9f, and the third panel lamp 005IW9g are caused to flash at a high speed.

[0295] Next, the performance control CPU 120 controls the operation of the bar role 005IW32 with a specific operation pattern according to the type of specific performance to be started (first specific performance, second specific performance, third specific performance) (step 005IWS4922). Specifically, when starting the first specific performance or the second specific performance, the bar role 005IW32 is moved from the retracted position to the first advanced position, and then moved to return to the retracted position again. When starting the third specific performance, the bar role 005IW32 is moved from the retracted position to the second advanced position, and then moved to return to the retracted position again.

[0296] Furthermore, the performance control CPU 120 controls the display of a number of suggestive images according to the type of specific performance to be started (first specific performance, second specific performance, third specific performance) on the image display device 5 (step 005IWS4923). Specifically, when the first specific performance is started, a single suggestive image is displayed in the display area near the first panel role 005IW33. When the second specific performance is started, two suggestive images are displayed in the display area near the first panel role 005IW33 and the display area near the second panel role 005IW34. When the third specific performance is started, three suggestive images are displayed in the display area near the first panel role 005IW33, the display area near the second panel role 005IW34, and the display area near the third panel role 005IW35.

[0297] The performance control CPU 120 judges whether the origin sensor of the bar role 005IW32 is ON or not (step 005IWS4924), and waits until the origin sensor of the bar role 005IW32 is OFF. When the origin sensor of the bar role 005IW32 is OFF, the display of the bar effect image corresponding to the type of specific performance to be started (first specific performance, second specific performance, third specific performance) is started on the image display device 5 (step 005IWS4925).

[0298] In this example, the bar effect image is displayed when the origin sensor of the bar reel 005IW32 is turned OFF. The bar reel 005IW32 is located at the top of the image display device 5 and is provided at a position that does not overlap with the display area of ​​the image display device 5 as a retreat position, so it is configured to take a predetermined time from when the operation control of the bar reel 005IW32 is started until it moves to a position that overlaps with the display area of ​​the image display device 5 (display area that displays the bar effect image). Therefore, by immediately displaying the bar effect image when the origin sensor of the bar reel 005IW32 is turned OFF, the bar effect image is displayed from the timing before the bar reel 005IW32 overlaps with the display area of ​​the image display device 5.

[0299] Thereafter, the performance control CPU 120 erases the previous performance image after a predetermined period of time has elapsed (step 005IWS4926). This is configured so that the display period of the previous performance image and the display period of the specific performance image partially overlap.

[0300] 8-10 is a flowchart showing the specific effect end process (step 005IWS4806). In the specific effect end process, the effect control CPU 120 ends the light emission control of the frame lamp 005IW9b by the specific light emission pattern (step 005IWS4841). At this time, the light emission control of the panel lamp by the specific light emission pattern continues.

[0301] Next, the performance control CPU 120 ends the display of the suggestion image (step 005IWS4942), determines whether the origin sensor of the bar role 005IW32 is ON (step 005IWS4943), and waits until the origin sensor of the bar role 005IW32 is ON. If the origin sensor of the bar role 005IW32 is ON, the display of the bar effect image is ended (step 005IWS4944).

[0302] In this way, in this example, the display of the bar effect image is terminated when the origin sensor of the bar reel 005IW32 is turned ON. The bar reel 005IW32 is located at the top of the image display device 5 and is provided at a retreat position at a position that does not overlap with the display area of ​​the image display device 5, so the display of the bar effect image is terminated after waiting for the origin sensor of the bar reel 005IW32 to be turned ON, and the display of the bar effect image is terminated after waiting for the timing when the bar reel 005IW32 does not overlap with the display area of ​​the image display device 5.

[0303] 8-11 is a flowchart showing the predetermined performance start process (step 005IWS4808). In the predetermined performance start process, the performance control CPU 120 starts displaying a predetermined performance image on the image display device 5 (step 005IWS4961), and controls the frame lamp 005IW9b to emit light in a predetermined emission pattern (step 005IWS4962).

[0304] Next, the performance control CPU 120 controls the operation of the panel prop in a predetermined operation pattern (step 005IWS4963), and judges whether or not the panel lamp is being controlled to emit light in a specific light-emitting pattern (step 005IWS4964). If the panel lamp is not being controlled to emit light in a specific light-emitting pattern, the panel lamp is controlled to emit light in a predetermined light-emitting pattern (step 005IWS4965). If the panel lamp is being controlled to emit light in a specific light-emitting pattern, the processing of step 005IWS4965 is not performed. In this way, when a predetermined performance is being performed while the panel lamp is being controlled to emit light in a specific light-emitting pattern, the configuration is such that the panel lamp emission control in the predetermined light-emitting pattern corresponding to the predetermined performance is restricted.

[0305] 8-12 is a flowchart showing the super reach development performance start process (step 005IWS4810). In the super reach development performance start process, the performance control CPU 120 starts displaying the super reach development performance image on the image display device 5 (step 005IWS4981), and controls the illumination of the frame lamp 005IW9b and the panel lamp according to the super reach development illumination pattern (step 005IWS4982).

[0306] Next, the performance control CPU 120 controls the operation of the panel role object according to the super reach development operation pattern (step 005IWS4983).

[0307] Next, the control timing of each performance component during the change will be explained. Figures 8-13 to 8-15 are timing charts showing the control timing of each performance component during the change. Note that in the timing charts shown in Figures 8-13 to 8-15, there are periods where the light emission patterns of each game effect lamp are not shown, but during these periods, light emission control is performed using the light emission pattern (see Figure 8-47(A)) corresponding to the change performance being executed (normal change for each game state and normal reach, long reach, and super reach).

[0308] FIG. 8-13 is a timing chart showing the control timing of each performance component during the fluctuation corresponding to the fluctuation pattern PA2-5 (long reach and super reach B via jackpot in low base state). In this timing chart, the case where the execution of the first specific performance to the third specific performance, the predetermined performance, and the super reach development performance is decided is explained.

[0309] First, the fluctuation starts from timing T1, and the first stage performance for the first specific performance starts at timing T2. At this time, the display control of the first stage performance image on the image display device 5 and the light emission control of the frame lamp 005IW9b and the panel lamp according to the first stage light emission pattern are performed.

[0310] Next, the first specific performance starts from timing T3. At this time, the display control of the bar effect image and one suggestion image in the image display device 5, the light emission control of the frame lamp 005IW9b and the panel lamp by the first specific light emission pattern, and the operation control of the first specific operation pattern of the bar role object 005IW32 are performed.

[0311] Then, at timing T4 when Ta has elapsed from timing T3, the display control of the bar effect image and one suggestion image in the image display device 5, the light emission control of the frame lamp 005IW9b by the first specific light emission pattern, and the operation control of the first specific operation pattern of the bar character 005IW32 are terminated. Meanwhile, the light emission control of the panel lamp by the first specific light emission pattern is continued.

[0312] At the timing T5 when the light emission control of the panel lamps by the first specific light emission pattern is being continued, the first stage performance for the second specific performance is started. At this time, the display control of the first stage performance image in the image display device 5 and the light emission control of the frame lamps 005IW9b by the first stage light emission pattern are performed. On the other hand, since the light emission control of the panel lamps by the first specific light emission pattern is being continued, the light emission control of the panel lamps by the first stage light emission pattern is limited.

[0313] Next, the second specific performance starts from timing T6. At this time, the display control of the bar effect image and the two suggestive images in the image display device 5, the light emission control of the frame lamp 005IW9b and the panel lamp by the second specific light emission pattern, and the operation control of the first specific operation pattern of the bar role object 005IW32 are performed.

[0314] Then, at timing T7 when Ta has elapsed from timing T6, the display control of the bar effect image and the two suggestive images in the image display device 5, the light emission control of the frame lamp 005IW9b by the second specific light emission pattern, and the operation control of the first specific operation pattern of the bar character 005IW32 are terminated. Meanwhile, the light emission control of the panel lamp by the second specific light emission pattern is continued.

[0315] At the timing T8 when the light emission control of the panel lamp by the first specific light emission pattern is being continued, the predetermined performance is started. At this time, the display control of the predetermined performance image in the image display device 5, the light emission control of the frame lamp 005IW9b by the specific light emission pattern, and the operation control of the panel role object by the specific operation pattern are performed. On the other hand, since the light emission control of the panel lamp by the second specific light emission pattern is being continued, the light emission control of the panel lamp by the specific light emission pattern is limited.

[0316] Then, a normal reach performance is performed from timing T10, and develops into a long reach performance from timing T11. At this time, a long reach development performance is performed, but is not shown in the figure. During this time, the light emission control of the panel lamps using the second specific light emission pattern continues.

[0317] At timing T12 during the long reach performance, the first stage performance for the third specific performance starts. At this time, the display control of the first stage performance image in the image display device 5 and the frame lamp 005IW9b light emission control by the first stage light emission pattern are performed. On the other hand, since the light emission control of the panel lamp by the second specific light emission pattern is continuously performed, the light emission control of the panel lamp by the first stage light emission pattern is limited.

[0318] Next, the third specific performance starts from timing T13. At this time, the display control of the bar effect image and the three suggestive images in the image display device 5, the light emission control of the frame lamp 005IW9b and the panel lamp by the third specific light emission pattern, and the operation control of the second specific operation pattern of the bar role object 005IW32 are performed.

[0319] Then, at timing T14 when Tb (>Ta) has elapsed since timing T13, the display control of the bar effect image and the three suggestive images in the image display device 5, the light emission control of the frame lamp 005IW9b by the third specific light emission pattern, and the operation control of the second specific operation pattern of the bar character 005IW32 are terminated. Meanwhile, the light emission control of the panel lamp by the third specific light emission pattern is continued.

[0320] At the timing T15 when the game develops into Super Reach B, the control of the light emission of the panel lamps by the specific light emission pattern that had been continuously executed is ended, and the Super Reach development performance starts. At this time, the display control of the Super Reach development performance image on the image display device 5, the control of the light emission of the frame lamps 005IW9b and the panel lamps by the Super Reach development light emission pattern, and the operation control of the panel role object by the Super Reach development operation pattern are performed.

[0321] And because it is a big win fluctuation, the big win notification performance starts at the timing T17 when the super reach B ends. At this time, the display control of the big win notification image on the image display device 5, the light emission control of the frame lamp 005IW9b and the panel lamp by the special light emission pattern, and the operation control of the panel role object by the special operation pattern are performed. The big win notification performance ends at the timing T18 when the fluctuation ends.

[0322] Figure 8-14 is a timing chart showing the control timing of each performance component during the fluctuation corresponding to the fluctuation pattern PA2-6 (a big win via a special performance in a low base state). In this timing chart, we will explain the case where the execution of the next notice performance and the super reach development performance is decided.

[0323] First, the fluctuation starts from timing P1, the normal reach performance is performed from timing P2, and the next notice performance is performed from timing P3 during the normal reach. Then, from timing P4 after Tx has elapsed since timing P1, it develops into a special performance. At this time, the frame lamp 005IW9b, panel lamp and button lamp 005IW9h are controlled to emit light with a special light-emitting pattern, and the vibration motor 005IW31c is controlled to vibrate with the first vibration pattern. Also, since the next notice performance has been performed, the decoration pattern of the reach pattern is not displayed during the execution of the special performance.

[0324] At timing P5, after Tc has elapsed since timing P4, the special performance ends and develops into Super Reach B. At this timing P5, the light emission control of the game effect lamp by the special light emission pattern that was being executed ends, and the Super Reach development performance starts. At this time, the light emission control of the frame lamp 005IW9b and the panel lamp by the Super Reach development light emission pattern, and the operation control of the panel role object by the Super Reach development operation pattern are performed.

[0325] Since it is a jackpot variation, a jackpot notification effect is started at timing P7 when the Super Reach B ends. At this time, light emission control of the frame lamp 005IW9b and the panel lamp by a special light emission pattern, operation control of the panel accessory by a special operation pattern, and vibration control of the second vibration pattern of the vibration motor 005IW31c are performed. The jackpot notification effect ends at timing P8 after Td (<Tc) has elapsed from timing P7, and the variation ends.

[0326] FIG. 8-15 is a timing chart showing the control timing of each effect member during the variation corresponding to the variation pattern PA4-1 (jackpot via special effect in the high base state). In this timing chart, the case where the execution of the next notice effect is determined will be described.

[0327] First, the variation starts from timing Q1, a normal reach effect is performed from timing Q2, and the next notice effect is performed from timing Q3 during the normal reach. Then, it develops into a special effect from timing Q4 after Ty (<Tx) has elapsed from timing Q1. At this time, light emission control of the frame lamp 005IW9b, the panel lamp, and the button lamp 005IW9h by a special light emission pattern, and vibration control of the first vibration pattern of the vibration motor 005IW31c are performed. Also, since the next notice effect is performed, the decorative pattern of the reach symbol is not displayed during the execution of the special effect.

[0328] The special effect ends at timing Q5 after Tc has elapsed from timing Q4, and the jackpot notification effect is started. At this time, light emission control of the frame lamp 005IW9b and the panel lamp by a special light emission pattern, operation control of the panel accessory by a special operation pattern, and vibration control of the second vibration pattern of the vibration motor 005IW31c are performed. The jackpot notification effect ends at timing Q6 after Td (<Tc) has elapsed from timing Q5, and the variation ends.

[0329] As shown in FIGS. 8-14 and 8-15, when a special effect is executed in the low base state (FIG. 8-14) and when a special effect is executed in the high base state (FIG. 8-15) are compared, while the execution period of the special effect is the same, the time from when the special effect ends until the jackpot symbol stops being displayed is different (in the low base state, after the special effect, the jackpot symbol is stopped from being displayed after going through the Super Reach B and the jackpot notification effect, while in the high base state, after the special effect, the jackpot symbol is stopped from being displayed after going through only the jackpot notification effect. That is, in the high base state, the time from when the special effect ends until the jackpot symbol stops being displayed is shorter than in the low base state.). It is configured in this way.

[0330] Also, as shown in FIGS. 8-14 and 8-15, when a special effect is executed in the low base state (FIG. 8-14) and when a special effect is executed in the high base state (FIG. 8-15) are compared, while the execution period of the special effect is the same, the time from when the variation starts until the special effect starts is different (in the low base state, the special effect is executed after Tx has elapsed from the start of the variation, while in the high base state, the special effect is executed after Ty (<Tx) has elapsed from the start of the variation. That is, in the high base state, the time from when the variation starts until the special effect starts is shorter than in the low base state.). It is configured in this way.

[0331] Note that, as described above, also in the normal variation, normal reach, long reach, and super reach effects, display control of the image display device 5, light emission control of the game effect lamp, and movement control of the movable body can be performed according to each variation effect, but in the timing charts shown in FIGS. 8-13 to 8-15, the explanation of the control of the effect members in the variation effects excluding the jackpot notification effect is omitted.

[0332] (Effect Example) Next, specific examples of each variation effect will be described with reference to FIGS. 8-16 to 8-37. In each of the figures, it is assumed that the screen transitions in ascending order of (1), (2), and (3).

[0333] (Long Reach) Figures 8-16 and 8-17 are explanatory diagrams showing a specific example of a long reach. Figures 8-16 and 8-17 are specific examples of when a performance is executed based on the fluctuation pattern PA1-4 (a normal reach and a long reach in a low base state).

[0334] In the example shown in Figures 8-16 and 8-17, after a losing symbol ("327") is displayed as the display result of the previous variation display on the image display device 5 (Figure 8-16(1)), a variation display based on variation pattern PA1-4 (a losing variation accompanied by normal reach and long reach in a low base state) is started (Figure 8-16(2)). At this time, the game effect lamps including the panel lamps are controlled to emit light in a color corresponding to the background of the low base state. It is assumed that the execution of a specified performance has been decided in this variation.

[0335] Then, the predetermined performance starts (FIG. 8-16(3)). At this time, as shown in the figure, the predetermined performance image is displayed on the image display device 5, the panel role is driven and controlled to the advance position, and the game effect lamps including the panel lamps are controlled to emit light in a predetermined light emission pattern.

[0336] Next, when the left and right decorative symbols reach a "2" and enter a reach state (Figure 8-16 (4)). At this time, the game effect lamps including the panel lamps are controlled to emit light in a color that corresponds to the background in the low base state), a normal reach performance in which the center decorative symbol scrolls at a slow speed is executed, and then the image display device 5 goes white and the long reach development performance begins (Figure 8-16 (5)). At this time, the game effect lamps including the panel lamps are controlled to emit light in the color of the character in the long reach development performance, according to the movement of the character.

[0337] In the long reach development performance, the first ally character appears first (Figure 8-16(5)), followed by the second ally character (Figure 8-16(6)). Next, the word "Development" is displayed superimposed on the first ally character and the second ally character (Figure 8-16(7)).

[0338] When the long reach begins, the first ally character is displayed and multiple options are displayed (Figure 8-16 (8)). At this time, the game effect lamps including the panel lamps are controlled to emit light according to the progress of the long reach. The multiple options include multiple options imitating enemy characters that suggest that the middle decoration pattern that is a miss will stop, an option that suggests that the middle decoration pattern "2" that is a jackpot will stop, and a "development" option that suggests the development into a super reach.

[0339] Next, a display is performed in which multiple options rotate (Figure 8-17(9)). Then, when the first ally character shoots an option with a ray of light emitted from his eye (Figure 8-17(10)), the option that was shot is displayed within a frame called TARGET (Figure 8-17(11)). At this time, the lighting mode of the panel lamp is switched to a lighting mode corresponding to the background in the low base state. In the example shown in Figure 8-17(12), an option modeled after an enemy character has been shot and is displayed within the TARGET frame, suggesting that the middle decorative pattern, which is a miss, will stop.

[0340] After that, the image display device 5 goes black, and the long reach ends. When the long reach ends, the same background image as when the normal fluctuation before the reach is established is displayed, and the losing symbol "212" is displayed (FIG. 8-17(13)).

[0341] (Super Reach A) Figures 8-18 to 8-24 are explanatory diagrams showing specific examples of Super Reach A. Among Figures 8-18 to 8-24, Figures 8-18 to 8-23 are specific examples of when a performance is executed based on fluctuation pattern PA2-3 (a big win fluctuation accompanied by a normal reach, long reach, and Super Reach A in a low base state). Among Figures 8-18 to 8-24, Figures 8-18 to 8-21 and 8-24 are specific examples of when a performance is executed based on fluctuation pattern PA1-5 (a miss fluctuation accompanied by a normal reach, long reach, and Super Reach A in a low base state).

[0342] In the example shown in Figures 8-18 to 8-24, after a losing pattern ("327") is displayed on the image display device 5 as the display result of the previous variable display (Figure 8-18(1)), a variable display based on variable pattern PA1-5 (a losing variable accompanied by normal reach, long reach and super reach A in a low base state) or variable pattern PA2-3 (a jackpot variable accompanied by normal reach, long reach and super reach A in a low base state) is started (Figure 8-18(2)). At this time, the game effect lamps including the panel lamps are controlled to emit light in a color corresponding to the background of the low base state. In this variable, it is assumed that the execution of the first specific effect, the second specific effect, the third specific effect and the predetermined effect has been decided.

[0343] When the fluctuation starts, the first stage performance starts (Fig. 8-18(3)). At this time, as shown in the figure, a first stage performance image (a character image superimposed on the middle pattern) is displayed on the image display device 5, and the game effect lamps including the panel lamps are controlled to emit light in the first stage light emission pattern. After that, the first specific performance starts (Fig. 8-18(4)). At this time, as shown in the figure, the bar role 005IW32 is driven and controlled to the first advance position, and a first bar effect image (a group image of mini characters shown at the top of the bar role 005IW32) corresponding to the movement of the bar role 005IW32 is displayed on the image display device 5, and the game effect lamps including the panel lamps are controlled to emit light in the first specific light emission pattern. Specifically, the first panel lamp 005IW9e is illuminated at a medium speed cycle, and the second panel lamp 005IW9f and the third panel lamp 005IW9g are turned off.

[0344] The bar effect image is displayed in a display range surrounded by the left end, right end, and top end of the image display device 5, and a straight line (bottom end straight line) that is parallel to the top end and connects the left end and the right end. The display range of the bar effect image is configured to change as the position of the straight line moves up and down. Specifically, when the display of the bar effect image starts, the bottom end straight line moves downward from the vicinity of the top end of the image display device 5, so that the display range is gradually expanded, and from a predetermined timing, the bottom end straight line moves upward toward the vicinity of the top end of the image display device 5, so that the display range is gradually reduced. In addition, when the display range of the bar effect image expands, the background image and the decorative pattern are displayed by sliding and moving downward as if they are pushed out, and when the display range of the bar effect image is reduced, the background image and the decorative pattern that were displayed by sliding and moving in a pushing manner are displayed by sliding and moving upward.

[0345] The first bar effect image is displayed such that the bottom straight line descends from the top of the image display device 5 to the middle of the display area of ​​the image display device 5, and then ascends to the top of the image display device 5. The second bar effect image is displayed such that the bottom straight line descends from the top of the image display device 5 to the bottom of the image display device 5, and then ascends to the top of the image display device 5.

[0346] When the first specific performance ends, the panel lamp continues to be controlled to emit light in the first specific light emission pattern (Figure 8-18 (5)).

[0347] Then, the predetermined performance starts (FIG. 8-18(6)). At this time, as shown in the figure, the predetermined performance image is displayed on the image display device 5, and the panel gadget is driven and controlled to the advanced position. Here, since the light emission control of the panel lamps using the first specific light emission pattern continues, the light emission control of the panel lamps using the predetermined light emission pattern is limited.

[0348] After that, the first stage performance starts (FIG. 8-18(7)). At this time, as shown in the figure, a first stage performance image (a character image superimposed on the middle symbol) is displayed on the image display device 5. Here, since the light emission control of the panel lamps by the first specific light emission pattern continues, the light emission control of the panel lamps by the first stage light emission pattern is restricted.

[0349] After that, the second specific performance is started (FIG. 8-18(8)). At this time, as shown in the figure, the bar device 005IW32 is driven and controlled to the first advance position, a first bar effect image (a group image of mini characters displayed at the top of the bar device 005IW32) corresponding to the movement of the bar device 005IW32 is displayed on the image display device 5, and the game effect lamps including the panel lamps are controlled to emit light in a second specific emission pattern. Specifically, the first panel lamp 005IW9e and the second panel lamp 005IW9f emit light at a medium speed cycle, and the third panel lamp 005IW9g is turned off. Also, when the display range of the bar effect image expands downward from the upper end of the image display device 5, the background image and the decorative pattern are displayed by sliding and moving so as to be pushed downward.

[0350] When the second specific performance ends, the panel lamp continues to be lit by the second specific light-emitting pattern. Next, when the left and right decorative symbols are in a reach state with "2" (Fig. 8-19(9)), the center decorative symbol scrolls at a slow speed in a normal reach performance, and then the image display device 5 goes white and the long reach development performance starts (Fig. 8-19(10)). At this time, since the panel lamp continues to be lit by the first specific light-emitting pattern, the light-emitting control of the game effect lamp including the panel lamp according to the long reach development performance is restricted.

[0351] In the long reach development performance, the first ally character appears first (Figure 8-19(10)), followed by the second ally character (Figure 8-19(11)). Next, the word "Development" is displayed superimposed on the first ally character and the second ally character (Figure 8-19(12)).

[0352] When the long reach starts, the first ally character is displayed and multiple options are displayed (Figure 8-19(13)). The multiple options include multiple options imitating enemy characters that suggest that the center decoration pattern that is a loss will stop, an option that suggests that the center decoration pattern "2" that is a big win will stop, and an "development" option that suggests that it will develop into a super reach.

[0353] Next, a performance display is performed in which the multiple options rotate (FIG. 8-19(14)). Then, the first performance starts (FIG. 8-19(15)). At this time, as shown in the figure, a first performance image (a character image displayed to the right of the rotating multiple options) is displayed on the image display device 5. Here, since the light emission control of the panel lamps using the second specific light emission pattern continues, the light emission control of the panel lamps using the first light emission pattern is restricted.

[0354] After that, the third specific performance is started (FIG. 8-19(16)). At this time, as shown in the figure, the bar role 005IW32 is driven and controlled to the second advance position, a second bar effect image (a group image of mini characters displayed at the top of the bar role 005IW32) corresponding to the movement of the bar role 005IW32 is displayed on the image display device 5, and the game effect lamps including the panel lamps are controlled to emit light in a third specific emission pattern. Specifically, the first panel lamp 005IW9e, the second panel lamp 005IW9f, and the third panel lamp 005IW9g emit light at a medium speed cycle. Also, when the display range of the bar effect image expands downward from the upper end of the image display device 5, the background image and the decorative pattern are displayed by sliding and moving so as to be pushed downward.

[0355] Although this example is omitted, in the third specific performance, after the performance control shown in Figure 8-19 (16), when the bar device 005IW32 is driven (raised) from the second advancement position to the retraction position, words such as "Super Hot" are displayed on the image display device 5, thereby giving the player a sense of exclusivity due to the execution of the third specific performance and a sense of anticipation for future developments.

[0356] When the first ally character shoots a choice with a ray emitted from his / her eye (Fig. 8-20(17)), the choice that was shot is displayed in a frame called TARGET (Fig. 8-20(18)). In the example shown in Fig. 8-20(18), the "Develop" choice is shot and displayed in the TARGET frame, suggesting that it will develop into a super reach.

[0357] After that, the image display device 5 goes white and the game progresses to Super Reach A (FIG. 8-20(19)). At this time, the game effect lamps including the panel lamps are controlled to emit light in a light emission pattern corresponding to Super Reach A.

[0358] Next, a display is displayed as if the second ally character is landing on the ground (Figure 8-20 (20)), and the upper body of the second ally character is enlarged and a background image including multiple star shapes corresponding to the second ally character is displayed (Figure 8-20 (21)).

[0359] Next, the second ally character and the second enemy character face each other, and the word "VS" is displayed, indicating that a battle is about to begin (FIG. 8-20(22)).

[0360] Next, the second enemy character attacks the second ally character (specifically, emits a beam of light from its fingertips) (Figure 8-20(23)). At this time, the second ally character uses the center decoration pattern "9" (or a pattern image corresponding to the center decoration pattern "9") as a shield to block the attack (Figure 8-20(23)).

[0361] In the example shown in Figures 8-18 to 8-24, the decorative patterns on the left and right are "2", which indicates a reach state, so the middle decorative pattern "9" displayed in Figure 8-20 (23) is the middle decorative pattern displayed two patterns before the middle decorative pattern "2" which results in the jackpot pattern combination "222".

[0362] Next, an attack from the second enemy character to the second ally character (specifically, a beam of light emitted from the fingertip) is displayed to destroy the "9" symbol that was the shield. At this time, the "9" symbol appears destroyed (Figure 8-20(24)). Then, the second ally character is enlarged and a background image including multiple stars corresponding to the second ally character is displayed (Figure 8-21(25)).

[0363] Next, the second ally character starts attacking the second enemy character (specifically, punching) (Fig. 8-21 (26)). Then, the opposing second enemy character is displayed from the front (Fig. 8-21 (27)), and a display is performed in which a middle decoration pattern "1" appears in front of the second enemy character (Fig. 8-21 (28)). Then, this middle decoration pattern "1" becomes a shield that prevents the second ally character from attacking the second enemy character, that is, a display is performed in which the second ally character attacks (specifically, punches) this middle decoration pattern "1" (Fig. 8-21 (29)).

[0364] In addition, the center decoration symbol "1" displayed in FIG. 8-21(28) is the center decoration symbol displayed just before the center decoration symbol "2" that is the jackpot symbol combination "222". Therefore, the jackpot is announced when the center decoration symbol "1" displayed in FIG. 8-21(28) is destroyed and the next center decoration symbol "2" is displayed.

[0365] When the attack by the second ally character reaches the middle decorative pattern "1" (specifically, when the fist hits it), the middle decorative pattern "1" becomes cracked (Figure 8-21 (29)), and then becomes cracked (Figure 8-21 (30)).

[0366] When the "1" symbol in the middle of the display cracks as shown in Fig. 8-21(30), the effect image that was displayed just before is displayed with reduced brightness and saturation, and a cut-in effect is executed in which an image of an ally character and multiple stars (normal or high brightness and saturation) is superimposed (Fig. 8-21(31)). Then, when the image displayed by the cut-in effect is erased, the same effect display as just before the cut-in effect (Fig. 8-21(30)) is performed again (Fig. 8-21(32)).

[0367] Then, the effect display shown in FIG. 8-21(32) continues for 3 seconds (at a slower speed than that immediately before the cut-in effect (FIG. 8-21(30))). At this time, a slow-motion effect is executed in which the progress speed of the effect is changed from the normal speed to a speed slower than the normal speed. Specifically, an effect display is executed in which the movement speed of the fragment image a of the middle decoration pattern and the character displayed in stereoscopic vision is slowed down. Note that while the movement speed of the fragment image a of the middle decoration pattern and the character is slowed down by the slow-motion effect, the swinging movement speed of the decoration pattern in the reach mode displayed in the upper right corner of the screen and the movement speed (rotation, etc.) of the active display are not slowed down (i.e., they are not subject to the action of the slow-motion effect). This slow-motion effect corresponds to the final teasing part of the super reach, and by slowing down the progress speed of the effect, it is possible to focus on how the effect progresses, that is, whether it progresses to an effect that notifies a jackpot.

[0368] In the case of the fluctuation pattern PA2-3 (jackpot fluctuation accompanied by normal reach, long reach and super reach A in a low base state), after FIG. 8-21(32), an attack from the second ally character to the second enemy character becomes effective, and an effect display is performed in which the middle decoration pattern "1" that was acting as a shield is destroyed (FIG. 8-22(33)). At this time, the game effect lamps including the panel lamps are controlled to emit light in a special light emission pattern by emitting light in rainbow colors. Also, an effect display is performed in which the attacked second enemy character is blown away (FIG. 8-22(34)). In this example, the light emission control in which the game effect lamps including the panel lamps emit light in rainbow colors begins from the scene shown in FIG. 8-22(33). For example, in the scenes shown in Figures 8-22 (33) and (39), the panel lamp will rapidly blink (flash) in rainbow colors, and in the scenes shown in Figures 8-22 (34) to (38) and 8-22 (40) to 8-23 (43), the panel lamp will slowly glow in rainbow colors.

[0369] Next, the next center decoration pattern "2" is displayed facing forward in the normal manner, and the second ally character is displayed in ecstasy (Fig. 8-22(34)). Next, a light effect image is displayed (Fig. 8-22(35)) superimposed on the previous performance display (Fig. 8-22(34)) including the second ally character and the second enemy character, and the light effect image is enlarged to cover the second ally character and the second enemy character (Fig. 8-22(36)). At this time, the light effect image is opaque, so the covered second ally character and the second enemy character cannot be seen.

[0370] Next, after the light effect image covers the entire screen, a special effect display is performed in which the jackpot symbol "222" appears, including the center decoration symbol "2" that is displayed in the normal manner (Figure 8-22(37)). The jackpot symbol "222" gradually expands (Figure 8-22(38)), and is displayed so that it covers the entire screen (Figure 8-22(39)). After that, the jackpot symbol "222" is displayed at the same size as when the normal fluctuation was performed before the reach was established, and is displayed as if it is shaking four times (Figure 8-22(40)).

[0371] Next, the jackpot symbol "222" is temporarily hidden and the text "Completely settled" is displayed (Fig. 8-23(41)). Then, the image display device 5 goes white, Super Reach A ends, and the same background image as when the normal fluctuation was occurring before the reach was established is displayed, and the jackpot symbol "222" is temporarily stopped (Fig. 8-23(42)). After that, the jackpot symbol "222" is stopped (Fig. 8-23(43)).

[0372] In the case of variation pattern PA1-5 (miss variation accompanied by normal reach, long reach and super reach A in a low base state), after Fig. 8-21 (32), the attack from the second ally character to the second enemy character is ineffective, and the central decoration pattern "1" that acted as a shield is not destroyed and changes from the cracked state to the normal state again (Fig. 8-24 (44)). In this example, from the scene shown in Fig. 8-24 (44), the light emission control is started so that the game effect lamps including the panel lamps emit low-luminance white light.

[0373] Next, the second enemy character is displayed with both hands raised diagonally (Fig. 8-24(45)), and the center decoration pattern "3" is displayed superimposed on the second enemy character (Fig. 8-24(46)). Then, after the center decoration pattern "3", which is a losing combination, is displayed swaying four times, the image display device 5 goes black (Fig. 8-24(47)), and Super Reach A ends.

[0374] When Super Reach A ends, the same background image as when the normal fluctuation was occurring before the reach was established is displayed, and the losing symbol "212" is temporarily stopped and displayed (Figure 8-24 (48)). After that, the losing symbol "212" is stopped and displayed (Figure 8-24 (49)).

[0375] (Super Reach B) Figures 8-25 to 8-31 are explanatory diagrams showing specific examples of Super Reach B. Among Figures 8-25 to 8-31, Figures 8-25 to 8-30 are specific examples of when the performance is executed based on the fluctuation pattern PA2-6 (a normal reach in a low base state, a big win fluctuation accompanied by a special performance and a Super Reach B). Among Figures 8-25 to 8-31, Figures 8-25 to 8-28 and 8-31 are specific examples of when the performance is executed based on PA1-8 (a normal reach in a low base state, a special performance and a miss fluctuation accompanied by a Super Reach B).

[0376] In the example shown in Figures 8-25 to 8-31, after a losing pattern ("327") is displayed on the image display device 5 as the display result of the previous variable display (Figure 8-25(1)), a variable display based on variable pattern PA1-8 (a losing variable accompanied by a normal reach, special effect and Super Reach B in a low base state) or variable display based on variable pattern PA2-6 (a jackpot variable accompanied by a normal reach, special effect and Super Reach B in a low base state) is started (Figure 8-25(2)). At this time, the game effect lamps including the panel lamps are controlled to emit light in a color corresponding to the background of the low base state. In this variable, it is assumed that the execution of the first specific effect and the second specific effect has been decided.

[0377] When the fluctuation starts, the first stage performance starts (Fig. 8-25(3)). At this time, as shown in the figure, a first stage performance image is displayed on the image display device 5, and the game effect lamps including the panel lamps are controlled to emit light in the first stage light emission pattern. After that, the first specific performance starts (Fig. 8-25(4)). At this time, as shown in the figure, the bar device 005IW32 is driven and controlled to the first advance position, a bar effect image (a group image of mini characters displayed on the upper part of the bar device 005IW32) corresponding to the movement of the bar device 005IW32 is displayed on the image display device 5, and the game effect lamps including the panel lamps are controlled to emit light in the first specific light emission pattern. Specifically, the first panel lamp 005IW9e is illuminated at a medium speed cycle, and the second panel lamp 005IW9f and the third panel lamp 005IW9g are turned off. Furthermore, when the display range of the bar effect image expands downward from the upper end of the image display device 5, the background image and decorative patterns are displayed by sliding and moving as if they are pushed downward.

[0378] When the first specific performance ends, the panel lamp continues to be controlled to emit light using the first specific light emission pattern (Figure 8-25 (5)).

[0379] After that, the first stage performance starts (FIG. 8-25(6)). At this time, as shown in the figure, a first stage performance image is displayed on the image display device 5. Here, since the light emission control of the panel lamps using the first specific light emission pattern continues, the light emission control of the panel lamps using the first stage light emission pattern is restricted.

[0380] After that, the second specific performance is started (FIG. 8-25(7)). At this time, as shown in the figure, the bar device 005IW32 is driven and controlled to the first advance position, a bar effect image (a group image of mini characters displayed at the top of the bar device 005IW32) corresponding to the movement of the bar device 005IW32 is displayed on the image display device 5, and the game effect lamps including the panel lamps are controlled to emit light in a second specific emission pattern. Specifically, the first panel lamp 005IW9e and the second panel lamp 005IW9f emit light at a medium speed cycle, and the third panel lamp 005IW9g is turned off. Also, when the display range of the bar effect image expands downward from the upper end of the image display device 5, the background image and the decorative pattern are displayed by sliding and moving so as to be pushed downward.

[0381] When the second specific performance ends, the panel lamp continues to be controlled to emit light using the second specific lighting pattern. Next, when the left and right decorative symbols reach a "2" state (Figure 8-25(8)), a normal reach performance in which the center decorative symbol scrolls at a slow speed is executed, and then a special performance begins (Figure 8-26(9)). In the special performance, a performance display is performed in which a spear image penetrates a glass image. At this time, the glass image breaks, and multiple glass fragment images a and a broken glass image b remaining in the corner of the screen are displayed (Figure 8-26(9)).

[0382] Next, the spear image penetrates the glass image and collides with the second glass image located behind the glass image (Fig. 8-26(9)). Then, the second glass image breaks and multiple second glass fragment images a are displayed (Fig. 8-26(10)).

[0383] In addition, in Fig. 8-26(9) to (10), the game effect lamps including the panel lamps are controlled to emit light in a special light-emitting pattern.

[0384] When the special performance ends, the Super Reach Development Performance is performed (Figure 8-26 (11)). In the Super Reach Development Performance, the second glass image breaks and multiple second glass fragment images a are displayed (Figure 8-26 (11)). Also, in Figure 8-26 (11), the game effect lamps including the panel lamps are controlled to emit light in the Super Reach Development light pattern.

[0385] After that, the image display device 5 goes white and the game progresses to Super Reach B (FIG. 8-26(12)). At this time, the game effect lamps including the panel lamps are controlled to emit light in a light emission pattern corresponding to Super Reach B.

[0386] Next, an effect is displayed in which the third enemy character lands on the ground (Fig. 8-26(13)), after which the screen switches to a white background image and the word "Decisive Battle" is displayed in the center of the screen (Fig. 8-26(14)). Note that the word "Decisive Battle" displayed in Fig. 8-26(14) is displayed in the foreground until the timing of Fig. 8-26(16).

[0387] Next, across a parallelogram area containing the word "decisive battle" in the center of the screen, a first overlay image depicting a second ally character and multiple stars is displayed on the left, and a second overlay image depicting a third enemy character and multiple broken hearts is displayed on the right (Figure 8-26 (15)).

[0388] Next, the first superimposed image on the left and the second superimposed image on the right are moved to the center and attached, and the word "decisive battle" is superimposed on these images (Fig. 8-26 (16)). After that, the first superimposed image on the left and the second superimposed image on the right are moved to their original positions, and the background image for Super Reach B is displayed in the parallelogram area formed between the two images, similar to the original area. The word "decisive battle" is then superimposed on the background image for Super Reach B (not shown).

[0389] Next, the first superimposed image on the left and the second superimposed image on the right are erased, and the area where they were displayed is replaced with a background image for Super Reach B. Also, a performance display is performed in which the second ally character and the third enemy character face each other (FIG. 8-27(17)).

[0390] Next, an effect is displayed in which the third enemy character begins an attack on the second ally character (Figure 8-27(18)). A flame effect image is displayed around the third enemy character (Figure 8-27(19)), and a giant spherical energy bullet is formed above the third enemy character's head (Figure 8-27(20)).

[0391] Next, a visual effect is displayed in which the second ally character begins an attack on the third enemy character (Figure 8-27(21)). A flame effect image is displayed around the second ally character (Figure 8-27(22)), and a huge energy ball is emitted from above the second ally character's head (Figure 8-27(23)).

[0392] Next, a spherical energy bullet formed by the third enemy character collides with an energy bullet output from the second ally character (Figure 8-27(24)). Next, while the energy bullet collision display in the center of the screen continues, a first superimposed image depicting the second ally character and multiple stars is displayed in a triangular area at the bottom left of the screen, and a second superimposed image depicting the third enemy character and multiple broken hearts is displayed in a triangular area at the top right of the screen (Figure 8-28(25)).

[0393] Then, the effect display shown in FIG. 8-28(25) continues for 4 seconds (at a slower speed than the previous time). At this time, a slow-motion effect is executed in which the progress speed of the effect is changed from the normal speed to a speed slower than the normal speed. Specifically, an effect display is executed in which the movement speed of the energy bullets and characters is slowed down. Note that while the movement speed of the energy bullets and characters is slowed down by the slow-motion effect, the swinging movement speed of the decorative pattern of the reach mode displayed in the upper right corner of the screen and the movement speed (rotation, etc.) of the active display are not slowed down (i.e., they are not affected by the slow-motion effect). This slow-motion effect corresponds to the final teasing part of the super reach, and by slowing down the progress speed of the effect, it is possible to focus on how the effect progresses, i.e., whether it progresses to an effect that notifies a jackpot or not.

[0394] In the case of the variation pattern PA2-6 (a big win variation accompanied by a normal reach, special effects, and a super reach B in a low base state), after FIG. 8-28(25), a background image depicting a second ally character and multiple stars is displayed (FIG. 8-29(26)). In this example, from the scene shown in FIG. 8-29(26), the light emission control (light emission control by a special light emission pattern) in which the game effect lamp including the panel lamp emits rainbow colors is started. For example, in the scenes shown in FIG. 8-29(26) and FIG. 8-30(37), the game effect lamp including the panel lamp flashes in rainbow colors at high speed, and in the scenes shown in FIG. 8-29(27) to FIG. 8-30(36) and FIG. 8-30(38) to (40), the game effect lamp including the panel lamp emits rainbow colors slowly.

[0395] Next, the second ally character makes a peace sign (Figure 8-29(27)), followed by the word "Complete" at the top left of the screen (Figure 8-29(28)), the word "All" at the top right of the screen (Figure 8-29(29)), the word "Decision" at the bottom left of the screen (Figure 8-29(30)), and the word "Coming" at the bottom right of the screen (Figure 8-29(31)). When all the words "Completely Decided" are displayed, the center decoration symbol "2" is displayed, which is the winning combination (Figure 8-29(31)).

[0396] Next, a rainbow-colored light effect image (Figure 8-29(32)) is displayed superimposed on the previous effect display (Figure 8-29(31)) including the second ally character and the center decoration pattern "2", and the light effect image is enlarged to cover the second ally character and the center decoration pattern "2" (Figure 8-29(33)). At this time, the light effect image is opaque, so the covered second ally character and the center decoration pattern "2" cannot be seen.

[0397] Next, after the light effect image covers the entire screen, a special display is performed in which the jackpot symbol "222" including the center decoration symbol "2" appears (Figure 8-30(34)). The jackpot symbol "222" gradually expands (Figure 8-30(35)) until it covers the entire screen (Figure 8-30(36)). After that, the jackpot symbol "222" is displayed at the same size as when the normal fluctuation occurred before the reach was established, and is displayed as if it is shaking four times (Figure 8-30(37)).

[0398] Then, the image display device 5 goes white, the Super Reach B ends, and the background image similar to that during the normal fluctuation before the Reach is established is displayed, and the jackpot symbol "222" is temporarily stopped (FIG. 8-30(38)). After that, the jackpot symbol "222" is stopped (FIG. 8-30(39)).

[0399] In the case of variation pattern PA1-8 (miss variation accompanied by normal reach, special effects and super reach B in a low base state), after FIG. 8-28(25), a background image depicting a third enemy character and multiple broken hearts is displayed (FIG. 8-31(40)). Note that in this example, from the scene shown in FIG. 8-31(40), the light emission control is started so that the game effect lamps including the panel lamps emit low-intensity white light.

[0400] Next, the third enemy character raises his arms in a show (Fig. 8-31(41)), and the center decoration symbol "2" is displayed superimposed on the third enemy character (Fig. 8-31(42)). Then, the center decoration symbol "1", which is a losing combination, is displayed swaying five times, and then the image display device 5 goes black (Fig. 8-31(43)), and Super Reach B ends.

[0401] When Super Reach B ends, the same background image as when the normal fluctuation was occurring before the reach was established is displayed, and the losing symbol "212" is temporarily stopped and displayed (Figure 8-31 (44)). After that, the losing symbol "212" is stopped and displayed (Figure 8-31 (45)).

[0402] (Special performance) Figures 8-32 and 8-33 are explanatory diagrams showing a specific example of a special performance in a high base state. Figures 8-32 and 8-33 are specific examples of a performance executed based on the variation pattern PB4-1 (normal reach and special performance via big win variation).

[0403] In the example shown in Figures 8-32 and 8-33, after a losing pattern ("327") is displayed on the image display device 5 as the display result of the previous variation display (Figure 8-32(1)), a variation display based on variation pattern PB4-1 (normal reach and jackpot variation via special performance) begins (Figure 8-32(2)). In the high base state, a background image different from that in the low base state is used, and a display instructing to hit to the right and a display showing the remaining number of variations controlled to the high base state are displayed. At this time, the game effect lamps including the panel lamps are controlled to emit light at a rhythm corresponding to the background music in the high base state.

[0404] Next, when the left and right decorative symbols reach a "2" (Figure 8-32(3)), a normal reach effect is executed in which the center decorative symbol scrolls at a slow speed, and then a special effect begins. In the special effect, a spear image begins to be displayed (Figure 8-32(4)), and an effect is displayed in which the spear image penetrates the glass image. At this time, the glass image breaks, displaying multiple glass fragment images a and the remaining broken glass image b in the corner of the screen (Figure 8-32(5)). At this time, the game effect lamps including the panel lamps are controlled to emit light in a special illumination pattern.

[0405] Next, the spear image penetrates the glass image and collides with the second glass image located behind the glass image (Fig. 8-32(6)). Then, the second glass image breaks and multiple second glass fragment images a are displayed (Fig. 8-32(7)). At this time, the game effect lamps including the panel lamps are controlled to emit light in a special light-emitting pattern.

[0406] Next, a background image of a radiating pattern is displayed, and the panel gadget is driven and controlled to advance (Fig. 8-33(8)). In this example, from the scene shown in Fig. 8-33(8), the game effect lamps including the panel lamps are controlled to emit light in rainbow colors (light emission control using a special light emission pattern). For example, in the scenes shown in Figs. 8-33(8) and (11), the game effect lamps including the panel lamps rapidly blink (flash) in rainbow colors, and in the scenes shown in Figs. 8-33(9)-(10), (12)-(13), the game effect lamps including the panel lamps are controlled to emit light slowly in rainbow colors.

[0407] Next, the movable body 32 is controlled to return from the presentation position to the initial position, and the background image of the radial pattern is broken to display the jackpot symbol "222" behind the background image (Fig. 8-33(9)). When the background image of the radial pattern is broken, multiple fragment images are displayed, but because these fragment images have low transparency, the player cannot see the images displayed in the lower layer through the fragment images.

[0408] Next, the jackpot symbol "222" that appears is displayed so that it moves from the back of the screen (i.e., behind the background image of the radiating pattern) to the front (Figure 8-33(10)), and eventually the jackpot symbol "222" breaks through the background image of the radiating pattern and is enlarged so that it covers the entire screen (Figure 8-33(11)).

[0409] Next, the jackpot symbol "222" is displayed at the same size as when the normal fluctuation before the reach is reached, and is displayed as if it is shaking twice (Figure 8-33 (12)). After that, the jackpot symbol "222" is displayed stationary (Figure 8-33 (13)). In this example, when the jackpot symbol "222" is enlarged, it is displayed together with a fragment image of the background image of the radial pattern, expressing the appearance of breaking through and enhancing the sense of realism, but on the other hand, when the jackpot symbol "222" is displayed at the same size as when the normal fluctuation before the reach is reached, the fragment image is completely faded out so as not to reduce the visibility of the jackpot symbol.

[0410] (Super Reach C) Figures 8-34 to 8-37 are explanatory diagrams showing specific examples of Super Reach C. Among Figures 8-34 to 8-37, Figures 8-34 to 8-36 are specific examples of when the performance is executed based on fluctuation pattern PB4-2 (big win fluctuation via normal reach and Super Reach C). Among Figures 8-34 to 8-37, Figures 8-34, 8-35, and 8-37 are specific examples of when the performance is executed based on fluctuation pattern PB3-3 (miss fluctuation via normal reach and Super Reach C).

[0411] In the example shown in Figures 8-34 to 8-37, after a losing pattern ("327") is displayed on the image display device 5 as the display result of the previous variation display (Figure 8-34(1)), a variation display based on variation pattern PB4-2 (jackpot variation via normal reach and super reach C) or variation pattern PB3-3 (miss variation via normal reach and super reach C) is started (Figure 8-34(2)). At this time, the game effect lamps including the panel lamps are controlled to emit light at a rhythm corresponding to the background music in the high base state. In the high base state in which the super reach C is executed, a background image different from that in the low base state is used, and a display instructing a right hit and a display indicating the remaining number of variations controlled to the high base state are displayed.

[0412] Next, when the left and right decorative symbols reach "2" (Fig. 8-34(3)), a normal reach effect is executed in which the center decorative symbol scrolls at a slow speed, and then Super Reach C begins. When Super Reach C begins, the second ally character and the first enemy character face each other, and the word "VS" is displayed, indicating that a battle is about to begin (Fig. 8-34(4)). At this time, the game effect lamps, including the panel lamps, are controlled to emit light in a lighting pattern corresponding to Super Reach C.

[0413] Next, an effect is displayed in which the second ally character attacks (specifically, punches) the first enemy character (Fig. 8-34(5)). Also, an effect is displayed in which the first enemy character attacks (specifically, rams) the second ally character (Fig. 8-34(6)). Then, an effect is displayed in which the attack of the second ally character (specifically, a punching fist) collides with the attack of the first enemy character (specifically, a ramming shoulder) (Fig. 8-34(7)).

[0414] At this point, the deciding button effect begins, and the effect display that was displayed until just before is switched to a screen that displays a lighter version of an ally character and a push button image that resembles push button 31B (Fig. 8-34(8)). In other words, an effect display that encourages the operation of push button 31B begins. Then, the ally character and push button image are displayed gradually darker (Fig. 8-35(9)), and the text "Press!" and a display indicating the valid period for operation are additionally displayed (Fig. 8-35(10)).

[0415] In the case of fluctuation pattern PB4-2 (jackpot fluctuation via normal reach and super reach C), when the operation of push button 31B is detected, a background image with a radial pattern is displayed (Fig. 8-36(11)). In this example, from the scene shown in Fig. 8-36(11), light emission control is started so that the game effect lamps including the panel lamps emit rainbow colors. For example, in the scenes shown in Fig. 8-36(11) and (14), the panel lamps flash rapidly in rainbow colors, and in the scenes shown in Fig. 8-36(12)-(13), (15)-(16), the panel lamps emit rainbow colors slowly.

[0416] Next, the movable body 32 is controlled to return from the presentation position to the initial position, and the background image of the radial pattern is broken, and the jackpot symbol "222" appears behind the background image (Fig. 8-36(12)). When the background image of the radial pattern is broken, multiple fragment images are displayed, but because these fragment images have low transparency, the player cannot see the images displayed in the lower layer through the fragment images.

[0417] Next, the jackpot symbol "222" that appears is displayed so that it moves from the back of the screen (i.e., behind the background image of the radiating pattern) to the front (Figure 8-36(13)), and eventually the jackpot symbol "222" breaks through the background image of the radiating pattern and is enlarged so that it covers the entire screen (Figure 8-36(14)).

[0418] Next, the jackpot symbol "222" is displayed at the same size as when the normal fluctuation before the reach is reached, and is displayed as if it is shaking twice (Figure 8-36 (15)). After that, the jackpot symbol "222" is displayed stationary (Figure 8-36 (16)). In this example, when the jackpot symbol "222" is enlarged, it is displayed together with a fragment image of the background image of the radial pattern, expressing the appearance of breaking through and enhancing the sense of realism, but on the other hand, when the jackpot symbol "222" is displayed at the same size as when the normal fluctuation before the reach is reached, the fragment image is completely faded out so as not to reduce the visibility of the jackpot symbol.

[0419] In the case of the variation pattern PB3-3 (missing variation via normal reach and super reach C), when the operation of the push button 31B is detected, the glass fragments image is displayed together with the background image of broken glass (Figure 8-37 (17)). The glass fragments image displayed here is smaller and fewer in number than the fragments image when the radial pattern background image shown in Figure 8-36 (12) is broken. Next, after the glass fragments image has finished fading out (i.e., after it has been completely erased), the center decoration pattern "3" is displayed superimposed on the background image (Figure 8-37 (18)). Then, after the center decoration pattern "3", which is a missing combination, is displayed to sway twice, the image display device 5 goes black, and the super reach C ends. In this example, from the scene shown in Figure 8-37 (17), the light emission control is started in which the game effect lamp including the panel lamp emits low-luminance white light.

[0420] When the Super Reach C ends, the same background image as when the normal fluctuation was occurring before the reach was established is displayed, and the losing symbol "232" is temporarily stopped and displayed (Figure 8-37 (19)). After that, the losing symbol "232" is stopped and displayed (Figure 8-37 (20)).

[0421] Here, the details of Fig. 8-25(6) to (8) will be explained with reference to Fig. 8-38. Fig. 8-38 is an explanatory diagram showing a specific example of the change in the display image in the first stage performance and the second specific performance. When the first stage performance starts, a character image is displayed as a first stage performance image at a position overlapping with the middle decoration pattern (Fig. 8-38(1)). Then, the second specific performance starts. In the second specific performance, the drive control of the bar role object 005IW32 starts, and when the bar role object 005IW32 moves from the retracted position (origin position) (origin sensor: OFF), the bar effect image is expanded and displayed from the upper end of the image display device 5 downward (Fig. 8-38(2)). At this time, the display of the first stage performance image has not ended.

[0422] Then, the display of the first stage performance image ends, and the bar reel 005IW32 moves to overtake the bottom straight line of the bar effect image (Fig. 8-38(3)). Furthermore, the bar reel 005IW32 moves to the first advance position, and the bar effect image is expanded to the position where the bar reel 005IW32 located at the first advance position and the bottom straight line of the bar effect image overlap (Fig. 8-38(4)).

[0423] After that, the bar role 005IW32 starts moving from the first advance position to the retreat position (Fig. 8-38(5)), and the bottom straight line rises, causing the bar effect image to be displayed in a reduced size (Fig. 8-38(6)). Then, after the bar role 005IW32 is positioned at the retreat position (origin sensor: ON), the display of the bar effect image ends (Fig. 8-38(7)).

[0424] Here, details of the suggestion image displayed on the image display device 5 in the special effect will be described with reference to Fig. 8-39. Fig. 8-39 is an explanatory diagram showing a specific example of the suggestion image in the special effect.

[0425] When the first specific performance is performed, the first panel lamp 005IW9e is illuminated, the second panel lamp 005IW9f and the third panel lamp 005IW9g are turned off, and one suggestive image is displayed in the display area of ​​the image display device 5 near the first panel lamp 005IW9e (FIG. 8-39(A)). This emphasizes that the first panel lamp 005IW9e is illuminated, enhancing the performance effect.

[0426] When the second specific performance is performed, the first panel lamp 005IW9e and the second panel lamp 005IW9f are illuminated, the third panel lamp 005IW9g is turned off, and a total of two suggestive images are displayed in the display area near the first panel lamp 005IW9e and the display area near the second panel lamp 005IW9f of the display area of ​​the image display device 5 (FIG. 8-39(B)). This emphasizes that the first panel lamp 005IW9e and the second panel lamp 005IW9f are illuminated, enhancing the performance effect.

[0427] When the third specific performance is performed, the first panel lamp 005IW9e, the second panel lamp 005IW9f, and the third panel lamp 005IW9g are illuminated, and a total of three suggestive images are displayed in the display area of ​​the image display device 5, in the display area near the first panel lamp 005IW9e, the display area near the second panel lamp 005IW9f, and the display area near the third panel lamp 005IW9g (FIG. 8-39(C)). This emphasizes that the first panel lamp 005IW9e, the second panel lamp 005IW9f, and the third panel lamp 005IW9g are illuminated, enhancing the performance effect.

[0428] As described above, a suggestive image is displayed when a specific performance is executed, but the timing at which the display of the suggestive image ends may be the timing at which the light emission control by the specific light emission pattern of the panel lamp ends, or the timing at which the control of the performance of the performance components other than the panel lamp in the specific performance ends (for example, the timing at which the display of the bar effect image ends). In addition, in the case of a variation accompanied by a super reach development performance (when the execution of a specific performance and a super reach development performance is determined in the variation of the variation pattern 1-7, PA2-5), the display of the suggestive image may end at the timing at which the super reach development performance starts. In addition, in the case of a variation accompanied by a super reach A (when the execution of a specific performance is determined in the variation of the variation pattern 1-5, PA2-3), the display of the suggestive image may end at the timing at which the super reach A starts.

[0429] In addition, when the display of the suggestive image is terminated, the suggestive image is not limited to being erased as it is, but may be erased after performing a performance using the displayed suggestive image. For example, when it is determined to perform a specific performance in a variation pattern involving a super reach A, a suggestive image may be displayed in response to the execution of the specific performance, and a suggestive image performance using the suggestive image may be performed at the timing of development to a super reach A. Specifically, when it is determined to perform a third specific performance in the variation of the variation patterns 1-5 and PA2-3, the performance control shown in Fig. 8-18(1)-(2) and Fig. 8-19-Fig. 8-24 is performed, but the suggestive image is displayed from Fig. 8-19(16), and even when the image display device 5 is whited out in Fig. 8-20(18), the suggestive image continues to be displayed, and the display range of the suggestive image is expanded at the timing shown in Fig. 8-20(19), a suggestive image performance is performed in which the suggestive image moves so as to trace the edge of the entire display area of ​​the image display device 5, and the display of the suggestive image may be terminated.

[0430] Also, the suggestive image may be displayed in a different manner when the first pre-stage performance of the first pre-stage style is performed and when the second pre-stage performance of the second pre-stage style is performed (for example, when the first pre-stage performance of the first pre-stage style is performed, a yellow suggestive image is displayed, and when the second pre-stage performance of the second pre-stage style is performed, a red suggestive image is displayed). Accordingly, the suggestive image performance may be different when the first pre-stage performance of the first pre-stage style is performed and when the second pre-stage performance of the second pre-stage style is performed (for example, when the first pre-stage performance of the first pre-stage style is performed, a yellow suggestive image is used, and when the second pre-stage performance of the second pre-stage style is performed, a red suggestive image is used). This can increase interest.

[0431] Here, the lighting effect drawing function including the whiteout in the image display device 5 mentioned in Figures 8-16(5), 8-19(10), 8-20(19), 8-23(42), 8-26(12), and 30(38) will be explained based on the principle diagrams in Figures 8-40 to 8-46.

[0432] First, as shown in Figure 8-40 (A), the display control unit 123 has in a virtual space a first decorative pattern drawing surface (virtual plane) on which the right decorative pattern 037SG105R and the left decorative pattern 037SG105L are drawn, and a second decorative pattern drawing surface (virtual plane) on which the central decorative pattern 037SG105C is drawn, and a changing display image of the decorative pattern is drawn by sequentially changing the drawing position of the decorative pattern on the first decorative pattern drawing surface or the second decorative pattern drawing surface downward in the vertical direction (Y direction).

[0433] As shown in Fig. 8-40(A), the first decorative pattern drawing surface and the second decorative pattern drawing surface are located forward of the first decorative pattern drawing surface by a virtual distance of virtual depth Z0. Therefore, if the central decorative pattern 037SG105C and the right decorative pattern 037SG105R or the left decorative pattern 037SG105L are displayed overlapping each other, an image is generated in which the central decorative pattern 037SG105C blocks the view of the right decorative pattern 037SG105R or the left decorative pattern 037SG105L. Furthermore, if decorative patterns of the same size as the right decorative pattern 037SG105R and the left decorative pattern 037SG105L are drawn on the second decorative pattern drawing surface, only the central decorative pattern 037SG105C will become larger, resulting in an unnatural display when all three decorative patterns are aligned. However, in this example, to prevent these unnatural displays, the size of the image of the central decorative pattern 037SG105C drawn on the second decorative pattern drawing surface is adjusted and drawn so that the three decorative patterns are approximately the same size.

[0434] Therefore, the display control unit 123 can calculate the position of each decorative pattern in the virtual space from the first decorative pattern drawing surface or the second decorative pattern drawing surface and the drawing position of each decorative pattern on each of these drawing screens.

[0435] Therefore, when actually using the lighting effect drawing function, for example, by specifying the coordinates (X1, Y1, Z1) of a single light source 037SG105K in virtual space as shown in Figure 8-40, a lighting effect image in which the single light source 037SG105K is located at the specified coordinates (X1, Y1, Z1) is automatically drawn and displayed by the display control unit 123 through simulation.

[0436] In addition, the X coordinate corresponds to the left-right position of the image display device 5, the Y coordinate corresponds to the up-down position of the image display device 5, and the Z direction corresponds to the front-back (depth) position in the virtual space (see Figure 8-40).

[0437] Specifically, for example, as shown in FIG. 8-40(A), in a state where three decorative patterns are lined up in the center of the image display device 5, if the coordinates (X1, Y1, Z1) of a position directly behind the central decorative pattern 037SG105C and a position Z1 away from the first decorative pattern drawing surface are specified as the coordinates of the single light source 037SG105K, then in a situation where a single light source is placed at the specified coordinates (X1, Y1, Z1) in the virtual space, the position of the single light source 037SG105K and the position on the first decorative pattern drawing surface or the second decorative pattern drawing surface will be 2 Based on the positional relationship of each decorative pattern drawn on the decorative pattern drawing surface, how the light emitted from the single light source 037SG105K is blocked by each decorative pattern and how it bends around the front of each decorative pattern is simulated as shown by the dotted lines in Figure 8-40(A), and an illuminating effect image 037SG105E, in which a faint radial light is visible around the central decorative pattern 037SG105C, is drawn and displayed as shown in Figure 8-40(B).

[0438] Furthermore, if the coordinates of the single light source 037SG105K are specified as (X2, Y1, Z1) a position directly behind the left decorative pattern 037SG105L and Z1 away from the first decorative pattern drawing surface, as shown in Figure 8-41(A), that is, coordinates shifted horizontally to the left from the aforementioned coordinates (X1, Y1, Z1), then, as shown in Figure 8-41(B), because the distance of the first decorative pattern drawing surface is Z1, the same as in the case shown in Figure 8-40, an illuminating effect image 037SG105E in which a faint radial light is visible from around the left decorative pattern 037SG105L, as in Figure 8-40, will be drawn and displayed. Furthermore, the luminous effect image 037SG105E is an luminous effect image 037SG105E in which the brightness is higher near the center and decreases as it approaches the edges, and the size of the entire image (the distance from the center of the effect to the outer edge of the effect) is approximately the same as the luminous effect image 037SG105E in Figure 8-40, which is a distance Z1 behind the first decorative pattern drawing surface.

[0439] Furthermore, when the coordinates of the single light source 037SG105K are specified as the coordinates (X1, Y2, Z1) directly above the central decorative pattern 037SG105C and Z1 away backward from the first decorative pattern drawing surface, as shown in Figure 8-42(A), that is, the coordinates moved vertically directly upward from the aforementioned coordinates (X1, Y1, Z1), an illuminating effect image 037SG105E is drawn and displayed, as shown in Figure 8-42(B), which indicates that the light emitted from the single light source 037SG105K is visible without being obstructed by the central decorative pattern 037SG105C. Furthermore, the luminous effect image 037SG105E is an luminous effect image 037SG105E in which the brightness is higher near the center and decreases as it approaches the edges, and the size of the entire image (the distance from the center of the effect to the outer edge of the effect) is approximately the same as the luminous effect image 037SG105E in Figure 8-40, which is a distance Z1 behind the first decorative pattern drawing surface.

[0440] In addition, when the coordinates of the single light source 037SG105K are specified as shown in FIG. 8-43(A), which are close to the first decorative pattern drawing surface and are located Z2 behind the first decorative pattern drawing surface, that is, the coordinates are specified as being moved closer to the central decorative pattern 037SG105C without changing the up, down, left or right position from the above-mentioned coordinates (X1, Y1, Z1), the entire image becomes a luminous effect image 037SG105E, which is larger than when the distance from the first decorative pattern drawing surface is Z1, and the single light source 037SG105K is located on the left, as shown in FIG. 8-43(B). Due to the approach of the decorative pattern 037SG105L and the right decorative pattern 037SG105R, the light also wraps around in front of the left decorative pattern 037SG105L and the right decorative pattern 037SG105R, making their outlines unclear, while the single light source 037SG105K is located directly behind the central decorative pattern 037SG105C, which is farther away from the single light source 037SG105K than the left decorative pattern 037SG105L and the right decorative pattern 037SG105R, and the luminous effect image 037SG105E, which has less wraparound in front and a clearer outline, is drawn and displayed. Note that the overall brightness of the luminous effect image 037SG105E is also higher than that of the luminous effect image 037SG105E when the Z coordinate is Z1, as mentioned above, due to the approach of the single light source 037SG105K.

[0441] Furthermore, when the coordinates (X1, Y1, -Z3) of a position forward of the first decorative pattern drawing surface and the second decorative pattern drawing surface and Z3 away forward from the first decorative pattern drawing surface are specified as the coordinates of the single light source 037SG105K as shown in Fig. 8-44(A), a luminous effect image 037SG105E in which the strong light emitted from the single light source 037SG105K is not blocked by the left, center, and right decorative patterns as shown in Fig. 8-44(B), a luminous effect image 037SG105E having a large overall image size and very high brightness is drawn and displayed over almost the entire display area of ​​the image display device 5. At this time, the left, center, and right decorative patterns arranged behind the single light source 037SG105K are all invisible due to the luminous effect image.

[0442] As described above, in this example, by specifying the coordinates of the single light source 037SG105K, the luminous effect image 037SG105E corresponding to the specified coordinates is automatically drawn and displayed by the luminous effect drawing function of the display control unit 123, and by sequentially changing (moving) these specified coordinates in chronological order, the luminous effect image 037SG105E corresponding to the movement of the single light source is drawn and displayed. However, even if the specified coordinates are the same, these luminous effect drawing functions can draw and display, for example, a luminous effect image 037SG105E corresponding to the central decorative pattern 037SG105C drawn on the second decorative pattern drawing surface scrolling downward by a variable display, as shown in Figure 8-45 (A).

[0443] Specifically, when the scroll-moving central decorative pattern 037SG105C is drawn in a position overlapping with a single light source, as shown in Fig. 8-45(B), a light-emitting effect image (similar to Fig. 8-40(B)) in which the light of the single light source is blocked by the central decorative pattern 037SG105C is drawn and displayed, and when the scroll-moving central decorative pattern 037SG105C is drawn in a position not overlapping with the single light source 037SG105K, as shown in Fig. 8-45(C), a light-emitting effect image in which the light emitted from the single light source is visible without the light of the single light source being blocked by the central decorative pattern 037SG105C is drawn and displayed. Note that Fig. 8-45 has been described using the central decorative pattern 037SG105C as an example, but the same is true for the right decorative pattern 037SG105R and the left decorative pattern 037SG105L.

[0444] As described above, in the highly functional display control unit 123 used in this example, by specifying the coordinates of a single light source in virtual space, a light emitting effect image 037SG105E when the single light source 037SG105K is located at the specified coordinates is automatically generated and displayed. Therefore, in an actual performance, by describing the coordinates of the single light source 037SG105K at the time when the process data is executed in the process data described in chronological order for executing the performance, a light emitting effect image 037SG105E corresponding to the coordinates of the single light source 037SG105K described in the process data is automatically generated, and is composited with other performance images and displayed on the image display device 5.

[0445] Next, the display mode of the variable display and light emission effect image 037SG105E in this example will be described with reference to FIG. 8-46.

[0446] First, when the variable display is executed in the Super Reach variation pattern, as shown in FIG. 8-46(A) and FIG. 8-46(B), when the variable display of the decorative symbols is executed for a predetermined period, the left decorative symbol 037SG105L and the right decorative symbol 037SG105R showing the same number stop on the display screen of the image display device 5 while the normal background image 5a is displayed, resulting in a Reach. Then, the display of the light-emitting effect image 037SG105E starts behind the central decorative symbol 037SG105C, which is still being displayed. Then, the display area of ​​the light-emitting effect image 037SG105E on the display screen of the image display device 5 gradually expands as the variable display progresses, and the brightness increases.

[0447] At this time, as shown in Figures 8-46(C) and 8-46(D), between the multiple central decorative patterns 037SG105C for which variable display is being performed, a portion of the light-emitting effect image 037SG105E is displayed in a moving manner (variable display) from above to below these central decorative patterns 037SG105C, and the display mode changes according to the progress of the variable display.

[0448] Furthermore, parts of the luminous effect image 037SG105E are diffracted between these multiple central decorative patterns 037SG105C, between the left decorative pattern 037SG105L and the central decorative pattern 037SG105C, and between the right decorative pattern 037SG105R and the central decorative pattern 037SG105C, and are overlapped at the top and bottom of each central decorative pattern 037SG105C, the right part of the left decorative pattern 037SG105L, and the left part of the right decorative pattern 037SG105R, as if reflected off the back of the central decorative pattern 037SG105C.

[0449] Furthermore, as the variable display progresses and the display area of ​​the luminous effect image 037SG105E on the image display device 5 expands and the brightness increases, the brightness of the base portion 037SG105D of each decorative pattern 037SG105L, 037SG105C, 037SG105R decreases due to backlighting by the luminous effect image 037SG105E, and then the brightness of the numeric display portion 037SG105S of each decorative pattern 037SG105L, 037SG105C, 037SG105R decreases. Then, as shown in Figure 8-46 (E), when the luminous effect image 037SG105E on the display screen of the image display device 5 is further enlarged, eventually the entire decorative patterns 037SG105L, 037SG105SGC, 037SG105R turn black, and the divisions of the base portion 037SG105D and the number display portion 037SG105S become invisible to the player.

[0450] More precisely, when the luminous effect image 037SG105E on the display screen of the image display device 5 is enlarged to a position behind the left decorative pattern 037SG105L and the right decorative pattern 037SG105R, first the brightness of the base portion 037SG105D of the left decorative pattern 037SG105L and the right decorative pattern 037SG105R decreases, and the contours of these left decorative pattern 037SG105L and right decorative pattern 037SG105R are emphasized by the luminous effect image 037SG105E. Furthermore, when the luminous effect image 037SG105E is enlarged to the left of the left decorative pattern 037SG105L and the right of the right decorative pattern 037SG105R, the brightness of the number display portion 037SG105S of the left decorative pattern 037SG105L and the right decorative pattern 037SG105R decreases, the left decorative pattern 037SG105L and the right decorative pattern 037SG105R as a whole turn black, the brightness of the base portion 037SG105D of the central decorative pattern 037SG105C decreases, and the outline of the central decorative pattern 037SG105C is emphasized by the luminous effect image 037SG105E. Then, when the light emitting effect image 037SG105E is further enlarged and is displayed over substantially the entire display area, the brightness of the number display portion 037SG105S of the central decorative pattern 037SG105C decreases, and the entire central decorative pattern 037SG105C changes to black.

[0451] Then, as shown in Figure 8-46 (F), as the variable display progresses, when the luminous effect image 037SG105E is displayed covering almost the entire display screen of the image display device 5, the decorative patterns 037SG105L, 037SG105C, 037SG105R and background image 5a that had been displayed up to that point become temporarily invisible to the player.

[0452] In this example, when multiple effects are executed in overlapping fashion, the light emission control of the game effect lamp is performed according to the effect with the highest priority, and the priority is mainly in order according to the reliability of the effects. In other words, the light emission control of the game effect lamp according to the effect with the highest reliability for the big win is performed preferentially. However, the light emission control of the game effect lamp according to the specific effect is configured to be performed preferentially over the special hand effect, which is more reliable for the big win.

[0453] For example, if the next preview performance is an effect accompanied by light emission control of the game effect lamp, the reliability of the jackpot is next preview performance > specific performance (the specific performance is performed at a rate higher than 3% (5% to 15%) of the miss fluctuation, but is performed at a rate lower than 60% (10% to 40%) of the jackpot fluctuation. As described above, the next preview performance is performed at a rate of 3% of the miss fluctuation, but is performed at a rate of 60% of the jackpot fluctuation, so that the next preview performance has a higher execution rate than the specific performance in the jackpot fluctuation, and the specific performance has a higher execution rate than the next preview performance in the miss fluctuation. Therefore, the reliability of the jackpot is next preview performance > specific performance.), even if the next preview performance is executed during the execution of the light emission control of the game effect lamp by the specific light emission pattern, the light emission control of the game effect lamp by the next preview performance may not be performed, and the light emission control of the game effect lamp by the specific light emission pattern may continue.

[0454] Also, although the explanation is omitted in this example, the performance mode of the first stage performance and the performance mode of the specific performance may be associated. For example, when a first stage performance of a first stage performance mode is executed, a specific performance of a mode corresponding to the first stage performance mode (for example, a specific performance that displays a specific performance image (including a suggestive image) in the specific performance in red, which is the color of the first stage performance image displayed in the first stage performance mode) is executed, while when a first stage performance of a second stage performance mode is executed, a specific performance of a mode corresponding to the first stage performance mode (for example, a specific performance that displays a specific performance image (including a suggestive image) in the specific performance in gold, which is the color of the first stage performance image displayed in the first stage performance mode) may be executed.

[0455] In addition, although the explanation is omitted in this example, a conversation performance in which a speech bubble image is displayed in a predetermined display range and a conversation caption is displayed in the speech bubble image as a notice performance before the reach is reached may be executed. In this case, a performance in which a conversation performance and a first-stage performance are combined may be executed. For example, a first-stage performance image may be displayed in a speech bubble image in a conversation performance, and a composite performance in which a conversation caption is displayed for the first-stage performance image may be executed, and then the performance may develop into a specific performance. In addition, when the composite performance is executed, the specific performance may be executed more easily in a performance mode (for example, a specific performance image (including a suggestive image) is displayed in gold) that has a higher reliability for controlling to an advantageous state than when the composite performance is not executed (i.e., when the first-stage performance shown in FIG. 8-18(3) is executed).

[0456] Although not explained in this example, the configuration may be such that, as a type of super reach in a normal state, super reach D, which has a higher reliability for controlling a jackpot than super reach B, can be executed. In that case, the rate of special effects may be different between a fluctuation pattern accompanied by super reach B and a fluctuation pattern accompanied by super reach D. For example, the rate of special effects may be higher in a fluctuation pattern accompanied by super reach D than in a fluctuation pattern accompanied by super reach B.

[0457] Also, in this example, the execution rate of the special effect differs depending on the type of super reach (the selection rate of the fluctuation pattern involving the special effect and super reach A and the fluctuation pattern involving the special effect and super reach B differs (see Figure 8-4)), but this is not limited to this. For example, the execution rate of the special effect and the third specific effect may differ depending on the type of super reach. For example, when super reach A is executed, the third specific effect may be executed more easily than the special effect, and when super reach B is executed, the special effect may be executed more easily than the third specific effect.

[0458] Also, a variation pattern may be provided in which the Super Reach A is executed and then developed into a Super Reach B. In that case, it may be possible to execute the third specific effect before the Super Reach A, and execute the special effect before the Super Reach B. In other words, it may be possible to execute the effects in the following order: the third specific effect, the Super Reach A, the special effect, and the Super Reach B.

[0459] Although not described in this example, if the light emission control by the specific light emission pattern of the panel lamp continues even after the specific performance ends, the display of the suggestive image may also be continued. In that case, it is desirable to end the display of the suggestive image at the timing when the light emission control by the specific light emission pattern of the panel lamp ends.

[0460] Also, in this example, if the light emission control by the specific light emission pattern of the panel lamp continues even after the specific performance ends, the light emission control by the specific light emission pattern of the panel lamp ends when the game develops into a super reach, and the light emission control of the panel lamp corresponding to the super reach is switched to; however, if the display of the suggestive image is also to continue, the manner in which the display of the suggestive image is ended may differ depending on the type of super reach executed. For example, if a specific performance develops into Super Reach A, the suggested image that is erased will be reflected in the presentation mode of Super Reach A (for example, multiple suggested images are displayed together so that they collide with the display image of Super Reach A, and the presentation mode in Super Reach A changes from a low-reliability mode to a high-reliability mode (for example, the text color changes from white to red), while if a specific performance develops into Super Reach B, the suggested image may be erased at the start of the Super Reach development performance. Also, if a specific performance develops into Super Reach A, the proportion of the suggested image that is erased and reflected in the presentation mode of Super Reach A may differ depending on the number of suggested images that were displayed. For example, the greater the number of suggested images, the higher the proportion of the suggested image that is erased and reflected in the presentation mode of Super Reach A.

[0461] In the example shown in Figures 8-25 to 8-31, a series of images are displayed on the image display device 5 with the special effects (Figures 8-26 (9) to (10)) and the super reach development effect (Figure 8-26 (11)), but when a super reach development effect is executed without a special effect, a super reach development effect is executed in which an image different from the image shown in Figure 8-26 (11) is displayed on the image display device 5. For example, when a super reach development effect is executed without a special effect, it is when the variation patterns PA1-7 and PA2-5 are selected and it is decided to execute a super reach development effect. In this case, after performing the performance control shown in Figures 8-25(1) to (7) (Figures 8-25(1) to (2) if neither the first nor the second specific performance is performed, Figures 8-25(1) to (5) if the first specific performance is performed but the second specific performance is not, and Figures 8-25(1) to (2), (6) to (7) if the first specific performance is not performed but the second specific performance is performed), the performance control transitions to that shown in Figures 8-19(9) to (14), and then to the performance control shown in Figures 8-20(17) to (18), and then to the super reach development performance. In this Super Reach development performance, an effect image different from the image display shown in Figure 8-26 (11) is displayed (for example, a different color image of the effect image in Figure 8-30 (34). While Figure 8-30 (34) is a rainbow-colored effect image, here the effect image is red), and the drive control of the movable body and the light emission control of the game effect lamp shown in Figure 8-26 (11) are performed.

[0462] As described above, the present characteristic part 005IW includes the inventions described below.

[0463] Conventionally, as described in JP 2021-29436 A and JP 2017-221484 A, there have been gaming machines capable of executing multiple types of preview effects, such as a movable body effect using a movable body and a light-emitting effect using a light-emitting means. However, in such gaming machines capable of executing effects using a movable body or a light-emitting means, there was room for improvement in order to increase the gaming interest and the effect of the effects. Therefore, the present characteristic part 005IW describes the following gaming machines (means 1-1) to (means 5-4).

[0464] (Means 1-1) A gaming machine that performs variable display and can be controlled to an advantageous state (for example, a jackpot gaming state) that is advantageous to a player, A specific movable body (for example, bar part 005IW32), A movable body control means (e.g., a performance control CPU 120) that controls the operation of a specific movable body; Light-emitting means (e.g., a main lamp 005IW9a, a frame lamp 005IW9b, a specific lamp 005IW9c, a bar accessory lamp 005IW9d, a panel lamp, and a button lamp 005IW9h); A light emission control means (e.g., a performance control CPU 120) that controls the light emission of the light emitting means; A performance execution means (for example, a part in the performance control CPU 120 that performs step 005IWS4804) that can execute a specific performance using a specific movable body and a light emitting means (for example, a specific performance involving drive control of the bar role object 005IW32 and light emission control of a panel lamp), The performance execution means is capable of executing a first specific performance (e.g., the first specific performance), a second specific performance (e.g., the second specific performance), and a third specific performance (e.g., the third specific performance) as specific performances; The movable body control means is When the first specific performance is executed, it is possible to operate a specific movable body by a first specific motion pattern (for example, a first specific motion pattern) (see FIG. 8-48(B)); When the second specific performance is executed, it is possible to operate the specific movable body by the first specific motion pattern (for example, the first specific motion pattern) (see FIG. 8-48(B)); When the third specific performance is executed, it is possible to operate the specific movable body by the second specific motion pattern (for example, the second specific motion pattern) (see FIG. 8-48(B)); The light emitting means includes a first light emitting means (e.g., a frame lamp 005IW9b) and a second light emitting means (e.g., a panel lamp); The light emission control means includes: When the first specific performance is executed, the first light-emitting means and the second light-emitting means can be caused to emit light in a first specific light-emitting pattern (for example, a first specific light-emitting pattern) (see FIG. 8-48(A)); When the second specific performance is executed, the first light-emitting means and the second light-emitting means can be caused to emit light in a second specific light-emitting pattern (e.g., a second specific light-emitting pattern) (see FIG. 8-48(A)); When the third specific performance is executed, the first light-emitting means and the second light-emitting means can be caused to emit light in a third specific light-emitting pattern (for example, a third specific light-emitting pattern) (see FIG. 8-48(A)); When the first specific performance is completed, the light emission control of the first light-emitting means by the first specific light-emitting pattern is terminated, while the light emission control of the second light-emitting means by the first specific light-emitting pattern is continued (for example, the performance control CPU 120 performs step 005IWS4941. See FIG. 8-13). When the second specific performance is completed, the light emission control of the first light-emitting means by the second specific light-emitting pattern is terminated, while the light emission control of the second light-emitting means by the second specific light-emitting pattern is continued (for example, the performance control CPU 120 performs step 005IWS4941. See FIG. 8-13). When the third specific performance is completed, the light emission control of the first light-emitting means by the third specific light-emitting pattern is terminated, while the light emission control of the second light-emitting means by the third specific light-emitting pattern is continued (for example, the performance control CPU 120 performs step 005IWS4941. See FIG. 8-13). It is characterized by:

[0465] With such a configuration, the specific performance can be made to look impressive by controlling the operation of the specific movable body and the light emission control of the light-emitting means. Furthermore, when the specific movable body operates according to a first specific operation pattern as the specific performance is executed, the light-emitting means sometimes emits light according to the first specific light-emitting pattern and sometimes emits light according to the second specific light-emitting pattern, so that even the same action can give different impressions. Furthermore, even after the specific performance has ended, part of the light-emitting means continues to emit the light pattern used during the execution of the specific performance, so that the player can be given a good impression that the specific performance has been executed.

[0466] (Means 1-2) In the gaming machine according to means 1-1, When the performance execution means executes the first specific performance, the second specific performance, or the third specific performance, the performance execution means can execute a pre-stage performance (e.g., a pre-stage performance) before executing the first specific performance, the second specific performance, or the third specific performance (e.g., the performance control CPU 120 executes step 005IWS4802); The light emission control means includes: When the first stage performance is executed, the first light emitting means and the second light emitting means can be caused to emit light in a light emitting pattern corresponding to the first stage performance (for example, a first stage light emitting pattern) (see FIG. 8-48(A)); When the light emission control of the second light-emitting means is performed by the first specific light-emitting pattern or the second specific light-emitting pattern, when the first stage performance is executed, the second light-emitting means is restricted from emitting light by the first stage performance corresponding light-emitting pattern, and the first light-emitting means is caused to emit light by the first stage performance corresponding light-emitting pattern (for example, the performance control CPU 120 performs step 005IWS4903. See FIG. 8-38). This may also be the case.

[0467] According to such a configuration, the second light-emitting means, whose light emission is controlled by the first specific light-emitting pattern or the second specific light-emitting pattern, is not interrupted, so that a decrease in the effect of the specific presentation can be prevented.

[0468] (Means 1-3) In the gaming machine according to means 1-1 or 1-2, The performance execution means is capable of executing a third specific performance after executing the first specific performance or the second specific performance (see FIG. 8-13 ); When the third specific performance is executed after the execution of the first specific performance or the second specific performance, the light emission control means ends the light emission control of the second light emission means by the first specific light emission pattern or the second specific light emission pattern, and starts the light emission control by the third specific light emission pattern (for example, the performance control CPU 120 performs step 005IWS4921. See FIG. 8-13 and FIG. 8-19(16)). This may also be the case.

[0469] According to such a configuration, the light emission of the second light-emitting means can be suitably controlled according to the third specific light-emitting pattern.

[0470] (Means 1-4) In the gaming machine according to any one of means 1-1 to 1-3, The third specific light emission pattern is a light emission control that is not included in the first specific light emission pattern and the second specific light emission pattern, and includes light emission control that causes the first light emission means and the second light emission means to emit light in a special manner (for example, light emission control that causes them to blink at a high speed. The light emission color may be a specific color (for example, red, gold, rainbow)) (see FIG. 8-48(A)). The time (e.g., Tb) from the start of emission of light in the third specific emission pattern of the first light-emitting means in association with the execution of the third specific performance to the end of emission of the third specific emission pattern is longer than the time (e.g., Ta) from the start of emission of light in the first specific emission pattern or the second specific emission pattern of the first light-emitting means in association with the execution of the first specific performance or the second specific performance to the end of emission of the first specific emission pattern or the second specific emission pattern (see FIG. 8-13). This may also be the case.

[0471] According to such a configuration, the light emission of the first light-emitting means in the third specific light-emitting pattern can be more impressive than the light emission of the first light-emitting means in the first specific light-emitting pattern or the second specific light-emitting pattern.

[0472] (Means 2-1) A gaming machine that can perform variable display and can be controlled to an advantageous state (for example, a jackpot gaming state) that is advantageous to a player, A predetermined movable body (for example, a panel accessory); A specific movable body (for example, bar part 005IW32), A movable body control means (e.g., a performance control CPU 120) that controls the operation of a predetermined movable body and a specific movable body; Light-emitting means (e.g., a main lamp 005IW9a, a frame lamp 005IW9b, a specific lamp 005IW9c, a bar accessory lamp 005IW9d, a panel lamp, and a button lamp 005IW9h); A light emission control means (e.g., a performance control CPU 120) that controls the light emission of the light emitting means; A performance execution means (for example, a part in the performance control CPU 120 that performs steps 005IWS4804 and S4808) capable of executing a predetermined performance using a predetermined movable body and light-emitting means (for example, a predetermined performance involving drive control of a panel role and light-emitting control of a panel lamp) and a specific performance using a specific movable body and light-emitting means (for example, a specific performance involving drive control of a bar role 005IW32 and light-emitting control of a panel lamp), The movable body control means is When a predetermined performance is executed, it is possible to operate a predetermined movable body according to a predetermined movement pattern (see FIG. 8-48(B)). When a specific performance is performed, it is possible to operate a specific movable body by a specific movement pattern (see Figure 8-48 (B)). The light emission control means includes: When a predetermined performance is executed, the light emitting means can be caused to emit light in a predetermined light emitting pattern (see FIG. 8-48(A)). When a specific performance is executed, the light emitting means can be caused to emit light in a specific light emitting pattern (see FIG. 8-48(A)). The light emission control of the light emitting means by the specific light emission pattern is performed with a higher priority than the light emission control of the light emitting means by the specific light emission pattern (for example, when the performance control CPU 120 starts a specific performance while the light emission control of the panel lamp by the specific light emission pattern is being performed, the performance control CPU 120 does not switch the light emission pattern of the panel lamp from the specific light emission pattern to the specific light emission pattern by performing step 005IWS4964. If the specific performance can be started during the specific performance, the light emission pattern of the panel lamp may be switched from the specific light emission pattern to the specific light emission pattern when the specific performance is started during the specific performance.), The performance execution means is capable of executing a specific performance at a timing prior to the execution of the predetermined performance (see FIG. 8-13 ); The movable body control means performs operation control to operate a predetermined movable body according to a predetermined operation pattern when a predetermined performance is executed after a specific performance is executed (for example, the performance control CPU 120 performs step 005IWS4963), The light emission control means performs light emission control to cause the light emitting means to emit light in a specific light emission pattern when a predetermined performance is performed after the specific performance is performed (for example, when the result of step 005IWS4964 is Y, the performance control CPU 120 does not perform step 005IWS4965, thereby continuing to perform light emission control of the panel lamp in the specific light emission pattern); When the predetermined performance is executed while the light-emitting means is emitting light according to the specific light-emitting pattern, there is a higher expectation of control to an advantageous state than when the predetermined performance is executed while the light-emitting means is not emitting light according to the specific light-emitting pattern (for example, since the specific performance is a performance that is highly reliable for controlling to a jackpot (see FIG. 8-5), there is a higher expectation of control to a jackpot when the predetermined performance is executed while the panel lamp is emitting light according to the specific light-emitting pattern than when the predetermined performance is executed while the panel lamp is not emitting light according to the specific light-emitting pattern). A gaming machine characterized by:

[0473] With such a configuration, the predetermined performance and the specific performance can be made to look impressive through the operation control of the predetermined movable body or the specific movable body and the light emission control of the light emitting means.Furthermore, since the light emission control of the light emitting means when the predetermined movable body moves in conjunction with the execution of the predetermined performance is sometimes performed using a predetermined light emission pattern and sometimes using a specific light emission pattern, different impressions can be given even for the same movement, and further, anticipation for the specific performance being executed before the predetermined performance is executed can be increased.

[0474] (Means 2-2) In the gaming machine according to means 2-1, The light emitting means includes a first light emitting means (e.g., a frame lamp 005IW9b) and a second light emitting means (e.g., a panel lamp); The light emission control means performs light emission control of the first light emission means by a predetermined light emission pattern when a predetermined performance is performed after a specific performance is performed (for example, the performance control CPU 120 performs step 005IWS4962), and restricts the performance of light emission control of the second light emission means by the predetermined light emission pattern (for example, the performance control CPU 120 does not perform step 005IWS4965 when Y is determined in step 005IWS4964. See FIG. 8-13). This may also be the case.

[0475] With such a configuration, it is possible to prevent the effects of both the specific presentation and the predetermined presentation from being significantly reduced.

[0476] (Means 2-3) In the gaming machine according to means 2-1 or 2-2, The performance execution means is capable of executing a first specific performance (e.g., the first specific performance) and a second specific performance (e.g., the second specific performance) as the specific performance; The light emission control means includes: When the first specific performance is executed, the light emitting means can be caused to emit light in a first specific light emitting pattern (see FIG. 8-48(A)); When the second specific performance is executed, the light emitting means can be caused to emit light in a second specific light emitting pattern (see FIG. 8-48(A)); When the predetermined performance is executed while the light-emitting means is emitting light according to the second specific light-emitting pattern, there is a higher expectation of control to an advantageous state than when the predetermined performance is executed while the light-emitting means is emitting light according to the first specific light-emitting pattern (for example, since the second specific performance is a performance that is more reliable for controlling to a jackpot than the first specific performance (see FIG. 8-5), there is a higher expectation of control to a jackpot when the predetermined performance is executed while the panel lamp is emitting light according to the second specific light-emitting pattern than when the predetermined performance is executed while the panel lamp is emitting light according to the first specific light-emitting pattern). This may also be the case.

[0477] According to such a configuration, it is possible to draw attention to the light emission pattern of the light emitting means when a predetermined performance is executed, thereby increasing interest in the game.

[0478] (Means 2-4) In the gaming machine according to any one of means 2-1 to 2-3, The movable body control means is capable of moving a predetermined movable body by a special movement pattern (for example, a super reach development movement pattern) (see FIG. 8-48(B)). It is more advantageous for the player when the specified movable body operates according to a special operation pattern than when it does not operate (for example, when a Super Reach development performance is executed, it is when it develops into Super Reach B (see Figure 8-2), which has a high reliability of controlling to a jackpot, and when the execution of the Super Reach development performance is decided (see Figure 8-6 (C)), therefore, when the operation of the panel device according to the Super Reach development operation pattern is performed, it is more reliable for controlling to a jackpot than when the operation of the panel device according to the Super Reach development operation pattern is not performed), The light emission control means includes: When the movable body control means controls the movement of a specific movable body according to a special movement pattern, the light emitting means can be made to emit light in a special light emitting pattern (for example, a super reach development light emitting pattern) (see Fig. 8-13, Fig. 8-48 (A) and (B)). The light emission control of the light emitting means by the special light emitting pattern is performed with a higher priority than the light emission control of the light emitting means by the specific light emitting pattern (for example, when the performance control CPU 120 starts the super reach development performance while the light emission control of the panel lamp by the specific light emitting pattern is being performed, the performance control CPU 120 switches the light emission pattern of the panel lamp from the specific light emitting pattern to the super reach development light emitting pattern by performing step 005IWS4982). This may also be the case.

[0479] According to such a configuration, the priority of the light emission control by the special light emission pattern of the light emitting means is set high, and the predetermined movable body that operates according to the special operation pattern is impressed upon the player, thereby increasing interest in the game.

[0480] (Measure 3-1) A gaming machine that can perform variable display and can be controlled to an advantageous state (for example, a jackpot gaming state) that is advantageous to a player, A specific movable body (for example, bar part 005IW32), A movable body control means (e.g., a performance control CPU 120) for controlling the operation of a specific movable body; A display means (e.g., an image display device 5); A display control means (e.g., a CPU 120 for controlling performance) that controls the display of the display means; A performance execution means (for example, a part in the performance control CPU 120 that performs step 005IWS4804) capable of executing a specific performance using a specific movable body and a display means, The performance execution means is capable of executing a first specific performance (e.g., the first specific performance), a second specific performance (e.g., the second specific performance), and a third specific performance (e.g., the third specific performance) as specific performances; The movable body control means is When the first specific performance is executed, it is possible to operate a specific movable body by a first specific motion pattern (for example, a first specific motion pattern) (see FIG. 8-48(B)); When the second specific performance is executed, it is possible to operate the specific movable body by the first specific motion pattern (for example, the first specific motion pattern) (see FIG. 8-48(B)); When the third specific performance is executed, it is possible to operate the specific movable body by the second specific motion pattern (for example, the second specific motion pattern) (see FIG. 8-48(B)); The display control means includes: When the first specific performance, the second specific performance, or the third specific performance is executed, a specific image (e.g., a bar effect image) can be displayed in a predetermined display area (e.g., the entire display area of ​​the image display device 5. It may be a part of the display area of ​​the image display device 5) in the display means (e.g., the performance control CPU 120 performs step 005IWS4925), The display control of the specific image is started before the specific movable body that moves according to the first specific movement pattern or the second specific movement pattern moves to a position overlapping with a predetermined display area on the display means (for example, when the answer is Y in step 005IWS4924, the output control CPU 120 performs step 005IWS4925 to start displaying the bar effect image before the bar reel 005IW32 moves to a position overlapping with the display area of ​​the bar effect image on the image display device 5. See FIG. 8-38). The display control of the specific image is terminated after the specific movable body that operates according to the first specific operation pattern or the second specific operation pattern has moved to a position that does not overlap with the specified display area on the display means (for example, when the answer is Y in step 005IWS4943, the output control CPU 120 performs step 005IWS4944, thereby terminating the display of the bar effect image after the bar reel 005IW32 has moved to a position that does not overlap with the display area of ​​the bar effect image on the image display device 5. See FIG. 8-38.) A gaming machine characterized by:

[0481] With such a configuration, the specific image is displayed, thereby drawing attention to the movement of the specific movable body before the specific movable body moves to a position that overlaps with the specified display area on the display means, and further, by making the specific image non-displayable after the specific movable body moves to a position that does not overlap with the specified display area on the display means, the afterglow of the specific presentation can be maintained even after the movement of the specific movable body has ended, thereby increasing interest in the game.

[0482] (Means 3-2) In the gaming machine according to means 3-1, The display control means includes: As the specific image, a first specific image (e.g., a first bar effect image. See Fig. 8-18(4) and (8)) and a second specific image (e.g., a second bar effect image. See Fig. 8-19(16)) can be displayed. A first specific image can be displayed when the first specific performance or the second specific performance is executed, and a second specific image can be displayed when the third specific performance is executed (for example, a first bar effect image is displayed when the first specific performance or the second specific performance is executed, and a second bar effect image is displayed when the third specific performance is executed), The first specific image and the second specific image are displayed at different positions on the display means (see Figs. 8-18(4), (8) and Fig. 8-19(16)). The first specific image is an image that is displayed and moves in response to the movement of the specific movable body according to the first specific movement pattern (see Figures 8-18(4) and (8)). The second specific image is an image that is displayed and moves in response to the movement of the specific movable body according to the second specific movement pattern (see FIG. 8-19(16)). This may also be the case.

[0483] With such a configuration, a sense of unity is created between the motion control of the specific movable body and the display control of the display means, enhancing the dramatic effect.

[0484] (Means 3-3) In the gaming mach...

Claims

[Claim 1] A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A specific movable body; A movable body control means for controlling the operation of the specific movable body; A light emitting means; a light emission control means for controlling the light emission of the light emitting means; A performance execution means capable of executing a specific performance using the specific movable body and the light emitting means, The performance execution means is capable of executing a first specific performance, a second specific performance, and a third specific performance as the specific performance, The movable body control means When the first specific performance is executed, the specific movable body can be operated by a first specific movement pattern, When the second specific performance is executed, the specific movable body can be operated by the first specific movement pattern, When the third specific performance is executed, the specific movable body can be operated by a second specific movement pattern, the light emitting means includes a first light emitting means and a second light emitting means, The light emission control means When the first specific performance is executed, the first light emitting means and the second light emitting means can be caused to emit light in a first specific light emitting pattern; When the second specific performance is executed, the first light emitting means and the second light emitting means can be caused to emit light in a second specific light emitting pattern; When the third specific performance is executed, the first light emitting means and the second light emitting means can be caused to emit light in a third specific light emitting pattern; When the first specific performance is completed, the light emission control of the first light-emitting means by the first specific light-emitting pattern is terminated, the light emission control of the second light-emitting means by the first specific light-emitting pattern is continued, and the light emission control of the second light-emitting means by the first specific light-emitting pattern is terminated at a timing after the first specific performance is completed, When the second specific performance is completed, the light emission control of the first light-emitting means by the second specific light-emitting pattern is terminated, the light emission control of the second light-emitting means by the second specific light-emitting pattern is continued, and the light emission control of the second light-emitting means by the second specific light-emitting pattern is terminated at a timing after the second specific performance is completed, When the third specific performance is completed, the light emission control of the first light-emitting means by the third specific light-emitting pattern is terminated, the light emission control of the second light-emitting means by the third specific light-emitting pattern is continued, and the light emission control of the second light-emitting means by the third specific light-emitting pattern is terminated at a timing after the third specific performance is completed. A gaming machine characterized by:

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