Gaming Machines

The gaming machine enhances production execution and output by controlling special productions and emphasizing song lyrics, improving the gaming experience through varied display probabilities and multiple pseudo-series executions.

JP7627251B2Active Publication Date: 2025-02-05SANKYO CO LTD
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Patent Information

Application Number
JP2022186123
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-11-22
Publication Date
2025-02-05
Estimated Expiration
2042-11-22

AI Technical Summary

Technical Problem

Existing pachinko gaming machines lack enhancements in production execution and output to improve gaming and production effects.

Method used

The gaming machine is equipped with a CPU that controls the execution of special productions, allowing for pseudo-series productions to be executed multiple times, with specific song lyrics emphasized through character displays, and varying the probability of displaying certain character displays based on the gaming state.

Benefits of technology

This configuration enhances the production effect and excitement by focusing on specific songs and special productions, improving the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine capable of enhancing game amusement and performance effect, with regard to execution of a performance and output of music.SOLUTION: Performance execution means can execute a special performance suggesting that a game state is controlled to an advantageous state. Sound output means can output specific music during the advantageous state and output predetermined music that does not include a singing voice during one variable display. The special performance includes a performance in which a part of lyrics contained in the specific music is displayed as a character display. When either a first character display or a second character display is displayed as the character display, the specific music is output. The predetermined music is not output during the special performance. A rate at which the game state is controlled to the advantageous state is higher when the second character display is displayed than when the first character display is displayed. When the special performance is executed multiple times during one variable display, a rate at which the second character display is displayed is higher for the special performance executed later than for the special performance executed earlier.SELECTED DRAWING: Figure 8-10
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Description

[Technical field]

[0001] The present invention relates to a gaming machine, such as a pachinko machine, that 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 gaming balls, which are gaming media, into a gaming area, and when the gaming balls enter 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 device that can variably display (also called "variable") identification information, and when the display result of the variable display of the identification information on the variable display device 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 and a predetermined gaming value is given to the player.

[0003] In addition, the gaming value refers to the state of the variable winning ball device installed in the gaming area of ​​the gaming machine becoming advantageous to the player in that it is more likely that the ball will win, generating rights that will create an advantageous state for the player, or becoming a state in which the conditions for the payout of winning balls are more likely to be met.

[0004] In a pachinko game machine, a "jackpot" occurs when a predetermined specific display mode is derived and displayed as a display result of a variable display of a special pattern (identification information) that is started on a variable display device based on a game ball winning in a start winning hole. The derived display means that a 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 a transition is made to a big prize game state in which a ball is likely to win. Then, if a predetermined number (for example, 10) of big prize winning holes win in each opening period, 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, a game in a round may be called a round game.

[0005] In addition, in the variable display device, a state where 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) continues for a predetermined time and stops, oscillates, expands and contracts, or changes shape while matching a specific display result, 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), is called a reach effect. Also, the reach state and its appearance are called reach modes. Furthermore, a variable display including a reach effect is called a reach variable display. And, if the display result of the pattern variably displayed on the variable display device is not a specific display result, it is a "miss", and the variable display state ends. The player plays while enjoying how to generate a big win.

[0006] In such a gaming machine, for example, Patent Document 1 describes outputting music that matches the effect being performed. [Prior art documents] [Patent documents]

[0007] [Patent Document 1] JP 2019-150473 A Summary of the Invention [Problem to be solved by the invention]

[0008] However, the gaming machine described in Patent Document 1 has room for improvement in terms of the execution of effects and the output of music in order to further increase the interest in the game and the effects of the effects.

[0009] SUMMARY OF THE PRESENTLY PREFERRED EMBODIMENTS The present invention aims to provide a gaming machine that can enhance the entertainment value of a game and improve the presentation effects with regard to the execution of presentations and the output of music. [Means for solving the problem]

[0010] The gaming machine according to the present invention is a gaming machine that performs variable display and can be controlled to an advantageous state (for example, a jackpot gaming state) advantageous to a player, and is equipped with a performance execution means capable of executing a performance (for example, a part where the performance control CPU 120 executes processing such as step S172) and a sound output means capable of outputting sound (for example, speakers 8L, 8R). The performance execution means is capable of executing a special performance (for example, a pseudo consecutive performance) that suggests that the game is controlled to an advantageous state, and is capable of executing the special performance multiple times during one variable display (for example, the pseudo consecutive performance can be executed twice during one variable display. See Figures 8-3 and 8-8). The sound output means is capable of outputting a specific piece of music (for example, specific piece of music A) during the advantageous state and is capable of outputting a predetermined piece of music (for example, BGM) that does not include singing voice during one variable display, and the special performance is a performance that uses a part of the lyrics included in the specific piece of music. , including a performance in which a part of the lyrics of a specific song is displayed as a character display (for example, "Let's all sing together!" or "Let's all dance together," which are part of the lyrics of a specific song A, are displayed. See Figs. 8-14 (6-1) (6-2), 8-16 (16-1) (16-2), and 8-12). As the character display, there are a first character display (for example, "Let's all sing together!") and a second character display (for example, "Let's all dance together"). When either the first character display or the second character display is displayed, a specific piece of music is output (for example, output of specific piece of music A begins at the timing of FIG. 8-14(7) and FIG. 8-16(17). See FIG. 8-37), and during the special performance, a specific piece of music is not output (for example, during the period when the pseudo consecutive performance is executed, FIG. 8-14(6-1)(6-2)-(7) and FIG. 8-16(16-1)(16-2)-(17), BGM is not output. See FIG. 8-37). In a special performance executed at a certain timing during the variable display, the first character display may be displayed but the second character display may not be displayed, or the second character display may be displayed but the first character display may not be displayed. When the second character display is displayed, the probability of being controlled to an advantageous state is higher than when the first character display is displayed (for example, when a jackpot is hit, "Let's all dance" is more likely to be selected than "Let's all sing!" See Figure 8-10), and when a special effect is executed multiple times during one variable display, the probability of the second character display being displayed is higher for the special effect executed later than for the special effect executed earlier (for example, the probability of "Let's all dance" being selected is higher for the second pseudo-consecutive effect than for the first pseudo-consecutive effect See Figures 8-10(A) to (C)). According to such a configuration, by using the lyrics contained in the specific song for the special effects, the lyrics of the specific song can be emphasized to improve the effect of the effects, and interest in the game can be increased by drawing attention to the specific song and the special effects. The special effect is an effect that uses lyrics corresponding to a specific section of a specific song when the specific song is not being output, and after the special effect is executed, the specific section following the specific section of the specific song is output.

[0011] Furthermore, the present invention may have only the invention-specific matters described in the claims of the present invention, or may have the invention-specific matters described in the claims of the present invention as well as configurations other than the invention-specific matters. [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] FIG. 1 is a front view of a pachinko game machine in characteristic part 004IW. [Figure 8-2] 1 is a rear perspective view of a pachinko game machine in characteristic part 002IW. FIG. [Figure 8-3] An explanatory diagram showing an example of a fluctuation pattern (main fluctuation number) determined by the game control side. [Figure 8-4] An explanatory diagram showing an example of a sub-variable number determined on the performance control side. [Figure 8-5] An explanatory diagram showing an example of a sub-variable number determined on the performance control side. [Figure 8-6] An explanatory diagram showing an example of a sub-variable number determined on the performance control side. [Figure 8-7] An explanatory diagram showing an example of a sub-variable number determined on the performance control side. [Figure 8-8] This is an explanatory diagram showing an example of a presentation executed based on a variation pattern (main variation numbers 9 to 11, 16 to 17) including SP reach A development or SP reach B development. [Figure 8-9] 13 is a flowchart showing an example of a variable display start setting process. [Figure 8-10] An explanatory diagram showing the selection ratio of the presentation modes of pseudo consecutive presentation and cut-in presentation. [Figure 8-11] This is an explanatory diagram showing the determination rate of each SP reach (on the main board side), the execution rate of the chance up cut-in effect, and the execution rate of the effect mode of the cut-in effect. [Figure 8-12] 1 is an explanatory diagram showing the lyrics of a specific piece of music A. FIG. [Figure 8-13] FIG. 13 is an explanatory diagram showing the effects executed before the SP reach. [Figure 8-14] FIG. 13 is an explanatory diagram showing a specific example of a performance executed before an SP reach. [Figure 8-15] FIG. 13 is an explanatory diagram showing a specific example of a performance executed before an SP reach. [Figure 8-16] FIG. 13 is an explanatory diagram showing a specific example of a performance executed before an SP reach. [Figure 8-17] FIG. 13 is an explanatory diagram showing a specific example of a performance executed before an SP reach. [Figure 8-18] An explanatory diagram showing a specific example of the presentation executed in SP Reach A. [Figure 8-19] An explanatory diagram showing a specific example of the presentation executed in SP Reach A. [Figure 8-20] This is an explanatory diagram showing a specific example of an epilogue presentation that is executed when a jackpot is reached after SP Reach A. [Figure 8-21] This is an explanatory diagram showing a specific example of an epilogue presentation that is executed when a jackpot is reached after SP Reach A. [Figure 8-22]This is an explanatory diagram showing a specific example of an epilogue presentation that is executed when SP Reach A ends in a miss. [Figure 8-23] An explanatory diagram showing a specific example of the presentation executed in SP reach B. [Figure 8-24] An explanatory diagram showing a specific example of the presentation executed in SP reach B. [Figure 8-25] An explanatory diagram showing a specific example of the presentation executed in SP reach B. [Figure 8-26] An explanatory diagram showing a specific example of a presentation related to the branching between a weak route and a strong route executed in SP reach B. [Figure 8-27] An explanatory diagram showing a specific example of a performance executed on the weak route of SP Reach B. [Figure 8-28] This is an explanatory diagram showing a specific example of an epilogue presentation that is executed when a jackpot is reached via the weak route of SP Reach B. [Figure 8-29] This is an explanatory diagram showing a specific example of an epilogue presentation that is executed when a jackpot is reached via the weak route of SP Reach B. [Figure 8-30] This is an explanatory diagram showing a specific example of an epilogue performance that is executed when the weak route of SP Reach B results in a miss. [Figure 8-31] An explanatory diagram showing a specific example of the presentation executed on the strong route of SP Reach B. [Figure 8-32] This is an explanatory diagram showing a specific example of an epilogue presentation that is executed when a jackpot is reached via the strong route of SP Reach B. [Figure 8-33] This is an explanatory diagram showing a specific example of an epilogue presentation that is executed when a jackpot is reached via the strong route of SP Reach B. [Figure 8-34] This is an explanatory diagram showing a specific example of an epilogue performance that is executed when the strong route of SP Reach B ends in a miss. [Figure 8-35] An explanatory diagram showing specific examples of fanfare effects and effects executed during a jackpot game. [Figure 8-36] An explanatory diagram showing the difference in presentation between the weak route and the strong route in SP Reach B. [Figure 8-37]11 is a timing chart showing the timing of various sound outputs before the SP reach. [Figure 8-38] 13 is a timing chart showing the timing of various sound outputs before route branching of SP reach B. [Figure 8-39] This is a timing chart showing the timing of various sound outputs on the weak route of SP Reach B. [Figure 8-40] This is a timing chart showing the timing of various sound outputs on the strong route of SP Reach B. [Figure 8-41] 11 is an explanatory diagram showing the lyrics of a specific piece of music B. FIG. [Figure 8-42] An explanatory diagram showing a specific example of a presentation executed before an SP reach in a modified example. [Figure 8-43] An explanatory diagram showing a specific example of a presentation executed before an SP reach in a modified example. [Figure 8-44] An explanatory diagram showing a specific example of a presentation executed before an SP reach in a modified example. [Figure 8-45] An explanatory diagram showing a specific example of a presentation executed before an SP reach in a modified example. [Figure 8-46] An explanatory diagram showing a specific example of a presentation executed before an SP reach in a modified example. [Figure 8-47] An explanatory diagram showing a specific example of a presentation executed before an SP reach in a modified example. [Figure 8-48] An explanatory diagram showing a specific example of a presentation executed before an SP reach in a modified example. [Figure 8-49] An explanatory diagram showing a specific example of a presentation executed on the weak route of SP Reach B in a modified example. [Figure 8-50] An explanatory diagram showing a specific example of the presentation executed on the strong route of SP Reach B in a modified example. [Figure 8-51] 13 is a timing chart showing the timing of output of various sounds before the SP reach in a modified example. [Figure 8-52] 13 is a timing chart showing the timing of output of various sounds before the SP reach in a modified example. [Figure 8-53]13 is a timing chart showing the timing of various sound outputs on the weak route of SP reach B in a modified example. [Figure 8-54] 13 is a timing chart showing the timing of various sound outputs on the strong route of SP Reach B in a modified example. [Figure 8-55] 13 is a timing chart showing an outline of output of BGM, specific music piece B, and roulette effect BGM among various sound outputs in the modified example. [Figure 8-56] 13 is an explanatory diagram showing an overview of the execution ratio of each effect pattern in a modified example. FIG. 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, on 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 state. For example, in the small win game state, the large prize opening is opened in the same opening state as the large prize opening 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, such as the performance control substrate 12, the sound control substrate 13, and the lamp control substrate 14, other than the main substrate 11, are also called sub-substrates. 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 004IW) Next, the characteristic part 004IW of this embodiment will be described. Figure 8-1 is a front view of the pachinko game machine 1 in the characteristic part 004IW. In the pachinko game machine 1 in the characteristic part 004IW shown in Figure 8-1, the members with the same reference numerals as those in the pachinko game machine 1 shown in Figure 1 have the same functions as those described with reference to Figure 1, and therefore the description will be omitted.

[0149] In this characteristic part 004IW, a main lamp 9a is provided above the image display device 5 in the gaming machine frame 3, and frame lamps 9b are provided on the left and right of the main lamp 9a so as to surround the gaming area. Furthermore, an attacca lamp 9c is provided near the special variable winning ball device 7 on the gaming board 2.

[0150] A movable body 32 that operates according to the performance is provided at a predetermined position on the game board 2 (above the image display device 5 in FIG. 8-1). The movable body 32 is also provided with a movable body lamp 9d. The movable body lamp 9d and the above-mentioned main lamp 9a, frame lamp 9b, and attacca lamp 9c may be collectively referred to as the game effect lamp 9. The main lamp 9a, frame lamp 9b, attacca lamp 9c, and movable body lamp 9d are each configured to include an LED.

[0151] A character panel 004IW102 on which an ally character, CharacterM, is drawn (or formed three-dimensionally) is provided in the upper right position of the movable body 32 in the game machine frame 3. Also, on the game board surface, an ally character, CharacterM, is drawn together with the letter "V" 004IW100.

[0152] In this feature section 004IW, the dialogue sounds output in the pseudo consecutive performance, chance up cut-in performance, and special deciding button performance described later, and the singing voices of the specific music A and specific music B described later are all voices corresponding to the ally character mumu. Therefore, as shown in FIG. 8-1, by making it possible for the player to recognize the ally character mumu even when the game is not being played by the ally character mumu panel 004IW102 formed on the gaming machine and the ally character mumu 004IW101 drawn on the gaming machine, it is possible to increase the interest when the voice corresponding to the ally character mumu is output during the performance.

[0153] FIG. 8-2 is a rear perspective view of the pachinko game machine 1 in the characteristic part 004IW. The main board 11 housed in the board case 201 is mounted on the rear of the pachinko game machine 1. The main board 11 is provided with a setting key 51 and a setting changeover switch 52. The setting key 51 functions as a lock switch for switching to a setting change state or a setting confirmation state. The setting changeover switch 52 functions as a setting switch for changing the setting values ​​such as the probability of winning a jackpot and the ball payout rate in the setting change state. The setting key 51 and the setting changeover switch 52 may be attached to the outside of the main board 11, for example, at a predetermined position on the power supply board 17.

[0154] A display monitor 29 is disposed in the center of the back surface of the main board 11, and a display changeover switch 30 is disposed to the side of the display monitor 29. The display monitor 29 may be configured, for example, using a 7-segment LED display device. The display monitor 29 and the display changeover switch 30 are disposed in front of the main board 11 when the back surface of the game board 2 is viewed with the game machine frame 3 open.

[0155] The display monitor 29 can display winning information such as consecutive win ratio, winning combination ratio, and base. The consecutive win ratio is the ratio of the number of winning balls that have entered the large winning port (attacka) to the total number of winning balls. The winning combination ratio is the ratio of the number of winning balls that have entered the second start winning port (electric chute) and the number of winning balls that have entered the large winning port (attacka) to the total number of winning balls. The base is the ratio of the total number of winning balls to the number of game balls that have been shot out. When in a setting change state or a setting confirmation state, the display monitor 29 can display the setting values ​​in the pachinko game machine 1. When in a setting change state or a setting confirmation state, the display monitor 29 may display the setting values ​​to be changed or confirmed.

[0156] When the gaming machine frame 3 is closed, the setting key 51 and the setting changeover switch 52 cannot be operated from the front side of the pachinko gaming machine 1. A glass door frame 3a having a glass window is rotatably provided in the gaming machine frame 3, and the gaming area can be opened and closed by the glass door frame 3a. When the glass door frame 3a is closed, the gaming area can be seen through the glass window.

[0157] In the pachinko gaming machine 1, a security cover 50A is attached to the right end of the outer frame 1a formed in a vertically long rectangular frame shape. When the gaming machine frame 3 is closed, the security cover 50A covers the right side of the board case 201, including the setting key 51 and the setting changeover switch 52, from the rear side. The security cover 50A is a substantially L-shaped member including a short piece 50Aa and a long piece 50Ab, and may be made of a transparent synthetic resin.

[0158] (Jackpot judgement) Next, the jackpot determination of the feature part 004IW will be described. In the feature part 004IW, based on the random number for determining the jackpot, it is determined that the probability of the jackpot is about 1 / 300 in the low probability state, and that the probability of the jackpot is about 1 / 30 in the high probability state.

[0159] In addition, the present invention is not limited to this configuration, and the probability of a jackpot may be different depending on whether the display of a first special pattern is changed or the display of a second special pattern is changed.

[0160] For example, if the setting value can be set to one of a number of setting values ​​having different degrees of advantage for the player, and a setting confirmation process or setting change process is executed when the power is turned on to the pachinko game machine 1, making it possible to confirm the current setting value or change the setting value, the probability of a jackpot may differ depending on which setting value is set.

[0161] For example, multiple types of jackpots may be provided, each with a different degree of advantage. Specifically, the number of rounds in the jackpot game or the game state after the jackpot game may be different depending on the type of jackpot. In this case, when it is determined that a jackpot has been obtained based on the random number for jackpot determination, the type of jackpot is determined based on the random number for type determination.

[0162] (Fluctuation pattern) Next, the change pattern of the characteristic part 004IW will be explained. In the characteristic part 004IW, when the change pattern (main change number shown in FIG. 8-3) is determined on the main board 11 side (also called the game control side), a performance control command capable of identifying the determined change pattern (main change number) is transmitted to the performance control board 12 side (also called the performance control side). Then, on the performance control side, a sub-change number (sub-change number shown in FIG. 8-4 to FIG. 8-7) capable of identifying the performance pattern being displayed is determined by determining whether or not to execute various performances and the performance mode based on the change pattern (main change number) determined on the game control side.

[0163] First, the variation pattern (main variation number) determined by the game control side will be described. Figure 8-3 is an explanatory diagram showing an example of the variation pattern (main variation number) determined by the game control side.

[0164] In this characteristic part 004IW, in the fluctuation pattern setting process of step S111, if the display result is a miss, the main fluctuation number 1 (normal fluctuation), main fluctuation number 2 (shortened fluctuation), main fluctuation number 3 (pseudo consecutive false), main fluctuation number 4 (normal reach miss), main fluctuation number 5 ([pseudo 2] pseudo consecutive (1st time)), main fluctuation number 6 ([pseudo 2] pseudo consecutive (1st time) → SP reach A development → SP reach A miss), main fluctuation number 7 ([pseudo 2] pseudo consecutive (1st time)), The fluctuation pattern is determined to correspond to one of the following: main fluctuation number 8 ([Pseudo 3] Pseudo consecutive win (1st time) → Pseudo consecutive win (2nd time) → SP reach A development → SP reach A miss), main fluctuation number 9 ([Pseudo 3] Pseudo consecutive win (1st time) → Pseudo consecutive win (2nd time) → SP reach B development → Weak route → SP reach B miss), main fluctuation number 10 ([Pseudo 3] Pseudo consecutive win (1st time) → Pseudo consecutive win (2nd time) → SP reach B development → Strong route → SP reach B miss).

[0165] In addition, if the display result is a jackpot, the main fluctuation number 12 (normal reach hit), main fluctuation number 13 ([pseudo 2] pseudo consecutive (1st time) → normal reach hit), main fluctuation number 14 ([pseudo 2] pseudo consecutive (1st time) → SP reach A development → SP reach A hit), main fluctuation number 15 ([pseudo 2] pseudo consecutive (1st time) → SP reach B development → SP reach B hit), main fluctuation number 16 ([pseudo The fluctuation pattern is determined to correspond to one of the following: [Pseudo 3] Pseudo-continuous hit (1st time) → Pseudo-continuous hit (2nd time) → SP reach A development → SP reach A hit), main fluctuation number 17 ([Pseudo 3] Pseudo-continuous hit (1st time) → Pseudo-continuous hit (2nd time) → SP reach B development → Weak route → SP reach B hit), main fluctuation number 18 ([Pseudo 3] Pseudo-continuous hit (1st time) → Pseudo-continuous hit (2nd time) → SP reach B development → Strong route → SP reach B hit).

[0166] In the feature section 004IW, as shown in Fig. 8-3, multiple types of reach effects can be executed, and they are configured such that the jackpot expectation degree increases in the order of normal reach < SP reach A < SP reach B (weak route) < SP reach B (strong route). Also, a variation pattern (main variation numbers 5 to 11, 13 to 18 shown in Fig. 8-3) is provided in which the reach effect is executed after the pseudo - continuous effect is executed one or more times. The more times the pseudo - continuous effect is executed, the higher the jackpot expectation degree, and the proportion of developing into a reach effect with a high expectation degree is configured to be higher. For example, when hitting the jackpot, the proportion of determining the variation pattern in the order of main variation number 18 > main variation number 17 > main variation number 16 > main variation number 15 > main variation number 14 > main variation number 13 > main variation number 12 is increased, and when losing, the proportion of determining the variation pattern in the order of main variation number 1 (or main variation number 2) > main variation number 3 > main variation number 4 > main variation number 5 > main variation number 6 > main variation number 7 > main variation number 8 > main variation number 9 > main variation number 10 > main variation number 11 is increased, which is realized in this way.

[0167] Note that a variation pattern table used in the low - probability state and a variation pattern table used in the high - probability state may be provided so that the variation patterns determinable in the low - probability state and the high - probability state are different, or the determination ratios of each variation pattern may be different. With such a configuration, it is possible to increase the gaming interest by providing variations in the way the effects are shown in the low - probability state and the high - probability state.

[0168] Next, the sub - variation numbers determined on the effect control side will be described. Figs. 8-4 to 8-7 are explanatory diagrams showing an example of the sub - variation numbers determined on the effect control side.

[0169] As shown in FIG. 8-4, main variable numbers 1 to 4 correspond one-to-one to sub variable numbers 1 to 4, main variable number 9 corresponds to sub variable numbers 13 to 21, and main variable number 10 corresponds to sub variable numbers 22 to 57. In other words, when the game control side determines the main variable number 9, the presentation control side determines whether or not to execute various presentations and the presentation mode based on the main variable number 9, and determines the sub variable number to be one of 13 to 21. Also, when the game control side determines the main variable number 10, the presentation control side determines whether or not to execute various presentations and the presentation mode based on the main variable number 10, and determines the sub variable number to be one of 22 to 57.

[0170] Also, as shown in FIG. 8-5, the main variable number 11 is associated with the sub variable numbers 58 to 93. That is, when the game control side determines the main variable number 11, the performance control side determines whether or not to execute various performances and the performance mode based on the main variable number 11, and determines the sub variable number to one of the sub variable numbers 58 to 93.

[0171] As shown in FIG. 8-6, the main variable number 16 corresponds to the sub variable numbers 103 to 111, and the main variable number 17 corresponds to the sub variable numbers 112 to 147. In other words, when the game control side determines the main variable number 16, the presentation control side determines whether or not to execute various presentations and the presentation mode based on the main variable number 16, and determines the sub variable number to be one of the sub variable numbers 103 to 111. When the game control side determines the main variable number 17, the presentation control side determines whether or not to execute various presentations and the presentation mode based on the main variable number 17, and determines the sub variable number to be one of the sub variable numbers 112 to 147.

[0172] Also, as shown in FIG. 8-7, the main variable number 18 is associated with the sub variable numbers 148 to 183. That is, when the game control side determines the main variable number 18, the presentation control side determines whether or not to execute various presentations and the presentation mode based on the main variable number 18, and determines the sub variable number to one of the sub variable numbers 148 to 183.

[0173] Next, the performance modes of various performances determined by the performance control side will be described. Figure 8-8 is an explanatory diagram showing an example of a performance executed based on a variation pattern (main variation numbers 9 to 11, 16 to 17) including SP reach A development or SP reach B development.

[0174] In this feature part 004IW, as shown in Figure 8-8, when the fluctuation pattern is determined to be either main fluctuation number 9 or main fluctuation number 16, the first pseudo-consecutive performance, the first cut-in performance, the second pseudo-consecutive performance, and the second cut-in performance are performed, followed by a performance that develops into SP Reach A, and then a performance that notifies whether or not a jackpot will be hit is performed.

[0175] Also, as shown in Fig. 8-8, when the game control side determines the main variable number 9 or the main variable number 16, the performance control side determines whether the performance mode of the first pseudo consecutive performance is blue or red, whether the performance mode of the first cut-in performance is blue or red, whether the performance mode of the second pseudo consecutive performance is blue or red, and whether the performance mode of the second cut-in performance is blue or red. Then, the sub-variable number is specified based on the determination result, and the performance is controlled to be executed based on the specified sub-variable number.

[0176] For example, based on the game control side determining the main variable number 9, the presentation control side determines the presentation mode of the first pseudo-consecutive performance to be blue, the presentation mode of the first cut-in performance to be blue, the presentation mode of the second pseudo-consecutive performance to be blue, and the presentation mode of the second cut-in performance to be blue, and as a result, the sub-variable number 13 corresponding to the presentation mode of each performance is identified.

[0177] In addition, in this characteristic part 004IW, as shown in FIG. 8-8, when the fluctuation pattern is determined to be either the main fluctuation number 10 or the main fluctuation number 17, the first pseudo consecutive performance, the first cut-in performance, the second pseudo consecutive performance, and the second cut-in performance are performed, followed by a performance that develops into SP Reach B. Then, in SP Reach B, a chance-up cut-in performance (which may or may not be performed), a performance that transitions to the weak route out of the strong route and the weak route, and a final cut-in performance are performed, and a performance that notifies whether or not a jackpot will be hit is performed.

[0178] Also, as shown in Figure 8-8, if the game control side determines either main variable number 10 or main variable number 17, the presentation control side determines whether the presentation mode of the first pseudo-consecutive performance will be blue or red, whether the presentation mode of the first cut-in performance will be blue or red, whether the presentation mode of the second pseudo-consecutive performance will be blue or red, whether the presentation mode of the second cut-in performance will be blue or red, whether to execute a chance-up cut-in performance, and whether the presentation mode of the final cut-in performance on the weak route will be green or red.

[0179] In addition, in this characteristic part 004IW, as shown in FIG. 8-8, when the fluctuation pattern is determined to be either the main fluctuation number 11 or the main fluctuation number 18, the first pseudo consecutive performance, the first cut-in performance, the second pseudo consecutive performance, and the second cut-in performance are performed, followed by a performance that develops into SP Reach B. Then, in SP Reach B, a chance-up cut-in performance (which may or may not be performed), a performance that transitions to the strong route out of the strong route and the weak route, and a final cut-in performance are performed, and a performance that notifies whether or not a jackpot will be hit is performed.

[0180] Also, as shown in Figure 8-8, if the game control side determines either main variable number 11 or main variable number 18, the presentation control side determines whether the presentation mode of the first pseudo-consecutive performance will be blue or red, whether the presentation mode of the first cut-in performance will be blue or red, whether the presentation mode of the second pseudo-consecutive performance will be blue or red, whether the presentation mode of the second cut-in performance will be blue or red, whether to execute a chance-up cut-in performance, and whether the presentation mode of the final cut-in performance on the strong route will be green or red.

[0181] (Variable display start setting process) Next, the variable display start setting process in the characteristic part 004IW will be described. Figure 8-9 is a flow chart showing the variable display start setting process (step S171) in the performance control process shown in Figure 7. In the variable display start setting process, the performance control CPU 120 first reads out a performance control command from a performance control command storage area that specifies a variation pattern (step 004IWS801).

[0182] Next, the performance control CPU 120 determines the display result (stopping pattern) of the decorative pattern according to the performance control command specifying the variation pattern read in step 004IWS801 and the performance control command specifying the display result, and stores data indicating the determined stopping pattern of the decorative pattern in the decorative pattern display result storage area (step 004IWS802).

[0183] In step 004IWS802, when the performance control CPU 120 receives a performance control command indicating a display result of "miss", it determines a combination of miss patterns in which the left, center, and right decorative patterns are completely mismatched, or a reach miss pattern combination in which only the left and right decorative patterns (specifically, the normal decorative patterns of "1" to "6" and "8" to "9" which are normally white) match. Also, when the performance control command is received indicating a display result of "jackpot", it determines a pattern combination in which the left, center, and right decorative patterns (specifically, the normal decorative patterns of "1" to "6" and "8" to "9" which are normally white) match.

[0184] Next, the performance control CPU 120 checks whether the main fluctuation pattern is one of the fluctuation patterns 9 to 11 and 16 to 18 (step 004IWS803). If the main fluctuation pattern is not one of the fluctuation patterns 9 to 11 and 16 to 18, the process proceeds to step 004IWS811.

[0185] When the variation pattern is one of the main variation numbers 9 to 11 and 16 to 18, the performance control CPU 120 selects the performance mode of the first pseudo consecutive performance (step 004IWS804).

[0186] In this characteristic part 004IW, as the performance modes of the pseudo consecutive performance, there are provided a first performance mode in which a blue-based image is displayed and a part of the lyrics of the specific song A, "Let's all sing together!", and a second performance mode in which a red-based image is displayed and a part of the lyrics of the specific song A, "Let's all dance together!", are displayed. Details of the specific song A will be described later.

[0187] In step 004IWS804, for example, as shown in FIG. 8-10(A), the first performance mode is selected at a rate of 30% when a jackpot is hit, and the second performance mode is selected at a rate of 70% when a miss is hit. Also, the first performance mode is selected at a rate of 70% when a miss is hit, and the second performance mode is selected at a rate of 30%. With this configuration, the rate of a jackpot is higher when the pseudo consecutive performance is performed in the second performance mode than when it is performed in the first performance mode, so that attention can be drawn to which performance mode the pseudo consecutive performance is performed in.

[0188] Next, the performance control CPU 120 selects the performance mode for the first cut-in performance (step 004IWS805).

[0189] In this feature part 004IW, the cut-in performance is performed in a first performance mode in which a blue-based image is displayed and the enemy character Bakuchu is displayed, and a second performance mode in which a red-based image is displayed and the enemy character Boingo is displayed.

[0190] In step 004IWS805, the presentation mode of the first cut-in performance is determined at different ratios depending on whether the presentation mode of the first pseudo consecutive performance is determined to be the first presentation mode or the second presentation mode.

[0191] For example, when the performance mode of the first pseudo consecutive performance is the first performance mode, as shown in FIG. 8-10(D), the first performance mode is selected at a rate of 50% when there is a big win, and the second performance mode is selected at a rate of 50% when there is a loss. Also, the first performance mode is selected at a rate of 90% when there is a loss, and the second performance mode is selected at a rate of 10% when there is a loss. When the performance mode of the first pseudo consecutive performance is the second performance mode, as shown in FIG. 8-10(F), the first performance mode is selected at a rate of 40% when there is a big win, and the second performance mode is selected at a rate of 60% when there is a loss. Also, the first performance mode is selected at a rate of 70% when there is a loss, and the second performance mode is selected at a rate of 30% when there is a loss. With this configuration, the cut-in performance is performed in the second performance mode, and the rate of the big win is higher than when it is performed in the first performance mode, so that the user can pay attention to which performance mode the cut-in performance is performed in.

[0192] Next, the performance control CPU 120 selects the performance mode of the second pseudo consecutive performance (step 004IWS806).

[0193] In step 004IWS806, the presentation mode of the second pseudo consecutive performance is determined at different rates depending on whether the presentation mode of the first pseudo consecutive performance is the first presentation mode or the second presentation mode. For example, when the presentation mode of the first pseudo consecutive performance is the first presentation mode, as shown in FIG. 8-10(B), the first presentation mode is selected at a rate of 10% when there is a big win, and the second presentation mode is selected at a rate of 90%. Also, when there is a loss, the first presentation mode is selected at a rate of 60% and the second presentation mode is selected at a rate of 40%. When the presentation mode of the first pseudo consecutive performance is the second presentation mode, as shown in FIG. 8-10(C), the second presentation mode is selected at a rate of 100% when there is a big win or a loss. With this configuration, it is possible to avoid the presentation mode of the second pseudo consecutive performance having a lower expectation of a big win than the first pseudo consecutive performance, and therefore it is possible to prevent a decline in interest due to a decline in interest.

[0194] Next, the performance control CPU 120 selects the performance mode for the second cut-in performance (step 004IWS807).

[0195] In step 004IWS806, the presentation mode of the second cut-in performance is determined at different rates depending on whether the presentation mode of the second pseudo consecutive performance is the first presentation mode or the second presentation mode. For example, when the presentation mode of the second pseudo consecutive performance is the first presentation mode, as shown in FIG. 8-10(E), the first presentation mode is selected at a rate of 50% when there is a big win, and the second presentation mode is selected at a rate of 50%. Also, when there is a loss, the first presentation mode is selected at a rate of 70% and the second presentation mode is selected at a rate of 30%. When the presentation mode of the second pseudo consecutive performance is the second presentation mode, as shown in FIG. 8-10(G), the first presentation mode is selected at a rate of 20% when there is a big win, and the second presentation mode is selected at a rate of 80%. Also, when there is a loss, the first presentation mode is selected at a rate of 80% and the second presentation mode is selected at a rate of 20%. As with the pseudo consecutive performance, the second cut-in performance may not have a performance pattern with a lower expectation of a jackpot than the first cut-in performance.

[0196] Next, the performance control CPU 120 checks whether the fluctuation pattern develops into SP Reach B, that is, whether the fluctuation pattern is one of the main fluctuation numbers 10 to 11, 17 to 18 (step 004IWS808). If the fluctuation pattern does not develop into SP Reach B, the process proceeds to step 004IWS811.

[0197] In the case of a fluctuation pattern that develops into SP Reach B, that is, in the case of any of the fluctuation patterns of main fluctuation numbers 10 to 11, 17 to 18, the performance control CPU 120 selects whether or not to execute a chance-up cut-in performance (step 004IWS809).

[0198] In this characteristic part 004IW, when the performance develops into SP Reach B, there are cases where the chance up cut-in performance is executed during the SP Reach B and cases where it is not executed. In step 004IWS809, for example, as shown in FIG. 8-11(B), no execution is selected at a 10% rate when there is a big win, and execution is selected at a 90% rate. Also, no execution is selected at a 70% rate when there is a miss, and execution is selected at a 30% rate. With this configuration, the chance up cut-in performance is executed at a higher rate than when it is not executed, so that attention can be drawn to the presence or absence of the chance up cut-in performance.

[0199] As described above, in the feature part 004IW, as shown in FIG. 8-11(A), the probability of transitioning to the strong route in SP reach B is high when a jackpot is hit, and the probability of transitioning to the weak route in SP reach B is high when a miss is hit. Therefore, the probability of transitioning to the strong route is higher when the chance-up cut-in performance is executed than when it is not executed, and the probability of transitioning to the strong route is higher than the probability of transitioning to the weak route. With this configuration, it is possible to associate the execution or non-execution of the chance-up cut-in performance with whether to transition to the weak route or the strong route, and to mutually enhance the performance effect.

[0200] Next, the performance control CPU 120 selects the performance mode of the final cut-in performance (step 004IWS810), and then proceeds to step 004IWS811.

[0201] In this characteristic part 004IW, when the performance develops into SP Reach B, a final cut-in performance is executed during SP Reach B. The performance modes of the final cut-in performance include a first performance mode in which a green-based image is displayed together with an ally character and a text display "I can do it!", and a second performance mode in which a red-based image is displayed together with an ally character and a text display "I will protect you!".

[0202] In step 004IWS810, the performance mode of the final cut-in performance is determined at different rates depending on whether the game has been moved to the weak route or the strong route in the SP reach B. For example, when the game has been moved to the weak route, as shown in FIG. 8-11(C), the first performance mode is selected at a rate of 40% when the game is a big hit, and the second performance mode is selected at a rate of 60%. Also, when the game is a miss, the first performance mode is selected at a rate of 80% and the second performance mode is selected at a rate of 20%. When the game has been moved to the strong route, as shown in FIG. 8-11(D), the first performance mode is selected at a rate of 20% when the game is a big hit, and the second performance mode is selected at a rate of 80%. Also, when the game is a miss, the first performance mode is selected at a rate of 90% and the second performance mode is selected at a rate of 10%. With this configuration, the rate of a big hit is higher when the final cut-in performance is executed in the second performance mode than when the game is executed in the first performance mode, so that the player can pay attention to which performance mode the final cut-in performance is executed in.

[0203] Also, as shown in Figures 8-11(C) and (D), the probability of the second presentation mode being selected in the event of a big win is higher when moving to the strong route than when moving to the weak route, and the probability of the first presentation mode being selected in the event of a loss is lower, so the expectation of a big win is higher when the second presentation mode is executed. With this configuration, it is possible to create a difference between the weak route and the strong route, and to increase interest.

[0204] In step 004IWS811, the performance control CPU 120 selects a process table according to the variation pattern and the contents of the determined various performances (step 004IWS811).

[0205] Next, the performance control CPU 120 starts the process timer for process data 1 in the selected process table (step 004IWS812).

[0206] 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.

[0207] 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.

[0208] 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 004IWS813). 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.

[0209] By executing the processing of step 004IWS813, a performance according to the variation pattern and the contents decided to be executed is realized.

[0210] 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 004IWS814).

[0211] 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 004IWS815).

[0212] (Specific song A) Next, a description will be given of the specific music piece A. In this characteristic part 004IW, control is performed to output the specific music piece A from the speakers 8L and 8R during the fanfare presentation after the big win notification (see FIG. 8-35) and during the big win game.

[0213] Fig. 8-12 is an explanatory diagram showing the lyrics of a specific song A. As shown in Fig. 8-12, the specific song A is configured to include an A melody section, a B melody section, a C melody section, and a chorus section. Specifically, the sections are configured in the following order: chorus section 004IWA01, A melody section 004IWA02, B melody section 004IWA03, chorus section 004IWA04, A melody section 004IWA05, B melody section 004IWA06, chorus section 004IWA07, C melody section 004IWA08, and chorus section 004IWA09.

[0214] Also, as shown in FIG. 8-12, the singing voice for singing the lyrics of the specific song A is composed of a voice corresponding to the friendly character mumu.

[0215] (Example of performance) Next, specific examples of the effects will be described with reference to the drawings. First, the effects executed before the development to SP Reach A or SP Reach B will be described. Figures 8-13 to 8-17 are explanatory diagrams showing the effects executed before the SP Reach. Note that in each diagram, the screen transitions in ascending order of (1), (2), and (3).

[0216] (Performed before the SP reach) In the example shown in Figures 8-13 to 8-17, after a losing pattern ("125") is displayed on the image display device 5 as the display result of the previous variation display (Figure 8-13(1)), a variation display based on one of the variation patterns of main variation numbers 10 to 11, 17 to 18 is started (Figure 8-13(2)).

[0217] Next, the left decorative pattern stops temporarily at "2" (Figure 8-13 (3)), and then the right decorative pattern stops temporarily at "2" to enter a reach state (Figure 8-13 (4)), and the word "NEXT" is displayed along with the friendly character image 004IWC01 (Figure 8-13 (5)), and the first pseudo consecutive performance begins. At this time, the voice corresponding to the friendly character "NEXT" is output from the speakers 8L and 8R.

[0218] When the first pseudo consecutive performance is executed in the first performance mode, as shown in Fig. 8-14 (6-1), a blue-based background image is displayed, along with an ally character Mumu image 004IWC01, a text display "NEXT", and a text display "Let's all sing together!" 004IWP01a, which is part of the lyrics of specific song A. At this time, the dialogue sound "Let's all sing together!" is output from speakers 8L and 8R in a voice corresponding to the ally character Mumu.

[0219] When the first pseudo consecutive performance is executed in the second performance mode, as shown in Fig. 8-14 (6-2), a background image with a red base is displayed, along with an image of the ally character Mumu 004IWC01, a text display "NEXT", and a text display "Let's all dance!" 004IWP01b, which is part of the lyrics of the specific song A. At this time, the voice corresponding to the ally character Mumu's line "Let's all dance!" is output from the speakers 8L and 8R.

[0220] Next, on the image display device 5, the text display "x2", indicating that one pseudo consecutive performance has been performed, is enlarged (Figure 8-14(7)), and then zoomed out to display the entire display (Figure 8-14(8)).

[0221] Next, on the image display device 5, an effect display is performed in which the character display "x2" gradually becomes smaller and moves to the upper right corner of the display area (FIGS. 8-14(9) and (10)).

[0222] Next, the image display device 5 starts to re-display the decorative pattern (Fig. 8-15(11)), and a push button image 004IWG01 imitating the push button 31B is displayed in the center of the display area as an operation promotion effect to encourage the operation of the push button 31B (Fig. 8-15(12)). In this example, when the operation of the push button 31B is valid, as shown in Fig. 8-15(12), the push button image 004IWG01 is displayed in a form with the text display "PUSH" indicating that the operation of the push button 31B is valid. Also, a meter image showing the remaining period of the valid operation period is displayed at the same time.

[0223] After the operation prompting effect shown in FIG. 8-15(12) is executed, when the push button 31B is pressed (or when the valid operation period has elapsed), the first cut-in effect is executed.

[0224] When the first cut-in performance is performed in the first performance mode, as shown in FIG. 8-15 (13-1), a blue-based background image is displayed along with the first enemy character Bakuchu image 004IWC11, and when the first cut-in performance is performed in the second performance mode, as shown in FIG. 8-15 (13-2), a red-based background image is displayed along with the second enemy character Boingo image 004IWC12.

[0225] Next, the decorative symbols on the left and right indicate a "2" to indicate a reach state (Figure 8-15 (14)), after which the word "NEXT" is displayed along with the image of the ally character 004IWC01 (Figure 8-15 (15)), and the second pseudo consecutive performance begins.

[0226] When the second pseudo consecutive performance is executed in the first performance mode, as shown in Fig. 8-16 (16-1), a blue-based background image is displayed, along with an ally character Mumu image 004IWC01, a text display "NEXT", and a text display "Let's all sing together!" 004IWP01a, which is part of the lyrics of specific song A. At this time, the dialogue sound "Let's all sing together!" is output from speakers 8L and 8R in a voice corresponding to the ally character Mumu.

[0227] When the second pseudo consecutive performance is executed in the second performance mode, as shown in Fig. 8-16 (16-2), a background image with a red base is displayed, along with an image of the ally character Mumu 004IWC01, a text display "NEXT", and a text display "Let's all dance!" 004IWP01b, which is a part of the lyrics of the specific song A. At this time, the voice corresponding to the ally character Mumu's line "Let's all dance!" is output from the speakers 8L and 8R.

[0228] Next, on the image display device 5, the character display "x3" indicating that the pseudo consecutive performance has been performed twice is enlarged (FIG. 8-16(17)), and then zoomed out to display the entire character display (FIG. 8-16(18)). Next, on the image display device 5, the character display "x3" gradually becomes smaller and moves to the upper right of the display area (FIGS. 8-16(19)(20)).

[0229] Next, the image display device 5 starts to re-display the decorative pattern (FIG. 8-17(21)), and a push button image 004IWG01 is displayed in the center of the display area as an operation promotion effect to encourage the operation of the push button 31B (FIG. 8-17(22)).

[0230] After the operation prompting effect shown in FIG. 8-17(22) is executed, when the push button 31B is pressed (or when the valid operation period has elapsed), a second cut-in effect is executed.

[0231] When the second cut-in performance is performed in the first performance mode, as shown in Figure 8-17 (23-1), a blue-based background image is displayed along with the first enemy character Bakuchu image 004IWC11, and when the second cut-in performance is performed in the second performance mode, as shown in Figure 8-17 (23-2), a red-based background image is displayed along with the second enemy character Boingo image 004IWC12.

[0232] Next, on the image display device 5, the left and right decorative symbols are displayed as "2" to indicate a reach state (Fig. 8-17(24)), after which an explosion effect image is displayed to cover the decorative symbols (Fig. 8-17(25)), and a performance display is performed to indicate the progression to SP Reach A or SP Reach B. If it progresses to SP Reach A, the display transitions to Fig. 8-18(A1), and if it progresses to SP Reach B, the display transitions to Fig. 8-23(B1).

[0233] (Performed with SP Reach A) Next, the effects executed in SP Reach A will be described with reference to Fig. 8-18 to Fig. 8-22. Fig. 8-18 to Fig. 8-19 among Fig. 8-18 to Fig. 8-22 are explanatory diagrams showing the effects executed in SP Reach A (specifically, from the development to SP Reach A until the execution of the deciding button effect). Also, Fig. 8-20 to Fig. 8-21 are explanatory diagrams showing a specific example of the epilogue effect executed when a jackpot is reached after SP Reach A, and Fig. 8-22 is an explanatory diagram showing a specific example of the epilogue effect executed when a miss is reached after SP Reach A. Note that in all of the diagrams, the screen transition is in ascending order of (A1) (A2) (A3).

[0234] When the game progresses to SP Reach A, the image display device 5 displays the ground, and then displays an effect of the friendly character image 004IWC01 landing on the ground (Fig. 8-18 (A1) (A2)). After that, the upper half of the friendly character image 004IWC01 is enlarged and a background image including multiple stars corresponding to the friendly character image 004IWC01 is displayed (Fig. 8-18 (A3)).

[0235] Next, on the image display device 5, the friendly character Mumu and the enemy character Bakuchu face each other, and a glowing effect image is displayed between the friendly character Mumu image 004IWC01 and the first enemy character Bakuchu image 004IWC11 (FIG. 8-18(A4)). Next, on the image display device 5, the character display "Mumu VS Bakuchu" is enlarged and displayed superimposed on the character display "Mumu VS Bakuchu", indicating that a battle is about to begin (FIG. 8-18(A4)), and a semi-transparent misty effect image is displayed superimposed on the character display "Mumu VS Bakuchu" (FIG. 8-18(A5)), and eventually the character display "Mumu VS Nana" is reduced in size and the entirety is displayed, and the misty effect image disappears (FIG. 8-18(A6)).

[0236] Next, on the image display device 5, the mist effect image disappears completely, the text display "Mumu VS Bakuchu" disappears, and the first enemy character Bakuchu image 004IWC11 attacks the friendly character Mumu image 004IWC01 (specifically, emits a beam of light from its fingertips) (FIG. 8-18(A7)). At this time, the friendly character Mumu image 004IWC01 becomes in a state where it defends against the attack by using the center decoration pattern "9" (or a pattern image corresponding to the center decoration pattern "9") as a shield.

[0237] In this example, the decorative symbols are displayed in the order of "1", "2", "3", "4", "5", "6", "7", "8", and "9", and after "9", they are displayed again in the order starting from "1". In the example shown in Fig. 8-18 to Fig. 8-22, the decorative symbols on the left and right are "2", which is a reach state, so the center decorative symbol "9" displayed in Fig. 8-18 (A7) is the center decorative symbol displayed two symbols before the center decorative symbol "2" that is the jackpot symbol combination "222".

[0238] Next, an attack (specifically, a ray of light emitted from the fingertip) from the first enemy character Bakuchu image 004IWC11 to the friendly character Mumu image 004IWC01 is performed, destroying the "9" symbol that was a shield. At this time, the "9" symbol appears destroyed (Fig. 8-18(A8)). Then, the friendly character Mumu image 004IWC01 is enlarged and a background image including multiple stars corresponding to the friendly character Mumu image 004IWC01 is displayed (Fig. 8-19(A9)).

[0239] Next, the friendly character Mumu image 004IWC01 starts attacking the first enemy character Bakuchu image 004IWC11 (specifically, punching him) (Fig. 8-19(A10)). Then, the opposing first enemy character Bakuchu image 004IWC11 is displayed from the front (Fig. 8-19(A11)), and a decorative pattern "1" appears in front of the first enemy character Bakuchu image 004IWC11 (Fig. 8-19(A12)).

[0240] In addition, the center decoration symbol "1" displayed in FIG. 8-19(A12) is the center decoration symbol displayed just before the center decoration symbol "2" which is the jackpot symbol combination "222". Therefore, the jackpot is announced when the center decoration symbol "1" displayed in FIG. 8-19(A12) is destroyed and the next center decoration symbol "2" is displayed.

[0241] When the attack by the friendly character image 004IWC01 reaches the center decoration pattern "1" (Fig. 8-19(A13)), the character display "PUSH" and the push button image 004IWG01 are displayed in the center of the display area, and the display is reduced from the enlarged state to the entire display (Fig. 8-19(A14)(A15)). That is, before the hit / miss notification that notifies the player of whether or not there is a big hit, the deciding button effect is started, and the operation promotion effect that encourages the player to press the push button 31B is started.

[0242] When the display result is a jackpot (i.e., the variation pattern of the main variation number 16), when the pressing operation of the push button 31B is detected, after Fig. 8-19 (A15), a background image of a radial pattern is displayed on the image display device 5, and a movable body performance in which the movable body 32 moves from the initial position to a performance position in front of the image display device 5 is executed (Fig. 8-20 (A16)). Next, the movable body 32 stops at the performance position in front of the image display device 5 for a predetermined period of time (Fig. 8-20 (A17)).

[0243] Thereafter, the movable body 32 is controlled to return from the performance position to the initial position (Figure 8-20 (A18)), the attack from the ally character Mumu image 004IWC01 to the first enemy character Bakuchu image 004IWC11 becomes effective, the central decorative pattern "1" that was acting as a shield is destroyed, and a performance is displayed in which the attacked first enemy character Bakuchu image 004IWC11 is blown away (Figure 8-20 (A19)).

[0244] Next, the friendly character image 004IWC01 is displayed in a joyous manner (Fig. 8-20(A20)), and then a light effect image is displayed superimposed on the previous performance display including the friendly character image 004IWC01 and the first enemy character Bakuchu image 004IWC11 (Fig. 8-20(A21)), and the light effect image is enlarged to cover the friendly character image 004IWC01 and the first enemy character Bakuchu image 004IWC11 (Fig. 8-20(A22)). At this time, the light effect image is opaque, so the covered friendly character image 004IWC01 and the first enemy character Bakuchu image 004IWC11 cannot be seen.

[0245] Next, after the light effect image covers the entire display area, a performance display is performed in which the jackpot pattern "222" including the center decoration pattern "2" displayed in the normal manner appears (Fig. 8-20 (A23)). The jackpot pattern "222" is gradually enlarged (Fig. 8-21 (A24)) and is enlarged to cover the entire display area (Fig. 8-21 (A25)). After that, the jackpot pattern "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 (Fig. 8-21 (A26)).

[0246] Next, the big win symbol "222" is temporarily hidden and the text "Completely settled" is displayed (Fig. 8-21 (A27)). Then, the image display device 5 goes white, the SP reach A performance ends, and the same background image as when the normal fluctuation was performed before the reach was established is displayed, and the big win symbol "222" is temporarily stopped (Fig. 8-21 (A28)). After that, the big win symbol "222" is temporarily stopped (Fig. 8-21 (A29)). Note that in this example, the temporary stop display is not a completely stopped display, but a display that is slightly shaking.

[0247] If the display result is a miss (i.e., if it is the variation pattern of main variation number 9), after Figure 8-19 (A15), the attack from the ally character Mumu image 004IWC01 to the first enemy character Bakuchu image 004IWC11 is not effective, and a performance display is performed in which the middle decorative pattern "1" that was acting as a shield changes from the cracked state to the normal state again without being destroyed (Figure 8-22 (A30)).

[0248] Next, the first enemy character Bakuchu image 004IWC11 with both hands raised diagonally is displayed (FIG. 8-22(A31)). Then, the center decoration pattern "1" is displayed superimposed on the first enemy character Bakuchu image 004IWC11, and the center decoration pattern "1" which is a losing combination is displayed shaking four times, after which the image display device 5 goes black (FIG. 8-22(A32)), and the performance related to SP Reach A ends.

[0249] When the performance related to SP Reach A ends, the same background image as when the normal fluctuation was performed before the reach was established is displayed, and the losing symbol "212" is temporarily stopped and displayed (Figure 8-22 (A33)). After that, the losing symbol "212" is stopped and displayed (Figure 8-22 (A34)).

[0250] (Performed in SP Reach B) Next, the effects executed in SP reach B will be described with reference to Fig. 8-23 to Fig. 8-34. Fig. 8-23 to Fig. 8-25 among Fig. 8-23 to Fig. 8-34 are explanatory diagrams showing the effects executed in SP reach B (specifically, from the development to SP reach B until the chance up cut-in effect is executed), and Fig. 8-26 is an explanatory diagram showing a specific example of the effects related to the branching of the weak route and the strong route executed in SP reach B. Also, Fig. 8-27 is an explanatory diagram showing a specific example of the effects executed in the weak route of SP reach B, Fig. 8-28 to Fig. 8-29 are explanatory diagrams showing a specific example of the epilogue effects executed when the jackpot is reached via the weak route of SP reach B, and Fig. 8-30 is an explanatory diagram showing a specific example of the epilogue effects executed when the jackpot is reached via the weak route of SP reach B, and Fig. 8-30 is an explanatory diagram showing a specific example of the epilogue effects executed when the jackpot is reached via the weak route of SP reach B. Also, Fig. 8-31 is an explanatory diagram showing a specific example of the presentation executed on the strong route of SP reach B, Fig. 8-32 to Fig. 8-33 are explanatory diagrams showing a specific example of the epilogue presentation executed when a jackpot is reached via the strong route of SP reach B, and Fig. 8-34 is an explanatory diagram showing a specific example of the epilogue presentation executed when a miss is reached via the strong route of SP reach B. Note that in all of the diagrams, the screen transitions are in ascending order of (B1) (B2) (B3).

[0251] When the game progresses to SP Reach B, the ground is displayed on the image display device 5, and then an effect is displayed in which the third enemy character Nana image 004IWC13 lands on the ground (FIGS. 8-23(B1)(B2)).

[0252] Next, the image display device 5 switches to a white background image (FIG. 8-23(B3)), and a dramatic display is performed in which the text display "Decisive Battle" is reduced from its enlarged state in the center of the display area (FIGS. 8-23(B4)(B5)). Note that the text display "Decisive Battle" displayed in FIG. 8-23(B5) is displayed in the foreground until the timing of FIG. 8-23(B8).

[0253] Next, on the image display device 5, a first superimposed image with an image of friendly character MuMu 004IWC01 and multiple stars is displayed on the left side with the word "Decisive Battle" displayed in the center of the display area, and a second superimposed image with an image of third enemy character Nana 004IWC13 and multiple broken hearts is displayed on the right side (Figure 8-23 (B6)).

[0254] Next, in the image display device 5, the first superimposed image on the left and the second superimposed image on the right move left and right so that they are separated from each other, and an effect display is performed in which a white background area including the text display "Battle" is displayed in the center (FIG. 8-23(B7)). After that, an effect display is performed in which the first superimposed image on the left and the second superimposed image on the right move to their original positions (FIG. 8-23(B8)).

[0255] Next, on the image display device 5, the text display "Mumu VS Nana" is enlarged and superimposed on the first superimposed image on the left and the second superimposed image on the right, and a translucent mist effect image is displayed superimposed on the text display "Mumu VS Nana" (Figure 8-24 (B9)), and eventually the text display "Mumu VS Nana" is reduced in size and the mist effect image disappears (Figure 8-24 (B10)).

[0256] Next, on the image display device 5, the mist effect image completely disappears, and the text display "Mumu VS Nana" gradually fades away (Fig. 8-24(B11)). At this time, the first superimposed image on the left side and the second superimposed image on the right side move left and right, respectively, and are erased, and the background image for the SP Reach B effect is displayed in the area where they were displayed. After that, an effect is displayed in which the ally character Mumu image 004IWC01 and the third enemy character Nana image 004IWC13 face each other (Fig. 8-24(B12)).

[0257] Next, on the image display device 5, the image of the friendly character Mumu 004IWC01 and the text display corresponding to the friendly character Mumu's line "We have to bring Nana back to her senses!" are displayed (FIG. 8-24(B13)). At this time, the voice corresponding to the friendly character Mumu's line "We have to bring Nana back to her senses!" is output from the speakers 8L and 8R.

[0258] Next, on the image display device 5, the text display "Hmm... That guy... I don't know" corresponding to the lines of the enemy character Nana is displayed together with the third enemy character Nana image 004IWC13 (FIG. 8-24(B14)). At this time, the voice corresponding to the enemy character Nana's lines "Hmm... That guy... I don't know" is output from the speakers 8L and 8R.

[0259] Next, in the image display device 5, the enemy character Nana starts attacking the friendly character Mumu, and a performance display is performed in which the third enemy character Nana image 004IWC13 thrusting out his left fist and the text display corresponding to the enemy character Nana's lines "I'm going to...suck up...don't give up" are displayed (Fig. 8-24(B15)). At this time, the voice corresponding to the enemy character Nana's lines "Mum...I don't know that guy..." are output from the speakers 8L, 8R. In this characteristic part 004IW, the text display corresponding to the character's lines is displayed in a manner accompanied by a white text background display in SP reach B as shown in Figs. 8-24(B13)-(B15) and the like, and is displayed in a manner without a text background display in SP reach A as shown in Figs. 8-18(A2)-(A3). With this configuration, the impression of the performance can be made different between SP reach A and SP reach B. In addition, in SP Reach B, which has a high probability of winning, the player can easily recognize the characters' lines.

[0260] Next, on the image display device 5, a flame effect image is displayed around the third enemy character Nana image 004IWC13 (Figure 8-24 (B16)), and a giant spherical energy bullet is formed above the head of the third enemy character Nana image 004IWC13 (Figure 8-25 (B17)).

[0261] Next, in the image display device 5, a display effect is performed in which the text display "This is the end" corresponding to the enemy character Nana's line is displayed (FIG. 8-25(B18)). At this time, the voice corresponding to the enemy character Nana's line "This is the end" is output from the speakers 8L and 8R. is output from the speakers 8L and 8R.

[0262] Next, on the image display device 5, an effect display is performed in which the text display "Mugen Bakushinsho" is added to the energy bullet above the head of the third enemy character Nana image 004IWC13 (FIG. 8-25 (B19)).

[0263] Next, the friendly character Mumu starts attacking the enemy character Nana, and an image of friendly character Mumu 004IWC01 thrusting out his right fist is displayed along with a character display corresponding to friendly character Mumu's line, "I won't lose!" (Figure 8-25 (B20)). At this time, the voice corresponding to friendly character Mumu's line, "I won't lose!", is output from speakers 8L and 8R.

[0264] Here, if it is decided not to execute the Chance Up Cut-in effect, the same effect display will continue (Fig. 8-25 (B21-1)). On the other hand, if it is decided to execute the Chance Up Cut-in effect, the text display "It will start to resonate," which is part of the lyrics of the B melody section of specific song A, is displayed as the Chance Up Cut-in effect, along with the image 004IWC01 of ally character Mumu raising his left fist (Fig. 8-25 (B21-2)). At this time, the dialogue sound "It will start to resonate" is output from speakers 8L and 8R in a voice corresponding to ally character Mumu.

[0265] Next, on the image display device 5, an effect display is performed in which only the ally character image 004IWC01 thrusting out the right fist is displayed (FIG. 8-25 (B22)).

[0266] Next, on the image display device 5, as a representation related to the branching of the weak route and the strong route in SP reach B, an image of an ally character Mumu 004IWC01 with his eyes closed and his arms spread out to the left and right is displayed (FIG. 8-26 (B23)).

[0267] If the player transitions to a weak route, the display will continue to show the ally character image 004IWC01 in the same pose (Figure 8-26 (B24)). On the other hand, if the player transitions to a strong route, the display will show the ally character image 004IWC01 with his eyes open and smiling (Figure 8-26 (B'24)). After that, if the player transitions to a weak route, the display will transition to Figure 8-27 (B25), and if the player transitions to a strong route, the display will transition to Figure 8-31 (B'25).

[0268] (Performed on the weak route of SP Reach B) When the SP Reach B weak route is selected (i.e., when the main change number is 10 or 17), the image display device 5 displays the image of the friendly character Mumu in flight 004IWC01, along with the text display corresponding to the friendly character Mumu's line, "I'm going to take Nana home with me!!" (Figure 8-27 (B25)). At this time, the voice corresponding to the friendly character Mumu's line, "I'm going to take Nana home with me!!" is output from the speakers 8L and 8R.

[0269] Next, on the image display device 5, the text display "I'm going to take Nana home!!" is erased and the text display "Dream Dream Punch" is displayed (FIG. 8-27(B26)).

[0270] Next, on the image display device 5, a performance display is performed in which the third enemy character Nana image 004IWC13 and the text display "What will you be defeated?" corresponding to the enemy character Nana's lines are displayed (FIG. 8-27(B27)). At this time, the voice corresponding to the enemy character Nana's lines "What will you be defeated?" are output from the speakers 8L and 8R.

[0271] Next, on the image display device 5, a performance display is performed in which the spherical energy bullet formed by the enemy character Nana and the right fist of the ally character Mumu approach each other (FIG. 8-27 (B28)).

[0272] Next, the final cut-in performance is executed. When the final cut-in performance is executed in the first performance mode, a green-based background image is displayed and superimposed near the center of the display area of ​​the image display device 5, and a performance display is performed in which the ally character Mumu image 004IWC01 and the text display "I can do it!" corresponding to the line of the ally character Mumu are superimposed (FIG. 8-27 (B29-1)). At this time, the line sound "I can do it!" is output from the speakers 8L and 8R in a voice corresponding to the ally character Mumu.

[0273] When the final cut-in performance is executed in the second performance mode, a red-based background image is superimposed near the center of the display area of ​​the image display device 5, and a performance display is performed in which the image of the ally character Mumu 004IWC01 and the text display corresponding to the line of the ally character Mumu, "I will protect you!", are superimposed (FIG. 8-27 (B29-2)). At this time, the voice corresponding to the line of the ally character Mumu, "I will protect you!", is output from the speakers 8L and 8R.

[0274] Next, on the image display device 5, the display related to the final cut-in display disappears, and the display of the energy bullet approaching the right fist continues, while the first superimposed image of the friendly character Mumu image 004IWC01 and multiple stars is displayed in the triangular area at the bottom left of the display area, and the second superimposed image of the third enemy character Nana image 004IWC13 and multiple broken hearts is displayed in the triangular area at the top right of the display area (Fig. 8-27 (B30)). After that, if the display result is a big hit, the display transitions to Fig. 8-28 (B31), and if the display result is a miss, the display transitions to Fig. 8-30 (B42).

[0275] If the display result is a big win (i.e., if the main variation number is 17), after Fig. 8-27 (B30), the image display device 5 displays an effect display in which the ally character Mumu image 004IWC01 and the text display "Nanaaaa!" corresponding to the ally character Mumu's lines are displayed together with a background image with multiple stars drawn on it (Fig. 8-28 (B31)). At this time, the voice corresponding to the ally character Mumu's lines "Nanaaaa!" are output from the speakers 8L and 8R.

[0276] Next, on the image display device 5, an effect display is performed in which an image 004IWC01 of the friendly character Mumu making a peace sign and a character display corresponding to the friendly character Mumu's line "That's all settled!" are displayed (FIG. 8-28(B32)). At this time, the voice corresponding to the friendly character Mumu's line "That's all settled!" is output from the speakers 8L and 8R.

[0277] Next, in the image display device 5, a light effect image is displayed superimposed on the friendly character image 004IWC01 (FIG. 8-28(B33)), and the light effect image is enlarged to cover the friendly character image 004IWC01 (FIG. 8-28(B34)). At this time, since the light effect image is opaque, the covered friendly character image 004IWC01 cannot be seen.

[0278] Next, in the image display device 5, after the light effect image covers the entire display area, a performance display is performed in which the jackpot pattern "222" including the center decoration pattern "2" appears (FIG. 8-28(B35)). The jackpot pattern "222" is gradually enlarged (FIG. 8-28(B36)), and is enlarged to cover the entire display area (FIG. 8-28(B37)). After that, the jackpot pattern "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 (FIG. 8-28(B38)).

[0279] Next, in the image display device 5, the decorative symbols disappear, and the character display "Completely settled" is displayed (Fig. 8-29 (B39)). Then, the image display device 5 goes white, the SP Reach B performance ends, and the same background image as when the normal fluctuation was being performed before the reach was established is displayed, and the jackpot symbol "222" is temporarily stopped and displayed (Fig. 8-29 (B40)). After that, the jackpot symbol "222" is stopped and displayed (Fig. 8-29 (B41)).

[0280] If the display result is a miss (i.e., the variation pattern of main variation number 10), after Fig. 8-27 (B30), the image display device 5 displays the third enemy character Nana image 004IWC13 and the text display corresponding to the enemy character Nana's lines, "Get in the way..." along with a background image with multiple broken hearts (Fig. 8-30 (B42)). At this time, the voice corresponding to the enemy character Nana's lines, "Get in the way..." is output from the speakers 8L and 8R.

[0281] Next, the image display device 5 displays the third enemy character Nana image 004IWC13 with both hands raised (FIG. 8-30(B43)), and the center decoration pattern "1" is displayed superimposed on the third enemy character Nana image 004IWC13 (FIG. 8-30(B44)). Then, after the center decoration pattern "1", which is a losing combination, is displayed shaking five times, the image display device 5 goes black (FIG. 8-30(B45)), and the performance related to SP Reach B ends.

[0282] When the performance related to SP Reach B ends, the image display device 5 displays the same background image as when the normal fluctuation was performed before the reach was established, and the losing symbol "212" is temporarily stopped (FIG. 8-30(B46)). After that, the losing symbol "212" is stopped (FIG. 8-30(B47)).

[0283] (Performed on the strong route of SP Reach B) When the game moves to the strong route of SP Reach B (i.e., when the main variation number is 11 or 18), a flame effect image 004IWC01a is displayed around the image 004IWC01 of the ally character Mumu with open arms on the image display device 5, and a display is performed in which the text display corresponding to the words of the ally character Mumu, "I won't lose, I'll put all my strength into it!!" is displayed (Fig. 8-31 (B'25)). At this time, the voice corresponding to the words of the ally character Mumu, "I won't lose, I'll put all my strength into it!!" is output from the speakers 8L and 8R.

[0284] In addition, a band image including the word "CHANCE" is displayed at the upper left and lower right of the display area of ​​the image display device 5. This band image is displayed continuously until the scene of FIG. 8-31 (B'32) immediately before the announcement of the result of the winning or losing, except for the scene of FIG. 8-31 (B'29) where the enemy character Nana is displayed in close-up.

[0285] Next, on the image display device 5, a huge energy bullet is emitted from above the head of the friendly character Mumu image 004IWC01 (Fig. 8-31 (B'26)), and a performance display is performed in which the text display corresponding to the friendly character Mumu's lines, "This is the last one! Nana!", is displayed (Fig. 8-31 (B'27)). At this time, the voice corresponding to the friendly character Mumu's lines, "This is the last one! Nana!", is output from the speakers 8L and 8R.

[0286] Next, on the image display device 5, an effect display is performed in which the text display "Delta Break" is added to the energy bullet above the head of the friendly character (FIG. 8-31 (B'28)).

[0287] Next, on the image display device 5, a performance display is performed in which the third enemy character Nana image 004IWC13 and the text display corresponding to the enemy character Nana's line "I won't get beaten...Katsu" are displayed (FIG. 8-31(B'29)). At this time, the line sound "I won't get beaten...Katsu" is output from the speakers 8L and 8R in a voice corresponding to the enemy character Nana.

[0288] Next, on the image display device 5, a performance display is performed in which the spherical energy bullet formed by the enemy character Nana and the energy bullet output from the friendly character Mumu approach each other (FIG. 8-31 (B'30)).

[0289] Here, the final cut-in performance is executed. When the final cut-in performance is executed in the first performance mode, a green-based background image is superimposed near the center of the display area of ​​the image display device 5, and a performance display is performed in which the ally character Mumu image 004IWC01 and the text display "I can do it!" corresponding to the line of the ally character Mumu are superimposed (FIG. 8-31 (B'31-1)). At this time, the line sound "I can do it!" is output from the speakers 8L and 8R in a voice corresponding to the ally character Mumu.

[0290] When the final cut-in performance is executed in the second performance mode, a red-based background image is superimposed near the center of the display area of ​​the image display device 5, and a performance display is performed in which the image of the ally character Mumu 004IWC01 and the text display corresponding to the line of the ally character Mumu, "I will protect you!", are superimposed (FIG. 8-31 (B'31-2)). At this time, the voice corresponding to the line of the ally character Mumu, "I will protect you!", is output from the speakers 8L and 8R.

[0291] Next, on the image display device 5, the display related to the final cut-in effect disappears, and the display of the energy bullet approaching continues, while the first superimposed image of the friendly character Mumu image 004IWC01 and multiple stars is displayed in the triangular area at the bottom left of the display area, and the second superimposed image of the third enemy character Nana image 004IWC13 and multiple broken hearts is displayed in the triangular area at the top right of the display area (Figure 8-31 (B'32)). After that, if the display result is a jackpot, the display transitions to Figure 8-32 (B'33), and if the display result is a miss, the display transitions to Figure 8-34 (B'44).

[0292] If the display result is a big win (i.e., the main variable number 18 is displayed as a variable pattern), after FIG. 8-31 (B'32), the image display device 5 displays an image of the ally character MUMU 004IWC01 and a character display "Nanaaaa!" corresponding to the ally character MUMU's line, along with a background image of multiple stars (FIG. 8-32 (B'33)). At this time, the voice corresponding to the ally character MUMU's line "Nanaaaa!" is output from the speakers 8L and 8R.

[0293] Next, on the image display device 5, an effect display is performed in which an image 004IWC01 of the friendly character Mumu making a peace sign and a character display corresponding to the friendly character Mumu's line "That's settled!" are displayed (FIG. 8-32(B'34)). At this time, the voice corresponding to the friendly character Mumu's line "That's settled!" is output from the speakers 8L and 8R.

[0294] Next, in the image display device 5, a light effect image is displayed superimposed on the friendly character image 004IWC01 (FIG. 8-32(B'35)), and the light effect image is enlarged to cover the friendly character image 004IWC01 (FIG. 8-32(B'36)). At this time, since the light effect image is opaque, the covered friendly character image 004IWC01 cannot be seen.

[0295] Next, in the image display device 5, after the light effect image covers the entire display area, a performance display is performed in which the jackpot pattern "222" including the center decoration pattern "2" appears (Figure 8-32 (B'37)). The jackpot pattern "222" is gradually enlarged (Figure 8-32 (B'38)), and is enlarged to cover the entire display area (Figure 8-32 (B'39)). After that, the jackpot pattern "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 8-32 (B'40)).

[0296] Next, on the image display device 5, the decorative symbols disappear, and an effect display is performed in which the text display "Completely settled" is displayed (Fig. 8-33 (B'41)). Then, the image display device 5 goes white, the effect related to SP Reach B 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 and displayed (Fig. 8-33 (B'42)). After that, the jackpot symbol "222" is stopped and displayed (Fig. 8-33 (B'43)).

[0297] If the display result is a miss (i.e., the variation pattern of main variation number 11), after Fig. 8-31 (B'32), the image display device 5 displays the third enemy character Nana image 004IWC13 and the text display corresponding to the enemy character Nana's lines, "Get in the way...!", along with a background image with multiple broken hearts (Fig. 8-34 (B'44)). At this time, the voice corresponding to the enemy character Nana's lines, "Get in the way...!", is output from the speakers 8L and 8R.

[0298] Next, the image display device 5 displays the third enemy character Nana image 004IWC13 with both hands raised (Fig. 8-34(B'45)), and the center decoration pattern "1" is displayed superimposed on the third enemy character Nana image 004IWC13 (Fig. 8-34(B'46)). Then, after the center decoration pattern "1", which is a losing combination, is displayed swaying five times, the image display device 5 goes black (Fig. 8-34(B'47)), and the performance related to SP Reach B ends.

[0299] When the performance related to SP Reach B ends, the image display device 5 displays the same background image as when the normal fluctuation was performed before the reach was established, and the losing symbol "212" is temporarily stopped (Figure 8-34 (B'48)). After that, the losing symbol "212" is stopped (Figure 8-34 (B'49)).

[0300] (Fanfare effects, effects performed during big win games) Next, we will explain the fanfare effect that is executed after the big win symbol is stopped and the effect that is executed during the big win game. Figure 8-35 is an explanatory diagram showing a specific example of the fanfare effect and the effect that is executed during the big win game. Note that the screen transition is in ascending order of (C1) (C2) (C3).

[0301] When the big win symbol is displayed as shown in FIG. 8-21 (A29), FIG. 8-29 (B41), and FIG. 8-33 (B'43), the fanfare effect starts. In the fanfare effect, first, a background image of a radial pattern is displayed on the image display device 5 (FIG. 8-35 (C1)).

[0302] Next, on the image display device 5, the "ONU" in the text display "BONUS" is enlarged and a glowing effect image is displayed around it (FIG. 8-35(C2)). Next, on the image display device 5, a glowing effect image is displayed around it along with the entire text display "BONUS" (FIG. 8-35(C3)).

[0303] Next, part of an arrow image resembling an arrow pointing right appears from the left side of the display area of ​​the image display device 5, and is displayed superimposed on the text display "BONUS" (i.e., in a higher layer than the text display "BONUS"), moving toward the right side of the display area (Fig. 8-35(C4)). The words "hit right" are superimposed on the arrow image, and at the time shown in Fig. 8-35(C4), part of the arrow image and part of the words "hit right" appear.

[0304] Next, in the image display device 5, when the tip of the arrow image reaches the right edge of the display area (Fig. 8-35(C5)), a performance display is performed in which the arrow image moves toward the left side of the display area as if it hits the right edge of the display area and bounces off (Fig. 8-35(C6)). After that, when the rear end of the arrow image reaches the left edge of the display area, a performance display is performed in which the arrow image moves toward the right side of the display area again, and when the tip of the arrow image reaches the right edge of the display area (Fig. 8-35(C7)), the performance display in which the arrow image hits the right edge of the display area and bounces off is repeated (Fig. 8-35(C8)).

[0305] Next, when the jackpot game state is reached and the first of multiple rounds (round game) begins, as shown in Figure 8-35 (C9), three characters including the ally character Mumu are displayed in the center of the display area of ​​the image display device 5, the round display "ROUND 1" indicating the current round number is displayed in the upper left corner of the display area, the text display "Right hit" and an image of an arrow pointing to the right are displayed in the upper right corner of the display area, and the acquired points display "00000" indicating the points based on the game balls paid out as prize balls is displayed in the lower right corner of the display area.

[0306] Also, during a jackpot game, a specific song A is output from speakers 8L, 8R, and as shown in Figure 8-35 (C9), a text display "Specific song A" indicating the song being output is displayed on the right side of the display area of ​​the image display device 5, and an effect display is performed on the left side of the display area in which lyrics are appropriately displayed to match the singing voice of the specific song A being output (at the time of Figure 8-35 (C9), the lyrics "This is the start of fun times" and "Let's start dancing" are displayed).

[0307] After that, when the final round of the big win game ends, as shown in Fig. 8-35(C10), three characters including the friendly character Mumu are displayed holding hands in the center of the display area of ​​the image display device 5, the round display "FINAL" is displayed in the upper left of the display area, and the acquired points display "00440" is displayed in the lower right of the display area. At this time, specific song A is also output from the speakers 8L and 8R, so as shown in Fig. 8-35(C10), a text display "specific song A" indicating the song being output is displayed on the right side of the display area of ​​the image display device 5, and lyrics that match the singing voice of specific song A being output are displayed appropriately on the left side of the display area (at the timing of Fig. 8-35(C10), the lyrics "Tomorrow will be better than today" and "It will be a good day" are displayed).

[0308] (SP Reach B weak route and strong route performance) Next, we will explain the difference in the presentation mode between the weak route and the strong route in SP reach B. Figure 8-36 is an explanatory diagram showing the difference in the presentation mode between the weak route and the strong route in SP reach B. Of the scenes shown in Figures 8-36(A) to (E), Figure 8-36(A) corresponds to Figure 8-27(B25), Figure 8-36(B) corresponds to Figure 8-31(B'25), Figure 8-36(C) corresponds to Figure 8-28(B31), Figure 8-36(D) corresponds to Figure 8-32(B'33), and Figure 8-36(E) corresponds to Figure 8-30(B42) and Figure 8-34(B'44).

[0309] In this feature 004IW, the ally character Mumu can be displayed in a normal state (Fig. 8-27(B25)) without an aura as shown in Fig. 8-36(A) and a special state (Fig. 8-31(B'25)) with an aura 004IWC01a as shown in Fig. 8-36(B). Before the route branch of SP Reach B, the character is displayed in the normal state, and when the route is changed to a weak route, the character continues to be displayed in the normal state, and when the route is changed to a strong route, the character is displayed in the special state. In this example, the difference in the state of the ally character Mumu is expressed by whether or not the character is wearing an aura, but this is not limited to such a configuration. For example, the difference in state may be expressed between an ally character Mumu with a normal drawing style and an ally character Mumu with a dramatic drawing style.

[0310] As shown in Figure 8-36(A), when the route changes to a weak route in SP Reach B, the text display corresponding to the lines of the ally character Mumu (e.g., "I'm going to bring Nana home!!") is displayed in the first character mode with font: MS Gothic, size: 24 pt, and as shown in Figure 8-36(B), when the route changes to a strong route in SP Reach B, the text display corresponding to the lines of the ally character Mumu (e.g., "I won't lose, I'll put all my strength into it!!") is displayed in the second character mode with font: Soei Presence EB, size: 30 pt.

[0311] In addition, when a jackpot is announced via SP Reach B, the text display format before the jackpot is announced continues, so that, as shown in Figure 8-36(C), when a jackpot is announced via the weak route of SP Reach B, the text display corresponding to the lines of the ally character Mumu (such as "Nanaaaaah!") is displayed in the first text format with a font of MS Gothic and a size of 24 pt, and as shown in Figure 8-36(D), when a jackpot is announced via the strong route of SP Reach B, the text display corresponding to the lines of the ally character Mumu (such as "Nanaaaaah!") is displayed in the second text format with a font of Soei Presence EB and a size of 30 pt.

[0312] On the other hand, as shown in Figure 8-36 (E), when a miss notification is made after passing through SP Reach B, regardless of the mode of the text display immediately before the miss notification, i.e., regardless of whether the weak route or the strong route was taken, the text display corresponding to the lines of the ally character Mumu (e.g., "Get in the way...!") is displayed in the first text mode with font: MS Gothic, size: 24 pt.

[0313] In this characteristic part 004IW, when the ally character is displayed in the normal mode, the character display corresponding to the ally character's lines is displayed in a first character mode with a font: MS Gothic and a size: 24 pt, and when the ally character is displayed in the special mode, the character display is displayed in a second character mode with a font: Soei Presence EB and a size: 30 pt. With this configuration, when the ally character's mode changes from the normal mode to the special mode, the character display corresponding to the ally character's lines also changes from the first character mode to the second character mode, so that the character mode and the character display mode can be related to each other, thereby improving the presentation effect and increasing the interest in the game.

[0314] In addition, in this feature part 004IW, when the jackpot is hit via the weak route, the character display "Nanaa ...

[0315] In addition, in this feature part 004IW, as shown in FIG. 8-31 (B'25), in the strong route, the text display "I won't lose, I'll put all my strength into it!!" is displayed in the second performance mode with font: Soei Presence EB, but then, when the epilogue performance that notifies the loss is executed, the text display "Jama wo... Suruna!" is displayed in the first performance mode with font: MS Gothic, as shown in FIG. 8-34 (B'44). See FIG. 8-36 (B) (E). With this configuration, the font of the text display can suggest that it has been lost, and the text display can be drawn to.

[0316] In addition, in this characteristic part 004IW, when the friendly character MUMU is displayed as a character in either the normal mode or the special mode, a common voice is output as a voice corresponding to the friendly character MUMU. For example, the lines of the friendly character MUMU are different in FIG. 8-27 (B25) and FIG. 8-31 (B'25), but the lines are output in a voice corresponding to the friendly character MUMU in both cases. With this configuration, the character display corresponding to the friendly character MUMU is made different depending on the mode of the friendly character MUMU, so that attention is drawn to the mode of the friendly character MUMU and the character display, but a common voice is output even if the mode of the friendly character MUMU is different, so that it is easy to recognize that they are the same character.

[0317] In addition, in this characteristic part 004IW, when the character display corresponding to the friendly character MUMU is displayed in the first character mode, the character display corresponding to the enemy character NANA is also displayed in the first character mode, and when the character display corresponding to the friendly character MUMU is displayed in the second character mode, the character display corresponding to the enemy character NANA is also displayed in the second character mode. For example, in the weak route, the enemy character NANA's line "What will I be defeated by?" is displayed in the first character mode with a font: MS Gothic and a size: 24pt (FIG. 8-27(B27)), and in the strong route, the enemy character Nana's line "I won't be defeated...Katsu" is displayed in the second character mode with a font: Soei Presence EB and a size: 30pt (FIG. 8-31(B'29)). In addition, in the case of the font: Soei Presence EB of the second character mode, the size is 30pt, and in the case of the font: MS Gothic of the first character mode, the size is 24pt, and the display area used by the second character mode is larger than that of the first character mode. With this configuration, even when enemy character Nana is displayed, the appearance of friendly character Mum can be recognized from the appearance of the character display corresponding to enemy character Nana, thereby increasing interest in the game.

[0318] (Timing of various sound output) Next, the timing of various sound outputs will be described with reference to Figs. 8-37 to 8-40.

[0319] (Timing of various sound output before SP reach) First, the timing of various sound output before the SP reach will be explained. Figure 8-37 is a timing chart showing the timing of various sound output before the SP reach. The timings (1) to (25) shown in Figure 8-37 correspond to the timings of Figure 8-13 (1) to (5), Figure 8-14 (6-1) (6-2) to (10), Figure 8-15 (11) to (15), Figure 8-16 (16-1) (16-2) to (20), and Figure 8-17 (21) to (25), respectively.

[0320] As described above, the characteristic part 004IW is configured to output the specific music A from the speakers 8L and 8R during the fanfare performance or during the big win game, but the specific music A may be output from the speakers 8L and 8R even during the variable display. The characteristic part 004IW is also configured to be able to output background music that does not include singing voices from the speakers 8L and 8R during the variable display. The characteristic part 004IW is also configured to be able to output dialogue sounds corresponding to the dialogue of the characters or narrator from the speakers 8L and 8R during the variable display.

[0321] In the timing chart shown in FIG. 8-37, ON / OFF corresponding to the dialogue sound, BGM, and specific music A are respectively shown, with ON indicating a state in which the corresponding sound is output from the speakers 8L, 8R at a standard volume (i.e., a state in which the player can hear it), and OFF indicating a state in which the corresponding sound is not output from the speakers 8L, 8R (for example, a state in which the player cannot hear the corresponding sound due to the control process of outputting the corresponding sound not being performed, the control process of outputting the corresponding sound being performed but the volume is set to 0, the control process of outputting the corresponding sound being performed but the control process of outputting another sound being prioritized and the corresponding sound not being output from the speakers 8L, 8R, etc.). Note that the same states are also shown in the time charts of FIG. 8-38 to FIG. 8-40 and FIG. 8-51 to FIG. 8-55 described later.

[0322] In this characteristic part 004IW, as shown in Fig. 8-37(1)(2), the output of BGM starts at the timing when the variable display starts. At this time, the specific music A is not being output.

[0323] Next, as shown in Figures 8-37(4)(5), when the text display "NEXT" is displayed together with the friendly character image 004IWC01 on the image display device 5 (Figure 8-13(5)), the dialogue sound "NEXT" is output in a voice corresponding to the friendly character.

[0324] Next, as shown in Fig. 8-37(5)(6-1)(6-2), when the first pseudo consecutive performance is executed, the output of the BGM is stopped and the dialogue sound is output. Specifically, the output of the BGM is stopped, and then the dialogue sound is output.

[0325] When the first pseudo consecutive performance is executed in the first performance mode, at the timing of Figure 8-37 (6-1), i.e., when the text display "Let's all sing together!" 004IWP01a, which is part of the lyrics of a specific song A, is displayed on the image display device 5 (Figure 8-14 (6-1)), the dialogue sound "Let's all sing together!" is output in a voice corresponding to the ally character Mumu.

[0326] Furthermore, when the first pseudo consecutive performance is executed in the second performance mode, at the timing of Figure 8-37 (6-2), i.e., when the text display "Let's all dance!" 004IWP01b, which is part of the lyrics of a specific song A, is displayed on the image display device 5 (Figure 8-14 (6-2)), the dialogue sound "Let's all dance!" is output in a voice corresponding to the ally character Mumu.

[0327] Next, as shown in FIG. 8-37(6-1)(6-2)(7), after the dialogue sound of the first pseudo consecutive performance is output, the specific song A is output from the chorus section.

[0328] Specifically, when the first pseudo consecutive performance is executed in the first performance mode, at the timing shown in Figure 8-37 (6-1), the lyrics of the last part of the B-melody section 004IWA03 of the specific song A, "Let's all sing together!", are output as the lines spoken by the ally character Mumu, and then, at the timing shown in Figure 8-37 (7), the specific song A is output from the beginning of the chorus section 004IWA04, "This is the beginning of fun times" (see Figure 8-12).

[0329] Furthermore, when the first pseudo consecutive performance is executed in the second performance mode, at the timing shown in Figure 8-37 (6-2), the lyrics of the last part of the B-melody section 004IWA06 of the specific song A, "Let's all dance!", are output as the lines spoken by the ally character Mumu, and then, at the timing shown in Figure 8-37 (7), the specific song A is output from the beginning of the chorus section 004IWA07, "It's the beginning of a lively time" (see Figure 8-12).

[0330] Next, as shown in FIG. 8-37(8), when the character display "x2" is displayed on the image display device 5 (FIG. 8-14(8)), the dialogue sound "x2" is output in a voice corresponding to the friendly character.

[0331] Next, as shown in Fig. 8-37(14)(15), when the first cut-in effect ends and the decorative pattern of the reach state is displayed, the output of the specific music A is stopped, and when the character image of the ally character 004IWC01 and the character display "NEXT" are displayed on the image display device 5, the dialogue sound "NEXT" corresponding to the ally character 004IWC01 is output. After the dialogue sound "NEXT" is output, the output of the BGM is started.

[0332] Next, as shown in Fig. 8-37(15), (16-1), and (16-2), when the second pseudo consecutive performance is executed, the output of the BGM is stopped and the dialogue sound is output. Specifically, the output of the BGM is stopped, and then the dialogue sound is output.

[0333] When the second pseudo consecutive performance is executed in the first performance mode, at the timing of Figure 8-37 (16-1), i.e., when the text display "Let's all sing together!" 004IWP01a, which is part of the lyrics of a specific song A, is displayed on the image display device 5 (Figure 8-16 (16-1)), the dialogue sound "Let's all sing together!" is output in a voice corresponding to the ally character Mumu.

[0334] Furthermore, when the second pseudo consecutive performance is executed in the second performance mode, at the timing of Figure 8-37 (16-2), i.e., when the text display "Let's all dance!" 004IWP01b, which is part of the lyrics of a specific song A, is displayed on the image display device 5 (Figure 8-16 (16-2)), the dialogue sound "Let's all dance!" is output in a voice corresponding to the ally character Mumu.

[0335] Next, as shown in FIG. 8-37 (16-1), (16-2), and (17), after the dialogue sound of the second pseudo consecutive performance is output, specific music A is output from the chorus section.

[0336] Specifically, when the second pseudo consecutive performance is executed in the first performance mode, at the timing shown in Figure 8-37 (16-1), the lyrics of the last part of the B-melody section 004IWA03 of the specific song A, "Let's all sing together!", are output as the lines spoken by the ally character Mumu, and then, at the timing shown in Figure 8-37 (17), the specific song A is output from the beginning of the chorus section 004IWA04, "This is the beginning of fun times" (see Figure 8-12).

[0337] Furthermore, when the second pseudo consecutive performance is executed in the second performance mode, at the timing shown in Figure 8-37 (16-2), the lyrics of the last part of the B-melody section 004IWA06 of the specific song A, "Let's all dance!", are output as the lines spoken by the ally character Mumu, and then, at the timing shown in Figure 8-37 (17), the specific song A is output from the beginning of the chorus section 004IWA07, "It's the beginning of a lively time" (see Figure 8-12).

[0338] Next, as shown in FIG. 8-37(18), when the character display "x3" is displayed on the image display device 5 (FIG. 8-16(18)), the dialogue sound "x3" is output in a voice corresponding to the friendly character.

[0339] Next, as shown in Fig. 8-37(24)(25), when the second cut-in performance ends and the decorative pattern in the reach state is displayed, the output of the specific music A is stopped, and when an explosion effect image is displayed on the image display device 5 so as to cover the decorative pattern, a dialogue sound (e.g. "Development") is output in a voice corresponding to the ally character. After the dialogue sound is output, the output of the BGM is started.

[0340] In this characteristic part 004IW, in the pseudo consecutive performance, a part of the lyrics of the specific song A, "Let's all sing together!" or "Let's all dance together", is displayed (see Fig. 8-14 (6-1) (6-2), Fig. 8-16 (16-1) (16-2), Fig. 8-12). Then, while the pseudo consecutive performance is being performed, no background music is output, and the output of the specific song A starts after a part of the lyrics is displayed by the pseudo consecutive performance (see Fig. 8-37). In this way, by using the lyrics contained in the specific song A in the pseudo consecutive performance, the lyrics of the specific song A can be emphasized to improve the performance effect, and interest in the game can be increased by drawing attention to the specific song A and the pseudo consecutive performance.

[0341] (Timing of various sound output before route branching in SP Reach B) Next, we will explain the timing of various sound output before branching into either the weak route or the strong route in SP reach B. Figure 8-38 is a timing chart showing the timing of various sound output before the route branches in SP reach B. Note that the timings (B1) to (B22) shown in Figure 8-38 correspond to the timings of Figure 8-23 (B1) to (B8), Figure 8-24 (B9) to (B16), and Figure 8-25 (B17) to (B22), respectively.

[0342] In this characteristic part 004IW, BGM(A) and BGM(B) can be output from the speakers 8L and 8R during SP reach. BGM(A) is mainly used before the route branch and when the weak route is selected, and BGM(B) is mainly used when the strong route is selected and a jackpot is announced.

[0343] In this characteristic part 004IW, the output of BGM(A) starts at the timing shown in FIG. 8-38(B1), that is, at the timing when the game progresses to SP Reach B. At this time, BGM(B) and specific music A are not being output.

[0344] Next, at the timing of FIG. 8-38(B5), that is, when the text display "decisive battle" is displayed on the image display device 5 (FIG. 8-23(B5)), the narrator's voice outputs the line "decisive battle."

[0345] Next, at the timing of FIG. 8-38 (B10), that is, when the text display "Mumu VS Nana" is displayed on the image display device 5 (FIG. 8-24 (B10)), the narrator's voice outputs the lines "Mumu VS Nana."

[0346] Next, at the timing of Figure 8-38 (B13), i.e., when the text display corresponding to the lines of the ally character Mumu, "We have to bring Nana back to her senses!", is displayed on the image display device 5 (Figure 8-24 (B13)), the lines of the voice corresponding to the ally character Mumu, "We have to bring Nana back to her senses!", are output.

[0347] Next, at the timing of Figure 8-38 (B14), i.e., when the text display "Hmm...that's him...I don't know" corresponding to the lines of enemy character Nana is displayed on the image display device 5 (Figure 8-24 (B14)), the lines of enemy character Nana, "Hmm...that's him...I don't know," are output in a voice corresponding to enemy character Nana.

[0348] Next, at the timing of Figure 8-38 (B15), i.e., when the text display "I'm going to win... Don't give up" corresponding to the lines of enemy character Nana is displayed on the image display device 5 (Figure 8-24 (B15)), the lines of enemy character Nana, "I'm going to win... Don't give up," are output in a voice corresponding to enemy character Nana.

[0349] Next, at the timing of Figure 8-38 (B18), i.e., when the text display "This is it...it's over" corresponding to the lines of enemy character Nana is displayed on the image display device 5 (Figure 8-25 (B18)), the lines of enemy character Nana, "This is it...it's over," are output in a voice corresponding to enemy character Nana.

[0350] Next, at the timing of Figure 8-38 (B20), i.e., when the text display "I won't lose!" corresponding to the lines of the ally character Mumu is displayed on the image display device 5 (Figure 8-25 (B20)), the lines of the ally character Mumu are output in a voice corresponding to the ally character Mumu, saying "I won't lose!"

[0351] Next, at the timing of Figure 8-38 (B21-1), i.e., when the chance up cut-in effect is not executed and the text display "I won't lose!" corresponding to the lines of the ally character Mumu is displayed on the image display device 5 (Figure 8-25 (B21-1)), the lines "I won't lose!" are output in a voice corresponding to the ally character Mumu.

[0352] On the other hand, at the timing of Fig. 8-38 (B21-2), that is, when the chance-up cut-in effect is executed and the text display "It will start to resonate" which is part of the lyrics of the B-melody section of the specific song A is displayed on the image display device 5 (Fig. 8-25 (B21-1)), the dialogue sound "It will start to resonate" is output in a voice corresponding to the ally character mumu. At this time, the output of the BGM (A) is temporarily stopped so as not to overlap with the dialogue sound.

[0353] In this characteristic part 004IW, a chance-up cut-in effect can be executed during the SP reach, and in the chance-up cut-in effect, the text display and dialogue sound output of "It will resonate," which is part of the lyrics of the specific music A, are performed (see FIG. 8-25 (B21-2) and FIG. 8-38). During the chance-up cut-in effect, BGM (A) is not output, and the output of BGM (A) starts after the chance-up cut-in effect (see FIG. 8-38). By using the lyrics included in the specific music A in this way for the chance-up cut-in effect, the lyrics of the specific music A can be emphasized to improve the effect of the effect, and interest in the game can be improved by drawing attention to the specific music A and the chance-up cut-in effect. In addition, the BGM (A) that improves the interest of the SP reach and the chance-up cut-in effect can be executed without overlapping, so that interest in the game can be improved.

[0354] In addition, in this feature part 004IW, as an effect using a part of the lyrics contained in the specific musical piece A, a pseudo consecutive performance can be executed twice during one variable display, and a chance up cut-in performance can be executed during the SP reach B (see FIG. 8-8). When the pseudo consecutive performance is executed, the output of the specific musical piece A starts after a part of the lyrics is displayed by the pseudo consecutive performance (see FIG. 8-37), and when the chance up cut-in performance is executed, the output of the BGM (A) starts after the chance up cut-in performance (see FIG. 8-38). By using the lyrics contained in the specific musical piece A in the pseudo consecutive performance and the chance up cut-in performance in this way, the lyrics of the specific musical piece A can be emphasized to improve the performance effect, and the specific musical piece, the pseudo consecutive performance, and the chance up cut-in performance can be focused on when necessary, and the interest in the game can be improved. Also, by executing the chance up cut-in performance during the period when the SP reach B is executed, it is possible to increase the attention of the SP reach B while not interfering with the output of the BGM (A).

[0355] In addition, in this characteristic part 004IW, when the pseudo consecutive performance using lyrics and the chance up cut-in performance are executed during the one variable display, the pseudo consecutive performance displays the lyrics "Let's all sing together!" or the lyrics "Let's all dance together," and the chance up cut-in performance displays the lyrics "It will start to resonate," which are different from "Let's all sing together!" and "Let's all dance together." With this configuration, the same lyrics are not displayed consecutively, but different lyrics are displayed, so that the variety of performances can be increased and the interest in the game can be improved.

[0356] (Timing of various sound outputs on the weak route of SP Reach B) Next, we will explain the timing of various sound output in the weak route of SP reach B. Figure 8-39 is a timing chart showing the timing of various sound output in the weak route of SP reach B. The timings (B23) to (B47) shown in Figure 8-39 correspond to the timings of Figure 8-26 (B23) to (B24), Figure 8-27 (B25) to (B30), Figure 8-28 (B31) to (B38), Figure 8-29 (B39) to (B41), and Figure 8-30 (B42) to (B47), respectively.

[0357] In this characteristic part 004IW, at the timing of FIG. 8-39(B23), that is, when the performance related to the branching of the weak route and the strong route in SP Reach B is being performed (FIG. 8-26(B23)), the output of BGM(A) is stopped. At this time, BGM(B) and specific music A are not being output.

[0358] Next, at the timing of FIG. 8-39(B25), that is, when the performance related to the weak route of SP Reach B starts and the text display corresponding to the line of the ally character Mumu, "I'm going to take Nana home!!", is displayed on the image display device 5 (FIG. 8-27(B25)), the line sound of the ally character Mumu, "I'm going to take Nana home!!", is output. At this time, the output of BGM(A) also starts.

[0359] Next, at the timing of Figure 8-39 (B27), that is, when the text display "What will you be defeated?" corresponding to the lines of enemy character Nana is displayed on the image display device 5 (Figure 8-27 (B27)), the lines "What will you be defeated?" are output in a voice corresponding to enemy character Nana.

[0360] Next, the lines related to the final cut-in performance are output in Fig. 8-39 (B29-1) (B29-2). Specifically, at the timing of Fig. 8-39 (B29-1), that is, when the final cut-in performance is executed in the first performance mode and the text display "I can do it!" corresponding to the lines of the ally character Mumu is displayed on the image display device 5 (Fig. 8-27 (B29-1)), the lines "I can do it!" are output in the voice of the ally character Mumu.

[0361] Also, at the timing of Figure 8-39 (B29-2), i.e., when the final cut-in performance is executed in the second performance mode and the text display corresponding to the lines of the ally character Mumu, "I'll protect you!", is displayed on the image display device 5 (Figure 8-27 (B29-2)), the lines of the ally character Mumu, "I'll protect you!", are output in his voice.

[0362] Next, at the timing from Figure 8-39 (B29-1) (B29-2) to (B30), i.e., after the dialogue sound related to the final cut-in performance has been output, when the scene just before the result is announced is displayed on the image display device 5 (Figure 8-27 (B30)), the output of BGM (A) is stopped.

[0363] If a jackpot is achieved via the weak route of SP Reach B, at the timing of Figure 8-39 (B31), i.e., when the text display "Nanaaaa!" corresponding to the lines of ally character Mumu is displayed on the image display device 5 (Figure 8-28 (B31)), the lines of ally character Mumu, "Nanaaaa!", are output in his voice.

[0364] Next, BGM(B) is output between (B31) and (B32) of Fig. 8-39, that is, between the end of the output of the dialogue sound in (B31) of Fig. 8-39 and the start of the output of the dialogue sound in (B32) of Fig. 8-39. Then, the output of BGM(B) is stopped, and after the sound output from the speakers 8L and 8R is temporarily silenced, the specific music piece A is output from the chorus section 004IWA04 (see Fig. 8-12).

[0365] Next, at the timing of Figure 8-39 (B32), that is, when the text display corresponding to the lines of the ally character Mumu, "That's closed!", is displayed on the image display device 5 (Figure 8-28 (B32)), the lines of the ally character Mumu, "That's closed!", are output in his voice.

[0366] Next, at the timing of FIG. 8-39 (B38) (B39), that is, when the big win symbol is displayed on the image display device 5 and the text display "Completely Settled" is displayed, the output of the specific musical piece A is stopped.

[0367] If the weak route of SP Reach B is used and the result is a miss, at the timing of Figure 8-39 (B42), i.e., when the text display corresponding to the enemy character Nana's lines "Get in the way...!" is displayed on the image display device 5 (Figure 8-30 (B42)), the enemy character Nana's voice will output the lines "Get in the way...!"

[0368] (Timing of various sound outputs on the strong route of SP Reach B) Next, we will explain the timing of various sound outputs on the strong route of SP reach B. Figure 8-40 is a timing chart showing the timing of various sound outputs on the strong route of SP reach B. Note that the timings (B23) to (B'49) shown in Figure 8-40 correspond to the timings of Figure 8-26 (B23) to (B'24), Figure 8-31 (B'25) to (B'32), Figure 8-32 (B'33) to (B'40), Figure 8-33 (B'41) to (B'43), and Figure 8-34 (B'44) to (B'49), respectively.

[0369] In this characteristic part 004IW, at the timing of FIG. 8-40(B23), that is, when the performance related to the branching of the weak route and the strong route in SP Reach B is being performed (FIG. 8-26(B23)), the output of BGM(A) is stopped. At this time, BGM(B) and specific music A are not being output.

[0370] Next, at the timing of FIG. 8-40(B'25), that is, when the performance related to the strong route of SP Reach B starts and the text display corresponding to the line of the ally character "I won't lose, I'll put all my strength into it!!" is displayed on the image display device 5 (FIG. 8-31(B'25)), the line sound of the ally character "I won't lose, I'll put all my strength into it!!" is output in the voice of the ally character. At this time, the output of BGM(B) also starts.

[0371] Next, at the timing of Figure 8-40 (B'27), i.e., when the text display corresponding to the lines of the ally character Mumu, "This is the last time! Nana!", is displayed on the image display device 5 (Figure 8-31 (B'27)), the lines of the ally character Mumu, "This is the last time! Nana!", are output in a voice corresponding to the ally character Mumu.

[0372] Next, at the timing of Figure 8-40 (B'29), i.e., when the text display "You won't be defeated... Katsu" corresponding to the lines of the enemy character Nana is displayed on the image display device 5 (Figure 8-31 (B'29)), the lines "You won't be defeated... Katsu" are output in a voice corresponding to the enemy character Nana.

[0373] Next, the lines related to the final cut-in performance are output in Fig. 8-40 (B'31-1) (B'31-2). Specifically, at the timing of Fig. 8-40 (B'31-1), that is, when the final cut-in performance is executed in the first performance mode and the text display "I can do it!" corresponding to the lines of the ally character Mumu is displayed on the image display device 5 (Fig. 8-31 (B'31-1)), the lines "I can do it!" are output in the voice of the ally character Mumu.

[0374] Also, at the timing of Figure 8-40 (B'31-2), i.e., when the final cut-in performance is executed in the second performance mode and the text display corresponding to the lines of the ally character Mumu, "I'll protect you!", is displayed on the image display device 5 (Figure 8-31 (B'31-2)), the lines of the ally character Mumu, "I'll protect you!", are output in his voice.

[0375] Next, at the timing from Figure 8-40 (B'31-1) (B'31-2) to (B'32), i.e., after the dialogue sound related to the final cut-in performance has been output, when the scene just before the result is announced is displayed on the image display device 5 (Figure 8-31 (B'32)), the output of BGM (B) is stopped.

[0376] If a jackpot is achieved via the strong route of SP Reach B, at the timing of Figure 8-40 (B'33), i.e., when the text display "Nanaaaa!" corresponding to the lines of ally character Mumu is displayed on the image display device 5 (Figure 8-32 (B'33)), the lines of ally character Mumu, "Nanaaaa!", are output in his voice.

[0377] Next, BGM(B) is output between (B'33) and (B'34) in Fig. 8-40, that is, between the end of the dialogue sound output in (B'33) in Fig. 8-40 and the start of the dialogue sound output in (B'34) in Fig. 8-40. Then, the output of BGM(B) is stopped, and after the sound output from the speakers 8L and 8R is temporarily silenced, the specific music A is output from the chorus section 004IWA04 (see Fig. 8-12).

[0378] Next, at the timing of Figure 8-40 (B'34), that is, when the text display corresponding to the lines of the friendly character Mumu, "That's closed!", is displayed on the image display device 5 (Figure 8-32 (B'34)), the lines of the friendly character Mumu, "That's closed!", are output in his voice.

[0379] Next, at the timing of FIG. 8-40 (B'40) (B'41), that is, when the big win symbol is displayed on the image display device 5 and the text display "Completely Settled" is displayed, the output of the specific musical piece A is stopped.

[0380] If the strong route of SP Reach B is missed, at the timing of Figure 8-40 (B'44), i.e., when the text display corresponding to the enemy character Nana's lines "Get in the way...!" is displayed on the image display device 5 (Figure 8-34 (B'44)), the enemy character Nana's voice will output the lines "Get in the way...!"

[0381] (Modification) Next, a modified example of the characteristic portion 004IW will be described. In this modified example, the configuration different from the example described using Figs. 8-1 to 840 will be mainly described, and a description of the similar configuration will be omitted.

[0382] In this modified example, a conversation scene in which a conversation takes place between characters is executed instead of the first cut-in scene, and a roulette scene in which one of a plurality of items is selected is executed instead of the second cut-in scene.

[0383] In this modified example, specific music B is used instead of specific music A, and control is performed to output specific music B from speakers 8L, 8R during the fanfare presentation after a jackpot announcement or during jackpot play.

[0384] Fig. 8-41 is an explanatory diagram showing the lyrics of a specific song B. As shown in Fig. 8-41, the specific song B is configured to include an A melody section, a B melody section, and a chorus section. Specifically, the lyrics are configured in the following order: A melody section 004IWB01, B melody section 004IWB02, chorus section 004IWB03, A melody section 004IWB04, B melody section 004IWB05, chorus section 004IWB06, and chorus section 004IWB07.

[0385] Also, as shown in FIG. 8-41, the singing voice for singing the lyrics of specific song B is composed of a voice corresponding to the friendly character mumu.

[0386] (Example of performance) Next, a specific example of the effects in the modified example will be described with reference to the drawings. First, the effects executed before the development to SP Reach A or SP Reach B will be described. Figures 8-42 to 8-48 are explanatory diagrams showing the effects executed before the SP Reach in the modified example. Note that in each diagram, the screen transitions in ascending order of (1'), (2'), and (3').

[0387] (Performance performed before SP reach in modified example) In the example shown in Figures 8-42 to 8-48, after a losing pattern ("125") is displayed on the image display device 5 as the display result of the previous variation display (Figure 8-42(1')), a variation display based on one of the variation patterns of main variation numbers 10 to 11, 17 to 18 is started (Figure 8-42(2')).

[0388] Next, the left decorative pattern stops temporarily at "2" (Figure 8-42 (3')), then the right decorative pattern stops temporarily at "2" and the game enters a reach state (Figure 8-42 (4')), and the word "NEXT" appears along with the image of the friendly character 004IWC01 (Figure 8-42 (5')'), and the first pseudo consecutive performance begins. At this time, the voice corresponding to the friendly character "NEXT" is output from the speakers 8L and 8R.

[0389] When the first pseudo consecutive performance is executed in the first performance mode, as shown in FIG. 8-43 (6-1'), a blue-based background image is displayed, along with an ally character Mumu image 004IWC01, a text display "NEXT", and a text display "It's a game of negotiation" 004IWP03a, which is part of the lyrics of specific song B. At this time, the voice corresponding to the ally character Mumu's line "It's a game of negotiation" is output from speakers 8L and 8R.

[0390] When the first pseudo consecutive performance is executed in the second performance mode, as shown in Fig. 8-43 (6-2'), a background image with a red base is displayed, along with an ally character Mumu image 004IWC01, a text display "NEXT", and a text display "It's the deciding factor" 004IWP03b, which is part of the lyrics of specific song B. At this time, the voice corresponding to the ally character Mumu's line "It's the deciding factor" is output from speakers 8L and 8R.

[0391] Next, on the image display device 5, the text display "x2", indicating that one pseudo consecutive performance has been performed, is enlarged (Figure 8-43(7')), and then zoomed out to display the entire display (Figure 8-43(8')).

[0392] Next, on the image display device 5, an effect display is performed in which the character display "x2" gradually becomes smaller and moves to the upper right corner of the display area (FIG. 8-43 (9') (10')).

[0393] Next, the image display device 5 starts to re-change the display of the decorative symbols (FIG. 8-44(11')), and the conversation performance starts.

[0394] When the conversation performance begins, the background image on the image display device 5 darkens and the first conversation panel used in the conversation performance appears (Figure 8-44 (12')), and a performance display is performed in which the first conversation panel rotates from back to front and moves from the back of the screen to the front (Figure 8-44 (13')).

[0395] Next, in the image display device 5, the rotation and movement of the first conversation panel 004IWD01 including the image of the ally character MUMU 004IWC01 and the text display corresponding to the line of the ally character MUMU "What would look good on me?" stops, and a performance display is performed in the center of the display area (FIG. 8-44 (14') (15')). At this time, the voice corresponding to the line of the ally character MUMU "What would look good on me?" is output from the speakers 8L and 8R.

[0396] Next, on the image display device 5, the first conversation panel 004IWD01 is displayed in a reduced size and moves to the upper side of the display area, and the second conversation panel 004IWD02 appears from the left side of the display area (FIG. 8-44(16')).

[0397] Next, in the image display device 5, a performance display is performed in which the second conversation panel 004IWD02 including the character jam image 004IWC02 and the text display corresponding to the character jam's line "You look good in that suit!" moves from the left side of the display area to the center and stops (FIG. 8-44 (17') (18')). At this time, the voice corresponding to the character jam's line "You look good in that suit!" is output from the speakers 8L and 8R.

[0398] Next, on the image display device 5, the first conversation panel 004IWD01 is erased, the second conversation panel 004IWD02 is reduced in size and moved to the top of the display area, and the third conversation panel 004IWD03 appears from the left side of the display area (Figure 8-45 (19')).

[0399] Next, on the image display device 5, the third conversation panel 004IWD03 including the image of the friendly character MUMU 004IWC01 and the text display corresponding to the friendly character MUMU's line "Thank you! I'll wear it from now on!" moves from the left side of the display area to the center and stops (FIG. 8-45(20')). At this time, the voice corresponding to the friendly character MUMU's line "Thank you! I'll wear it from now on!" is output from the speakers 8L and 8R. Then, the conversation display ends.

[0400] Next, on the image display device 5, the display of the conversation-related performance ends, the display of the decorative patterns begins to change again (Figure 8-45 (21')), and a performance display is performed in which the decorative patterns on the left and right become "2", indicating a reach state (Figure 8-45 (22')).

[0401] Next, on the image display device 5, the character image 004IWC01 of the ally character is displayed together with the character display "NEXT" (FIG. 8-45(23')), and furthermore, a performance display is performed in which the push button image 004IWG01 imitating the push button 31B, a meter image, and the character display "Both love and battle" which is part of the lyrics of the B-melody section of the specific song B are displayed (FIG. 8-45(24')). At this time, the dialogue sound "Both love and battle" is output from the speakers 8L and 8R in a voice corresponding to the ally character. In other words, an operation promotion performance is executed to encourage the operation of the push button 31B.

[0402] After the operation prompting effect shown in FIG. 8-45(24') is executed, when the push button 31B is pressed (or when the operation valid period has elapsed), the second pseudo consecutive effect is executed.

[0403] When the second pseudo consecutive performance is executed in the first performance mode, as shown in FIG. 8-46 (25-1'), a blue-based background image is displayed, along with an ally character Mumu image 004IWC01, a text display "NEXT", and a text display "It's a game of negotiation" 004IWP03a, which is part of the lyrics of specific song B. At this time, the voice corresponding to the ally character Mumu's line "It's a game of negotiation" is output from speakers 8L and 8R.

[0404] When the second pseudo consecutive performance is executed in the second performance mode, as shown in FIG. 8-46 (25-2'), a background image with a red base is displayed, along with an ally character Mumu image 004IWC01, a text display "NEXT", and a text display "It's the deciding factor" 004IWP03b, which is part of the lyrics of specific song B. At this time, the voice corresponding to the ally character Mumu's line "It's the deciding factor" is output from speakers 8L and 8R.

[0405] Next, on the image display device 5, the character display "x3" indicating that the pseudo consecutive performance has been performed twice is enlarged (FIG. 8-46(26')), and then zoomed out to display the entire character display (FIG. 8-46(27')). Next, on the image display device 5, the character display "x3" gradually becomes smaller and moves to the upper right corner of the display area (FIG. 8-46(28')(29')).

[0406] Next, the image display device 5 starts to re-display the decorative symbols, and the roulette effect starts.

[0407] When the roulette effect starts, the background image on the image display device 5 becomes dark and the text display "Mumu's spinning roulette" is displayed (FIG. 8-47(30')). At this time, the narrator's voice saying "Mumu's spinning roulette" is output from the speakers 8L and 8R.

[0408] Next, on the image display device 5, an effect display is performed in which an image of the friendly character Mumu 004IWC01 with both hands raised is displayed (FIG. 8-47(31')). At this time, a voice corresponding to the friendly character Mumu's line (for example, "Mumu's spinning roulette") is output from the speakers 8L and 8R.

[0409] Next, on the image display device 5, an effect display is performed in which the roulette image 004IWG02 including the items "Miss", "Good Opportunity", "SP Reach", and "Super Hot" is displayed (FIG. 8-47 (32')).

[0410] Next, in the image display device 5, a presentation is displayed in which the following states are repeated multiple times: only the item "SP Reach" of the roulette image 004IWG02 is lit (Figure 8-47 (32')), only the item "Miss" is lit (Figure 8-47 (33')), only the item "Hot" is lit (Figure 8-47 (34')), and only the item "Opportunity" is lit (Figure 8-47 (35')).

[0411] Next, in the image display device 5, the roulette image 004IWG02 goes through a state in which only the item "SP Reach" is lit (Figure 8-47 (36')), a state in which none of the items are lit (Figure 8-47 (37')), a state in which only the item "SP Reach" is lit (Figure 8-48 (38')), a state in which none of the items are lit (Figure 8-48 (39')), and finally stops with only the item "SP Reach" lit, causing it to be selected (Figure 8-48 (40')).

[0412] Next, the image display device 5 starts to display the decorative symbols again (FIG. 8-48(41')), and the left and right decorative symbols are displayed as "2", which indicates a ready state (FIG. 8-48(42')).

[0413] Next, on the image display device 5, an explosion effect image is displayed so as to cover up the decorative pattern (FIG. 8-48 (43')), and a performance display for developing into SP Reach A or SP Reach B is performed.

[0414] It should be noted that the conversation presentation is not limited to the form shown in this modified example, and for example, multiple presentation forms with different conversation partners and contents may be provided, and the rate at which a highly anticipated presentation is executed after a conversation presentation or the expected probability of a jackpot may differ depending on which presentation form is executed.

[0415] In addition, the roulette presentation is not limited to the form shown in this modified example, and multiple presentation forms may be provided, for example, with different numbers of roulette items, item contents, and the items finally selected, and the rate at which a presentation with a high expectation is executed after the roulette presentation and the expectation of a jackpot may differ depending on which presentation form is executed.

[0416] (Performed on the weak route of SP Reach B in the modified version) Next, a description will be given of the effects executed on the weak route of SP reach B in the modified example. Fig. 8-49 is an explanatory diagram showing the effects executed on the weak route of SP reach B in the modified example.

[0417] In the modified example shown in FIG. 8-49, when the final cut-in effect is executed and ends in the same manner as (B29-1) (B29-2) to (B30) shown in FIG. 8-27, the image display device 5 zooms out from the state where the push button image 004IWG01 and the text display "Press" are enlarged (FIG. 8-49 (B30α1)) to the entire display (FIG. 8-49 (B30α2)). At this time, the voice corresponding to the friendly character "Press" is output from the speakers 8L and 8R. In other words, an operation promotion effect using the deciding button effect is executed.

[0418] Then, after the operation promotion effect using the deciding button effect shown in Figure 8-49 (B30α2) is executed, when the push button 31B is pressed (or the valid operation period has elapsed), if the display result is a jackpot, the display transitions to Figure 8-28 (B31), and if the display result is a miss, the display transitions to Figure 8-30 (B42).

[0419] (Performed on the strong route of SP Reach B in the modified version) Next, a description will be given of the effects executed on the strong route of SP reach B in the modified example. Fig. 8-50 is an explanatory diagram showing the effects executed on the strong route of SP reach B in the modified example.

[0420] In the modified example shown in FIG. 8-50, when the final cut-in effect is executed and ends as in (B'31-1) (B'31-2) to (B'32) shown in FIG. 8-31, the deciding button effect is executed, but either the normal deciding button effect or the special deciding button effect using a part of the lyrics of the specific song B is executed. Note that this modified example is configured so that the rate of winning is higher when the special deciding button effect is executed than when the normal deciding button effect is executed.

[0421] When the normal deciding button effect is executed, the image display device 5 zooms out from the state where the push button image 004IWG01 and the text display "Press" are enlarged (Fig. 8-50 (B'32α1)) to the full display (Fig. 8-50 (B'32α2)). At this time, the voice corresponding to the friendly character "Press" is output from the speakers 8L and 8R.

[0422] When the special deciding button effect is executed, the image display device 5 displays the push button image 004IWG01 and the text display "Now's the time to show it," which is part of the lyrics of the B-melody section of the specific song B, in an enlarged state (Fig. 8-50 (B'32β1)), then zooms out to display the entire image (Fig. 8-50 (B'32β2)). At this time, the line sound "Now's the time to show it," in a voice corresponding to the ally character Mumu, is output from the speakers 8L and 8R.

[0423] Then, after the operation promotion effect using the deciding button effect shown in Figure 8-50 (B'32α2) or the special deciding button effect shown in Figure 8-50 (B'32β2) is executed, when the push button 31B is pressed (or the valid operation period has elapsed), if the display result is a jackpot, the display will transition to Figure 8-32 (B'33), and if the display result is a miss, the display will transition to Figure 8-34 (B'44).

[0424] (Timing of output of various sounds in modified examples) Next, the timing of outputting various sounds in the modified example will be described with reference to Figs. 8-51 to 8-54.

[0425] (Timing of various sound outputs before SP reach in modified example) First, the timing of various sound outputs before the SP reaches in the modified example will be described. Figures 8-51 to 8-52 are timing charts showing the timing of various sound outputs before the SP reaches in the modified example. The timings (1') to (25'-1) and (25'-2) shown in Figure 8-51 and (26') to (43') in Figure 8-52 correspond to the timings in Figure 8-42 (1') to (5'), Figure 8-43 (6-1') and (6-2') to (10'), Figure 8-44 (11') to (18'), Figure 8-45 (19') to (24'), Figure 8-46 (25-1') and (25-2') to (29'), Figure 8-47 (30') to (37'), and Figure 8-48 (38') to (43'), respectively.

[0426] As described above, in the modified example of the characteristic part 004IW, the specific music B is configured to be output from the speakers 8L and 8R during the fanfare performance or during the big win game, but this specific music B may be output from the speakers 8L and 8R even during the variable display. In addition, in this modified example, when the roulette performance is being executed, the roulette performance BGM is configured to be output from the speakers 8L and 8R. Note that, in the modified example of the characteristic part 004IW, the BGM that does not include singing voices is configured to be output from the speakers 8L and 8R during the variable display, and the dialogue sound corresponding to the dialogue of the character or narrator is configured to be output from the speakers 8L and 8R during the variable display.

[0427] In the modified example of the characteristic part 004IW, as shown in Fig. 8-51 (1') (2'), the output of BGM starts at the timing when the variable display starts. At this time, the specific music B is not being output.

[0428] Next, as shown in Figure 8-51 (4') (5'), when the text display "NEXT" is displayed together with the friendly character image 004IWC01 on the image display device 5 (Figure 8-42 (5')), the dialogue sound "NEXT" is output in a voice corresponding to the friendly character.

[0429] Next, as shown in Fig. 8-51 (5'), (6-1'), and (6-2'), when the first pseudo consecutive performance is executed, the output of the BGM is stopped and the dialogue sound is output. Specifically, the output of the BGM is stopped, and then the dialogue sound is output.

[0430] When the first pseudo consecutive performance is executed in the first performance mode, at the timing of Figure 8-51 (6-1'), i.e., when the text display "It's a game of negotiation" 004IWP03a, which is part of the lyrics of specific song B, is displayed on the image display device 5 (Figure 8-43 (6-1')), the dialogue sound "It's a game of negotiation" is output in a voice corresponding to the ally character Mumu.

[0431] Furthermore, when the first pseudo consecutive performance is executed in the second performance mode, at the timing of Figure 8-51 (6-2'), i.e., when the text display "It's the deciding moment" 004IWP03b, which is part of the lyrics of specific song B, is displayed on the image display device 5 (Figure 8-43 (6-2')), the dialogue sound "It's the deciding moment" is output in a voice corresponding to the ally character Mumu.

[0432] Next, as shown in FIG. 8-51 (6-1'), (6-2'), and (7'), after the first dialogue sound of the pseudo consecutive performance is output, specific music B is output from the chorus section.

[0433] Specifically, when the first pseudo-consecutive performance is executed in the first performance mode, at the timing shown in Figure 8-51 (6-1'), part of the lyrics of the B-melody section 004IWB02 (see Figure 8-41) of specific song B, "It's a game of negotiation", is output as the dialogue sound of the ally character Mumu, and then, at the timing shown in Figure 8-51 (7'), specific song B is output from the chorus section 004IWB03 (see Figure 8-41).

[0434] Furthermore, when the first pseudo consecutive performance is executed in the second performance mode, at the timing shown in Figure 8-51 (6-2'), part of the lyrics of the B-melody section 004IWB05 (see Figure 8-41) of specific song B, "This is the moment to show our strength", is output as the lines spoken by the ally character Mumu, and then, at the timing shown in Figure 8-51 (7'), specific song B is output from the chorus section 004IWB06 (see Figure 8-41).

[0435] Next, as shown in FIG. 8-51(8'), when the character display "x2" is displayed on the image display device 5 (FIG. 8-43(8')), the dialogue sound "x2" is output in a voice corresponding to the friendly character.

[0436] Next, as shown in Figure 8-51 (12'), when the conversation performance begins, the volume of the specific song B output from speakers 8L and 8R becomes lower than the standard volume, and continues until the conversation performance shown in Figure 8-51 (20') ends.

[0437] Next, at the timing shown in Figure 8-51 (15'), i.e., when the text display corresponding to the lines of the ally character MuM, "What do you think would look good on me?", is displayed on the image display device 5 (Figure 8-44 (15')), the lines of the ally character MuM, "What do you think would look good on me?", are output in a voice corresponding to the ally character MuM.

[0438] Next, at the timing shown in Figure 8-51 (17'), i.e., when the text display corresponding to character Jam's lines "That suit looks good on you!" is displayed on the image display device 5 (Figure 8-44 (17')), the lines "That suit looks good on you!" are output in a voice corresponding to ally character Mumu.

[0439] Next, at the timing shown in Figure 8-51 (20'), i.e., when the text display corresponding to the lines of the ally character Mumu, "Thank you! I'll wear it from now on!", is displayed on the image display device 5 (Figure 8-45 (20')), the lines of the voice corresponding to the ally character Mumu, "Thank you! I'll wear it from now on!", are output.

[0440] Next, as shown in Fig. 8-51 (22') (23'), when the dialogue presentation ends and the decorative pattern of the reach state is displayed, the output of the specific music B is stopped, and when the character display "NEXT" is displayed together with the ally character image 004IWC01 on the image display device 5, the dialogue sound "NEXT" is output in a voice corresponding to the ally character. After the dialogue sound "NEXT" is output, the output of the BGM is started.

[0441] Next, as shown in FIG. 8-51(24'), when the effect display operation prompting effect is executed in which the text display "Love and battle" which is part of the lyrics of the B-melody section of the specific song B is displayed prior to the second pseudo consecutive effect (FIG. 8-45(24')), the output of the BGM is stopped and the dialogue sound "Love and battle" is output in a voice corresponding to the ally character mumu. At this time, the output of the specific song B is started (for example, it may be started from the chorus section, or it may be started from the same B-melody section so that the singing voice of the specific song and the dialogue sound match).

[0442] When the second pseudo consecutive performance is executed in the first performance mode, at the timing of Figure 8-51 (16-1'), i.e., when the text display "It's a game of negotiation" 004IWP03a, which is part of the lyrics of the B-melody section of specific song B, is displayed on the image display device 5 (Figure 8-46 (16-1')), the dialogue sound "It's a game of negotiation" is output in a voice corresponding to the ally character Mumu.

[0443] Furthermore, when the second pseudo consecutive performance is executed in the second performance mode, at the timing of Figure 8-51 (16-2'), i.e., when the text display "It's the deciding moment" 004IWP03b, which is part of the lyrics of the B-melody section of specific song B, is displayed on the image display device 5 (Figure 8-46 (16-2')), the dialogue sound "It's the deciding moment" is output in a voice corresponding to the ally character mumu.

[0444] In the modified example, the output of the specific song B starts from the timing of Figure 8-51 (24'), but if the output is made to start from the same B melody section so that the singing voice and dialogue of the specific song match, the chorus section of the specific song B will be output after the dialogue sound of the second pseudo consecutive performance is output.

[0445] Specifically, when the second pseudo-consecutive performance is executed in the first performance mode, at the timing shown in Figure 8-51 (25-1'), part of the lyrics of the B-melody section 004IWB02 (see Figure 8-41) of the specific song B, "It's a game of negotiation", is output as the dialogue sound of the ally character Mumu, and then, at the timing shown in Figure 8-52 (26'), the chorus section 004IWB03 (see Figure 8-41) of the specific song B is output.

[0446] Furthermore, when the second pseudo consecutive performance is executed in the second performance mode, at the timing shown in Figure 8-51 (25-2'), part of the lyrics of the B-melody section 004IWB05 (see Figure 8-41) of specific song B, "This is the moment to show our strength", is output as the lines spoken by the ally character Mumu, and then, at the timing shown in Figure 8-52 (26'), the chorus section 004IWB06 (see Figure 8-41) of specific song B is output.

[0447] Next, as shown in FIG. 8-52 (27'), when the character display "x3" is displayed on the image display device 5 (FIG. 8-46 (27')), the dialogue sound "x3" is output in a voice corresponding to the friendly character.

[0448] Next, as shown in Figure 8-52 (30'), when the roulette effect begins, the volume of the specific song B output from the speakers 8L, 8R becomes 0, while the output of the roulette effect BGM begins, and this continues until the roulette effect ends as shown in Figure 8-52 (41').

[0449] Also, at the timing shown in Figure 8-52 (30'), i.e., when the text display "Mumu's Spinning Roulette" is displayed on the image display device 5 (Figure 8-47 (30')), the narrator's voice outputs the dialogue "Mumu's Spinning Roulette."

[0450] Next, at the timing shown in Figure 8-52 (31'), i.e., when the image of ally character MuMu 004IWC01 with both hands raised is displayed on the image display device 5 (Figure 8-47 (31')), the dialogue sound "Mumu's spinning roulette" is output in the voice corresponding to the ally character MuMu.

[0451] Next, as shown in FIG. 8-52 (41'), when the roulette effect ends, the volume of the specific music piece B output from the speakers 8L and 8R becomes the standard volume, while the output of the roulette effect BGM is stopped.

[0452] Next, as shown in FIG. 8-51 (42'), when the roulette effect ends and the decoration pattern in the reach state is displayed, the output of the specific music B is stopped, and when an explosion effect image is displayed on the image display device 5 so as to cover the decoration pattern, a dialogue sound (for example, "Development") is output in a voice corresponding to the ally character. After the dialogue sound is output, the output of the BGM is started.

[0453] (Timing of various sound outputs on the weak route of SP Reach B in the modified example) Next, the timing of various sound outputs on the weak route of SP reach B in the modified example will be described. Figure 8-53 is a timing chart showing the timing of various sound outputs on the weak route of SP reach B in the modified example. The timings (B29-1) (B29-2) to (B47) shown in Figure 8-53 correspond to the timings of Figure 8-49 (B29-1) (B29-2) to (B30α2), Figure 8-28 (B31) to (B38), Figure 8-29 (B39) to (B41), and Figure 8-30 (B42) to (B47), respectively.

[0454] In the modified example of the characteristic part 004IW, the dialogue sound related to the final cut-in performance is outputted at the timing of Fig. 8-53 (B29-1) (B29-2). Specifically, at the timing of Fig. 8-53 (B29-1), that is, when the final cut-in performance is executed in the first performance mode and the text display "I can do it!" corresponding to the dialogue of the ally character Mumu is displayed on the image display device 5 (Fig. 8-49 (B29-1)), the dialogue sound "I can do it!" is outputted in the voice of the ally character Mumu.

[0455] Also, at the timing of Figure 8-53 (B29-2), i.e., when the final cut-in performance is executed in the second performance mode and the text display corresponding to the lines of the ally character Mumu, "I'll protect you!", is displayed on the image display device 5 (Figure 8-49 (B29-2)), the lines of the ally character Mumu, "I'll protect you!", are output in his voice.

[0456] Next, at the timing of Figure 8-53 (B30α2), i.e., when the deciding button effect is executed and the text display "Press" is displayed (Figure 8-49 (B30α2)), the output of the BGM (A) is stopped, and then the line sound "Press" is output in the voice of the ally character Mumu.

[0457] If a jackpot is achieved via the weak route of SP Reach B, at the timing of Figure 8-53 (B31), i.e., when the text display "Nanaaaa!" corresponding to the lines of ally character Mumu is displayed on the image display device 5 (Figure 8-28 (B31)), the lines of ally character Mumu, "Nanaaaa!", are output in his voice.

[0458] Next, BGM(B) is output between Fig. 8-53(B31) and (B32), that is, between the end of the dialogue sound output in Fig. 8-53(B31) and the start of the dialogue sound output in Fig. 8-53(B32). Then, the output of BGM(B) is stopped, and after the sound output from the speakers 8L and 8R is temporarily silenced, the specific music B is output from the chorus section (see Fig. 8-41). For example, when the second pseudo consecutive performance is executed in the first performance mode, and the text display and dialogue output of part of the lyrics of the B-melody section 004IWB02 of the specific song B, "It's a game of negotiation," is performed, the specific song B is output from the chorus section 004IWB03, and when the second pseudo consecutive performance is executed in the second performance mode, and the text display and dialogue output of part of the lyrics of the B-melody section 004IWB05 of the specific song B, "It's the deciding moment," is performed, the specific song B is output from the chorus section 004IWB06.

[0459] Next, at the timing of Figure 8-53 (B32), that is, when the text display "That's closed!" corresponding to the lines of the ally character Mumu is displayed on the image display device 5 (Figure 8-28 (B32)), the lines of the ally character Mumu are output in their voice, "That's closed!"

[0460] Next, at the timing of FIG. 8-53 (B38) (B39), that is, when the big win symbol is displayed on the image display device 5 and the text display "Completely Settled" is displayed, the output of the specific music piece B is stopped.

[0461] If the weak route of SP Reach B is used and the result is a miss, at the timing of Figure 8-53 (B42), i.e., when the text display corresponding to the enemy character Nana's lines "Get in the way...!" is displayed on the image display device 5 (Figure 8-30 (B42)), the enemy character Nana's voice will output the lines "Get in the way...!"

[0462] (Timing of various sound outputs on the strong route of SP Reach B in the modified example) Next, the timing of various sound outputs on the strong route of SP reach B in the modified example will be described. Figure 8-54 is a timing chart showing the timing of various sound outputs on the strong route of SP reach B. The timings (B'31-1) (B'31-2) to (B'49) shown in Figure 8-54 correspond to the timings of (B'31-1) (B'31-2) to (B'32α2) (B'32β2) in Figure 8-50, (B'33) to (B'40) in Figure 8-32, (B'41) to (B'43) in Figure 8-33, and (B'44) to (B'49) in Figure 8-34, respectively.

[0463] In the modified example of the characteristic part 004IW, the dialogue sound related to the final cut-in performance is outputted in Fig. 8-54 (B'31-1) (B'31-2). Specifically, at the timing of Fig. 8-54 (B'31-1), that is, when the final cut-in performance is executed in the first performance mode and the text display "I can do it!" corresponding to the dialogue of the ally character Mumu is displayed on the image display device 5 (Fig. 8-50 (B'31-1)), the dialogue sound "I can do it!" is outputted in the voice of the ally character Mumu.

[0464] Also, at the timing of Figure 8-54 (B'31-2), i.e., when the final cut-in performance is executed in the second performance mode and the text display corresponding to the lines of the ally character Mumu, "I'll protect you!", is displayed on the image display device 5 (Figure 8-50 (B'31-2)), the lines of the ally character Mumu, "I'll protect you!", are output in his voice.

[0465] Next, at the timing of Figure 8-53 (B'32α2), i.e., when the normal decisive button performance is executed and the text display "Press" is displayed (Figure 8-50 (B'32α2)), the output of the BGM (B) is stopped, and then the line sound "Press" is output in the voice of the ally character Mumu.

[0466] Also, at the timing of Figure 8-53 (B'32β2), i.e., when the special deciding button performance is executed and the text display of "Now's the time to showdown", part of the lyrics of the B-melody section 004IWB05 of specific song B, is displayed (Figure 8-50 (B'32β2)), the output of the BGM (B) is stopped, and then the line "Now's the time to showdown" is output in the voice of the ally character Mumu.

[0467] If a jackpot is achieved via the strong route of SP Reach B, at the timing of Figure 8-54 (B'33), i.e., when the text display "Nanaaaa!" corresponding to the lines of ally character Mumu is displayed on the image display device 5 (Figure 8-32 (B'33)), the lines of ally character Mumu, "Nanaaaa!", are output in his voice.

[0468] Next, BGM(B) is output between (B'33) and (B'34) in Fig. 8-54, that is, between the end of the dialogue sound output in (B'33) in Fig. 8-54 and the start of the dialogue sound output in (B'34) in Fig. 8-54. Then, the output of BGM(B) is stopped, and after the sound output from the speakers 8L and 8R is temporarily silenced, the specific music B is output from the chorus section (see Fig. 8-41).

[0469] For example, when the special button effect is used to display the text "It's time to make a move" and output the spoken lines from the B-melody section 004IWB05 of the specific song B, the specific song B is output from the chorus section 004IWB06.

[0470] Next, at the timing of Figure 8-54 (B'34), that is, when the text display corresponding to the lines of the friendly character Mumu, "That's closed!", is displayed on the image display device 5 (Figure 8-32 (B'34)), the lines of the friendly character Mumu, "That's closed!", are output in his voice.

[0471] Next, at the timing of FIG. 8-54 (B'40) (B'41), that is, when the big win symbol is displayed on the image display device 5 and the text display "Completely Settled" is displayed, the output of the specific music piece B is stopped.

[0472] If the strong route of SP Reach B is missed, at the timing of Figure 8-54 (B'44), i.e., when the text display corresponding to the enemy character Nana's lines "Get in the way...!" is displayed on the image display device 5 (Figure 8-34 (B'44)), the enemy character Nana's voice will output the lines "Get in the way...!"

[0473] In this feature section 004IW, it is possible to execute pseudo consecutive effects, chance up cut-in effects, and special deciding button effects using parts of the lyrics contained in the B-melody section of a specific song A or a specific song B, and after these effects are executed, the chorus section of the specific song A or the specific song B is output.

[0474] For example, as shown in Fig. 8-14 (6-1) (6-2) and Fig. 8-16 (16-1) (16-2), after the text display and dialogue sound output of "Let's all sing together!" and "Let's all dance together," which are part of the lyrics of the B-melody section of the specific song A, are performed as a pseudo consecutive performance, the chorus section of the specific song A is output at the timing of Fig. 8-14 (7) and Fig. 8-16 (17) (see Fig. 8-37). Also, as shown in Fig. 8-25 (B21-2), after the text display and dialogue sound output of "It will resonate," which is part of the lyrics of the B-melody section of the specific song A, are performed as a chance-up cut-in performance, the chorus section of the specific song A is output at the timing of Fig. 8-28 (B32) and Fig. 8-32 (B'34) (see Fig. 8-39). As shown in Fig. 8-43(6-1')(6-2') and Fig. 8-46(25-1')(25-2'), for example, after the text display and dialogue output of "It's time for negotiation" and "It's time for a showdown" which are part of the lyrics of the B-melody section of specific song B as a pseudo consecutive performance, the chorus section of specific song B is output at the timing of Fig. 8-43(7') and Fig. 8-46(26') (see Fig. 8-51). As shown in Fig. 8-50(B'32β2), for example, after the text display and dialogue output of "It's time for a showdown" which are part of the lyrics of the B-melody section of specific song B as a special deciding button performance, the chorus section of specific song B is output at the timing of Fig. 8-32(B'34) (see Fig. 8-54). With this configuration, the trigger for outputting the specific song A or the specific song B can be a pseudo consecutive performance, a chance up cut-in performance, or a special deciding button performance, which can draw attention to the lyrics of the specific song A or the specific song B, and as a result, the attention can be drawn to the specific song A or the specific song B.

[0475] In addition, in this characteristic part 004IW, as an operation promotion effect using the lyrics of the specific song B, a pseudo consecutive effect (Figure 8-45 (24')) in which the text of "Love and battle", "It's a game of negotiation", and "It's the deciding factor" which are part of the lyrics of the specific song B are displayed and the dialogue is output, and a special deciding button effect (Figure 8-50 (B'32β2) in which the text of "It's the deciding factor" which is part of the lyrics of the specific song B is displayed and the dialogue is output, can be executed, and the specific song B is output when these effects are executed. For example, the specific song B is output at the timing of Figure 8-45 (24') (see Figure 8-51). Also, for example, the specific song B is output at the timing of Figure 8-32 (B'34) after the scene of Figure 8-50 (B'32β2) (see Figure 8-54). In this way, by using an operation promotion effect using lyrics, the interest of the timing to encourage the player to operate is increased, while the operation promotion effect and the specific song B can be connected, making the effect look smooth.

[0476] In addition, in this feature part 004IW, as shown in Figures 8-12 and 8-41, the singing voices included in the specific music A and the specific music B are composed of the voice corresponding to the ally character Mumu. And, as shown in Figures 8-37, 8-38, 8-51, and 8-54, when the text display and dialogue sound output of part of the lyrics of the specific music A or the specific music B are performed in the pseudo consecutive performance (6-1) (6-2) (16-1) (16-2) (6-1') (6-2') (25-1') (25-2'), the chance up cut-in performance (B21-2), and the special deciding button performance (B'32β2), the dialogue sound is output in the voice of the ally character Mumu. With this configuration, the dialogue sounds output in the pseudo consecutive effects, chance up cut-in effects, and special deciding button effects, and the singing voices of the specific songs A and B correspond to the ally character Mumu, making it easier to connect these effects with the specific songs A or B.

[0477] In addition, in this characteristic part 004IW, when a part of the lyrics of specific song A or specific song B is displayed in the pseudo consecutive performance, chance up cut-in performance, or special deciding button performance, the lyrics before the opening lyrics of specific song A or specific song B that are output after the display are displayed are displayed. Also, in the pseudo consecutive performance, chance up cut-in performance, and special deciding button performance, the lyrics in the B melody section of specific song A or specific song B are used instead of the lyrics in the A melody section, and when these performances are executed, the chorus section of specific song A or specific song B is output.

[0478] For example, when the first pseudo consecutive performance is performed in the first performance mode, the lyrics of the B-melody section 004IWA03 of the specific song A, "Let's all sing together!" are displayed in text and the dialogue is output at the timing shown in Fig. 8-37(6-1), and the specific song A is output from the chorus section 004IWA04, "It's the beginning of fun times," at the timing shown in Fig. 8-37(7) (see Fig. 8-12). Also, when the first pseudo consecutive performance is performed in the second performance mode, the lyrics of the B-melody section 004IWA06 of the specific song A, "Let's all dance together!" are displayed in text and the dialogue is output at the timing shown in Fig. 8-37(6-2), and the specific song A is output from the chorus section 004IWA07, "It's the beginning of lively times," at the timing shown in Fig. 8-37(7) (see Fig. 8-12).

[0479] For example, when a chance-up cut-in effect is executed, the lyrics "It will start to resonate" from the B-melody section 004IWA03 of a specific song A are displayed in text and the dialogue is output at the timing of Figure 8-38 (B21-2), and the specific song A is output from the chorus section 004IWA04 "It's the beginning of fun times" at the timing of Figure 8-39 (B32) or Figure 8-40 (B'34) (see Figure 8-12).

[0480] Also, for example, in the case where the first pseudo consecutive performance is performed in the first performance mode in the modified example, the text display and dialogue sound output of the lyrics "It's a game of negotiation" in the B-melody section 004IWB02 of the specific music B are performed at the timing shown in Fig. 8-51 (6-1'), and the specific music B is output from "It's simple" in the chorus section 004IWB03 at the timing shown in Fig. 8-51 (7') (see Fig. 8-41). Also, in the case where the first pseudo consecutive performance is performed in the second performance mode in the modified example, the text display and dialogue sound output of the lyrics "It's the deciding factor" in the B-melody section 004IWB05 of the specific music B are performed at the timing shown in Fig. 8-51 (6-2'), and the specific music B is output from "It's hot words" in the chorus section 004IWB06 at the timing shown in Fig. 8-51 (7').

[0481] For example, at the timing of Figure 8-51 (24'), the operation prompting effect displays the lyrics "Love and battle" in the B-melody section 004IWB02 of a specific song B in text and outputs the dialogue, and at the timing of Figure 8-51 (25'-1), the second pseudo-consecutive effect of the first effect mode displays the lyrics "It's a game of negotiation" in text and outputs the dialogue, and at the timing of Figure 8-53 (B32) or Figure 8-54 (B'34), the specific song B is output from the chorus section 004IWB03, starting with "It's a simple thing."

[0482] For example, at the timing of Figure 8-51 (24'), the operation prompting effect displays the lyrics ``Love and battle'' in the B-melody section 004IWB05 of a specific song B in text and outputs the dialogue, and at the timing of Figure 8-51 (25'-2), the second pseudo-consecutive effect of the second effect mode displays the lyrics ``It's the deciding moment'' in text and outputs the dialogue, and at the timing of Figure 8-53 (B32) or Figure 8-54 (B'34), the specific song B is output from ``Passionate words'' in the chorus section 004IWB06.

[0483] For example, at the timing of Figure 8-50 (B'32β2), the lyrics "It's the deciding factor" from the B-melody section 004IWB05 of a specific song B are displayed in text and the dialogue is output, and at the timing of Figure 8-54 (B'34), specific song B is output from the chorus section 004IWB06, starting with "Passionate words."

[0484] In addition, in this feature part 004IW, when the lyrics of the specific song A or specific song B are displayed in the pseudo consecutive performance (6-1) (6-2) (16-1) (16-2) (6-1') (6-2'), the chance up cut-in performance (B21-2), or the special deciding button performance (B'32β2), the lyrics are output in the voice of the friendly character mumu, and the specific song A and the specific song B are not output during that time (see Figures 8-37, 8-38, 8-51, and 8-54). With this configuration, the sound output in the pseudo consecutive performance, chance up cut-in performance, and special deciding button performance can be made to stand out, and a sharp performance can be realized.

[0485] Next, an overview of various sound outputs in the modified example will be described. Figure 8-55 is a timing chart showing an overview of the output of BGM, specific music B, and roulette effect BGM among various sound outputs in the modified example. The timings (6-1')(6-2'), (12') to (20')(22'), (24')(30') to (40')(41')(42') shown in Figure 8-55 correspond to the timings of Figure 8-43(6-1')(6-2'), Figure 8-44(12') to (18'), Figure 8-45(19') to (20')(22')(24'), Figure 8-47(30') to (37'), and Figure 8-48(38') to (40')(41')(42'). In addition to the BGM, specific music piece B, and roulette effect BGM, dialogue sounds are also output as sound output, but are omitted from FIG. 8-55.

[0486] As shown in Figure 8-55 (6-1') (6-2'), after the dialogue sound of the first pseudo consecutive performance is output, specific music B is output from the chorus section.

[0487] In the example shown in Figure 8-55, the first pseudo-consecutive performance is executed in the first performance mode, and at the timing shown in Figure 8-55 (6-1'), part of the lyrics of the B-melody section 004IWB02 (see Figure 8-41) of specific song B, "It's a game of negotiation", is output as the dialogue sound of the ally character Mumu, and then specific song B is output from the chorus section 004IWB03 (see Figure 8-41) with the lyrics "It's simple, don't think too hard about it, just be straightforward".

[0488] Next, as shown in FIG. 8-55(12'), when the conversation performance starts, the volume of the specific music piece B output from the speakers 8L and 8R becomes lower than the standard volume, and continues until the conversation performance ends.

[0489] Next, as shown in FIG. 8-55(20'), when the conversation performance ends, the volume of the specific music piece B output from the speakers 8L and 8R becomes the standard volume.

[0490] Next, as shown in FIG. 8-55 (22'), when the conversation presentation ends and a decorative symbol in a reach state is displayed, the output of the specific music piece B is stopped.

[0491] Next, as shown in Fig. 8-55(24'), when the effect display operation prompting effect is executed in which the text display "Love and battle" that is part of the lyrics of the B-melody section of the specific song B is displayed before the second pseudo consecutive effect (Fig. 8-45(24')), the dialogue sound "Love and battle" is output in a voice corresponding to the ally character mumu. At this time, the specific song B is output from "It's simple" in the chorus section 004IWB03 (see Fig. 8-41).

[0492] Next, as shown in FIG. 8-55 (30'), when the roulette effect starts, the volume of the specific song B output from the speakers 8L, 8R becomes 0, while the output of the roulette effect BGM starts, and this state continues until the roulette effect ends.

[0493] Next, as shown in FIG. 8-55(41'), when the roulette effect ends, the volume of the specific music B output from the speakers 8L and 8R becomes the standard volume, while the output of the roulette effect BGM is stopped. At this time, the specific music B is output from the chorus section 004IWB03 (see FIG. 8-41) "Let's make a good time from now on."

[0494] In this example, as shown in Fig. 8-55 (30') to (41'), the volume of the specific music B output from the speakers 8L and 8R is 0 during the period when the roulette effect is being performed, but the control process for outputting the specific music B continues to be performed during this period. For example, the control process for outputting the specific music B is performed but the volume is set to 0, or the control process for outputting the specific music B is performed but the control process for outputting the roulette effect BGM takes priority and the specific music B is not output from the speakers 8L and 8R, so the player cannot hear the specific music B. Therefore, during the period when the roulette effect is being performed, the control process for outputting the chorus section 004IWB03 of the specific music B "Don't think too hard about it. My straightforward feelings are my true feelings. It's just getting started" (see Fig. 8-41) is performed, and when the roulette effect ends, the chorus section 004IWB03 of the specific music B "Let's make a good time from now on" is output from the speakers 8L and 8R at the standard volume.

[0495] Next, as shown in FIG. 8-55(42'), when the roulette effect ends and the decoration pattern in the reach state is displayed, the output of the specific music B is stopped, and when an explosion effect image is displayed on the image display device 5 so as to cover the decoration pattern, a dialogue sound (for example, "Development") is output in a voice corresponding to the ally character. After the dialogue sound is output, the output of the BGM is started.

[0496] In this characteristic part 004IW, the specific music B is a music containing a voice corresponding to the ally character mumu, and is output when a pseudo consecutive performance using the lyrics of the specific music B is executed (for example, see the part where the specific music B is output from the timing of FIG. 8-43 (7') or FIG. 8-45 (24'), FIG. 8-51). The specific music B is output at a lower volume when output during a conversation performance or a roulette performance using a voice corresponding to the ally character mumu than when output during a jackpot game, and is output at a higher volume when output after the conversation performance or the roulette performance than when output during the conversation performance or the roulette performance. For example, the specific music B is output at a standard volume from the speakers 8L and 8R during a jackpot game, whereas the specific music B is output at half the standard volume from the speakers 8L and 8R during a conversation performance, and is output at 0 volume from the speakers 8L and 8R during a roulette performance (see FIG. 8-55). Also, for example, during conversation performance, the sound is output from the speakers 8L and 8R at half the normal volume, and during the roulette performance, the sound is output from the speakers 8L and 8R at 0 volume, but after the performance ends, the sound is output from the speakers 8L and 8R at the normal volume (see FIG. 8-55). With this configuration, it is possible to draw attention to conversation performances and roulette performances that use the sound of the ally character while outputting a specific song B that includes the sound corresponding to the ally character.

[0497] Next, the execution ratio of the performance pattern in the modified example will be explained. Figure 8-56 is an explanatory diagram showing the outline of the execution ratio of each performance pattern in the modified example. Figure 8-56 shows the outline of the execution ratio of each performance pattern when the pseudo consecutive performance is executed twice and develops into SP Reach B (i.e., when the main variable number is determined to be one of the variable patterns 10 to 11, 17 to 18).

[0498] In the example shown in Figure 8-56, the expected probability of a jackpot is increased in the following order: 6th presentation pattern, in which the presentation is executed in the order of transition to the strong route → final cut-in presentation of the second presentation mode (red) → special deciding button presentation using lyrics; 5th presentation pattern, in which the presentation is executed in the order of transition to the strong route → final cut-in presentation of the first presentation mode (green) → special deciding button presentation using lyrics; 4th presentation pattern, in which the presentation is executed in the order of transition to the strong route → final cut-in presentation of the second presentation mode (red) → normal deciding button presentation; 3rd presentation pattern, in which the presentation is executed in the order of transition to the strong route → final cut-in presentation of the first presentation mode (green) → normal deciding button presentation; 2nd presentation pattern, in which the presentation is executed in the order of transition to the weak route → final cut-in presentation of the second presentation mode (red) → normal deciding button presentation; 1st presentation pattern, in which the presentation is executed in the order of transition to the weak route → final cut-in presentation of the first presentation mode (green) → normal deciding button presentation.

[0499] In the example shown in Fig. 8-56, when the chance-up cut-in effect is executed, the probability of the first or second variation pattern occurring at the time of failure is higher than when the chance-up cut-in effect is not executed, and the probability of the third to sixth variation patterns occurring is lower, so that the expectation of a big win is higher when the third to sixth variation patterns are executed. With this configuration, it is possible to draw attention to whether the chance-up cut-in effect is executed or not, and in what form each of the effects will be executed after that, thereby increasing interest.

[0500] As described above, the present characteristic part 004IW discloses the configurations of the gaming machine shown in (Means 1) to (Means 20) below.

[0501] (Means 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, and is equipped with a performance execution means that can execute a performance (for example, a part where the performance control CPU 120 executes the process of step S172, etc.) and a sound output means that can output a sound (for example, speakers 8L, 8R), and the performance execution means can execute a special performance (for example, a pseudo consecutive performance) that suggests that the game is controlled to the advantageous state, and can execute the special performance multiple times during one variable display (for example, the pseudo consecutive performance can be executed twice during one variable display). See Fig. 8-3 and Fig. 8-8), the sound output means can output a specific piece of music (e.g., specific piece of music A) during the advantageous state and can output a predetermined piece of music (e.g., BGM) that does not include vocal sounds during one variable display, the special effects are effects that use a part of the lyrics contained in the specific piece of music, including effects in which a part of the lyrics contained in the specific piece of music is displayed as text (e.g., parts of the lyrics of specific piece of music A, such as "Let's all sing together!" and "Let's all dance together," are displayed. See Fig. 8-14 (6-1) (6-2), Fig. 8-16 (16-1) (16-2), Fig. 8-12), The character display includes a first character display (e.g., "Let's all sing together!") and a second character display (e.g., "Let's all dance together"), and when either the first character display or the second character display is displayed, a specific piece of music is output (for example, output of a specific piece of music A starts at the timing of FIG. 8-14(7) and FIG. 8-16(17). See FIG. 8-37). During the special performance, a specific piece of music is not output (for example, during the period when the pseudo consecutive performance is executed, FIG. 8-14(6-1)(6-2)-(7) and FIG. 8-16(16-1)(16-2)-(17), BGM is not output (see FIG. 8-37). (See Fig. 8-10), and when the second character display is displayed, the probability of being controlled to an advantageous state is higher than when the first character display is displayed (for example, when a jackpot is hit, "Let's all dance" is more likely to be selected than "Let's all sing!" See Fig. 8-10), and when a special effect is executed multiple times during one variable display, the probability of the second character display being displayed is higher for the special effect executed later than for the special effect executed earlier (for example, the probability of "Let's all dance" being selected is higher for the second pseudo-consecutive effect than for the first pseudo-consecutive effect See Figs. 8-10(A)-(C)). According to such a configuration, by using the lyrics contained in the specific song for the special effects, the lyrics of the specific song can be emphasized to improve the effect of the effects, and interest in the game can be increased by drawing attention to the specific song and the special effects.

[0502] (Means 2) A gaming machine that can be controlled to an advantageous state (for example, a jackpot gaming state) that is advantageous to a player, and that is equipped with a performance execution means that can execute a performance (for example, a part where the performance control CPU 120 executes the process of step S172, etc.) and a sound output means that can output a sound (for example, speakers 8L, 8R), and the performance execution means can execute a specific performance (for example, SP Reach B) that can notify that the game is controlled to an advantageous state, and a special performance that suggests that the game is controlled to an advantageous state during the specific performance. The sound output means can output a specific song (for example, specific song A) during the advantageous state, and can output a predetermined song (BGM(A)) different from the specific song during the specific performance (for example, BGM(A) is output during the period from FIG. 8-23(B1) to FIG. 8-26(B23) during the period in which SP Reach B is executed. See FIG. 8-38). The special performance can be a part of the lyrics included in the specific song. This is an effect used in a game, and includes an effect in which part of the lyrics of a specific song is output as sound (for example, part of the lyrics of the specific song A, "It will resonate," is output from speakers 8L and 8R. See Figures 8-25 (B21-2) and 8-38). When a special effect is being executed during a specific effect, a specific song is not output (for example, BGM (A) is not output at the timing of Figure 8-25 (B21-2). See Figure 8-38). After a special effect is executed, the output of a specific song begins (for example, when moving from the scene in Figure 8-25 (B21-2) where the chance-up cut-in effect is being executed to the scene in Figure 8-25 (B22) after the chance-up cut-in effect, the output of BGM (A) begins. See Figure 8-38). When a special effect is executed during a specific effect, the probability of being controlled to an advantageous state is higher than when a special effect is not executed during a specific effect (for example, the execution rate of the chance-up cut-in effect is higher at the time of a jackpot. See Figure 8-11 (B)). According to such a configuration, by using the lyrics included in the specific music piece for the special effects, the lyrics of the specific music piece can be emphasized to improve the effects of the effects, and interest in the game can be increased by drawing attention to the specific music piece and the special effects. Also, since the specific music piece and the special effects that increase the interest in the specific effects can be executed without overlapping, interest in the game can be increased.

[0503] (Means 3) A gaming machine that performs a variable display and can be controlled to an advantageous state (e.g., a jackpot gaming state) advantageous to a player, and is equipped with a performance execution means capable of executing a performance (e.g., a part where the performance control CPU 120 executes processing such as step S172) and a sound output means capable of outputting sound (e.g., speakers 8L, 8R). The performance execution means is capable of executing a specific performance (e.g., SP reach B) that can notify that the player is controlled to the advantageous state, and is capable of executing a special performance (e.g., a pseudo consecutive performance or a chance up cut-in performance) that suggests that the player is controlled to the advantageous state, and is capable of executing the special performance multiple times during one variable display, and is capable of being executed during a period in which the specific performance is being executed and during a period prior to the period in which the specific performance is being executed (e.g., a pseudo consecutive performance can be executed twice during one variable display, and a chance up cut-in performance can be executed during SP reach B. See FIG. 8-8). The sound output means is capable of playing a specific song (e.g., A specific musical piece (specific musical piece A) can be output, and a specific musical piece (BGM (A)) different from the specific musical piece can be output during the specific performance. The special performance is a performance that uses a portion of the lyrics contained in the specific musical piece. If a special performance is performed during the period in which a specific performance is being performed, the specific musical piece is output after the special performance is performed (for example, when moving from the scene in FIG. 8-25 (B21-2) in which the chance-up cut-in performance is being performed to the scene in FIG. 8-25 (B22) after the chance-up cut-in performance, the output of BGM (A) begins. See FIG. 8-38). If a special performance is performed during a period prior to the period in which a specific performance is being performed, the specific musical piece is output after the special performance is performed (for example, the output of the specific musical piece A begins after moving from the scene in FIG. 8-14 (6-1) (6-2) or FIG. 8-16 (16-1) (16-2) in which the pseudo-consecutive performance is being performed to the scene in FIG. 8-14 (7) or FIG. 8-16 (17) after the pseudo-consecutive performance. See FIG. 8-37). According to such a configuration, by using the lyrics included in the specific music piece for the special effects, the lyrics of the specific music piece can be emphasized to improve the effects of the effects, and interest in the game can be increased by drawing attention to the specific music piece and the special effects when necessary. Also, by executing the special effects during the execution of the specific effects, it is possible to increase the attention to the specific effects without interfering with the output of the predetermined music piece.

[0504] (Means 4) A gaming machine that can be controlled to an advantageous state (for example, a jackpot gaming state) that is advantageous to a player, and that includes an effect execution means that can execute effects (for example, a part where the effect control CPU 120 executes processing such as step S172) and a sound output means that can output sounds (for example, speakers 8L, 8R). The effect execution means can execute special effects that suggest that the game is controlled to an advantageous state (for example, a pseudo consecutive effect, a chance-up cut-in effect, a special deciding button effect), and the sound output means outputs a specific piece of music (for example, a specific piece of music A or a specific piece of music B) during the advantageous state. It is possible, and the specific song includes an A melody section, a B melody section, and a chorus section (for example, the specific song A shown in FIG. 8-12 includes an A melody section, a B melody section, and a chorus section. Also, for example, the specific song B shown in FIG. 8-41 includes an A melody section, a B melody section, and a chorus section), and the special effect is an effect that uses a part of the lyrics included in the specific song, and an effect that uses a part of the lyrics included in the B melody section of the specific song (for example, as shown in FIG. 8-14 (6-1) (6-2) and FIG. 8-16 (16-1) (16-2), the lyrics of the B melody section of the specific song A are used as a pseudo consecutive effect). For example, as shown in Figure 8-25 (B21-2), "It will start to resonate," which is part of the lyrics of the B-melody section of specific song A, is displayed as a chance-up cut-in effect. For example, as shown in Figures 8-43 (6-1') (6-2') and 8-46 (25-1') (25-2'), "It's time for negotiation" and "It's the deciding factor," which are part of the lyrics of the B-melody section of specific song B, are displayed as a pseudo-consecutive effect. For example, as shown in Figure 8-50 (B'32β2), "It's time for a special deciding button effect" is displayed as a chance-up cut-in effect. 8-37, 8-38, 8-51, and 8-54, audio (dialogue) corresponding to the lyrics is output. See Fig. 8-12 and Fig. 8-41), and the chorus section of the specific song is output after the special performance is executed (for example, the chorus section of the specific song A is output at the timing of Fig. 8-14(7) and Fig. 8-16(17) after the pseudo consecutive performance shown in Fig. 8-14(6-1)(6-2) and Fig. 8-16(16-1)(16-2) is executed, see Fig. 8-37).Also, for example, after the chance-up cut-in effect shown in FIG. 8-25 (B21-2) is executed, the chorus section of the specific music A is output at the timing of FIG. 8-28 (B32) and FIG. 8-32 (B'34), see FIG. 8-39 and FIG. 8-40. Also, for example, after the pseudo consecutive effects shown in FIG. 8-43 (6-1') (6-2') and FIG. 8-46 (25-1') (25-2') are executed, the chorus section of the specific music B is output at the timing of FIG. 8-43 (7') and FIG. 8-46 (26'), see FIG. 8-51. Also, for example, after the special button effect shown in FIG. 8-50 (B'32β2) is executed, the chorus section of the specific music B is output at the timing of FIG. 8-32 (B'34), see FIG. 8-54. According to such a configuration, the trigger for outputting the specific song acts as a special effect, which can draw attention to the lyrics of the specific song, and as a result, can draw attention to the specific song.

[0505] (Means 5) A gaming machine that can be controlled to a favorable state (e.g., a jackpot gaming state) that is advantageous to a player, and that includes a performance execution means that can execute a performance (e.g., a part where the performance control CPU 120 executes the process of step S172) and a sound output means that can output sound (e.g., speakers 8L, 8R). The performance execution means executes a special performance (e.g., a pseudo consecutive performance using lyrics shown in Figure 8-43 (6-1') (6-2') or Figure 8-45 (24') to Figure 8-46 (25-1') (25-2')). the sound output means is capable of outputting a specific piece of music (e.g., specific piece of music B) during the advantageous state, the special effect is an effect that uses a part of the lyrics contained in the specific piece of music, the specific piece of music is a piece of music that includes a voice corresponding to a specific character (e.g., ally character Mumu), and is output when the special effect is executed (for example, the part where specific piece of music B is output from the timing of FIG. 8-43(7') or FIG. 8-45(24'), see FIG. 8-51), and the effect execution means outputs the specific When music is being output, a predetermined effect using a voice corresponding to a specific character (for example, the conversation effect shown in FIG. 8-44(12') to FIG. 8-45(20') or the roulette effect shown in FIG. 8-47(30') to FIG. 8-48(40')) can be executed, and the specific music is output at a lower volume during the predetermined effect than when it is output during an advantageous state (for example, during a jackpot game, it is output at a standard volume from speakers 8L and 8R, whereas during a conversation effect, it is output at a lower volume from speakers 8L and 8R). During a roulette performance, the sound is output from speakers 8L and 8R at half the standard volume, and during the roulette performance, the sound is output from speakers 8L and 8R at a volume of 0. See FIG. 8-55), and when it is output after a specified performance, it is output at a louder volume than when it is output during the specified performance (for example, during a conversation performance, the sound is output from speakers 8L and 8R at half the standard volume, and during the roulette performance, the sound is output from speakers 8L and 8R at a volume of 0, but after the performance ends, the sound is output from speakers 8L and 8R at the standard volume. See FIG. 8-55). According to such a configuration, the specific music piece is output using the voice of the specific character, and even when the specific music piece is being output, a voice of the specific character different from the voice of the specific character used in the specific music piece can be output, thereby drawing attention to the performance that uses the voice of the specific character while the specific music piece is being output.

[0506] (Means 6) A gaming machine that can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, the gaming machine comprising: effect execution means capable of executing an effect (e.g., a portion in which the effect control CPU 120 executes processing such as step S172) and sound output means capable of outputting sound (e.g., speakers 8L, 8R), the effect execution means being capable of executing a special effect (e.g., an effect using lyrics), the sound output means being capable of outputting a specific song (e.g., specific song B) during the advantageous state, the special effect being an effect that uses a portion of the lyrics contained in the specific song, including an effect in which a portion of the lyrics contained in the specific song are displayed as text (e.g., a portion in which parts of the lyrics of specific song B such as "Love and battle", "It's a game of negotiation", and "It's the deciding factor" are displayed as pseudo consecutive effects, see Figure 8-45 (24'), Figure 8-46 (25-1') (25-2'), Figure 8-41, and for example, "It's the deciding factor" which is part of the lyrics of specific song B is displayed as a special deciding button effect, 8-41), which is an effect that prompts the player to take action (for example, an effect that prompts the player to press the push button 31B. See Fig. 8-45 (24') and Fig. 8-50 (B'32β2)). When a special effect is executed, a specific piece of music is output (for example, the part where a specific piece of music B is output at the timing of Fig. 8-45 (24'), see Fig. 8-51. Also, for example, after the scene of Fig. 8-50 (B'32β2), the timing of Fig. 8-32 (B'34) is displayed. (See FIG. 8-54 for the part where a specific song B is output at the timing.) A variable display in which a special effect is executed has a higher probability of being controlled to an advantageous state than a variable display in which a special effect is not executed (for example, a variable display in which a second pseudo consecutive effect is executed has a higher probability of being a jackpot than a variable display in which a second pseudo consecutive effect is not executed. Also, for example, a variable display in which the special deciding button effect shown in (B'32α2) is executed has a higher probability of being a jackpot than a variable display in which it is not executed). According to such a configuration, by using special effects that use lyrics, the interest of the timing that prompts the player to take action is increased, while the special effects can be linked to specific music pieces, making the effects appear smooth.

[0507] (Means 7) In any of means 1 to 6, the singing voice included in the specific song is composed of a predetermined voice corresponding to an ally character (e.g., ally character MuMu) (see Figures 8-12 and 8-41), and the predetermined voice is used as the voice output in a special performance (for example, when a part of the lyrics is displayed in the pseudo consecutive performance (6-1) (6-2) (16-1) (16-2) (6-1') (6-2') (25-1') (25-2'), the chance up cut-in performance (B21-2), or the special deciding button performance (B'32β2), the part of the lyrics is output in the voice of ally character MuMu. See Figures 8-37, 8-38, 8-51, and 8-54). According to such a configuration, the sound output during the special effect and the singing voice of the specific song are the same predetermined sound, which makes it easier to connect the special effect and the specific song.

[0508] (Means 8) In any of the means 1 to 6, the predetermined sound is a sound corresponding to a character depicted on the gaming machine in a manner that is visible to the player (for example, a character panel 004IW102 on which an ally character is depicted (or formed three-dimensionally) is provided in the upper right corner of the movable body 32 in the gaming machine frame 3. Also, an ally character 004IW101 is depicted on the gaming board. See FIG. 8-1), and When this is displayed, a predetermined sound corresponding to the character display is output (for example, when part of the lyrics is displayed in the pseudo consecutive performance (6-1)(6-2)(16-1)(16-2)(6-1')(6-2')(25-1')(25-2'), the chance up cut-in performance (B21-2), or the special deciding button performance (B'32β2), the part of the lyrics is output in the voice of the ally character Mumu. See Figures 8-37, 8-38, 8-51, and 8-54). According to such a configuration, the characters depicted on the gaming machine are recognizable by the player even when no game is being played, and so by outputting a predetermined sound corresponding to such a character, interest in the game can be increased.

[0509] (Means 9) In any of means 1 to 6, as the text display, lyrics before the opening lyrics of the specific song are displayed after the text display is displayed (for example, the lyrics of the B-melody section before the chorus section, "Let's all sing together!" and "Let's all dance together!" are displayed at the timing of Fig. 8-14 (6-1) (6-2) or (16-1) (16-2), and the specific song A of the chorus section is output at the timing of Fig. 8-14 (7) or (17), see Fig. 8-37). Also, for example, the lyrics of the B-melody section before the chorus section, "It will start to resonate," are displayed at the timing of Fig. 8-25 (B21-2), and the specific song A of the chorus section is output at the timing of Fig. 8-28 (B32) or Fig. 8-32 (B'34), see Figs. 8-39 and 8-40. Also, for example, the lyrics of the B-melody section before the chorus section, "It's a game of negotiation," "It's the deciding factor," are displayed at the timing of Figure 8-43 (6-1') (6-2'), and the specific song B of the chorus section is output at the timing of Figure 8-43 (7'), see Figure 8-51. Also, for example, the lyrics of the B-melody section before the chorus section, "Love and battle," "It's a game of negotiation," "It's the deciding factor," are displayed at the timing of Figure 8-45 (24') and Figure 8-46 (25-1') (25-2'), and the chorus section of the specific song B is output at the timing of Figure 8-46 (27'). Also, for example, the lyrics of the B-melody section before the chorus section, "It's the deciding factor," are displayed at the timing of Figure 8-50 (B'32β2), and the specific song B of the chorus section is output at the timing of Figure 8-32 (B'34), see Figure 8-54. According to such a configuration, the sequence of events from the display of the text display to the output of the specific music piece can be made smoother, which can ultimately increase interest in the game.

[0510] (Means 10) In either of means 1 and means 3, when a special effect is executed multiple times during one variable display, if a first character display is displayed in a special effect executed earlier, a character display different from the first character display is displayed in a special effect executed later (for example, in the pseudo consecutive effects shown in Figures 8-14 (6-1) (6-2) and 8-16 (16-1) (16-2), "Let's all sing together!" or "Let's all dance together" is displayed, and in the chance up cut-in effect shown in Figure 8-25 (B21-2), "It will start to resonate" is displayed). According to such a configuration, the same character display is not displayed consecutively, but different character displays are displayed, so that the variety of effects can be increased and interest in the game can be improved.

[0511] (Means 11) In any of means 1 to 4, the special effect includes a first special effect and a second special effect that uses lyrics different from those of the first special effect, and when the second special effect is executed, the probability of being controlled to an advantageous state is higher than when the first special effect is executed (for example, there is a pseudo-consecutive effect that uses the lyrics ``Let's all sing!'' as shown in Figure 8-14 (6-1) and Figure 8-16 (16-1), and a pseudo-consecutive effect that uses the lyrics ``Let's all dance!'' as shown in Figure 8-14 (6-2) and Figure 8-16 (16-2), and the probability of the latter being determined when a jackpot is hit is higher. See Figure 8-10). According to such a configuration, it is possible to increase the variety of special effects and to draw the player's attention to which type of special effect will be executed, thereby increasing the player's interest in the game.

[0512] (Means 12) In either means 2 or means 3, a sound corresponding to a character is used as the sound output by the sound output means during a special effect, and a specific song is not output during the special effect (for example, when part of the lyrics are displayed in the pseudo consecutive effects (6-1)(6-2)(16-1)(16-2)(6-1')(6-2'), the chance up cut-in effect (B21-2), or the special deciding button effect (B'32β2), the part of the lyrics is output in the voice of the ally character Mumu, and specific song A and specific song B are not output during that time. See Figures 8-37, 8-38, 8-51, and 8-54). With such a configuration, the sound output during the special effects can be made to stand out, realizing a more vivid effect.

[0513] (Means 13) In means 4, the effect execution means is capable of executing a special effect multiple times during one variable display, and when a special effect is executed multiple times during one variable display, if a first character display is displayed in a special effect executed earlier, a character display different from the first character display is displayed in a special effect executed later (for example, in the pseudo consecutive effects shown in Figures 8-14 (6-1) (6-2) and 8-16 (16-1) (16-2), "Let's all sing together!" or "Let's all dance together" is displayed, and in the chance-up cut-in effect shown in Figure 8-25 (B21-2), "It will start to resonate" is displayed). According to such a configuration, the same character display is not displayed consecutively, but different character displays are displayed, so that the variety of effects can be increased and interest in the game can be improved.

[0514] (Means 14) In any of means 1 to 6, the special effect is an effect that does not use lyrics contained in the A-melody section of a specific song but uses lyrics contained in the B-melody section (for example, as shown in Fig. 8-14 (6-1) (6-2) and Fig. 8-16 (16-1) (16-2), a pseudo consecutive effect is displayed in which "Let's all sing together!" or "Let's all dance together," which are part of the lyrics of the B-melody section of a specific song A. Also, as shown in Fig. 8-25 (B21-2), a chance-up cut-in effect is displayed in which "It will start to resonate," which is part of the lyrics of the B-melody section of a specific song A. Also, as shown in Fig. 8-43 (6-1') (6-2') and Fig. 8-46 (25-1') (25-2'), a pseudo consecutive effect is displayed in which "It's time for negotiation" or "It's time for the showdown," which are part of the lyrics of the B-melody section of a specific song B. Also, as shown in Fig. 8-50 (B'32β2), As shown in the figure, the special button effect displays "It's the deciding moment," which is part of the lyrics of the B-melody section of specific song B. Also, as shown in Figures 8-37, 8-38, 8-51, and 8-54, audio (dialogue) corresponding to the lyrics is output. See Figures 8-12 and 8-41. When the special effect is executed, the chorus section of a specific song is output (for example, Figures 8-14 (6-1) and (6-2), Figure 8-16 (16- 1) After the pseudo consecutive performance shown in (16-2) is executed, the chorus section of the specific music A is output at the timing of Fig. 8-14 (7) and Fig. 8-16 (17), see Fig. 8-37. Also, for example, after the chance-up cut-in performance shown in Fig. 8-25 (B21-2) is executed, the chorus section of the specific music A is output at the timing of Fig. 8-28 (B32) and Fig. 8-32 (B'34), see Fig. 8-39 and Fig. 8-40. Also, for example, after the pseudo consecutive performance shown in Fig. 8-43 (6-1') (6-2') and Fig. 8-46 (25-1') (25-2') is executed, the chorus section of the specific music B is output at the timing of Fig. 8-43 (7') and Fig. 8-46 (26'), see Fig. 8-51. Also, for example, after the special button pressing effect shown in FIG. 8-50 (B'32β2) is executed, the chorus section of a specific song B is output at the timing of FIG. 8-32 (B'34), see FIG. 8-54). With such a configuration, it is possible to draw attention to a particular piece of music more effectively within a short period of the variable display period.

[0515] (Means 15) In means 6, after the special effect is executed, a notification is made as to whether or not the game will be controlled to an advantageous state (for example, after the special deciding button effect shown in Figure 8-50 (B'32β2) is executed, a notification of whether or not the game will be won is made). According to such a configuration, after a special effect is executed, whether or not the advantageous state will be established is notified, so that attention can be drawn to the special effect.

[0516] (Means 16) A gaming machine that can be controlled to an advantageous state (for example, a jackpot gaming state) that is advantageous to a player, and that includes a performance execution means (for example, a part where the performance control CPU 120 executes the process of step S172, etc.) capable of executing a performance, and a display means (for example, an image display device 5), and the performance execution means is capable of executing a specific performance (for example, an SP reach) that suggests that the game is controlled to an advantageous state, and the display means displays a character (for example, an ally character mumu) and text (for example, "I am Na" as shown in FIG. 8-27 (B25)) in association with the specific performance. 8-31(B'25)) and the character can be displayed in a first state (for example, an ally character in a normal state as shown in FIG. 8-27(B25)) and a second state different from the first state (for example, an ally character in a special state surrounded by aura 004IWC01a as shown in FIG. 8-31(B'25)). A character displayed in the first state during a specific performance may continue to be displayed in the first state after a predetermined timing. After the predetermined timing, the character may be displayed in the second mode (for example, when the ally character shown in FIG. 8-26 (B23) is displayed in the normal mode and the character moves to the weak route (B24), the character continues to be displayed in the normal mode as shown in FIG. 8-27 (B25), and when the character moves to the strong route (B'24), the character is displayed in the special mode as shown in FIG. 8-31 (B'25)). When the character is displayed in the first mode, the character is displayed in a predetermined mode (for example, font: MS Gothic, size: 24pt. See FIG. 8-36 (A)). When the character is displayed in the second mode, it is displayed in a specific mode different from the predetermined mode (for example, font: Soei Presence EB, size: 30pt. See Figure 8-36 (B)), and when the character is displayed in the second mode, the probability of being controlled to an advantageous state is higher than when the character is displayed in the first mode (for example, when the ally character Mumu transitions to a strong route displayed in a special mode, the probability of a jackpot is higher than when the ally character Mumu transitions to a weak route displayed in a normal mode. See Figure 8-11 (A)). With such a configuration, when the character's state changes from a first state to a second state, the character display also changes from a predetermined state to a specific state, so that a correlation can be established between the character's state and the state of the character display, thereby improving the presentation effect and increasing interest in the game.

[0517] (Means 17) In the means 16, a variable display is performed, and it is possible to control the state to be advantageous for the player, and the effect execution means is capable of executing a special effect (for example, an epilogue effect) capable of informing the player that the state is controlled to be advantageous, and in the variable display controlled to be advantageous, when a character display is displayed in a predetermined manner during a specific effect, the character display displayed when the special effect is being executed is continuously displayed in the predetermined manner (for example, when a jackpot is hit via a weak route, the character display "Nanaaaaaa" and "That's all settled!" are displayed as an epilogue effect, as shown in FIG. 8-28 (B31) (B32)). It is displayed in the same font as the delivery: MS Gothic, size: 24pt. See Figures 8-36(A)(C)), and in the variable display controlled to the advantageous state, if the character display is displayed in a specific manner during a specific performance, the character display displayed when the special performance is being executed will continue to be displayed in that specific manner (for example, if a jackpot is hit via the strong route, the character display "Nanaaaaaa" and "That's it!" are displayed in the same font as before the epilogue performance: Soei Presence EB, size: 30pt, as shown in Figures 8-32(B'33)(B'34). See Figures 8-36(B)(D)). According to such a configuration, the manner in which the characters are displayed according to the state of the character continues even during the special presentation, thereby enhancing the presentation effect and increasing interest in the game.

[0518] (Means 18) Either of means 16 and means 17 performs a variable display, which can be controlled to an advantageous state advantageous to the player, and when the character is displayed in a first mode, the character display is displayed in a first font (e.g., MS Gothic), and when the character is displayed in a second mode, the character display is displayed in a second font (e.g., Soei Presence EB). In the variable display controlled to a non-advantageous state, if the character display is displayed in the second font during a specific performance, the character display is displayed in the first font when a special performance is being executed that does not notify that the character display is being controlled to an advantageous state (for example, as shown in Figure 8-31 (B'25), on the strong route, the character display ...

Claims

1. A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A performance execution means capable of executing a performance; A sound output means capable of outputting a sound, The performance execution means includes: A special effect that suggests that the game will be controlled to the advantageous state can be executed. The special effect can be executed multiple times during one variable display, The sound output means includes: A specific piece of music can be output during the advantageous state, A predetermined piece of music not including a singing voice can be output during one variable display. the special effect includes an effect in which a part of lyrics included in the specific song is displayed as text, The character display includes a first character display and a second character display, the specific music piece is output when either the first character display or the second character display is displayed; During the special performance, the predetermined music piece is not output, In the special performance executed at one timing during the variable display, the first character display may be displayed and the second character display may not be displayed, or the second character display may be displayed and the first character display may not be displayed, When the second character display is displayed, the ratio of being controlled to the advantageous state is higher than when the first character display is displayed; When the special effect is executed multiple times during one variable display, the second character display is displayed more frequently in the special effect executed later than in the special effect executed earlier. A gaming machine characterized by:

2. The special effect is an effect that uses lyrics corresponding to a predetermined section of the specific music piece when the specific music piece is not being output, and a specific section following the predetermined section of the specific music piece is output after the special effect is executed.

2. The gaming machine according to claim 1.

Citation Information

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