Gaming Machines

By introducing a combination of multiple display modes and predetermined performance in the gaming console, the performance relevance in the gaming console is enhanced and the player's gaming experience and fun is improved.

JP7628773B2Active Publication Date: 2025-02-12SANKYO CO LTD
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Patent Information

Application Number
JP2020066564
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2020-04-02
Publication Date
2025-02-12
Estimated Expiration
2040-04-02

AI Technical Summary

Technical Problem

The lack of correlation between the various performances in existing gaming consoles leads to insufficient fun games and the inability to effectively improve the player experience.

Method used

By introducing variable display and corresponding display of multiple display modes in the gaming machine, combining different predetermined performances, the player's experience in an advantageous state, including variable display modes of the first and second display types, and increasing the correlation between performance through different execution rates control performance.

Benefits of technology

It improves the performance and relevance in the game console, thereby enhancing the fun of the game and the sense of participation of players.

✦ 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 increasing game amusement.SOLUTION: A game machine can execute a first prescribed performance and a second prescribed performance for suggesting that, a state is controlled to an advantageous state during executing variable display and can display corresponding display by any one of a plurality of display modes of a first display type, and a plurality of display modes of a second display type. When the corresponding display displayed before executing the second prescribed performance, is the display mode in the second display type, a special performance associated with the corresponding display, can be executed before execution of the second prescribed performance. The second prescribed performance can be executed at a different ratio, between when the display mode of the corresponding display is the display mode in the first display type and the display mode is the display mode in the second display type.SELECTED DRAWING: Figure 10-14
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Description

[Technical field]

[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]

[0002] There is a pachinko game machine that enhances the interest of the game by a so-called variable display game, in which a game medium such as a game ball is launched into a game area by a launching device, and when the game medium enters a winning area such as a winning hole provided in the game area and an execution condition (starting condition) is established, multiple types of identification information (hereinafter, display patterns) are variably displayed on a variable display device, and whether or not a predetermined game value is awarded is determined based on the display result. In such a pachinko game machine, when the stopped pattern mode when the variable display of the display pattern in the variable display game completely stops becomes a specific display mode, a favorable state (jackpot game state) that is advantageous to the player is entered. In the jackpot game state, a round game in which the big winning hole is in an open state can be repeatedly executed up to a predetermined upper limit number of times. In such a game machine, before the display result of the variable display is displayed, various types of presentations are executed to inform the player of the expectation of being controlled to the favorable state, and as the game state after being controlled to the favorable state, it is possible to control it to a specific state that is easily controlled to the favorable state.

[0003] As such a gaming machine, a gaming machine has been proposed in which a corresponding display corresponding to a variable display is displayed, and after a predetermined presentation of a special mode is executed, a change presentation is executed to change the display mode of the corresponding display to the special mode (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2020-631 A Summary of the Invention [Problem to be solved by the invention]

[0005] However, in the gaming machine described in Patent Document 1, there is little correlation between each of the effects, such as the predetermined effects and the changing effects, and the corresponding displays, and this is still insufficient from the perspective of increasing interest in the game by correlating them as a series of effects.

[0006] The present invention has been made in consideration of the above circumstances, and has an object to provide a gaming machine that can increase interest in gaming. [Means for solving the problem]

[0007] (A) In order to achieve the above object, the gaming machine according to the present invention comprises: A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, a correspondence display means capable of displaying a correspondence display corresponding to the variable display; a predetermined performance execution means capable of executing a first predetermined performance suggesting that the display will be controlled to the advantageous state during execution of the variable display, and a second predetermined performance which is more advantageous than the first predetermined performance and suggests that the display will be controlled to the advantageous state; the corresponding display means is capable of displaying the corresponding display in any one of a plurality of display modes of a first display type, or in any one of a plurality of display modes of a second display type different from the first display type; The display device further includes a special effect execution means for executing, before the execution of the second predetermined effect, a special effect including an effect of moving a related display related to the corresponding display of the display mode to an area where the second predetermined effect is executed, when the corresponding display displayed before the execution of the second predetermined effect is a display mode in the second display type; The predetermined effect execution means is capable of executing the second predetermined effect at a different ratio when the display mode of the corresponding display is the display mode of the first display type and when the display mode of the corresponding display is the display mode of the second display type; The plurality of display modes in the second display type include a special display mode and a special display mode in which the ratio of the special display mode and the advantageous state are different, The display mode of the first display type is In the different display modes of the first display typeThe display mode of the second display type is changed more than when the display mode of the second display type is changed. In the different display mode of the second display type When the change occurs, it is possible to change in a manner that allows the change to be recognized to a high degree. It is characterized by the following. Furthermore, in order to achieve the above object, the gaming machine according to the present invention comprises: A gaming machine (such as a pachinko gaming machine 1) that performs variable display and can be controlled to an advantageous state (such as a jackpot gaming state) that is advantageous to a player, A corresponding display means (e.g., active display area 003AKA1) capable of displaying a corresponding display corresponding to the variable display; a first predetermined performance suggesting that the display will be controlled to the advantageous state during execution of the variable display, and a second predetermined performance which is more advantageous than the first predetermined performance and suggests that the display will be controlled to the advantageous state; the corresponding display means is capable of displaying the corresponding display in any one of a plurality of display modes of a first display type, or in any one of a plurality of display modes of a second display type different from the first display type (for example, capable of displaying an active display in the first type of display mode or the second type of display mode); If the corresponding display displayed before the execution of the second predetermined effect is a display mode in the second display type, a special effect related to the corresponding display can be executed before the execution of the second predetermined effect (for example, if the corresponding display is an active display of the second type, a special effect for displaying an associated image related to the active display in an operational manner, etc.) is further included; The predetermined performance execution means is capable of executing the second predetermined performance at a different ratio when the display mode of the corresponding display is the display mode of the first display type and when the display mode of the corresponding display is the display mode of the second display type (for example, when the active display is of the first type, a cut-in performance in a cut-in mode corresponding to the active display of the first type is executed, and when the active display is of the second type, a cut-in performance in a cut-in mode corresponding to the active display of the second type is executed, etc.); It is characterized by:

[0008] According to such a configuration, the correlation between the executed effects is increased, improving the effect of the effects, and the display type of the corresponding display can be drawn to the player, thereby increasing interest in the game. [Brief description of the drawings]

[0009] [Figure 1] FIG. 2 is a front view of the pachinko gaming machine according to this embodiment. [Diagram 2] FIG. 2 is a rear perspective view of the pachinko game machine according to this embodiment. [Diagram 3] 1 is a configuration diagram showing various control boards etc. installed in a pachinko gaming machine. [Figure 4] 13 is a flowchart showing an example of a game control main process. [Diagram 5] 13 is a flowchart showing an example of a timer interrupt process for game control. [Figure 6] 13 is a flowchart showing an example of a special symbol process. [Figure 7] FIG. 13 is an explanatory diagram showing a display result determination table. [Figure 8] 13 is a flowchart showing an example of a performance control main process. [Figure 9] 13 is a flowchart showing an example of a performance control process. [Figure 10-1] FIG. 2 is a diagram showing an example of a screen display configuration. [Figure 10-2] FIG. 13 is a diagram illustrating an example of a configuration of a variation pattern. [Figure 10-3] FIG. 13 is a diagram showing an example of determining a fluctuation pattern. [Figure 10-4] FIG. 13 is a diagram showing an example of an active display. [Figure 10-5] FIG. 13 is a diagram showing an example of a cut-in effect. [Figure 10-6] 13 is a flowchart showing an example of a variable display start setting process. [Figure 10-7] 13 is a flowchart showing an example of a performance determination process in the feature section 003AK. [Figure 10-8] FIG. 13 is a diagram showing an example of a configuration of a final stage image determination table. [Figure 10-9] FIG. 13 is a diagram showing an example of the configuration of a change pattern determination table. [Figure 10-10] FIG. 13 is a diagram showing an example of the configuration of a change pattern determination table. [Figure 10-11] FIG. 13 is a diagram showing an example of the configuration of a change pattern determination table. [Figure 10-12] A diagram showing the timing at which change effects can be executed. [Figure 10-13] A figure showing an example of the configuration of a special performance mode determination table. [Figure 10-14] FIG. 13 is a diagram showing an example of the configuration of a cut-in mode determination table. [Figure 10-15] A figure showing an example of the configuration of a promotion performance mode determination table for notification performance. [Figure 10-16] A figure showing an example of a promotion performance for a notification performance. [Figure 10-17] 13 is a flowchart showing an example of a variable display performance process. [Figure 10-18] FIG. 13 is a diagram showing an example of performance execution. [Figure 10-19] FIG. 13 is a diagram showing an example of performance execution. [Figure 10-20] FIG. 13 is a diagram showing an example of performance execution. [Figure 10-21] 13 is a flowchart showing an example of a performance determination process in the feature section 004AK. [Figure 10-22] FIG. 13 is a diagram showing an example of a configuration of a final stage image determination table. [Figure 10-23] A figure showing an example of the configuration of a special effect change effect determination table. [Figure 10-24] A diagram showing the timing at which change effects can be executed. [Figure 10-25] FIG. 13 is a diagram showing an example of performance execution. [Figure 10-26] FIG. 13 is a diagram showing an example of performance execution. [Figure 10-27] A diagram showing examples of suggestive performances, cut-in performances, and promotion performances. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] (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.

[0011] (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.

[0012] 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.

[0013] The special pattern variably displayed on the first special pattern display device 4A is also called the "first special pattern," and the special pattern variably displayed on the second special pattern display device 4B is also called the "second special pattern." Each of these is made up of a 7-segment LED or the like. The special pattern is represented by a lighting pattern such as numbers "0" to "9" or "-." The special pattern may include a pattern in which all LEDs are turned off. A special pattern game using the first special pattern is also called the "first special pattern game," and a special pattern game using the second special pattern is also called the "second special pattern game." There may be only one type of special pattern display device that variably displays the special pattern.

[0014] An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 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.

[0015] 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.

[0016] 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.

[0017] 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.

[0018] A first hold indicator 25A and a second hold indicator 25B, each of which includes a plurality of LEDs, are provided at predetermined positions on the game board 2. The first hold indicator 25A displays the first hold memory number by the number of lit LEDs. The second hold indicator 25B displays the second hold memory number by the number of lit LEDs.

[0019] Below the image display device 5, a winning ball device 6A and a variable winning ball device 6B are provided.

[0020] 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.

[0021] 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. 3). 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.

[0022] 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.

[0023] 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. 3), 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.

[0024] 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.

[0025] 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.

[0026] The entry of a game ball into each winning port including the general winning port 10 is also called a "winning". In particular, the winning into the start port (first start winning port, second start winning port) is also called a start winning.

[0027] 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.

[0028] 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.

[0029] 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.

[0030] 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 numerous 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.

[0031] 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.

[0032] 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).

[0033] At the lower right position of the game machine frame 3, a ball hitting operation handle (operation knob) is provided which is operated by a player or the like to launch a game ball toward the game area by the ball launching device.

[0034] 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.

[0035] 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 play 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. 3).

[0036] 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. 3).

[0037] 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.

[0038] 2 is a rear perspective view of the pachinko gaming machine 1. The main board 11 housed in a board case 201 is mounted on the rear of the pachinko gaming 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 settings such as the probability of winning a jackpot and the 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.

[0039] 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 using, for example, 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.

[0040] 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 won the first and second large winning ports (attackers) to the total number of winning balls. The winning combination ratio is the ratio of the number of winning balls that have won the second start winning port (electric chute) and the number of winning balls that have won the first and second large winning ports (attackers) 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.

[0041] 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.

[0042] In the pachinko gaming machine 1, a security cover 500A 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 500A covers the right side of the board case 201, including the setting keys 51 and the setting changeover switch 52, from the rear side. The security cover 500A is a substantially L-shaped member including a short piece 500Aa and a long piece 500Ab, and may be made of a transparent synthetic resin.

[0043] (Outline of game progress) The game ball is launched toward the game area by the player rotating the ball-hitting operation handle provided on the pachinko game machine 1. When the game ball passes through the passing gate 41, a normal game is started by the normal symbol display 20. If the game ball passes through the passing gate 41 during the period during which 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 (for example, 4).

[0044] 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).

[0045] 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.

[0046] 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.

[0047] 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).

[0048] 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".

[0049] 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.

[0050] 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.

[0051] 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.

[0052] 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.) are prepared, and the jackpot type is set according to these. As the jackpot type, there may be a jackpot type that can get many prize balls, a jackpot type that can get few prize balls, or a jackpot type that can hardly get any prize balls.

[0053] In the small win game state, the large prize opening formed by the special variable winning ball device 7 is opened in a predetermined opening manner. For example, in the small win game state, the large prize opening is opened in the same opening manner as in the large prize game state in some large prize types (the number of times the large prize opening is opened is the same as the number of rounds, and the timing of closing the large prize opening is also the same, etc.). In addition, like the large prize types, small prize types may be set for "small wins".

[0054] 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.

[0055] 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.

[0056] 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".

[0057] 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.).

[0058] 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).

[0059] The state in which the probability variable control is being executed is also called a high probability state, and the state in which the probability variable control is not being executed is also called a low probability state. The state in which the time-saving control is being executed is also called a high base state, and the state in which the time-saving control is not being executed is also called a low base state. Combining these, the time-saving state is also called a low probability high base state, the probability variable state is a high probability high base state, and the normal state is a low probability low base state. The high probability state and low base state are also called a high probability low base state.

[0060] 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). It is not necessary for the special game to display "small win".

[0061] 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.

[0062] (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 performed by displaying various effect images on the image display device 5, but in addition to or instead of the display, the effects may be performed as sound output from the speakers 8L and 8R, turning on and off the game effect lamp 9, operating the movable body 32, or using any effect device including some or all of these.

[0063] 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).

[0064] 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.

[0065] 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.

[0066] 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.

[0067] 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.

[0068] 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".

[0069] 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").

[0070] 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 pre-reading preview effect that predicts the jackpot reliability in the variable display before execution (variable display whose execution is reserved). As a pre-reading 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 the normal mode may be executed.

[0071] 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.

[0072] 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.

[0073] 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).

[0074] (Board configuration) The pachinko gaming 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. 3. In addition, various boards, such as a payout control board, an information terminal board, and a launch control board, are arranged on the back of the pachinko gaming machine 1. Furthermore, a power supply board 17 is also equipped. The various control boards are not only electronic circuit boards such as printed wiring boards on which conductor patterns are formed and on which electrical components can be mounted, but also electronic circuit mounting boards configured to realize specific electrical functions by mounting electrical components on the electronic circuit board.

[0075] In the pachinko game machine 1, power from an AC power source such as an external power source of AC 100V, such as a commercial power source, can be supplied to electrical components including various control boards such as the main board 11 and the performance control board 12, via the power supply board 17. The power supply board 17 includes, for example, a rectifier circuit for converting alternating current (AC) to direct current (DC), and a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (for example, DC 12V or DC 5V).

[0076] 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.

[0077] 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.

[0078] 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 of 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.

[0079] 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).

[0080] 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).

[0081] 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.

[0082] The switch circuit 110 receives a reset signal, a power-off signal, and a clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal for stopping the operation of control circuits such as the game control microcomputer 100, and can be output using any of a power supply monitoring circuit, an IC with a built-in watchdog timer, and a system reset IC. The power-off signal is turned off when a predetermined power supply voltage used in the pachinko game machine 1 exceeds a predetermined value, and is turned on when the period during which the predetermined power supply voltage is below the predetermined value continues for a power-off reference time or longer. The clear signal is turned on in response to, for example, pressing a clear switch provided on the power supply board 17.

[0083] 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.

[0084] The main board 11 is connected to a display monitor 29, a display changeover switch 30, a setting key 51, a setting changeover switch 52, and a door open sensor 90. The door open sensor 90 detects the opening of the gaming machine frame 3 including the glass door frame 3a.

[0085] 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.

[0086] 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.

[0087] 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.

[0088] 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.

[0089] 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).

[0090] 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.

[0091] The display control unit 123 supplies a video signal corresponding to the effect to be executed to the image display device 5 based on an instruction to execute the effect from the effect control CPU 120, thereby causing the image display device 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 to 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.

[0092] 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.

[0093] 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.

[0094] In addition, the control of audio output, turning on / off of lamps (such as supplying sound designation signals and lamp signals), and control of movable body 32 (such as supplying signals to operate movable body 32) may be performed by the performance control CPU 120.

[0095] 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).

[0096] 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).

[0097] 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.

[0098] (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described.

[0099] (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. 4 is a flowchart showing the game control main process executed by the CPU 103 in the main board 11.

[0100] In the game control main process shown in Fig. 4, 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.

[0101] Next, it is determined whether the recovery condition is satisfied (step S3). The recovery condition can be satisfied when the clear signal is in the OFF state, backup data is present, and the backup RAM is normal. When the power supply to the pachinko game machine 1 is started, if the clear switch provided on the power supply board 17 is pressed, for example, a clear signal in the ON state is input to the game control microcomputer 100. If such a clear signal in the ON state is input, it is sufficient to determine in step S3 that the recovery condition is not satisfied. The backup data may be stored in the RAM 102, which is the backup RAM for game control. In step S3, it is sufficient to check or inspect the presence or absence of backup data, the presence or absence of data errors, and the like, and determine whether the recovery condition can be satisfied.

[0102] If the restoration condition is met (step S3; Yes), a restoration process (step S4) is executed, followed by a setting confirmation process (step S5). The restoration process in step S4 sets a working area based on the contents stored in RAM 102. By setting a working area using the backup data stored in RAM 102, the game state when the power supply was stopped is restored, and if, for example, a special symbol was fluctuating, it is sufficient if the fluctuating special symbol can be resumed from the state before the stoppage.

[0103] If the recovery condition is not satisfied (step S3; No), an initialization process (step S6) is executed, and then a setting change process (step S7) is executed. The initialization process in step S6 includes a clear process for clearing flags, counters, and buffers stored in the RAM 102, and initial values ​​are set in the working area by executing the clear process.

[0104] In the setting confirmation process of step S5, it is determined whether a predetermined setting confirmation condition is satisfied. The setting confirmation condition is satisfied, for example, when the power supply is started, the detection signal from the door open sensor 90 is in the ON state and the setting key 51 is turned ON. The setting confirmation process of step S5 is executed when the recovery condition including the clear signal being in the OFF state is satisfied in step S3. Therefore, the setting confirmation condition can be satisfied when the clear signal is in the OFF state, so the setting confirmation condition can also include the clear signal being in the OFF state.

[0105] When the setting confirmation condition is satisfied in the setting confirmation process of step S5, the pachinko gaming machine 1 enters a setting confirmation state in which the setting values ​​set therein can be confirmed, and a setting confirmation start command is sent from the main board 11 to the performance control board 12. In the setting confirmation state, the setting values ​​set in the pachinko gaming machine 1 can be confirmed by displaying them on the display monitor 29. When the setting confirmation state is to be ended, a setting confirmation end command is sent from the main board 11 to the performance control board 12.

[0106] When the pachinko game machine 1 is in the setting confirmation state, it may be in a game stop state in which the progress of the game in the pachinko game machine 1 is stopped. In the game stop state, the launch of the game ball by the operation of the ball hitting operation handle, the detection of the game ball by various switches, etc. are stopped, and the first special symbol display device 4A, the second special symbol display device 4B, and the normal symbol display device 20 may be controlled to stop and display a losing symbol or the like, or to display a symbol corresponding to a game stop state other than a losing symbol. When the setting confirmation state ends, the game stop state associated with it may also end.

[0107] In the setting change process of step S7, it is determined whether or not a predetermined setting change condition is satisfied. The setting change condition is satisfied, for example, when the power supply is started, the detection signal from the door open sensor 90 is in the ON state and the setting key 51 is turned ON. The setting change condition may include the clear signal being in the ON state.

[0108] When the setting change condition is satisfied in the setting change process of step S7, the pachinko game machine 1 enters a setting change state in which the setting value set therein can be changed, and a setting change start command is sent from the main board 11 to the performance control board 12. In the setting change state, the setting value is displayed on the display monitor 29, and the numerical value displayed on the display monitor 29 is updated and displayed in sequence every time the operation of the setting change switch 52 is detected. After that, based on the setting key 51 being turned off by an attendant of the game parlor or the like, the setting value displayed on the display monitor 29 is stored (updated and stored) in the backup area of ​​the RAM 102, and the display monitor 29 is turned off. When the setting change state is to be ended, a setting change end command is sent from the main board 11 to the performance control board 12.

[0109] When the pachinko gaming machine 1 is in the setting change state, the pachinko gaming machine 1 may be in a game stop state, similarly to when it is in the setting confirmation state. When the setting change state ends, the game stop state associated with it may also end.

[0110] On the performance control board 12 side, when a setting check start command or a setting change start command is received, control may be performed to notify that the setting is being checked or changed. For example, a predetermined image may be displayed on the image display device 5, a predetermined sound may be output from the speakers 8L and 8R, or a light-emitting member such as the game effect lamp 9 may be made to emit light in a predetermined manner.

[0111] The clear signal is turned on by, for example, pressing a clear switch provided on the power supply board 17. Therefore, when the power supply is started, if the detection signal from the door open sensor 90 is on and the setting key 51 is on, if the clear switch is on, the initialization process of step S6 and the setting change process of step S7 are executed to control the device to the setting change state, and if the clear switch is off, the recovery process of step S4 and the setting confirmation process of step S5 are executed to control the device to the setting confirmation state. When the power supply is started, if the detection signal from the door open sensor 90 is off or the setting key 51 is off, if the clear switch is on, the initialization process of step S6 is executed but the device is not controlled to the setting change state, and if the clear switch is off, the recovery process of step S4 is executed but the device is not controlled to the setting confirmation state.

[0112] After executing the setting confirmation process or the setting change process, the CPU 103 executes a random number circuit setting process to initialize the random number circuit 104 (step S8). 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 S9), and the interrupt is permitted (step S10). 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 the timer interrupt process periodically.

[0113] 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. 5. When the game control timer interrupt process shown in Fig. 5 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 a probability variable state has occurred) that are supplied to a hall management computer installed outside the pachinko game machine 1 (step S23).

[0114] 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, and the like.

[0115] 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, enabling 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 passing 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.

[0116] 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.

[0117] Fig. 6 is a flow chart showing an example of the special symbol process executed in step S25 shown in Fig. 5. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).

[0118] 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 pattern process is completed, by executing the command control process of step S27 shown in FIG. 5.

[0119] After executing the start winning judgment process in step 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.

[0120] 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 established in the order in which the balls enter the first start winning port (also called "winning order consumption").

[0121] 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.

[0122] 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.

[0123] 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.

[0124] 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.

[0125] 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.

[0126] 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.

[0127] 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.

[0128] 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.

[0129] 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.

[0130] 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.

[0131] 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.

[0132] 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.

[0133] The pachinko game machine 1 is configured such that the winning probability of a jackpot and the ball payout rate change according to the set value. For example, in the special symbol normal processing of the special symbol process processing, the winning probability of a jackpot and the ball payout rate change by using a display result judgment table (winning probability) according to the set value. For example, the set value is made up of six stages from 1 to 6, with 6 being the highest winning probability of a jackpot, and the winning probability of a jackpot decreases as the value decreases in the order of 6, 5, 4, 3, 2, and 1. In this example, when the set value is set to 6, the player has the highest advantage, and the advantage decreases stepwise as the value decreases in the order of 6, 5, 4, 3, 2, and 1. If the winning probability of a jackpot changes according to the set value, the ball payout rate may also change according to the set value. The winning probability of a jackpot is constant regardless of the set value, while the number of rounds in a jackpot game state may change according to the set value. The pachinko game machine 1 may be configured to be able to set any one of a plurality of set values ​​with different advantages for the player. The setting value set in the pachinko gaming machine 1 is notified to the performance control board 12 by transmitting a setting value designation command from the main board 11 to the performance control board 12.

[0134] FIG. 7 shows an example of the display result judgment table. FIG. 7(A) shows an example of the display result judgment table for the first special symbol used when the variable special symbol is the first special symbol, and FIG. 7(B) shows an example of the display result judgment table for the second special symbol used when the variable special symbol is the second special symbol. The display result judgment table is a collection of data stored in the ROM 101. In the display result judgment table, a winning judgment value compared with the random number value MR1 according to a set value is assigned to the special symbol display result, which is the variable display result of the special symbol. The random number value MR1 is a random number value for determining the display result, and the value is updated randomly within the range of 0 to 65535. As the display result judgment table, a display result judgment table common to the first special symbol and the second special symbol may be used.

[0135] In the display result judgment table, when the game state is a probability variable state (high probability state), more judgment values ​​are assigned to the special chart display result of "jackpot" than when the game state is a normal state or a time-saving state (low probability state). As a result, when the pachinko game machine 1 is in a high probability state such as a probability variable state in which probability variable control is performed, the probability of determining that the game state will be controlled to a jackpot game state is higher than when the game state is in a low probability state such as a normal state or a time-saving state.

[0136] In the first special chart display result judgment table, a judgment value is assigned so that the probability of determining that the special chart display result is controlled to a small win game state as a "small win" is the same regardless of the game state or the setting value. In the second special chart display result judgment table, a judgment value is assigned so that the probability of determining that the special chart display result is controlled to a small win game state as a "small win" is the same value different from that in the first special chart display result judgment table, regardless of the game state or the setting value. In addition, the probability of determining that the special chart display result is controlled to a small win game state as a "small win" may be different depending on the setting value. The probability of determining that the special chart display result is controlled to a small win game state as a "small win" may be the same probability regardless of the variable special chart.

[0137] In the first special chart display result judgment table and the second special chart display result judgment table, when the game state is normal or time-saving, the range of the hit judgment value from 1020 to 1237 is set as the common numerical range of the jackpot judgment value for judging a jackpot regardless of the set value. When the set value is 1, 1020 to 1237 is assigned to "jackpot" and only the common numerical range of the jackpot judgment value for judging a jackpot is set, while when the set value is 2 to 6, the numerical range corresponding to each set value from 1238 is set as the non-common numerical range of the jackpot judgment value so as to be continuous from the common numerical range of the jackpot judgment value.

[0138] In the first special chart display result judgment table and the second special chart display result judgment table, when the game state is a probability variable state, the range of the hit judgment value from 1020 to 1346 is set as a common numerical range of the jackpot judgment value for judging a jackpot regardless of the set value. When the set value is 1, 1020 to 1346 is assigned to "jackpot", and only the common numerical range of the jackpot judgment value for judging a jackpot is set, while when the set value is 2 to 6, the numerical range corresponding to each set value from 1346 is set as a non-common numerical range of the jackpot judgment value so as to be continuous from the common numerical range of the jackpot judgment value.

[0139] In the first special display result judgment table, when the game state is the normal state or the time-saving state, the range of the hit judgment value from 32767 to 33094 is set as the common numerical range of the small hit judgment value for judging a small hit regardless of the set value. The small hit judgment value is set to a numerical range different from the common numerical range and the non-common numerical range of the big hit judgment value regardless of whether the set value is 1 to 6. This prevents the numerical range of the small hit judgment value from overlapping with the range of the big hit judgment value that changes according to each set value.

[0140] In the first special chart display result judgment table, when the game state is a probability variable state, the range of 32767 to 33094 among the hit judgment values ​​is set as a common numerical range of the small hit judgment value for judging a small hit regardless of the set value, just like when the game state is a normal state or a time-saving state. The small hit judgment value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit judgment value regardless of whether the set value is 1 to 6. This prevents the numerical range of the small hit judgment value from overlapping with the range of the big hit judgment value that changes according to each set value.

[0141] In the second special display result judgment table, when the game state is normal or time-saving, the range of the hit judgment value from 32767 to 33421 is set as a common numerical range of the small hit judgment value for judging a small hit regardless of the set value. The small hit judgment value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit judgment value regardless of whether the set value is 1 to 6. This prevents the numerical range of the small hit judgment value from overlapping with the range of the big hit judgment value that changes according to each set value.

[0142] In the second special display result judgment table, when the game state is a probability variable state, the range of the hit judgment value from 32767 to 33421 is set as a common numerical range of the small hit judgment value for judging a small hit regardless of the set value, just like when the game state is a normal state or a time-saving state. The small hit judgment value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit judgment value regardless of whether the set value is 1 to 6. This prevents the numerical range of the small hit judgment value from overlapping with the range of the big hit judgment value that changes according to each set value.

[0143] The set values ​​that can be set in the pachinko gaming machine 1 may be five or less or seven or more. The smaller the set value set in the pachinko gaming machine 1, the more advantageous it may be for the player. The game characteristics may be changed according to the set value set in the pachinko gaming machine 1. For example, when the set value set in the pachinko gaming machine 1 is 1, the game characteristics are such that the probability of a jackpot in the normal state is 1 / 320, and the probability of ... On the other hand, the game may be of a type in which the rate at which the game ball passes through a predetermined switch during a jackpot game varies depending on the variable special chart (so-called V-type), and when the set value set in the pachinko game machine 1 is 3, the probability of a jackpot is 1 / 320 and the probability of a small jackpot is 1 / 50, and the game may be of a type in which the game ball passes through a predetermined switch provided inside the special variable winning ball device 7 during a high base (during time-saving control) (so-called one-type two-type mixed type). When the set value set in the pachinko game machine 1 is any of 1 to 3, the game is the same, but a setting may be provided in which the probability of a jackpot or small jackpot is higher than when these set values ​​are any of 1 to 3, but the number of prize balls that can be obtained during a jackpot game is smaller (for example, when the set value set in the pachinko game machine 1 is any of 4 to 6). When the game is changed depending on the set value, a common switch may be used for different purposes. Specifically, when the setting value is 1 to 3, a designated switch provided within the special variable winning ball device 7 is used as a performance switch (a switch for executing a designated performance each time the game ball passes through a designated area), and when the setting value is 4 to 6, the designated switch may be used as a game switch (a switch for controlling the game state to a special state or a jackpot game state based on the game ball passing through the designated switch).

[0144] The jackpot type may be determined at different rates depending on the set value based on the allocation of the judgment value in the jackpot type judgment table. Alternatively, the jackpot type may be determined at a common rate regardless of the set value. The fluctuation pattern may be determined at different rates depending on the set value based on the allocation of the judgment value in the fluctuation pattern judgment table. Alternatively, the fluctuation pattern may be determined at a common rate regardless of the set value. The execution rate of the normal reach or super reach may differ depending on the set value, so that the setting value may be suggested by the frequency at which the normal reach or super reach is executed. Alternatively, the execution rate of the normal reach or super reach may be common regardless of the set value. In addition, any setting suggestion performance may be executed at different rates depending on the set value.

[0145] (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. 8. When the performance control main process shown in Fig. 8 starts, the performance control CPU 120 first executes a predetermined initialization process (step S71), clearing the RAM 122, setting various initial values, and setting registers for 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.

[0146] 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.

[0147] 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.

[0148] 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.

[0149] 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.

[0150] 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.

[0151] Fig. 9 is a flow chart showing an example of the processing executed in step S76 of Fig. 8 as the performance control process. In the performance control process shown in Fig. 9, the performance control CPU 120 first executes a pre-reading notice setting process (step S161). In the pre-reading notice setting process, for example, a judgment, decision, setting, etc. for executing the pre-reading 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.

[0152] 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.

[0153] 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.

[0154] 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.

[0155] 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.

[0156] 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.

[0157] The small win performance processing in step S174 is a processing executed when the performance 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.

[0158] The small win end performance processing in step S175 is a processing executed when the performance 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.

[0159] 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 a performance control pattern corresponding to the performance content in the big win gaming state, for example, 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 process flag is updated to "7", which is a value corresponding to the ending performance processing, and the big win performance processing is ended.

[0160] 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.

[0161] (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.

[0162] 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.

[0163] 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).

[0164] 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.

[0165] 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.

[0166] 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.

[0167] 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%".

[0168] (Explanation of feature parts 003AK~004AK) FIG. 10-1 shows a configuration example of the screen display in the image display device 5 with respect to the characteristic parts 003 to 004AK. In the illustrated example, an active display area 003AKA1, a first reserved display area 003AKB1, and a second reserved display area 003AKB2 are provided on the screen of the image display device 5. In the active display area 003AKA1, an active display is performed by displaying a performance image corresponding to the variable display being executed. In the first reserved display area 003AKB1, a reserved display is performed by displaying a performance image corresponding to the variable display whose execution is suspended according to the first reserved memory number. In the second reserved display area 003AKB2, a reserved display is performed by displaying a performance image corresponding to the variable display whose execution is suspended according to the second reserved memory number. In this way, in the active display area 003AKA1, the first reserved display area 003AKB1, and the second reserved display area 003AKB2, active display and reserved display that become specific displays based on information about the variable display are possible. The hold display in the first hold display area 003AKB1 is also referred to as the "first hold display," and the hold display in the second hold display area 003AKB2 is also referred to as the "second hold display."

[0169] The first reserve display area 003AKB1 may be configured such that the first reserve display is performed from the right, for example. The first reserve display area 003AKB1 may be provided with four display parts corresponding to the upper limit of the first reserve memory number, "4", and may be associated with the reserve numbers "1", "2", "3", and "4" in order from the right end. The first reserve memory number corresponding to the first special game increases based on the game ball entering the first start winning hole. At this time, if there is no other first reserve display in the first reserve display area 003AKB1, a display of a performance image showing a new first reserve display is added as a reserve display corresponding to the increased first reserve memory number in the right end display part corresponding to the reserve number "1" in the first reserve display area 003AKB1. If there is another first reserved display in the first reserved display area 003AKB1, a display of a performance image showing a new first reserved display is added as a reserved display corresponding to the increased first reserved memory number in a display area (display area corresponding to any of the reserved numbers "2" to "4") that is in a non-display state to the left of the display area in the first reserved display area 003AKB1 where the other first reserved display is being performed. When there are one or more first reserved displays in the first reserved display area 003AKB1, when a new first special game is started, the first reserved display is erased (consumed) in the rightmost display area corresponding to the reserved number "1" in the first reserved display area 003AKB1. At this time, if there is a first reserved display in the display area corresponding to the other reserved numbers "2" to "4", those first reserved displays are moved (shifted) to the right, which is the direction of the erased display area. In this way, in the first reserved display area 003AKB1, a first reserved display corresponding to a first special game that has not yet been started and is pending execution is possible according to the first reserved memory number. In addition, in the first hold display area 003AKB1, by displaying a performance image that serves as a hold display image, it is possible to perform a first hold display included in the hold display that corresponds to a variable display that has not yet started as a corresponding display for the variable display.

[0170] The second reserve display area 003AKB2 may be configured such that the second reserve display is performed, for example, from the left. The second reserve display area 003AKB2 may be provided with four display parts corresponding to the upper limit value of the second reserve memory number of "4", and may be associated with the reserve numbers "1", "2", "3", and "4" in order from the left end. The second reserve memory number corresponding to the second special game increases based on the game ball entering the second start winning hole. At this time, if there is no other second reserve display in the second reserve display area 003AKB2, the display of a production image showing a new second reserve display is added as a reserve display corresponding to the increased second reserve memory number in the leftmost display part corresponding to the reserve number "1" in the second reserve display area 003AKB2. If there is another second reserved display in the second reserved display area 003AKB2, a display of a performance image showing a new second reserved display is added as a reserved display corresponding to the increased second reserved memory number in a display area (display area corresponding to any of the reserved numbers "2" to "4") that is in a non-display state to the right of the display area in the second reserved display area 003AKB2 where the other second reserved display is being performed. When a new second special game is started in the case where there are one or more second reserved displays in the second reserved display area 003AKB2, the second reserved display is erased (disappeared) in the leftmost display area corresponding to the reserved number "1" in the second reserved display area 003AKB2. At this time, if there is a second reserved display in the display area corresponding to the other reserved numbers "2" to "4", those second reserved displays are moved (shifted) to the left in the direction of the erased display area. In this way, in the second reserved display area 003AKB2, a second reserved display corresponding to a second special game that has not yet been started and is pending execution is possible according to the second reserved memory number. In addition, in the second hold display area 003AKB2, by displaying a performance image that serves as a hold display image, a second hold display included in the hold display corresponding to a variable display that has not yet started can be performed as a corresponding display for the variable display.

[0171] In the active display area 003AKA1, an active display corresponding to the first reserved display erased (consumed) in the first reserved display area 003AKB1 is started in response to the start of the first special game. In the active display area 003AKA1, an active display corresponding to the second reserved display erased (consumed) in the second reserved display area 003AKB2 is started in response to the start of the second special game. In the active display area 003AKA1, an active display corresponding to the variable display being executed can be performed as a corresponding display related to the variable display by displaying a performance image that becomes an active display image. Note that the first reserved display, the second reserved display, and the active display may have the same color or pattern, and for example, the active display may be displayed larger than the first reserved display and the second reserved display. The display mode of the active display may change to a display mode different from that of the first reserved display and the second reserved display by executing an active display change performance (change performance).

[0172] In the illustrated example, the active display area 003AKA1, the first hold display area 003AKB1, and the second hold display area 003AKB2 are arranged in this order from the left on the screen of the image display device 5, but the active display area 003AKA1, the first hold display area 003AKB1, and the second hold display area 003AKB2 may be arranged in any position on the screen of the image display device 5. For example, the active display area 003AKA1 may be arranged between the first hold display area 003AKB1 and the second hold display area 003AKB2.

[0173] Also, on the screen of the image display device 5, there are provided a constant small symbol display area 003AKC1 and a constant reserved memory count display area 003AKC2. The constant small symbol display area 003AKC1 is an area where small symbols corresponding to decorative symbols are always displayed. The small symbols displayed in the constant small symbol display area 003AKC1 are variably displayed in response to the variable display of the decorative symbols. The constant reserved memory count display area 003AKC2 is an area where the first reserved memory count corresponding to the first special symbol game and the second reserved memory count corresponding to the second special symbol game are always displayed. For ease of understanding, the small symbols displayed in the constant small symbol display area 003AKC1 and the number of reserved memories displayed in the constant reserved memory count display area 003AKC2 will be omitted below (for example, Figures 10-18 to 10-20, 10-25 and 10-26), but the small symbols displayed in the constant small symbol display area 003AKC1 and the number of reserved memories displayed in the constant reserved memory count display area 003AKC2 are displayed on a higher display layer than other performance images and are visible to the player at all times.

[0174] In the characteristic parts 003AK to 004AK, the advance notice performance (change performance) of "active display change" is executed as an example of the advance notice performance. The advance notice performance of "active display change" changes the display mode of the active display in the active display area 003AKA1 in response to the variable display whose execution has started, and predicts that the display result of the variable display whose execution has started will be "jackpot" at a ratio according to the display mode after the change, and that the game state will be controlled to a jackpot game state. In the advance notice performance of "active display change", the display shape and display color of the active display corresponding to the variable display being executed change to a specific shape (e.g., a sword shape) and a specific color (e.g., blue, red (gold), etc.) different from the shape (e.g., a coin) and a specific color (e.g., white) in normal times. It is sufficient if the change in the display mode that can be recognized by the player, such as the display shape and display color of the active display, can suggest that the game state will be controlled to a jackpot game state at a predetermined ratio. In the case of an active display using a performance image showing a display pattern, a message, a character, etc., any display mode may be changed to a display mode different from normal times. The notice performance of the "active display change" is also called a change notice or a change performance. In this embodiment, the display shape in normal times is called the first type, and the display shape of a specific shape is called the second type. The display shape of the second type has a higher expectation (expectation of a big win) to be controlled to a big win game state when the display color is the same as that of the display shape of the first type, and the expectation of a big win increases in the order of white < blue < red < gold (only the second type) in both the first type and the second type. The display type and display color of the active display are collectively called the display mode of the active display. That is, in the change performance, the display type of the active display may be changed, the display color may be changed, or both the display type and the display color may be changed as a change in the display mode of the active display. In addition, in the change performance, the performance mode may be different when the display mode of the active display is changed to any of the display colors of the first type and when the display mode of the active display is changed to any of the display colors of the second type.For example, when changing from a display mode of a first type of blue display color to a first type of red display color, the effect period may be short and the degree of recognition of the change may be low, whereas when changing from a display mode of a first type of blue display color to a second type of blue display color, the effect period may be long and the degree of recognition of the change may be high. Specifically, with regard to the effect mode when changing the active display, an effect mode with a long effect period may be a performance in which a predetermined character acts on the active display being displayed to change the display mode, and an effect mode with a short effect period may not be performed. Also, an effect mode with a high degree of recognition of the change may be a flash effect that lights up the active display after the change or a sound output, and an effect mode with a low degree of recognition may not be performed.

[0175] FIG. 10-2 shows an example of the configuration of the variation patterns related to the feature parts 003AK to 004AK. These variation patterns may be prepared in advance. The multiple variation patterns have different special pattern variation times and variable display modes of the decorative patterns. The special pattern variation time is the time required from the start of the variable display of the special pattern to the stop display of the determined special pattern in a special pattern game such as the first special pattern game or the second special pattern game. The multiple variation patterns related to the feature parts 003AK to 004AK include variation patterns corresponding to either a non-reach (miss), a reach (miss), or a jackpot. A non-reach (miss) is a case where a determined decorative pattern of a non-reach combination is stopped and displayed as a display result of the variable display of the decorative pattern, and the display result of the variable display of the decorative pattern is a "non-reach miss." A reach (miss) is when the display result of the variable display of the decorative patterns is a static display of a fixed decorative pattern of a reach combination that is not a jackpot combination, and the display result of the variable display of the decorative patterns is a "reach miss." A jackpot is when the display result of the variable display of the decorative patterns is a static display of a fixed decorative pattern of a jackpot combination, and the display result of the variable display of the decorative patterns is a "jackpot." The variation pattern corresponding to a non-reach (miss) is a non-reach variation pattern, the variation pattern corresponding to a reach (miss) is a reach variation pattern, and the variation pattern corresponding to a jackpot is a jackpot variation pattern. The non-reach variation pattern and the reach variation pattern are collectively called miss variation patterns. The reach variation patterns and big win variation patterns include a "normal" variation pattern in which the display result of the variable display is displayed in a stopped state after the reach performance that becomes a normal reach is executed, and a "super" variation pattern in which the display result of the variable display is displayed in a stopped state after the reach performance that becomes a normal reach is executed and then develops into the reach performance that becomes a super reach, and after the reach performance that becomes the super reach is executed, the display result of the variable display is displayed in a stopped state. The reach performance that becomes a super reach includes the reach performances of Super A and Super B, which have different performance modes from each other.

[0176] For example, time-saving control may be performed (time-saving state may be set) not only after the end of the big win game state, but also when the time-saving pattern is displayed as a special chart display result. In this case, a special variation pattern for when the special chart display result is a "miss (time-saving)" (there may be a "miss" where the time-saving pattern is not displayed and a "miss (time-saving)" where the time-saving pattern is displayed as a special chart display result) may be prepared, as well as a time-saving false variation pattern that suggests that the special chart display result is a "miss (time-saving)" but is actually a "miss". Also, there may be a so-called revival variation pattern in which the special chart display result appears to be a "miss" but is actually a "miss (time-saving)". Then, by referring to the different variation pattern determination tables for when the special chart display result is "miss (time shortening)" and when it is "miss", a dedicated variation pattern for when it is miss (time shortening) or a variation pattern of a time shortening hoax (including a revival variation pattern) that encourages the special chart display result to be "miss (time shortening)" but is actually a "miss" can be determined. The dedicated variation pattern for when it is miss (time shortening) may be, for example, a variation pattern of a super reach performance that is executed only when the special chart display result is "miss (time shortening)", such as the variation pattern of a super reach D. In addition, when the special chart display result is "miss (time shortening)", the time shortening type (the number of time shortening times varies depending on the type) may be determined to be one of a plurality of types based on the same random number value MR2 as the random number value used when determining the jackpot type, and even when the special chart display result is "miss (time shortening)", the determination ratio of the variation pattern may be different depending on the determined time shortening type. As for the display result of the special game, the time-saving symbol is displayed in a stopped state both in the normal state and in the time-saving state, but in the time-saving state, even if the time-saving symbol is displayed in a stopped state, no new time-saving control is performed. As for the decorative symbol, different symbols may be displayed in a stopped state between the normal state and the time-saving state. Specifically, if "miss (time-saving)" is derived and displayed as the special display result, in the normal state, a time-saving symbol may be displayed as the final stop symbol of the decorative symbol, while in the time-saving state, the final stop symbol constituting the reach combination may be displayed in a stopped state.The characteristic part 003AK is also applicable to a gaming machine in which a time-saving pattern is stopped and controlled for time-saving. For example, the final stage image of the active display in the variable display in which the time-saving pattern is stopped and displayed may be determined to be the first type of display mode at a high rate. Also, the final stage image may be determined to be the second type of display mode, but it is sufficient that the rate at which the final stage image is determined to be the white or blue display mode is high. Also, the timing of the change of the active display may be determined to be a change pattern in which a change performance is executed at timing 4 described later. That is, it is sufficient that the rate at which the final stage image with a low expectation is determined to be the low expectation change pattern is high. Furthermore, it is sufficient that the rate at which the special performance change performance described later is executed and the rate is low, and the movable body may be operated during the notification performance of a jackpot, but not during the time-saving pattern stop.

[0177] In addition, when "miss" and "miss (time saving)" are provided as the special chart display results, the determination data should be assigned so that the probability that the special chart display result is determined as "miss (time saving)" and the time saving state is controlled from the next variable display is higher in the second special chart display result determination table than in the first special chart display result determination table. In other words, the probability that the special chart display result is "miss (time saving)" in the variable display corresponding to the reserved second special chart stored at the end of the time saving state should be higher.

[0178] FIG. 10-3 shows an example of a variation pattern determination. The variation pattern determination examples include a jackpot variation pattern determination example shown in FIG. 10-3(A), a miss variation pattern determination example (normal) shown in FIG. 10-3(B1), and a miss variation pattern determination example (time-saving) shown in FIG. 10-3(B2). The jackpot variation pattern determination example shown in FIG. 10-3(A) corresponds to the case where the display result of the variable display is "jackpot". The miss variation pattern determination example (normal) shown in FIG. 10-3(B1) corresponds to the case where the display result of the variable display is "miss" in a normal state where time-saving control is not performed. The miss variation pattern determination example (time-saving) shown in FIG. 10-3(B2) corresponds to the case where the display result of the variable display is "miss" in a time-saving state where time-saving control is performed. In the variation pattern setting process executed in step S111 of the special symbol process process, the variation pattern at the time of the jackpot or the miss is determined using the selected variation pattern determination table depending on whether the display result of the variable display is a "jackpot", or a "miss" during normal time when the time-saving control is not performed, or a "miss" during time-saving control when the time-saving control is performed. When the variation pattern is determined, numerical data indicating the random number value for determining the variation pattern is read from the variation random number buffer. The variation random number buffer can store the extracted random number value when the start winning determination process is performed in step S101 of the special symbol process process. The performance control CPU 120 compares the random number value for determining the variation pattern read from the variation random number buffer with the determination value preset in the selected variation pattern determination table. Then, the variation pattern to be used is determined depending on the determination result of which range of the determination value assigned to each variation pattern includes the random number value for determining the variation pattern. In addition, whether or not to make the state a reach state in the case of "miss" may be determined by a process separate from the determination of the variation pattern. In addition, as the variation pattern, for example, there may be a variation pattern that executes the reach effect of Super C without executing the cut-in effect described later, and in this case, the active display may not change to the second type even if the change effect is executed, but may remain as the first type and only the display color may change.The determination ratios at the time of a jackpot are assigned so that the order of jackpot expectation is Super A < Super B (see FIG. 10-3(A)), but the variation pattern of Super C may be set to a higher determination ratio than the variation pattern of Super B. This allows the expectation that the variable display result will be a jackpot to be sustained even when the second type of active display is not displayed.

[0179] In the example of determining a jackpot fluctuation pattern shown in FIG. 10-3(A), a determination value is assigned to each fluctuation pattern so that the number of determination values ​​assigned to a "super" fluctuation pattern such as fluctuation patterns PA3-2 and PA3-3 is greater than the number of determination values ​​assigned to a "normal" fluctuation pattern such as fluctuation pattern PA3-1. In contrast, in the example of determining a miss fluctuation pattern (normal time) shown in FIG. 10-3(B1) and the example of determining a miss fluctuation pattern (during time reduction) shown in FIG. 10-3(B2), a determination value is assigned to each fluctuation pattern so that the number of determination values ​​assigned to a "normal" fluctuation pattern such as fluctuation pattern PA2-1 is greater than the number of determination values ​​assigned to a "super" fluctuation pattern such as fluctuation patterns PA2-2 and PA2-3. As a result, when the display result of the variable display is stopped after the reach performance that becomes a super reach is executed, the jackpot expectation (reliability of a jackpot) is higher than when the reach performance that becomes a normal reach is executed but the display result of the variable display is stopped without executing the reach performance that becomes a super reach.

[0180] In the example of determining a losing variation pattern (normal time) shown in FIG. 10-3(B1), a variation pattern in which the number of assigned decision values ​​differs depending on which value the first reserved memory number is, among 0, 1, or 2 or more, may be set to include. With such a setting, it is sufficient that the average variable display time (special pattern variation time) of the special pattern and the decorative pattern can be made different depending on the first reserved memory number. When the first reserved memory number is a predetermined value (for example, "2") or more, a decision value may be assigned to each variation pattern so that the average variable display time can be made shorter than when the first reserved memory number is less than the predetermined value. In the example of determining a losing variation pattern (during time reduction) shown in FIG. 10-3(B2), a variation pattern in which the number of assigned decision values ​​differs depending on which value the second reserved memory number is, among 0, 1, or 2 or more, may be set to include. With such a setting, it is sufficient that the average variable display time (special pattern variation time) of the special pattern and the decorative pattern can be made different depending on the second reserved memory number. When the second reserved memory number is equal to or greater than a predetermined value (e.g., "2"), a determination value may be assigned to each variation pattern so that the average variable display time can be made shorter than when the second reserved memory number is less than the predetermined value. In the example of determining a failure variation pattern (during time reduction) shown in FIG. 10-3(B2), a determination value may be assigned to each variation pattern so that the number of determination values ​​assigned to a variation pattern with a short special pattern variation time is greater than that of a variation pattern with a long special pattern variation time, compared to the example of determining a failure variation pattern (normal time) shown in FIG. 10-3(B1). This allows the average variable display time of special patterns and decorative patterns to be shortened during time reduction when time reduction control is performed, compared to normal time when time reduction control is not performed.

[0181] During normal times when the time-saving control is not performed, it is difficult for the game ball to pass (enter) through the second start winning hole, and the frequency of executing the special symbol game using the second special symbol is low. Therefore, when the execution of the special symbol game using the second special symbol is started during normal times and the display result of the variable display is a "miss", regardless of the second reserved memory number, the variation pattern may be determined by referring to the same table data as when the first reserved memory number is a predetermined value (for example, "0"). Alternatively, when the execution of the special symbol game using the second special symbol is started during normal times and the display result of the variable display is a "miss", regardless of the second reserved memory number, the variation pattern may be determined by referring to table data corresponding to the first reserved memory number at the time of starting the special symbol game. Alternatively, in response to the special symbol game using the second special symbol being executed with priority over the special symbol game using the first special symbol, the variation pattern may be determined by referring to table data in which the allocation of the determination value is different from the example of the miss variation pattern determination (normal times) shown in FIG. 10-3 (B1) regardless of the second reserved memory number. Alternatively, when a special chart game using the second special chart is started during normal times and the display result of the variable display is a "miss," the "first reserved memory number" in the example of determining a miss fluctuation pattern (under normal times) shown in Figure 10-3 (B1) may be read as the "second reserved memory number," and the fluctuation pattern may be determined by referring to table data corresponding to the second reserved memory number.

[0182] During the time-saving control, the game ball is likely to pass (enter) through the second start winning hole, and the frequency of the special game using the second special symbol is high. If the special game using the second special symbol is executed with priority over the special game using the first special symbol, the special game using the second special symbol is likely to be executed repeatedly during the time-saving, and the frequency of the special game using the first special symbol is low. When the special game using the first special symbol is started during the time-saving, the second reserved memory number is set to 0. Therefore, when the special game using the first special symbol is started during the time-saving and the display result of the variable display is "miss", regardless of the first reserved memory number, the variation pattern may be determined by referring to the same table data as when the second reserved memory number is a predetermined value (for example, "0"). Alternatively, the variation pattern may be determined by referring to table data in which the allocation of the determination value is different from the example of the miss variation pattern determination (during the time-saving) shown in FIG. 10-3 (B2) regardless of the first reserved memory number. Alternatively, if a special chart game using the first special chart is started during the time-saving period and the display result of the variable display is a "miss," the "second reserved memory number" in the example of determining a miss fluctuation pattern (during the time-saving period) shown in Figure 10-3 (B2) may be read as the "first reserved memory number," and the fluctuation pattern may be determined by referring to the table data corresponding to the first reserved memory number.

[0183] FIG. 10-4 (A1) to (A3) show examples of the first type of active display in the characteristic parts 003AK to 004AK. The first type of active display can be displayed with different display modes, such as different display colors. In this example of the first type of active display, three display modes, such as three display images 003AKC1 (first mode) to 003AKC3 (third mode), are prepared in advance as multiple effect images usable for the active display. The number of display images usable for the active display is not limited to three, and may be a plurality of images based on any design. The display image 003AKC1 is an effect image when a character representing a coin is displayed in white. The display image 003AKC2 is an effect image when a character representing a coin is displayed in blue. The display image 003AKC3 is an effect image when a character representing a coin is displayed in red. The active display is normally displayed in the white mode of the character representing a coin by the display image 003AKC1. The change performance includes a case where the display color of the active display is either blue or red. When the display color is red, the expectation of a big win is higher than when the display color is blue. In this way, the first type of active display can be displayed in any of a plurality of display modes, such as white display, blue display, and red display. Also, the first type of active display can be displayed in a specific mode, such as red display using the display image 003AKC3. The active display may be displayed in different display modes, such as the type, size, pattern, and other display modes of any performance image, together with or instead of the display color. Also, the change performance includes changing the display shape of the active display, that is, the display type, from the first type (a character showing a coin, which is the display shape during normal times) to the second type (a character showing a sword as a specific shape).

[0184] FIG. 10-4 (B1) to (B4) show examples of the second type of active display in the characteristic parts 003AK to 004AK. The second type of active display can be displayed with different display modes, such as different display colors. In this example of the second type of active display, four modes, such as four display images 003AKD1 (first mode) to 003AKD4 (fourth mode), are prepared in advance as multiple performance images usable for the active display. The number of display images usable for the active display is not limited to four, and may be a plurality of images based on any design. The display image 003AKD1 is a performance image when a character showing a sword is displayed in white. The display image 003AKD2 is a performance image when a character showing a sword is displayed in blue. The display image 003AKD3 is a performance image when a character showing a sword is displayed in red. The display image 003AKD4 is a performance image when a character showing a sword is displayed in gold. In addition, the active display is changed to any one of the second type of Fig. 10-4 (B1) to (B4) by performing a change performance, in which the character representing the coin is displayed in white by the display image 003AKC1 as a display mode during normal times. The change performance is performed multiple times during one variable display. The active display can be changed in stages by performing the change performance multiple times. When the display color of the second type of active display is gold, the expectation of a jackpot is higher than when the display color is red or blue. When the display color of the second type of active display is red, the expectation of a jackpot is higher than when the display color is blue. When the display color of the second type of active display is gold, a jackpot may be always obtained. In this way, the second type of active display can be displayed in any one of a plurality of display modes such as a white display, a blue display, a red display, and a gold display. In addition, the second type of active display can be displayed in a special mode such as a red display using the display image 003AKD3. The active display may be displayed in different display modes, such as by changing the character type, size, pattern, or other display mode of any desired effect image, together with or instead of the display color.As described above, the second type of active display has a higher expectation (expectation of a big win) to be controlled to a big win game state than the first type of active display when the display color is the same. In this embodiment, when the first type of active display changes to the second type of active display in the change performance, the display color of the second type of active display changes to a display color of a degree of expectation higher than that indicated by the display color of the first type of active display that was displayed, and the display color does not change to a color with a low expectation. Specifically, when the first type of active display that was displayed is white (display image 003AKC1 shown in FIG. 10-4(A1)), the second type of active display to which the change is made is white or higher (it becomes any one of the display images 003AKD1 shown in FIG. 10-4(B1) to 003AKD4 shown in FIG. 10-4(B4)). If the first type of active display that was displayed was blue (display image 003AKC2 shown in FIG. 10-4(A2)), the second type of active display to which the change will be made will be blue or higher (one of display images 003AKD2 shown in FIG. 10-4(B2) to 003AKD4 shown in FIG. 10-4(B4)). If the first type of active display that was displayed was red (display image 003AKC3 shown in FIG. 10-4(A3)), the second type of active display to which the change will be made will be red or higher (display image 003AKD3 shown in FIG. 10-4(B3) or display image 003AKD4 shown in FIG. 10-4(B4)).

[0185] FIG. 10-5 shows an example of cut-in performance related to the characteristic parts 003AK to 004AK. The cut-in performance can be performed at a predetermined timing during the execution of the reach performance of the super reach after the reach is established in which the variable display of the decorative pattern becomes the reach mode. In the cut-in performance, for example, a performance image of a character is displayed on the screen of the image display device 5. The cut-in performance notifies that the display result of the variable display becomes a "jackpot" and is controlled to a jackpot game state at a ratio according to whether or not the reach performance of the super reach is executed, or at a ratio according to the performance mode when executed. The cut-in performance may be performed in different performance modes depending on the contents of the message notified by the character, the type, size, shape, pattern, color of the character, the type, size, shape, pattern, color of the frame that becomes the outer frame, the type, size, shape, pattern, color of the effect display, and other display modes of any performance image.

[0186] The cut-in performance examples of Fig. 10-5 (A1) to (A3) show cut-in performance examples (cut-in performance examples of a mode corresponding to the first type) performed when the first type of active display is displayed. As shown in the figure, three display images of three cut-in modes, such as three display images 003AKE1 (mode A-1) to 003AKE3 (mode C-1), are prepared in advance as a plurality of performance images usable for the cut-in performance performed when the first type of active display is displayed. The number of display images usable for the cut-in performance is not limited to three, and may be a plurality of images based on any design. Display image 003AKE1 (mode A-1) is a performance image of a character on a white background. Display image 003AKE2 (mode B-1) is a performance image of a character on a blue background. Display image 003AKE3 (mode C-1) is a performance image of a character on a red background. In the case where the first type of active display is displayed, the cut-in performance of any of the modes A-1 to C-1 shown in Fig. 10-5 (A1) to (A3) is executed at different rates according to the variable display result, regardless of the display mode (display color) of the first type of active display, regardless of the display mode (display color) of the active display. Therefore, as will be described later in detail, even if the display mode of the first type of active display is red, a blue cut-in performance is executed, and so on, a cut-in performance of a display mode (display color) lower than the jackpot expectation degree according to the display mode (display color) of the active display (the jackpot expectation degree increases in the order of red>blue>white) may be executed (so-called downgrade performance may be executed).

[0187] On the other hand, the cut-in performance examples of Fig. 10-5 (B1) to (B4) show cut-in performance examples (cut-in performance examples of a mode corresponding to the second type) performed when the second type of active display is displayed. As shown in the figures, four display images of four cut-in modes, such as four display images 003AKF1 (mode A-2) to 003AKF4 (mode D-2), are prepared in advance as a plurality of performance images usable for the cut-in performance performed when the second type of active display is displayed. The number of display images usable for the cut-in performance is not limited to four, and may be a plurality of images based on any design. In the cut-in performance performed when the second type of active display is displayed, as shown in the figures, a character image different from the cut-in performance performed when the first type of active display is displayed is displayed, and a character image (armed character image) holding a sword corresponding to the second type of active display is displayed. Specifically, the display image 003AKF1 (mode A-2) is a performance image of an armed character holding a white sword against a white background. Display image 003AKF2 (mode B-2) is a performance image of an armed character with a blue sword against a blue background. Display image 003AKF3 (mode C-2) is a performance image of an armed character with a red sword against a red background. Display image 003AKF4 (mode D-2) is a performance image of an armed character with a gold sword against a gold background. The cut-in performance performed when the second type of active display is displayed is different from the cut-in performance performed when the first type of active display is displayed, and the cut-in performance of any of modes A-2 to D-2 shown in Fig. 10-5 (B1) to (B4) is executed at different rates depending on which display mode (display color) the second type of active display is (see Fig. 10-14 (B)). Note that, although details will be described later, in the cut-in performance performed when the second type of active display is displayed, unlike the cut-in performance performed when the first type of active display is displayed, a so-called downgrade performance is not executed.For example, when the display mode of the second type of active display is blue, a blue, red, or gold cut-in effect is executed, and so on. In this way, a cut-in effect with a mode of expectation of a jackpot or higher (in the order of gold>red>blue>white) that is higher than the display mode of the active display is executed. Therefore, the reliability of the second type of active display can be guaranteed compared to the first type of active display, and the interest in playing can be improved. In this embodiment, when the cut-in effect (cut-in effect of a cut-in mode corresponding to the first type of active display) is executed when the first type of active display is displayed, and when the cut-in effect (cut-in effect of a cut-in mode corresponding to the second type of active display) is executed when the second type of active display is displayed, a part of the effect image displayed on the image display device 5 becomes difficult to see in either case. Also, when a cut-in performance of a cut-in mode corresponding to a second type of active display is performed, the area in which the performance image is difficult to view is larger than when a cut-in performance of a cut-in mode corresponding to a first type of active display is performed (see Fig. 10-18(F) and Fig. 10-20(H)). Conversely, when a cut-in performance of a cut-in mode corresponding to a first type of active display is performed, the area in which the performance image is difficult to view may be larger than when a cut-in performance of a cut-in mode corresponding to a second type of active display is performed.

[0188] FIG. 10-6 is a flow chart showing an example of processing executed in step S171 of the performance control process processing as the variable display start setting processing. In the variable display start setting processing, the final stop pattern and the like are determined (step 003AKS021). The performance control CPU 120 may determine the final stop pattern based on the variable display contents such as the variable pattern indicated by the variable pattern designation command transmitted from the main board 11 and the variable display result indicated by the variable display result notification command. The variable pattern designation command and the display result notification command are transmitted from the main board 11 to the performance control board 12 by setting the transmission of the command at the start of the special pattern variation when the variable pattern setting processing is executed in step S111 of the special pattern process processing. The variable pattern designation command is a performance control command that designates the variable pattern determined as the usage pattern. The variable display result notification command is a performance control command that designates the variable display result determined using a random number value for determining the special pattern display result. As an example, the variable display contents according to the combination of the fluctuation pattern and the variable display results may include "non-reach (miss)", "reach (miss)", "non-probable chance (jackpot)", and "probable chance (jackpot)".

[0189] When the variable display content is "non-reach (miss)", the variable display of the decorative pattern does not become a reach state, the fixed decorative pattern of the non-reach combination is displayed stationary, and the display result of the variable display becomes a "miss". When the variable display content is "reach (miss)", after the variable display of the decorative pattern becomes a reach state, the fixed decorative pattern of the reach miss combination is displayed stationary, and the display result of the variable display becomes a "miss". When the variable display content is "non-probability change (jackpot)", the display result of the variable display becomes a "jackpot", and the game state after the end of the jackpot game state becomes a time-saving state. When the variable display content is "probability change (jackpot)", the display result of the variable display becomes a "jackpot", and the game state after the end of the jackpot game state becomes a probability change state.

[0190] When the variable display content is "non-reach (miss)", the performance control CPU 120 determines different (mismatched) decorative symbols in the "left" and "right" decorative symbol display areas 5L and 5R as the final stop symbols. The performance control CPU 120 extracts numerical data indicating random numbers for determining left confirmed symbols, which are updated by the random number circuit 124 or a random counter for performance, and determines a left confirmed decorative symbol to be stopped and displayed in the "left" decorative symbol display area 5L on the screen of the image display device 5, among the confirmed decorative symbols, by referring to a left confirmed symbol determination table stored and prepared in the ROM 121, among the confirmed decorative symbols. Next, it extracts numerical data indicating random numbers for determining right confirmed symbols, which are updated by the random number circuit 124 or a random counter for performance, and determines a right confirmed decorative symbol to be stopped and displayed in the "right" decorative symbol display area 5R on the screen of the image display device 5, among the confirmed decorative symbols, by referring to a right confirmed symbol determination table stored and prepared in the ROM 121, among the confirmed decorative symbols. At this time, it is preferable to determine the pattern number of the right confirmed decorative pattern so as to be different from the pattern number of the left confirmed decorative pattern by setting in the right confirmed pattern determination table, etc. Next, the random number data indicating the random number value for determining the middle confirmed pattern, which is updated by the random number circuit 124 or the random counter for performance, is extracted, and the middle confirmed decorative pattern to be stopped and displayed in the "middle" decorative pattern display area 5C on the screen of the image display device 5 among the confirmed decorative patterns is determined by referring to the middle confirmed pattern determination table previously stored and prepared in the ROM 121, etc.

[0191] When the variable display content is "Reach (Miss)", the performance control CPU 120 determines the same (matching) decorative symbols in the "left" and "right" decorative symbol display areas 5L, 5R as the final stop symbols. The performance control CPU 120 extracts numerical data indicating random numbers for determining left and right determined symbols updated by the random number circuit 124 or the performance random counter, and determines decorative symbols with the same pattern numbers that are stopped and displayed together in the "left" and "right" decorative symbol display areas 5L, 5R on the screen of the image display device 5 among the determined decorative symbols by referring to a left and right determined symbol determination table stored in advance in the ROM 121, etc. Furthermore, the random number circuit 124 or the random counter for performance extracts numerical data indicating a random number value for determining the middle determined symbol, and by referring to a middle determined symbol determination table stored in advance in the ROM 121, the middle determined symbol to be displayed in the "middle" decorative symbol display area 5C on the screen of the image display device 5 is determined. Here, if the determined decorative symbol becomes a jackpot combination, such as when the symbol number of the middle determined decorative symbol becomes the same as the symbol numbers of the left determined decorative symbol and the right determined decorative symbol, an arbitrary value (for example, "1") may be added or subtracted from the symbol number of the middle determined decorative symbol so that the determined decorative symbol does not become a jackpot combination but becomes a reach combination. Alternatively, when determining the middle determined decorative symbol, the difference (symbol difference) between the symbol numbers of the left determined decorative symbol and the right determined decorative symbol may be determined, and the middle determined decorative symbol corresponding to the symbol difference may be set.

[0192] When the variable display content is "non-probability variable (jackpot)" or "probability variable (jackpot)," the performance control CPU 120 determines the same (matching) decorative symbols in the "left," "middle," and "right" decorative symbol display areas 5L, 5C, and 5R as the final stop symbols. The performance control CPU 120 extracts numerical data indicating random numbers for determining the jackpot determined symbols, which are updated by the random number circuit 124 or a performance random counter. Next, by referring to a jackpot determined symbol determination table stored and prepared in advance in the ROM 121, the CPU 120 determines decorative symbols with the same pattern numbers to be stopped and displayed in the "left," "middle," and "right" decorative symbol display areas 5L, 5C, and 5R on the screen of the image display device 5. At this time, depending on whether the variable display content is "non-probability variable (jackpot)" or "probability variable (jackpot)" and whether the promotion effect during a jackpot is executed or not, it is determined whether the fixed decorative pattern is a normal pattern (for example, a decorative pattern showing an even number) or a probability variable pattern (for example, a decorative pattern showing an odd number). The promotion effect during a jackpot is an effect in which a combination of decorative patterns (non-probability variable jackpot combination) that is reminiscent of a jackpot but not of a probability variable state is temporarily stopped and displayed on the image display device 5, and then whether or not the probability variable state will be entered during or at the end of the jackpot game state is notified.

[0193] As a specific example, when the variable display content is "non-probability variable (jackpot)", a fixed decorative pattern is determined from among a plurality of types of normal symbols. Also, when the variable display content is "probability variable (jackpot)" and it is determined that the jackpot promotion performance is not to be executed, a fixed decorative pattern is determined from among a plurality of types of probability variable symbols. On the other hand, when it is determined that the jackpot promotion performance is to be executed even if the variable display content is "probability variable (jackpot)", a fixed decorative pattern is determined from among a plurality of types of normal symbols. This prevents the jackpot promotion performance from being executed even if the probability variable symbols are all derived and displayed as the fixed decorative patterns, and thus prevents the player from feeling suspicious.

[0194] When the variable display content is "non-variable probability (jackpot)" or "variable probability (jackpot)", a decision may be made as to whether or not to execute a variable probability promotion performance such as a re-lottery performance or a jackpot promotion performance. In the re-lottery performance, the decorative pattern of the non-variable probability jackpot combination consisting of the same normal pattern is displayed once during the variable display of the decorative pattern, making it difficult or impossible to recognize that the game is being controlled to the variable probability state, and the decorative pattern is variably displayed again (re-varied) to display the decorative pattern of the variable probability jackpot combination consisting of the same variable probability pattern in a stopped state, thereby making it possible to notify the player that the game is being controlled to the variable probability state. Note that there are also cases where the decorative pattern of the non-variable probability jackpot combination is displayed in a stopped state after the decorative pattern is re-varied in the re-lottery performance, so that the player is not notified that the game is being controlled to the variable probability state. When it is decided to execute the re-lottery performance, the combination of decorative patterns to be temporarily displayed in a stopped state may be determined before the re-lottery performance is executed.

[0195] After the final stop pattern and the like are determined in step 003AKS021, a performance determination process is executed (step 003AKS022). In the performance determination process, it is sufficient to determine the final stage image that will be the final display stage of the active display (final display type and final display color), the change pattern used in the change performance, the special performance, the cut-in performance, the promotion performance, and the like. The performance determination process will be described later. Next, the performance control pattern is determined to be one of a plurality of patterns prepared in advance (step 003AKS023). For example, the performance control CPU 120 selects one of a plurality of prepared performance control patterns (special chart change performance control pattern) in response to the change pattern indicated by the change pattern designation command, and sets it as the pattern to be used. In addition, the performance control CPU 120 may select one of a plurality of prepared performance control patterns in response to the execution setting of various performances by the performance determination process in step 003AKS022, and set it as the pattern to be used. The multiple performance control patterns may include a change performance control pattern for executing a change performance, a suggestion performance control pattern for executing a suggestion performance, a cut-in performance control pattern for executing a cut-in performance, and a promotion performance control pattern for executing a promotion performance. As for the performance control pattern corresponding to the variable display of the decorative pattern and various performances, multiple performance control patterns may be determined individually, or a single performance control pattern corresponding to the combination of the variable display of the decorative pattern and the execution settings of various performances may be determined collectively.

[0196] When the performance control pattern is determined by step 003AKS023, the initial value of the performance control process timer provided in a predetermined area (such as the performance control timer setting unit) of the RAM 122 is set in response to the variation pattern designated by the variation pattern designation command (step 003AKS024). Then, settings are made to start the variation of the decorative pattern, etc. on the screen of the image display device 5 (step 003AKS025). At this time, for example, the display control command designated by the display control data included in the performance control pattern (performance control pattern during special pattern variation) determined by step 003AKS023 is transmitted to the VDP of the display control unit 123, thereby starting the variation of the decorative pattern in each of the "left", "center", and "right" decorative pattern display areas 5L, 5C, and 5R provided on the screen of the image display device 5.

[0197] After setting the start of the variable display in step 003AKS025, settings are made to update the reserved display, such as the first reserved display in the first reserved display area 003AKB1 and the second reserved display in the second reserved display area 003AKB2, in response to the start of the variable display (step 003AKS026). For example, when the first special chart game is executed (started), the display area (rightmost display area) corresponding to the reserved number "1" is erased (consumed) in the first reserved display area 003AKB1, and the first reserved display in the display area corresponding to the other reserved numbers "2" to "4" is moved (shifted) one by one to the right. On the other hand, when the second special chart game is executed (started), the display area (leftmost display area) corresponding to the reserved number "1" is erased (consumed) in the second reserved display area 003AKB2, and the second reserved display in the display area corresponding to the other reserved numbers "2" to "4" is moved (shifted) one by one to the left. This shifts the reserved display. The contents stored in the reserved display data storage unit may be shifted in accordance with the shift in the reserved display. Also, settings are made to update the active display in the active display area 003AKA1 in response to the erased reserved display. This allows the display of a performance image that will become the active display in the active display area 003AKA1 to begin when the variable display begins.

[0198] In addition, when the first reserved memory count and the second reserved memory count are both "0", if the variable display is immediately started based on the occurrence of the first start winning or the second start winning, a setting may be made to update the active display in the active display area 003AKA1 without updating the first reserved display or the second reserved display. In this case, the performance control CPU 120 may start the active display of a white-displayed coin image (display image 003AKC1) in the active display area 003AKA1 as the normal display mode in the active display. After updating the reserved display etc. in step 003AKS026, the value of the performance process flag is updated to "2", which is a value corresponding to the performance processing during the variable display (step 003AKS027), and then the variable display start setting processing is terminated.

[0199] FIG. 10-7 is a flowchart showing an example of the process executed in step 003AKS022 of the variable display start setting process as the performance decision process in the characteristic part 003AK (see FIG. 10-21 for the performance decision process in the characteristic part 004AK). In the performance decision process, the performance control CPU 120 first decides the final display type and the final display color as the final stage image of the active display (step 003AKS101). The final stage image of the active display is the performance image that is finally displayed as the active display. In step 003AKS101, it is possible to decide on one of the display images 003AKC1 to 003AKC3 or one of the display images 003AKD1 to 003AKD4, depending on whether the display mode of the active display is to be left unchanged or changed. Specifically, in step 003AKS101, the final stage image determination table 003AK011 shown in FIG. 10-8 is referenced, and the final stage image of the active display is determined to be one of the display images 003AKC1 to 003AKC3, or one of the display images 003AKD1 to 003AKD4, depending on the variable display result, in accordance with the determination ratio shown.

[0200] FIG. 10-8 is a diagram showing a configuration example of the final stage image determination table 003AK011. As shown in the figure, in this embodiment, the determination ratio is assigned so that the jackpot expectation increases in the order of display image 003AKC1<display image 003AKC2<display image 003AKC3<display image 003AKD1<display image 003AKD2<display image 003AKD3<display image 003AKD4. Therefore, the player's expectation for the second type of active display can be improved. Also, in this embodiment, when the second type of active display is performed, a cut-in effect corresponding to the second type of active display is performed (a cut-in effect corresponding to the first type of active display is not performed), so when the second type of active display is displayed, it can be said that the jackpot expectation is higher than when a cut-in effect corresponding to the first type of active display is performed (i.e., when the first type of active display is displayed). For example, the order of jackpot expectation may be display image 003AKC3>display image 003AKD2>display image 003AKD1 (there may be a first type active display with a higher jackpot expectation than a second type active display). In this case, for example, display image 003AKC3<display image 003AKD3, the second type active display may have a higher jackpot expectation in the case of the same color. As shown in the figure, in this embodiment, when a second type active display (any of display images 003AKD1-003AKD4) is displayed as the final stage image, a determination ratio is assigned so that a super reach (miss) or a jackpot will be obtained. Therefore, when a second type active display (any of display images 003AKD1-003AKD4) is displayed, the expectation is higher than that of a super reach, and the expectation of the player can be improved.

[0201] After executing the process of step 003AKS101 in FIG. 10-7, the performance control CPU 120 determines the change pattern of the active display (step 003AKS102). The change pattern of the active display is used for a change performance that changes the display mode of the active display. The change pattern of the active display is a performance pattern that can specify the performance mode of the change performance, and multiple patterns may be prepared in advance by being stored in a predetermined area of ​​the ROM 121. Specifically, in the process of step 003AKS102, according to the final stage image determined in step 003AKS101, the change pattern determination table shown in FIG. 10-9 to FIG. 10-11 is referenced, and the change pattern is determined to be one of multiple change patterns according to the variable display result and the fluctuation pattern.

[0202] FIG. 10-9 to FIG. 10-11 show an example of the configuration of the change pattern determination table. Specifically, FIG. 10-9 shows an example of the configuration of the change pattern determination table to be referred to when the final stage image determined in step 003AKS101 is the first type. As shown in FIG. 10-9, when the final stage image is the first type, three timings, such as timing 1 to timing 3, are provided as change timings. In this embodiment, timing 1 is the timing from the start of the variation to the reach state (before the reach is established), timing 2 is the timing from the reach state to the development to the super reach (after the reach is established), and timing 3 is the timing at the time of the super reach development. When the final stage image determined in step 003AKS101 in FIG. 10-8 is the first type, in step 003AKS102, referring to any one of the change pattern determination tables in FIG. 10-9(A) to (C), the change pattern is determined according to the variable display result and the variation pattern. It should be noted that the change patterns shown in the change pattern determination table in FIGS. 10-9(A) to (C) are merely examples, and other change patterns may be included.

[0203] In this embodiment, when the final stage image is the first type, a cut-in performance of a mode corresponding to the first type is executed, and when the final stage image is the second type, a cut-in performance of a mode corresponding to the second type is executed. Therefore, it can be said that the active display and the cut-in performance are a series of performances related to each other. In addition, since the expectation of a big win is higher for the active display of the second type than for the active display of the first type, the expectation of a big win is higher when the cut-in performance of a mode corresponding to the second type is executed than when the cut-in performance of a mode corresponding to the first type is executed. Furthermore, since the cut-in performance of a mode corresponding to the first type may be a so-called downgrade performance, the player expects the cut-in performance of a mode corresponding to the second type to be executed. Therefore, in this embodiment, the active display of the first type, which is not expected to have a cut-in performance of a mode corresponding to the second type, is erased at the timing (timing 3) when it develops into the reach performance of the super reach, to prevent the player from feeling disappointed. As described later, if the first type of active display that was erased when the Super Reach developed changes to the second type of active display at the timing (timing 4) when the special performance starts after the Super Reach developed, it will be redisplayed at that timing. Therefore, the player's sense of anticipation can be maintained even after the active display was erased. If the second type of active display is displayed when the Super Reach developed, it will continue to be displayed until the special performance starts (timing 4).

[0204] FIG. 10-9(A) is a diagram showing a configuration example of a change pattern determination table to be referred to when the final stage image determined in step 003AKS101 is the active display of the first mode of the first type, that is, the display image 003AKC1. As described above, since the display image 003AKC1 is the normal display mode in the active display, the change pattern determination table shown in FIG. 10-9(A) is a table to be referred to when the change performance is not executed, and the number of changes is 0 in any of the change patterns PT1-1 to PT1-3. When the final stage image is the display image 003AKC1, one of the change patterns PT1-1 to PT1-3 is determined according to the determination ratio shown in the figure. As described above, the active display of the first type is erased at the timing (timing 3) when it develops into the reach performance of the super reach, so in the change pattern of PT1-2, timing 3 is set to "erase". In addition, the change pattern of PT1-1 is a pattern determined in the case of a normal reach that does not develop into a super reach, so there is no timing 3, and the timing 3 is marked "-". The change pattern of PT1-1 is also a pattern determined in the case of a non-reach, so there are no timings 2 and 3, and the timings 2 and 3 are marked "-". Note that "delete" and "-" in the change pattern determination tables of Figures 10-9(B) to 10-11(D) indicate that the active display is deleted or that the timing does not exist, as in Figure 10-9(A).

[0205] FIG. 10-9(B) is a diagram showing a configuration example of a change pattern determination table to be referred to when the final stage image determined in step 003AKS101 is an active display of the second mode of the first type, that is, the display image 003AKC2. When the final stage image is an active display of the second mode of the first type, that is, the display image 003AKC2, the display image changes once from the display image 003AKC1 to the display image 003AKC2, so that the number of changes is 1 in each of the change patterns PT2-1 to PT2-5 in the change pattern determination table shown in FIG. 10-9(B). When the final stage image is the display image 003AKC2, the change pattern is determined to be one of the change patterns PT2-1 to PT2-5 according to the determination ratio shown in the figure. As shown in the figure, in this embodiment, the determination ratio is assigned so that the change pattern PT2-2 has a higher jackpot expectation than the change pattern PT2-1, and the change pattern PT2-4 has a higher jackpot expectation than the change pattern PT2-3. That is, the later the timing of the final stage image, the higher the probability of winning. In addition to Fig. 10-9(B), in the change pattern determination tables of Fig. 10-9(C) to Fig. 10-11(D), the same ratios are assigned so that the later the timing of the final stage image, the higher the probability of winning.

[0206] FIG. 10-9(C) is a diagram showing a configuration example of a change pattern determination table that is referenced when the final stage image determined in step 003AKS101 is the active display of the third mode of the first type, that is, the display image 003AKC3. In the change pattern determination table shown in FIG. 10-9(C), a pattern with one change and a pattern with two change are provided. When the final stage image is the display image 003AKC3, the change pattern is determined to be one of PT3-1 to PT3-7 according to the determination ratio shown. In the change pattern determination table shown in FIG. 10-9(C), similarly to the change pattern determination table shown in FIG. 10-9(B), the determination ratio is assigned so that the later the timing of the final stage image becomes, the higher the jackpot expectation rate becomes. In addition, in the change pattern determination table shown in FIG. 10-9(C), the change pattern PT3-3 has a higher jackpot expectation than the change pattern PT3-2, and the change pattern PT3-6 has a higher jackpot expectation than the change pattern PT3-5. Even if the timing of the final stage image is the same, the more change steps in one change (when there is a two-step change from white-white to red without going through blue, rather than when there is a one-step change from white to blue to red) the higher the jackpot expectation is assigned. In addition to FIG. 10-9(C), the change pattern determination tables in FIG. 10-10(A) to FIG. 10-11(D) also assign the determination ratios so that the more change steps in one change, the higher the jackpot expectation is, even if the timing of the final stage image is the same.

[0207] FIG. 10-10 and FIG. 10-11 show an example of the configuration of the change pattern determination table to be referenced when the final stage image determined in step 003AKS101 is the second type. As shown in FIG. 10-10 and FIG. 10-11, when the final stage image is the second type, four timings, such as timing 1 to timing 4, are provided as change timings. Timing 1 to timing 3 are the same as timing 1 to timing 3 shown in FIG. 10-9. Timing 4 is the timing at which the special performance starts to be executed after the development into the Super Reach (after the development into the Super Reach). Note that timing 4 does not have to be the start of the execution of the special performance, but may be any timing between the development into the Super Reach and the start of the execution of the special performance.

[0208] When the final stage image determined in step 003AKS101 in FIG. 10-8 is the second type, in step 003AKS102, referring to any one of the change pattern determination tables in FIG. 10-10(A) to FIG. 10-11(D), a change pattern is determined according to the variable display result and the fluctuation pattern. In this embodiment, as described above, when the first type of active display changes to the second type of active display, the display color changes to the second type of active display with a display color higher than the expectation level indicated by the display color of the first type of active display that was displayed. Therefore, in the change patterns shown in FIG. 10-10(A) to FIG. 10-11(D), the change patterns are set so that the display color is higher than the display color displayed at the previous timing at any of timings 1 to 4. In addition, the change patterns such as PT4-1 to PT7-20 shown in the change pattern determination tables in FIG. 10-10(A) to FIG. 10-11(D) are merely examples, and each change pattern determination table may include more change patterns than the number shown in the figures.

[0209] In addition, although details will be described later, in this embodiment, when it is determined that there is a super that executes the reach performance of the super reach in step 003AKS103 of Fig. 10-7, that is, only when the reach performance of the super reach is executed, the special performance and the cut-in performance are executed. Therefore, in the case of the change pattern of PT4-1 and PT4-2 shown in Fig. 10-10(A), the change pattern of PT5-1 to PT5-4 shown in Fig. 10-10(B), the change pattern of PT6-1 to PT6-6 shown in Fig. 10-10(C), and the change pattern of PT7-1 to PT7-7 shown in Fig. 10-11(D), after the normal reach is reached, the special performance and the cut-in performance are not executed and the big win is achieved. In the examples shown in Fig. 10-10 and Fig. 10-11, the active display is the second type in the case of the change pattern determined when a jackpot occurs after a normal reach, but for example, when a jackpot occurs after a normal reach, the active display may be the first type instead of the second type. That is, in the final stage image determination table shown in Fig. 10-8, the jackpot (normal) and the jackpot (super) are divided, and in the case of a jackpot (normal), the determination ratio is assigned in the order of the third aspect of the first type>the second aspect of the first type>the first aspect of the first type, and no determination ratio is assigned to the second type. Then, the change pattern can be determined from among the change patterns of PT4-1 and PT4-2 shown in FIG. 10-10(A), PT5-1 to PT5-4 shown in FIG. 10-10(B), PT6-1 to PT6-6 shown in FIG. 10-10(C), and PT7-1 to PT7-7 shown in FIG. 10-11(D).

[0210] Fig. 10-10(A) is a diagram showing a configuration example of a change pattern determination table to be referenced when the final stage image determined in step 003AKS101 is an active display of the first mode of the second type, i.e., display image 003AKD1. When the final stage image is an active display of the first mode of the second type, i.e., display image 003AKD1, there is one change from display image 003AKC1 to display image 003AKD1, so in the change pattern determination table shown in Fig. 10-10(A), the number of changes is 1 for each of the change patterns PT4-1 to PT4-4. When the final stage image is display image 003AKD1, it is determined to be one of the change patterns PT4-1 to PT4-4 according to the determination ratio shown in the figure. As described above, the first type of active display, which is not expected to perform a cut-in performance corresponding to the second type, is erased at the timing (timing 3) when it develops into the reach performance of the super reach, but if it changes to the second type of active display at the special performance execution start timing (timing 4) after the super reach development, it is re-displayed at that timing, so the change pattern of PT4-4 is a pattern in which it is erased at timing 3 and the display image 003AKD1 is displayed at timing 4. On the other hand, if the second type of active display is displayed at the time of the super reach development, it continues to be displayed until the special performance execution start timing (timing 4), so the change pattern of PT4-3 is a pattern in which it is not erased at timing 3. In this way, when the final stage image is the second type, a pattern in which it is erased at timing 3 and then re-displayed as the second type of active display at timing 4, and a pattern in which it is not erased at timing 3 are set (the change pattern determination tables shown in Figures 10-10(B) to 10-11(D) are the same).

[0211] Fig. 10-10(B) is a diagram showing an example of the configuration of a change pattern determination table referenced when the final stage image determined in step 003AKS101 is an active display of the second type of the second mode, i.e., display image 003AKD2. In the change pattern determination table shown in Fig. 10-10(B), patterns with the number of changes from 1 to 3 are provided. When the final stage image is display image 003AKD2, one of the change patterns PT5-1 to PT5-8 is determined according to the determination ratio shown in the figure.

[0212] Fig. 10-10(C) is a diagram showing an example of the configuration of a change pattern determination table referenced when the final stage image determined in step 003AKS101 is the active display of the third mode of the second type, i.e., the display image 003AKD3. In the change pattern determination table shown in Fig. 10-10(C), patterns with the number of changes from 1 to 3 are provided. When the final stage image is the display image 003AKD3, one of the change patterns PT6-1 to PT6-15 is determined according to the determination ratio shown in the figure.

[0213] FIG. 10-11(D) is a diagram showing a configuration example of a change pattern determination table referenced when the final stage image determined in step 003AKS101 is the active display of the fourth mode of the second type, that is, the display image 003AKD4. In the change pattern determination table shown in FIG. 10-11(D), patterns with the number of changes from 1 to 3 are provided. When the final stage image is the display image 003AKD4, one of the change patterns PT7-1 to PT7-20 is determined according to the determination ratio shown. In the example shown, an example with the number of changes up to 3 is shown, but in addition to this, for example, there may be a pattern with the number of changes being 4, such as the display image 003AKC2 at timing 1, the display image 003AKD2 at timing 2, the display image 003AKD3 at timing 3, and the display image 003AKD4 at timing 4.

[0214] As described above, in the change pattern determination table shown in Fig. 10-10 to Fig. 10-11, the determination ratio is assigned so that the later the timing of the final stage image becomes, the higher the jackpot expectation rate (i.e., the earlier the timing of the final stage image becomes, the higher the rate of the variable display result being a miss). Basically, the variable display result in the gaming machine has a sufficiently higher probability of being a miss than a jackpot, so in this embodiment, as shown in Fig. 10-10 to Fig. 10-11, the rate of the second type active display is higher at the timing before the timing 3 at which the super reach develops, that is, before the development into the super reach, than the rate of the second type active display after the super reach develops. In other words, it can be said that it is easier to change to the second type active display before the super reach develops. In addition, in the change pattern determination table shown in Figures 10-9 to 10-11, the determination ratio is assigned so that the later the timing of the final stage image becomes, the higher the jackpot expectation rate, and further, in the change pattern determination table shown in Figures 10-10 to 10-11, even if the timing of the final stage image becomes the same timing, the more change stages in one change, the higher the jackpot expectation rate is assigned, but conversely, the determination ratio may be assigned so that the earlier the timing of the final stage image becomes, the higher the jackpot expectation rate is. In addition, in the change pattern determination table shown in Figures 10-10 to 10-11, the determination ratio may be assigned so that the more the number of changes, the higher the jackpot expectation rate is. In addition, in the change pattern determination table shown in Figure 10-9, a determination ratio may be assigned so that the earlier the timing of the final stage image becomes, the higher the expected probability of a jackpot, and in the change pattern determination table shown in Figures 10-10 to 10-11, a determination ratio may be assigned so that the later the timing of the final stage image becomes, the higher the expected probability of a jackpot.In this way, the final stage image may be different between the first type and the second type.

[0215] FIG. 10-12 shows the timing at which the change performance can be executed. FIG. 10-12(A) shows the timing at which the change performance can be executed in the case of a non-reach (miss) corresponding to the non-reach fluctuation pattern. In the case of a non-reach (miss), the change performance can be executed at the timing before the reach is established, which is timing 1, according to the determined change pattern. In this way, when the variable display of the decorative pattern does not become a reach state, the change performance can be executed at a single timing while the variable display of the decorative pattern is being executed.

[0216] FIG. 10-12(B) shows the timing at which a change performance can be executed when a reach performance resulting in a normal reach is executed in accordance with the "normal" variation pattern. When a reach performance resulting in a normal reach is executed, the change performance can be executed at either or both of the timings of timing 1 before the reach is established and timing 2 after the reach is established, depending on the determined change pattern. In this way, when the variable display of the decorative pattern becomes a reach state and a reach performance resulting in a normal reach is executed, the change performance can be executed at two timings while the variable display of the decorative pattern is being executed.

[0217] FIG. 10-12 (C-1) shows the timing at which the change performance can be executed when the reach performance that becomes a super reach is executed in response to the variation pattern of "Super" and the final stage image is the first type. When the reach performance that becomes a super reach is executed, the change performance can be executed at three timings, namely, timing 1 before the reach is established, timing 2 after the reach is established, and timing 3 at the time of super development. As described above, in this embodiment, the active display of the first type, which is not expected to perform a cut-in performance of a mode corresponding to the second type, is erased at the timing (timing 3) when it develops into the reach performance of the super reach, so that the active display is erased at timing 3 as shown in the figure. Therefore, in this example, the timing 3 is also considered to be a change timing (erasure is also considered to be one mode of change), but the timings 1 and 2 may be treated as change timings, and the timing 3 may be treated as an erasure timing. After the active display is erased, a cut-in performance promotion effect is performed in the reach performance that becomes a super reach, and then a cut-in performance of a mode corresponding to the first type of active display is executed by passing the valid period or performing a player's action. After that, a promotion effect for an announcement performance is executed to execute an announcement performance, which is a so-called deciding performance for notifying the variable display result, to promote the player's action, and then, by passing the valid period or performing a player's action, the announcement performance is executed to notify the variable display result, and the variable display is ended (end of change). The active display erased at timing 3 remains erased until the end of change, as shown in the figure.

[0218] FIG. 10-12 (C-2) shows the timing at which the change performance can be executed when the reach performance that becomes a super reach is executed in response to the "Super" variation pattern and the final stage image is of the second type. When the reach performance that becomes a super reach is executed, the change performance can be executed at four timings: timing 1 before the reach is established, timing 2 after the reach is established, timing 3 at the time of the super development, and timing 4 after the super development. The active display of the second type is not erased at the timing (timing 3) when the super reach develops into the reach performance, so as shown in the figure, the active display is not erased at timing 3.

[0219] Then, after timing 4, a special effect period is entered in which a special effect is executed to display a related image (for example, related image 003AKZ1 in FIG. 10-20(F)) related to the active display of the second type being displayed. As shown in the figure, in this case, during the special effect period, an effect is executed to promote the player's action as a promotion effect for a cut-in effect. That is, the special effect and the promotion effect for a cut-in effect are executed simultaneously. Specifically, in this embodiment, as a special effect, an effect is executed in which a related image (for example, related image 003AKZ1 in FIG. 10-20(F)) related to the active display of the second type being displayed (for example, related image 003AKZ1 in FIG. 10-20(F)) moves from the active display area 003AKA1 to the center part (screen center) of the image display device 5 from the start of the special effect period to the execution start timing of the promotion effect for the cut-in effect (the movement to the screen center is completed at the execution start timing of the promotion effect for the cut-in effect). This makes it look as if the active display has moved to the screen center. After the start of the execution of the promotion effect for the cut-in effect, the related image (e.g., related image 003AKZ1 in FIG. 10-20(F)) displayed in the center of the screen is enlarged (appearing to gradually get closer to the player) while gradually increasing the rotation speed (e.g., FIG. 10-20(G)) in accordance with the valid period indicated by the promotion effect for the cut-in effect, so that the movement display of the related image (e.g., related image 003AKZ1 in FIG. 10-20(F)) appears to be linked to the valid period indicated by the promotion effect for the cut-in effect (enlarged to its maximum size in accordance with the end of the valid period). Note that it is sufficient that the related image (e.g., related image 003AKZ1 in FIG. 10-20(F)) is at its maximum size at the end of the valid period indicated by the promotion effect for the cut-in effect. In this embodiment, in the special effect, the active display being displayed is changed to a related image and the active display that was displayed is erased, but the active display may continue to be displayed as it is (i.e., two displays, the active display and the related display, may be displayed). In that case, the active display may be erased at the timing of the cut-in effect.In other words, it is only necessary that the active display of the second type of display mode is not displayed after the cut-in effect is executed.

[0220] After the cut-in effect promotion effect is executed, the effective period elapses or the player performs an action, and then the cut-in effect of the mode corresponding to the second type of active display is executed. As shown in the figure, at the timing of execution of the cut-in effect, the related image (for example, related image 003AKZ1 in FIG. 10-20(F)) is erased. After that, the notification effect promotion effect for executing the notification effect, which is the so-called deciding effect, is executed to promote the player's action, and then the notification effect is executed to notify the variable display result due to the effective period elapses or the player performs an action, and the variable display ends (change end).

[0221] In the example shown in FIG. 10-12 (C-2), an example in which the change performance can be performed at four timings, such as timing 1 to timing 4, is shown, but for example, the change may be started from the reserved display stage, and the change timing may be different depending on the number of reserved items stored. Also, for example, if the display type of the reserved display is the first display type, the change occurs when the reserved display shifts (the display color or display type may change), and if it is the second display type, the change occurs during the fluctuation in the state of the reserved item immediately before the target reserved item (the display color may change), and so on. Note that, at the reserved display stage, the display mode may not change to the second type, and the active display may be changed to the second type of display mode.

[0222] Returning to FIG. 10-7, after executing the process of step 003AKS102, the performance control CPU 120 judges whether or not there is a super that executes a reach performance in a super reach as a reach performance corresponding to the variation pattern (step 003AKS103). At this time, if it is judged that there is no super because the reach performance in the super reach is not executed and there is no super (step 003AKS103; No), the performance determination process ends. If it is judged that there is a super (step 003AKS103; Yes), it is judged whether or not the final stage image determined in step 003AKS101 is of the second type, that is, whether or not it is one of the display images 003AKD1 to 003AKD4 (step 003AKS104).

[0223] If the final stage image determined in step 003AKS101 is the second type (step 003AKS104; Yes), the CPU 120 for controlling the performance performs special performance execution setting to execute the special performance (step 003AKS105). As described above, the special performance displays a related image (for example, the related image 003AKZ1 in FIG. 10-20(F)) related to the active display of the second type being displayed, making it look as if the active display has moved to the center of the screen, and the related image (for example, the related image 003AKZ1 in FIG. 10-20(F)) being displayed in the center of the screen is enlarged (displayed so as to gradually approach from the player) while gradually increasing the rotation speed (for example, FIG. 10-20(G)) in accordance with the effective period indicated by the promotion performance for the cut-in performance, making it look as if the operation display of the related image (for example, the related image 003AKZ1 in FIG. 10-20(F)) is linked to the effective period indicated by the promotion performance for the cut-in performance. Moreover, the special effect in this embodiment is an effect that notifies the player of the state of the sword held by the armed character in the cut-in effect that is subsequently executed (i.e., the execution state of the cut-in effect) by displaying an associated image related to the active display of the second type that is being displayed. Specifically, when the active display that is being displayed is an active display of the second state (blue) of the second type, that is, the display image 003AKD2, in the special effect, an associated image related to the display image 003AKD2 is displayed in motion. Then, by displaying the associated image in motion, the player is notified that the cut-in effect that is subsequently executed is a cut-in effect with an expectation level of blue or higher. In other words, the special effect is an effect that associates the displayed active display with the cut-in effect that is subsequently executed. Note that, in the special effect in this embodiment, an image of a sword similar to that of the active display (an image obtained by enlarging the active display) is displayed as the associated image, and an armed character holding the sword is displayed as the cut-in effect, but the present invention is not limited to this, and the associated image displayed as the special effect may be an image that associates the displayed active display with the cut-in effect that is subsequently executed.In addition, since the related image is an image that associates the displayed active display with the cut-in performance that will be executed thereafter, it can also be said to be a preparatory display that prepares from the active display to the cut-in performance. Note that the active display itself may be moved or enlarged, instead of the related image.

[0224] In step 003AKS105 of FIG. 10-7, for example, the special performance mode determination table 003AK021 shown in FIG. 10-13 is referenced, and the special performance mode, which is the performance mode of the special performance to be executed, is determined according to the final stage image. The special performance of the first special mode displays a related image of a mode corresponding to the display image 003AKD1, which is a white sword image, which is the first mode. The special performance of the second special mode displays a related image of a mode corresponding to the display image 003AKD2, which is a blue sword image, which is the second mode. The special performance of the third special mode displays a related image of a mode corresponding to the display image 003AKD3, which is a red sword image, which is the third mode. The special performance of the fourth special mode displays a related image of a mode corresponding to the display image 003AKD4, which is a gold sword image, which is the fourth mode.

[0225] In the illustrated example, the final stage image and the special performance mode are determined in a 1:1 ratio, but for example, when the final stage image is the display image 003AKD1, any of the first to fourth special modes, when the final stage image is the display image 003AKD2, any of the second to fourth special modes, when the final stage image is the display image 003AKD3, the third or fourth special mode (when the final stage image is the display image 003AKD4, the fourth special mode), etc., a special performance of a special performance mode corresponding to a display color with a degree of expectation or higher indicated by the display color of the active display displayed as the final stage image may be executed. In this case, in the cut-in mode determination table (second type) shown in FIG. 10-14(B) described later, the cut-in mode to be executed may be determined according to the executed special performance mode, not the final stage image, so as to prevent a downgrade. For example, when a blue active display is displayed as the final stage image and a red special performance is executed, it may be determined that a cut-in mode of red or higher is executed. This can attract the player's attention to the mode of the special effect being executed.

[0226] Returning to Figure 10-7, after executing the processing of step 003AKS105, or if it is determined in step 003AKS104 that the final stage image is not the second type (step 003AKS104; No), i.e., if it is the first type, the performance control CPU 120 refers to either the cut-in mode determination table (first type) shown in Figure 10-14 (A) or the cut-in mode determination table (second type) shown in Figure 10-14 (B) depending on the final stage image, and determines the cut-in mode, which is the execution mode of the cut-in performance to be executed, from among multiple modes (step 003AKS106).

[0227] The cut-in mode determination table (first type) shown in FIG. 10-14(A) is a table to be referred to when the final stage image determined in step 003AKS101 is the first type. As described above, the cut-in performance performed when the first type of active display is displayed is performed in a different ratio according to the variable display result, regardless of the display mode (display color) of the first type of active display, regardless of the display mode (display color) of the active display. Therefore, even if the display mode of the first type of active display is red, a blue cut-in performance is performed, and so on, a cut-in performance of a display mode (display color) lower than the jackpot expectation degree according to the display mode (display color) of the active display (the jackpot expectation degree increases in the order of red>blue>white) may be performed (so-called downgrading performance may be performed).

[0228] Therefore, in the cut-in mode determination table (first type) shown in FIG. 10-14(A), a determination ratio is assigned so that the cut-in mode is determined according to the variable display result, regardless of the display mode (display color) in the final stage image of the active display. Specifically, the determination ratio is assigned so that the expectation level increases in the order of display image 003AKE1 (mode A-1) < display image 003AKE2 (mode B-1) < display image 003AKE3 (mode C-1). In step 003AKS106 of FIG. 10-7, if the final stage image is the first type, the cut-in mode is determined to be one of display images 003AKE1 to 003AKE3 according to the variable display result.

[0229] The cut-in mode determination table (second type) shown in FIG. 10-14(B) is a table to be referred to when the final stage image determined in step 003AKS101 is the second type. As described above, the cut-in performance performed when the second type of active display is displayed is different from the cut-in performance performed when the first type of active display is displayed, and does not perform a so-called downgrade performance. For example, when the display mode of the second type of active display is blue, a blue, red, or gold cut-in performance is performed, and a cut-in performance with a mode with a jackpot expectation rate or higher (the jackpot expectation rate increases in the order of gold>red>blue>white) is performed.

[0230] Therefore, in the cut-in mode determination table (second type) shown in Fig. 10-14(B), a determination ratio is assigned so that the cut-in mode that can be determined varies depending on the final stage image of the active display. Specifically, in order to prevent a so-called downgrade effect from being executed, when the final stage image is display image 003AKD1, it is determined to be one of four modes, such as display image 003AKF1 (mode A-2) to display image 003AKF4 (mode D-2), and when the final stage image is display image 003AKD2, it is determined to be one of three modes, such as display image 003AKF2 (mode B-2) to display image 003AKF4 (mode D-2) (it is not determined to be display image 003AKF1 (mode A-2)), and the final stage image is display image 00 When the final stage image is 003AKD3, the display image is determined to be one of two modes, 003AKF3 (mode C-2) or 003AKF4 (mode D-2) (the display image 003AKF1 (mode A-2) and the display image 003AKF2 (mode B-2) are not determined), and when the final stage image is 003AKD4, the display image is determined to be 003AKF4 (mode D-2) (the display image 003AKF1 (mode A-2) to 003AKF3 (mode C-2) are not determined). The determination ratio is also assigned so that the expectation increases in the order of 003AKF1 (mode A-2) < 003AKF2 (mode B-2) < 003AKF3 (mode C-2) < 003AKF4 (mode D-2). In step 003AKS106 of FIG. 10-7, if the final stage image is of the second type, the cut-in mode is determined to be one of display images 003AKE1 to 003AKE3 according to the variable display result.

[0231] After executing the process of step 003AKS106 in Fig. 10-7, the effect control CPU 120 performs a promotion effect execution setting for executing a promotion effect for a cut-in effect and a promotion effect for a notification effect as promotion effects for promoting the player's actions (step 003AKS107), and then ends the effect determination process. In step 003AKS107, as a promotion effect for a cut-in effect, a button image for prompting an operation of the push button 31B at the timing shown in Fig. 10-12 (C-1) or Fig. 10-12 (C-2) and a valid period display for displaying the valid period of the operation are set.

[0232] In step 003AKS107, a notification performance promotion mode determination table 003AK031 shown in Fig. 10-15 is referenced to determine a notification performance promotion mode as an execution mode of the notification performance promotion mode according to the cut-in mode of the cut-in performance to be executed. The notification performance promotion mode is a performance that displays a button image that prompts an operation on the stick controller 31A at the timing shown in Fig. 10-12 (C-1) or Fig. 10-12 (C-2) and a valid period display that displays the valid period of the operation.

[0233] In the notification effect promotion performance mode determination table 003AK031 shown in FIG. 10-15, a determination ratio is assigned so that the notification effect promotion performance mode that can be determined varies depending on the cut-in mode of the cut-in performance to be executed. Specifically, as shown in the figure, regardless of whether the final stage image of the active display is an image of the first type or the second type, a determination ratio is assigned so that the notification effect promotion performance mode with a jackpot expectation degree or higher indicated by the cut-in mode is determined so that the so-called downgrading performance is not executed. Therefore, when the final stage image of the active display is the first type, the so-called downgrading performance may be executed for the cut-in performance, but the downgrading performance is not executed for the notification effect promotion performance, so that the player can feel confidence in the performance. Note that when the final stage image of the active display is the first type and a cut-in performance of a cut-in mode corresponding to the first type of active display is executed (when the cut-in mode is any of the display images 003AKE1 to 003AKE3), the downgrading performance may be executed for the notification effect promotion performance as in the case of the cut-in performance. In this case, the notification effect promotion performance mode may be determined according to the variable display result regardless of the cut-in mode. Also, the notification effect promotion performance mode may be a premier mode that is determined at a common determination ratio regardless of whether the final stage image of the active display is an image of the first type or an image of the second type. The premier mode may be a common display image (for example, a V-con image with a rainbow effect) regardless of whether the final stage image of the active display is an image of the first type or an image of the second type. The premium mode may be, for example, a mode that definitely notifies that a jackpot has been hit.

[0234] In the promotion performance mode determination table 003AK031 for notification performance shown in Figure 10-15, in order to prevent the so-called downgrade performance from being executed, when the final stage image of the active display is an image of the first type, when the cut-in mode is display image 003AKE1, it is determined to be one of three modes, namely display image 003AKG1 (mode a-1) to display image 003AKG3 (mode c-1), when the cut-in mode is display image 003AKE2, it is determined to be one of two modes, namely display image 003AKG2 (mode b-1) or display image 003AKG3 (mode c-1) (it is not determined to be display image 003AKG1 (mode a-1)), and when the cut-in mode is display image 003AKE3, it is determined to be display image 003AKG3 (it is not determined to be display image 003AKG1 (mode a-1) or display image 003AKG2 (mode b-1)). Determination ratios are assigned so that this is done. In addition, the determination ratios are assigned so that the expectation levels increase in the order of display image 003AKG1 (mode a-1) < display image 003AKG2 (mode b-1) < display image 003AKG3 (mode c-1).

[0235] In addition, in the notification performance promotion performance mode decision table 003AK031 shown in FIG. 10-15, when the final stage image of the active display is the second type image, in order to prevent the so-called downgrading performance from being executed, if the cut-in mode is the display image 003AKF1, one of four modes, such as display image 003AKH1 (mode a-2) to display image 003AKH4 (mode d-2), is decided, and if the cut-in mode is the display image 003AKF2, one of three modes, such as display image 003AKH2 (mode b-2) to display image 003AKH4 (mode d-2) is decided (display image 003AKF3). When the cut-in mode is display image 003AKF3, the display image is determined to be one of two modes, display image 003AKH3 (mode c-2) or display image 003AKH4 (mode d-2) (not determined to be display image 003AKH1 (mode a-2) and display image 003AKH2 (mode b-2)), and when the cut-in mode is display image 003AKF4, the display image is determined to be 003AKH4 (mode d-2) (not determined to be display image 003AKH1 (mode a-1) to display image 003AKH3 (mode c-2)). Also, the determination ratio is assigned so that the expectation level increases in the order of display image 003AKH1 (mode a-2) < display image 003AKH2 (mode b-2) < display image 003AKH3 (mode c-2) < display image 003AKH4 (mode d-2).

[0236] FIG. 10-16 shows an example of the promotion performance for the notification performance related to the characteristic parts 003AK to 004AK. The promotion performance for the notification performance can be executed before the execution of the notification performance, which is the final stage of the reach performance that becomes the super reach, that is, the final performance. The notification performance is a performance that notifies the result of the battle performance between the ally character and the enemy character executed as the reach performance of the super reach, and notifies that if the ally character wins, it is a big win, and if it loses, it is a miss. By executing the promotion performance for the notification performance, the player's action, such as the action of tilting the operation stick of the stick controller 31A that becomes the V controller, is promoted. The tilting operation of tilting the operation stick of the stick controller 31A may include a pulling operation for tilting the operation stick toward the player. In the promotion performance for the notification performance, for example, a performance image that becomes a V controller image imitating the stick controller 31A is displayed on the screen of the image display device 5. In addition, a meter image that notifies the remaining period for validly detecting the player's action is displayed together with the V controller image. A text image announcing the message "Pull!!" may be displayed together with the V-controller image. By displaying such a V-controller image, meter image, text image, or a performance image including a combination of some or all of these, the player's action of pulling the V-controller may be promoted. In the promotion performance for the notification performance, the proportion of the performance modes among the multiple performance modes varies depending on whether the display result of the variable display becomes "jackpot" and the game is controlled to a jackpot game state. The promotion performance may be executed in different performance modes depending on the size, shape, pattern, color, and other display modes of any performance image for the V-controller image, meter image, and text image.

[0237] Fig. 10-16 is a diagram showing an example of a promotion performance for a notification performance. Specifically, the promotion performance examples for a notification performance shown in Fig. 10-16(a1) to (a3) ​​show a promotion performance example for a notification performance (first promotion performance example) in a case where a final stage image of an active display is a first type of image and a cut-in performance of a cut-in mode corresponding to the first type of active display is executed, and the promotion performance examples for a notification performance shown in Fig. 10-16(b1) to (b4) show a promotion performance example for a notification performance (second promotion performance example) in a case where a final stage image of an active display is a second type of image and a cut-in performance of a cut-in mode corresponding to the second type of active display is executed.

[0238] In the notification performance promotion example (first promotion performance example) shown in Fig. 10-16 (a1) to (a3), three modes, such as display image 003AKG1 (mode a-1) to 003AKG3 (mode c-1), are prepared in advance as a plurality of performance images usable for the first promotion performance. The number of performance images prepared for the first promotion performance is not limited to three, and may be a plurality of images based on any design. Display image 003AKG1 (mode a-1) shown in Fig. 10-16 (a1) is a performance image that displays a meter image and a V-control image together with a white background image. Display image 003AKG2 (mode b-1) is a performance image that displays a meter image and a V-control image together with a blue background image. Display image 003AKG3 (mode c-1) is a performance image that displays a meter image and a V-control image together with a red background image. In the illustrated example, the meter image and V-control image are all the same size in three modes, namely display image 003AKG1 (mode a-1) to 003AKG3 (mode c-1), but the display size may be increased in the order of display image 003AKG1 (mode a-1) < display image 003AKG2 (mode b-1) < display image 003AKG3 (mode c-1), that is, in order of increasing probability of winning.

[0239] In the example of the promotion performance for the notification performance (example of the second promotion performance) shown in FIG. 10-16(b1)-(b4), four modes such as display image 003AKH1 (mode a-2)-003AKH4 (mode d-2) are prepared in advance as a plurality of performance images usable for the second promotion performance. The number of performance images prepared for the second promotion performance is not limited to four, and may be a plurality of images based on any design. In the case of the second promotion performance, the shape of the background image is star-shaped, unlike the case of the first promotion performance. The display image 003AKH1 (mode a-2) shown in FIG. 10-16(b1) is a performance image that displays a meter image, a V-control image, and an armed character image corresponding to the display image 003AKF1 together with a white star-shaped background image. The display image 003AKH2 (mode b-2) is a performance image that displays a meter image, a V-control image, and an armed character image corresponding to the display image 003AKF2 together with a blue star-shaped background image. The display image 003AKH3 (mode c-2) is a performance image that displays a meter image, a V-control image, and an armed character image corresponding to the display image 003AKF3, together with a red star-shaped background image. The display image 003AKH4 (mode c-2) is a performance image that displays a meter image, a V-control image, and an armed character image corresponding to the display image 003AKF4, together with a gold star-shaped background image. In the illustrated example, the meter image and the V-control image are all of the same size in four modes such as the display images 003AKH1 (mode a-2) to 003AKH4 (mode d-2), but the display size may be increased in the order of the display image 003AKH1 (mode a-2) < display image 003AKH2 (mode b-2) < display image 003AKH3 (mode c-2) < display image 003AKH4 (mode d-2), that is, in the order of the degree of expectation of the big win.

[0240] As described above, in this embodiment, regardless of whether the final stage image of the active display is a first type image or a second type image, a determination ratio is assigned so that the notification performance promotion performance mode is determined to be equal to or higher than the jackpot expectation level indicated by the cut-in mode so that the so-called downgrading performance is not executed. The same display colors as those in the active display and the cut-in performance are used, such as white, blue, and red in the first promotion performance, and white, blue, red, and gold in the second promotion performance, and the jackpot expectation level indicated by the display colors is also the same, so that the player can visually recognize the notification performance promotion performance as a series of performances in addition to the active display and the cut-in performance. In other words, the player can recognize that the active display, the cut-in performance, and the notification performance promotion performance are related to each other.

[0241] In addition, in the example of the promotion performance for the notification performance shown in Fig. 10-16(b1) to (b4) (second promotion performance example), the armed character images corresponding to the images 003AKF1 to 003AKF4 are displayed in the same color as the background image, but the armed character images may be images corresponding to the cut-in form of the cut-in performance actually performed. For example, when the cut-in form of the cut-in performance performed is the display image 003AKF2 (form B-2) which is an armed character image holding a blue sword, when the promotion performance for the notification performance of the display image 003AKH3 (form c-2) is performed, a meter image and a V-control image may be displayed together with the red star-shaped background image shown in Fig. 10-16(b3), and the display image 003AKF2 (form B-2) which is an armed character image holding a blue sword may also be displayed. This allows the player to visually recognize the cut-in form actually performed, and easily recognize that he has risen to the top.

[0242] FIG. 10-17 is a flowchart showing an example of processing executed in step S172 of the performance control process processing as the performance processing during variable display. In the performance processing during variable display, it is determined whether or not the variable display time corresponding to the variation pattern has elapsed (step 003AKS041). In step 003AKS041, for example, the timer value of the performance control process timer is updated (e.g., subtracted by 1), and it is determined that the variable display time has elapsed when an end code is read out from the performance control pattern corresponding to the updated performance control process timer value. In this way, the elapse of the variable display time may be determined as the elapse of the special chart variation time corresponding to the variation pattern based on the timer value of the performance control process timer, etc.

[0243] If the variable display time has not elapsed in step 003AKS041 (step 003AKS041; No), it is determined whether or not it is a change performance period for executing a change performance (step 003AKS042). The change performance period may be predetermined, for example, in the performance control pattern (change performance control pattern) determined in step 003AKS023 of the variable display start setting process. If it is a change performance period (step 003AKS042; Yes), control for executing a change performance is performed (step 003AKS043). Note that the change performance period is preset to the timings 1 to 4 described above. In step 003AKS043, for example, various commands created based on the setting of the change performance control pattern are transmitted to the display control unit 123, the voice control board 13, the lamp control board 14, etc. This allows a specified presentation image (active display image shown in Figure 10-4) to be displayed on the screen of the image display device 5, specified sound effects to be output from the speakers 8L, 8R, the game effect lamp 9 and decorative LEDs to be turned on, flash, or off, or a combination of some or all of these, so that a change presentation can be performed by a specified presentation device.

[0244] When it is determined in step 003AKS042 that the period is not a change performance period (step 003AKS042; No), or after executing the process of step 003AKS043, the performance control CPU 120 determines whether or not the period is a reach performance period for executing a reach performance (step 003AKS044). The reach performance period may be predetermined, for example, in the performance control pattern (performance control pattern during special chart change) determined in step 003AKS023 of the variable display start setting process. If it is a reach performance period (step 003AKS044; Yes), control for executing a reach performance is performed (step 003AKS045).

[0245] When it is determined in step 003AKS044 that the period is not a reach effect period (step 003AKS044; No), or after executing the process of step 003AKS045, the effect control CPU 120 determines whether or not the period is a special effect period for executing a special effect (step 003AKS046). The special effect period may be previously determined in the effect control pattern (special effect control pattern) determined in step 003AKS023 of the variable display start setting process, for example. The special effect period may be set when the execution setting of the special effect is performed in the process of step 003AKS105 in FIG. 10-7, and may be the period from the development of the super reach to the execution of the cut-in effect, as shown in FIG. 10-12 (C-2). If it is a special effect period (step 003AKS046; Yes), control for executing the special effect is performed (step 003AKS047).

[0246] When it is determined in step 003AKS046 that the period is not a special performance period (step 003AKS046; No), or after executing the process of step 003AKS047, the performance control CPU 120 determines whether or not the period is a promotion performance period for executing a promotion performance (step 003AKS048). In addition to whether or not the period is a promotion performance execution period for a cut-in performance, which is a period during which a promotion performance for a cut-in performance is executed, the process of step 003AKS048 determines whether or not the period is a promotion performance execution period for an announcement performance, which is a period during which a promotion performance for an announcement performance is executed. The promotion performance execution period for a cut-in performance and the promotion performance execution period for an announcement performance may be predetermined, for example, in the performance control pattern (promotion performance control pattern for a cut-in performance or promotion performance control pattern for an announcement performance) determined in step 003AKS023 of the variable display start setting process. If the period is a promotion performance period (step 003AKS048; Yes), control is performed to execute a promotion performance (step 003AKS049). Specifically, in the processing of step 003AKS049, if it is the period for executing a promotion performance for a cut-in performance, control is performed to execute a promotion performance for a cut-in performance, and if it is the period for executing a promotion performance for an announcement performance, control is performed to execute a promotion performance for an announcement performance.

[0247] When it is determined in step 003AKS048 that the promotion effect period is not in progress (step 003AKS048; No), or after executing the process of step 003AKS049, the effect control CPU 120 determines whether or not the cut-in effect period is in progress for executing the cut-in effect (step 003AKS050). The cut-in effect period may be previously determined in the effect control pattern (cut-in effect control pattern) determined in step 003AKS023 of the variable display start setting process, for example. The cut-in effect period may be set when the cut-in mode is determined in the process of step 003AKS106 in FIG. 10-7, and may be the period at the end of the special effect as shown in FIG. 10-12 (C-2). The start timing of the cut-in effect period may be after the effective period from the start of the promotion effect for the cut-in effect ends, or when the operation of the push button 31B by the player is detected. If it is the cut-in performance period (step 003AKS050; Yes), control is performed to execute the cut-in performance (step 003AKS051). Note that in step 003AKS051, control is also performed to light up a lamp (frame lamp) provided on the gaming machine frame (frame) 3 in the display color of the cut-in mode of the cut-in performance to be executed. In addition, when a cut-in performance of a mode corresponding to the second type is executed, control is performed to operate the movable body in accordance with the cut-in performance of the mode corresponding to the second type. Then, control is also performed to light up a lamp (movable body lamp) built into the movable body that has operated in the display color of the cut-in mode of the cut-in performance to be executed. In other words, when a cut-in performance of a type corresponding to the first type is executed, the frame lamp lights up in the display color of the cut-in mode of the cut-in performance being executed, and when a cut-in performance of a type corresponding to the second type is executed, in addition to the frame lamp lighting up in the display color of the cut-in mode of the cut-in performance being executed, the movable body operates and the movable body lamp lights up in the display color of the cut-in mode of the cut-in performance being executed.

[0248] When it is determined in step 003AKS050 that the cut-in performance period is not in progress (step 003AKS050; No), or after executing the process of step 003AKS051, the performance control CPU 120 determines whether or not the notification performance period is in progress for executing the notification performance (step 003AKS052). The notification performance period may be determined in advance in the performance control pattern (notification performance control pattern) determined in step 003AKS023 of the variable display start setting process, for example. Note that the notification performance period may be set in accordance with the execution setting of the notification performance promotion performance in the process of step 003AKS107 in FIG. 10-7, and may be a period before the end of the variation, as shown in FIG. 10-12 (C-2). In addition, the start timing of the notification performance period may be after the effective period from the start of the notification performance promotion performance ends, or when the action of pulling the operation stick of the stick controller 31A by the player is detected. Also, if a specific action by the player, such as pulling the operation stick of the stick controller 31A, is not detected during the effective period after the start of the notification effect promotion effect, the notification effect period may not be started. If it is the notification effect period (step 003AKS052; Yes), control for executing the notification effect is performed (step 003AKS053).

[0249] The specific action of the player detected to execute the notification effect may be an action of tilting the operation rod of the stick controller 31A, such as a push action on the V controller, as opposed to a pull action. Alternatively, the specific action of the player may be an action of pressing the push button 31B. For example, when the cut-in mode is one of modes A-1 to C-1 (see FIG. 10-5), the action of the button is likely to be promoted during the notification effect, and when the cut-in mode is one of modes A-2 to D-2 (see FIG. 10-5), the action of the V controller is likely to be promoted during the notification effect (the ratio of the button and the V controller may be reversed). In this way, the ratio of the promotion of the action to the button and the promotion of the action to the V controller may differ depending on whether the cut-in mode of the executed cut-in effect is a cut-in mode corresponding to the first type of active display or a cut-in mode corresponding to the second type of active display. In addition, the detection device is not limited to one that can detect the player's action, and may be capable of executing any performance equivalent to the performance of the action based on the detection result of any change or difference in the detection target, such as the execution state of processing or control in the detection target, or a change in the shape, pattern, or color of the detection target. The detection device capable of detecting the action, change, or difference in the detection target may be any configuration that can detect the state of the detection target mechanically, electrically, or electromagnetically, such as an infrared sensor, ultrasonic sensor, CCD sensor, or CMOS sensor. Alternatively, the state of the detection target may be detected by analyzing the results of photographing the detection target using a specified camera (video motion capture). As an example of detecting the state of the detection target using a camera, the screen display state of a mobile terminal may be detected, and a performance may be executed based on the detection result.

[0250] When it is determined in step 003AKS052 that the notification performance period is not in progress (step 003AKS052; No), or after executing the processing of step 003AKS053, the performance control CPU 120 performs control to execute performances during other variable display, including the variable display operation of the decorative pattern, based on, for example, settings in the performance control pattern determined corresponding to the variable pattern (step 003AKS054), and terminates the performance processing during variable display.

[0251] If the variable display time has elapsed in step 003AKS041 (step 003AKS041; Yes), it is determined whether or not a pattern determination command transmitted from the main board 11 has been received (step 003AKS055). At this time, if the pattern determination command has not been received (step 003AKS055; No), the variable display performance process is terminated and the device waits. Note that if a predetermined time has elapsed without receiving a pattern determination command after the variable display time has elapsed, a predetermined error process may be executed in response to the fact that the pattern determination command could not be received normally.

[0252] If a pattern determination command is received in step 003AKS055 (step 003AKS055; Yes), for example, a predetermined display control command is transmitted to the VDP of the display control unit 123, etc., to control the derivation and display of the final stop pattern (determined decorative pattern) that will be the display result in the variable display of the decorative pattern (step 003AKS056). At this time, a certain time that is determined in advance is set as the waiting time for receiving the jackpot start command (step 003AKS057). In addition, the value of the performance process flag is updated to "3", which is a value corresponding to the special pattern hit waiting process (step 003AKS058), and then the performance process during the variable display is terminated.

[0253] Figures 10-18 to 10-20 show examples of variable display of decorative patterns and various effects. Specifically, Figure 10-18 shows an example of execution from the start of the change, which is the start of the variable display, to the end of the change when the change performance of the change pattern PT2-4 shown in Figure 10-9(B) is performed (an example of execution of the effect when the first type of active display remains). Figures 10-19 and 10-20 show an example of execution from the start of the change, which is the start of the variable display, to the end of the change when the change performance of the change pattern PT7-12 and the change pattern shown in PT7-19 shown in Figure 10-11(D) is performed (an example of execution of the effect when the second type of active display is performed).

[0254] First, a case where the active display does not become the second type of display mode, but remains in the first display mode, will be described. In this case, as shown in FIG. 10-18(A), the active display of the display image 003AKC1 (first mode) is displayed in the active display area 003AKA1 in response to the start of the variation. Then, at timing 1 (see FIG. 10-12(C-1)) before the reach is established, in the change pattern of PT2-4 shown in FIG. 10-9(B), the display mode (display type and display color) of the active display does not change (because no change performance is performed), so as shown in FIG. 10-18(B), the active display of the display image 003AKC1 (first mode) is displayed in the active display area 003AKA1, similar to FIG. 10-18(A).

[0255] At timing 2 after the reach is established (see Figure 10-12 (C-1)), in the change pattern of PT2-4 shown in Figure 10-9 (B), a change effect is executed in which the active display of display image 003AKC2 (second mode) is changed to that timing, so that, as shown in Figure 10-18 (C), the active display of display image 003AKC1 (first mode) displayed in active display area 003AKA1 changes to the active display of display image 003AKC2 (second mode).

[0256] Then, at timing 3 (see FIG. 10-12(C-1)) when the Super Reach develops, as shown in FIG. 10-18(D), a battle performance is executed in which an ally character and an enemy character battle as the Super Reach's reach performance. In addition, in the change pattern of PT2-4 shown in FIG. 10-9(B), the active display is erased at timing 3, and therefore the active display of the display image 003AKC2 (second mode) displayed in the active display area 003AKA1 is erased as shown in FIG. 10-18(D). Note that the timing of the Super Reach development at timing 3 is not limited to the strict Super Reach development, but is a concept that includes, for example, the title screen display timing before the Super Reach and the operation timing of the movable body when the Super Reach develops, and also includes the period before and after the development into the Super Reach.

[0257] After that, when the reach performance of the super reach progresses and the timing for executing the promotion performance for the cut-in performance (see FIG. 10-12(C-1)) comes, as shown in FIG. 10-18(E), a button image 003AKY1 for prompting the user to operate the push button 31B and a valid period display for displaying the valid period of the operation are displayed as the promotion performance for the cut-in performance. Note that the active display remains erased in the active display area 003AKA1. Note that the example shown in FIG. 10-18(E) shows an example in which a predetermined time has passed since the execution timing of the promotion performance for the cut-in performance, so the meter display, which is the valid period display, is reduced. Also, as shown in FIG. 10-18(E) and FIG. 10-20(G), the display positions of the button image and the valid period display in the promotion performance for the cut-in performance are the same in the case where the first type of active display is displayed and the case where the second type of active display is displayed, and they are displayed in a layer closer to the player than other performance displays. Therefore, the position where the player must look to recognize the validity period is fixed, making it easier for the player to recognize the validity period. Also, since the validity period is displayed on a layer closer to the player than other presentation displays, the validity period can be easily recognized.

[0258] When the valid period has elapsed or when the operation of the push button 31B by the player is detected, the cut-in performance period starts, and as shown in FIG. 10-18(F), a cut-in performance of the cut-in mode of the display image 003AKE1 (mode A-1) is performed. As described above, in this embodiment, a cut-in performance of a display mode (display color) that is lower than the jackpot expectation degree by the display mode (display color) of the active display (the jackpot expectation degree increases in the order of red>blue>white) may be performed (so-called downgrading performance may be performed). Therefore, in the example shown in FIG. 10-18, even if a blue active display (display image 003AKC2) is displayed, a cut-in performance of a white cut-in mode (display image 003AKE1) is performed. Note that, when another cut-in mode is determined in step 003AKS106 of FIG. 10-7, the cut-in performance of the determined mode may be performed. As described above, in a cut-in performance of a mode corresponding to the first type, a lamp (frame lamp) provided on the gaming machine frame (base frame) 3 is controlled to light up in the display color of the cut-in mode of the cut-in performance being executed, so although not shown in the figure, the frame lamp lights up in white.

[0259] Thereafter, when the timing for executing the notification performance promotion performance (see FIG. 10-12(C-1)) arrives, the notification performance promotion performance of the display image 003AKG2 (mode b-1) is executed as shown in FIG. 10-18(G). Note that, if another notification performance promotion performance mode is determined in step 003AKS107 of FIG. 10-7, the notification performance promotion performance of the determined mode may be executed.

[0260] Then, after the effective period from the start of the promotion performance for the notification performance ends, or when the action of the player pulling the operation stick of the stick controller 31A is detected, the notification performance period starts, and the result of the battle performance is displayed as shown in FIG. 10-18(H) to notify whether the variable display result is a big win or not. In the illustrated example, an example is shown in which the ally character is defeated by the enemy character and a losing variable display result is notified. If the variable display result is a big win, an image of the ally character winning may be displayed as the result of the battle performance. Then, as shown in FIG. 10-18(I), the combination of decorative patterns constituting the losing win is displayed stationary, and the variation ends.

[0261] Next, a case where the active display becomes the second type of display mode will be described. In this case, as in the case where the active display does not become the second type of display mode and remains in the first display mode, as shown in FIG. 10-19(A), the active display of the display image 003AKC1 (first mode) is displayed in the active display area 003AKA1 in response to the start of the fluctuation. Then, when the timing 1 (see FIG. 10-12(C-2)) before the reach is established is reached, the display mode (display type and display color) of the active display does not change (because no change performance is performed) in the change pattern of PT7-12 shown in FIG. 10-11(D) and the change pattern shown in PT7-19, as shown in FIG. 10-19(B), the active display of the display image 003AKC1 (first mode) is displayed in the active display area 003AKA1 in the same manner as in FIG. 10-19(A).

[0262] At timing 2 after the reach is established (see Figure 10-12 (C-2)), in the change pattern of PT7-19 shown in Figure 10-11 (D), a change effect is executed in which the active display of display image 003AKC2 (second mode) is changed to that timing, so that the active display of display image 003AKC1 (first mode) displayed in active display area 003AKA1 changes to the active display of display image 003AKC2 (second mode), as shown in Figure 10-19 (C-1). On the other hand, in the change pattern of PT7-19 shown in Figure 10-11 (D), a change effect is executed in which the active display changes to display image 003AKD2 (second mode) at that timing, so that, as shown in Figure 10-19 (C-2), the active display of display image 003AKC1 (first mode) displayed in active display area 003AKA1 changes to the active display of display image 003AKD2 (second mode), which is the second type of active display.

[0263] Then, when the timing 3 (see FIG. 10-12(C-2)) of the super reach development is reached, as shown in FIG. 10-19(D-1) and FIG. 10-19(D-2), a battle performance in which an ally character and an enemy character battle is executed as a reach performance of the super reach. In addition, in the change pattern of PT7-19 shown in FIG. 10-11(D), the active display is erased at the timing 3, and therefore, as shown in FIG. 10-19(D-1), the active display of the display image 003AKC2 (second mode) displayed in the active display area 003AKA1 is erased. Note that even if the active display is erased, the interface section (image of the pedestal shown) showing the active display area 003AKA1 continues to be displayed even after the development into the reach performance (battle performance) of the super reach. Therefore, the player can visually recognize which area the active display area 003AKA1 is (indicating the area to be noted), and the expectation of the revival display can be maintained. On the other hand, in the change pattern of PT7-12 shown in Figure 10-11 (D), a change effect is executed in which the active display of display image 003AKD3 (third aspect) is changed to the active display of display image 003AKD3 (third aspect) at timing 3, so that, as shown in Figure 10-19 (D-2), the active display of display image 003AKD2 (second aspect) displayed in active display area 003AKA1 changes to the active display of display image 003AKD3 (third aspect).

[0264] At timing 4 (see FIG. 10-12(C-2)) after the development of the super reach, in both the change pattern of PT7-19 shown in FIG. 10-11(D) and the change pattern of PT7-12 shown in FIG. 10-11(D), a change effect is executed in which the active display of the display image 003AKD4 (fourth mode) is changed to that timing, so that in the case of the change pattern of PT7-19 shown in FIG. 10-11(D), the active display of the active display area 003AKA1 that had been erased is restored to the active display of the display image 003AKD4 (fourth mode) as shown in FIG. 10-19(E). In the case of the change pattern of PT7-12 shown in FIG. 10-11(D), the active display of the display image 003AKD3 (third mode) that was displayed in the active display area 003AKA1 is changed to the active display of the display image 003AKD4 (fourth mode) as shown in FIG. 10-19(E).

[0265] After timing 4, the special effect period starts (see FIG. 10-12(C-2)), and it is time to execute the special effect, as shown in FIG. 10-20(F). Specifically, as shown in the figure, the related image 003AKZ1 (an enlarged image of the display image 003AKD4 (fourth mode)) related to the display image 003AKD4 (fourth mode) which is the active display of the second type being displayed is displayed, and an effect is performed in which the related image 003AKZ1 moves to the center of the screen until the execution timing of the promotion effect for the cut-in effect. This makes it look as if the active display has moved to the center of the screen. The special effect is an effect in which two actions are performed: a first action in which the related image 003AKZ1 moves from the active display area 003AKA1 to the center of the screen, and a second action in which the related image 003AKZ1 is enlarged while rotating (as if it is gradually approaching the player) as shown in FIG. 10-20(G).

[0266] Next, when the timing for executing the promotion effect for the cut-in effect (see FIG. 10-12(C-2)) comes, as shown in FIG. 10-20(G), the related image 003AKZ1 rotates as a special effect and is enlarged over time (appears to gradually approach the player). In addition, as a promotion effect for the cut-in effect, a button image 003AKY1 that prompts the player to operate the push button 31B and a valid period display that displays the valid period of the operation are displayed. As shown in the figure, the special effect is displayed on a layer that is further back than the promotion effect for the cut-in effect for the player, so that the promotion effect for the cut-in effect stands out. As described above, in this embodiment, the related image 003AKZ1 displayed in the special effect is displayed in motion in conjunction with the valid period indicated by the promotion effect for the cut-in effect (is enlarged according to the valid period and reaches its maximum size when the valid period ends), so that the player can recognize the valid period by the special effect and can easily recognize the valid period by the motion display. Conversely, the special effect may be displayed on a layer in front of the cut-in promotion effect to make the cut-in promotion effect less noticeable. This also prevents the player from noticing the valid period, since the related image 003AKZ1 displayed in the special effect is displayed in conjunction with the valid period indicated by the cut-in promotion effect (it is enlarged according to the valid period and reaches its maximum size when the valid period ends). This also makes it possible to attract the player's attention to the special effect. Note that the example shown in FIG. 10-20(F) shows an example in which a predetermined time has passed since the execution timing of the cut-in promotion effect, so the meter display, which is the valid period display, is reduced, and an example (transition of enlargement) of the related image 003AKZ1 is enlarged accordingly.

[0267] When the valid period has elapsed or when the player's operation of the push button 31B is detected, the cut-in performance period starts, and as shown in Fig. 10-20(H), a cut-in performance of the cut-in mode of the display image 003AKF4 (mode D-2) is performed. As described above, in the cut-in performance performed when the second type of active display is displayed, unlike the cut-in performance performed when the first type of active display is displayed, a so-called downgrade performance is not executed, so the example shown in Fig. 10-20(H) shows an example in which a cut-in performance of the cut-in mode determined corresponding to the final stage image of the active display is executed. As described above, in the cut-in performance of the mode corresponding to the second type, in addition to controlling the lamp (frame lamp) provided on the gaming machine frame (frame) 3 to light up in the display color of the cut-in mode of the cut-in performance to be executed, the movable body operates and the movable body lamp lights up in the display color of the cut-in mode of the cut-in performance to be executed, so that as shown in the figure, the movable body 003AK555 advances from the left and right of the image display device 5 toward the center of the screen, and the movable body lamp lights up in gold, which is the display color of the display image 003AKF4 (mode D-2). Although not shown in the figure, the frame lamp also lights up in gold in the same way.

[0268] Thereafter, when the timing for executing the promotion performance for the notification performance (see FIG. 10-12(C-2)) arrives, the promotion performance for the notification performance in the form of display image 003AKH4 (form d-2) is executed as shown in FIG. 10-20(I). In the illustrated example, since the cut-in form is display image 003AKF4 (form D-2), the promotion performance for the notification performance in the form of display image 003AKH4 (form d-2) is determined in step 003AKS107 of FIG. 10-7, but if, for example, the cut-in form is other and the promotion performance form for the notification performance is determined, the promotion performance for the notification performance in the determined form may be executed.

[0269] Then, after the effective period from the start of the promotion performance for the notification performance ends, or when the action of pulling the operation stick of the stick controller 31A by the player is detected, the notification performance period starts, and the result of the battle performance is displayed to notify whether the variable display result is a jackpot or not, as shown in FIG. 10-20(J). In the illustrated example, an example is shown in which the ally character wins against the enemy character and the variable display result of the jackpot is notified. If the variable display result is a miss, an image of the ally character being defeated may be displayed as the result of the battle performance. Then, as shown in FIG. 10-20(K), the combination of decorative patterns constituting the jackpot is stopped and the variation ends. Note that, as shown in FIG. 10-20(J), when notifying that the variable display result is a jackpot as the result of the battle performance, for example, the movable body 003AK555 moving from the left and right of the image display device 5 toward the center of the screen may be advanced, as in the example shown in FIG. 10-20(H). In this case, the movable lamp may be lit in a different manner (for example, rainbow color) from that during the cut-in performance to celebrate the big win. In addition, when the display mode of the active display is changed in the change performance, as described above, an action performance or a flash performance may be performed. The action performance or the flash performance may be performed when the display mode of the second type is changed as described above. In addition, once the display mode of the second type is reached, since only the display color changes, the action performance or the flash performance may not be performed, or only the action performance may be performed without performing the flash performance (only the flash performance may be performed). Furthermore, the execution of the action performance or the flash performance may differ depending on the change timing. For example, the action performance and the flash performance may not be performed for timings 1 to 3, and the action performance and the flash performance may be performed only when the revival display is performed at timing 4. Specifically, the action performance may be performed in the process from FIG. 10-19(D-1) to FIG. 10-19(E), and the flash performance may be performed when the display mode becomes FIG. 10-19(E) and is revival displayed. Also, for timings 1 to 3, action effects and flash effects may be executed.In this case, when the revival display is performed at timing 4, an action effect and a flash effect in a mode (special mode) different from the mode executed at timing 1 to timing 3 may be executed so that the player can easily recognize that the revival display has been performed. For example, in the action effect when the revival display is performed, a character different from the character displayed in the action effect at timing 1 to timing 3 may appear, and a mode in which the active display is revived may be executed. In addition, as for the flash effect, when the active display is revived, a mode in which the revived active display flashes repeatedly (only flashes once at timing 1 to timing 3) may be executed. Furthermore, the flash effect may not be executed at timing 1 to timing 3, and a flash effect may be executed only when the revival display is performed at timing 4. In this case, as for the action effect, an action effect in a common mode may be executed at timing 1 to timing 4, and a flash effect may be executed only when the revival display is performed at timing 4, to notify the player of the revival display, or an action effect in a mode different from the modes at timing 1 to timing 3 may be executed and a flash effect may be executed only when the revival display is performed at timing 4. This allows the player to easily recognize that the resurrection has occurred, which can easily increase the player's sense of anticipation.

[0270] FIG. 10-21 is a flow chart showing an example of the processing executed in step 003AKS022 of the variable display start setting processing as the performance determination processing in the characteristic part 004AK (see FIG. 10-7 for the performance determination processing in the characteristic part 003AK). In the performance determination processing in the characteristic part 004AK, in addition to the performance determination processing in the characteristic part 003AK, a special performance change performance execution setting processing is performed to set for executing a special performance change performance. The special performance change performance is a performance that changes the display mode of a related image while a special performance is being executed. The following mainly describes the parts that are different from the performance determination processing shown in FIG. 10-7.

[0271] In the processing of step 003AKS101 in the performance determination processing shown in Figure 10-21, the final stage image determination table 003AK022 shown in Figure 10-22 is referenced, and the final stage image of the active display is determined to be one of the display images 003AKC1 to 003AKC3, or one of the display images 003AKD1 to 003AKD3, depending on the variable display result, in accordance with the determination ratio shown in the figure.

[0272] FIG. 10-22 is a diagram showing a configuration example of the final stage image determination table 003AK022. As shown in the figure, in this embodiment, the determination ratio is assigned so that the jackpot expectation increases in the order of display image 003AKC1<display image 003AKC2<display image 003AKC3<display image 003AKD1<display image 003AKD2<display image 003AKD3, and compared with the final stage image determination table 003AK011 shown in FIG. 10-8, the determination ratio is assigned so that the display image 003AKD4 is not determined. That is, in the characteristic part 004AK, the display mode of the second type of active display is determined to be one of the three modes of the display images 003AKD1 to 003AKD3.

[0273] In the effect determination process shown in FIG. 10-21, after executing the process of step 003AKS105, the effect control CPU 120 judges whether the final stage image determined in step 003AKS101 is the third mode of the second type, that is, whether it is the display image 003AKD3 (step 003AKS105A). If the final stage image is the display image 003AKD3 (step 003AKS105A; Yes), a special effect change effect execution setting is performed to execute the special effect change effect (step 003AKS105B), and the process proceeds to step 003AKS106. On the other hand, if the final stage image is not the display image 003AKD3 (step 003AKS105A; No), the process proceeds directly to step 003AKS106.

[0274] In step 003AKS105B, by referring to the special effect change effect decision table 003AK033 shown in Figure 10-23, and according to the decision ratio shown, it is decided according to the variable display result whether the related image related to the active display of display image 003AKD3 should remain the related image related to display image 003AKD3 (i.e., it is decided that a special effect change effect will not be executed) or whether a related image related to display image 003AKD4 should be displayed (i.e., it is decided that a special effect change effect will be executed).

[0275] FIG. 10-23 is a diagram showing an example of the configuration of the special effect change effect determination table 003AK033. As shown in the figure, in the feature part 004AK, when the variable display result is a big win, the special effect change effect is executed at a higher rate than when the variable display result is a miss, and a determination rate is assigned so that the related image related to the active display of the display image 003AKD3 changes to the related image related to the active display of the display image 003AKD4. Therefore, it is possible to attract the attention of the player to the execution of the special effect change effect. In this example, an example in which the process of step 003AKS105B is executed when the final stage image is the display image 003AKD3, that is, an example in which the special effect change effect can be executed only when the final stage image is the display image 003AKD3, is shown, but the special effect change effect may also be executed when the final stage image is the display image 003AKD1 or the display image 003AKD2. In this case, the related image after the change may be changed to not only the related image related to the active display of the display image 003AKD4 but also to the related image related to any of the active displays of the display images 003AKD2 to 003AKD4 (as long as the change does not cause a downgrade). This can increase the player's sense of expectation for the execution of the special effect change effect.

[0276] Also, in step 003AKS106 of Figure 10-21, if it is decided in step 003AKS105B to display a related image related to display image 003AKD4, that is, if it is decided to execute a special effect change effect that changes to display image 003AKD4, the cut-in mode can be determined by assuming that the final stage image in the cut-in mode decision table (second type) shown in Figure 10-14 (B) is "display image 003AKD4".

[0277] Figure 10-24 shows the execution timing of the change performance. Specifically, Figure 10-24 (A) shows the execution timing of the change performance when the special performance change performance is not executed, and is the same as Figure 10-12 (C-2). Therefore, the explanation is omitted. Figure 10-24 (B) shows the execution timing of the change performance when the special performance change performance is executed.

[0278] As shown in FIG. 10-24(B), when the special effect change effect is executed, the change effect can be executed at four timings from timing 1 to timing 4, as in the case where the special effect change effect is not executed. However, as described above, the display image 003AKD4 is not changed to the active display, and the display image can be changed to the active display up to the display image 003AKD3. Then, as shown in the figure, the special effect change effect is executed in accordance with the execution of the promotion effect for the cut-in effect. Specifically, in the special effect change effect, the related image related to the active display of the display image 003AKD3 moves from the active display area 003AKA1 to the center part (screen center) of the image display device 5, and then changes to the related image related to the active display of the display image 003AKD4, and is rotated and enlarged. According to this, the related image before the change changes immediately after moving to the screen center, so the timing of whether or not it changes is clear, and the points that the player should pay attention to are clear, which can improve the interest in the game. The display mode of the related image may change during the rotation and enlargement, such as changing to the related image related to the active display of the display image 003AKD4 while the related image related to the active display of the display image 003AKD3 is rotating and gradually enlarged. This can provide a sense of surprise to the player. The special effect change effect may be performed, for example, by the player operating the push button 31B, and the display mode of the related image may change. In this case, an effect that emphasizes the changed related image (for example, an effect such as displaying an effect image around the related image) may be performed, and then a cut-in effect may be executed.

[0279] Figures 10-25 and 10-26 are examples of performance execution when a special performance change performance is performed, in which no change performance is performed at timing 1 and timing 4, and a change performance with a change pattern is performed in which the image changes to display image 003AKD2 at timing 2 and to display image 003AKD3 at timing 3. These examples show an example of execution from the start of the change, which is the start of the variable display, to the end of the change.

[0280] As shown in Fig. 10-25(A), in response to the start of the variation, the active display of the display image 003AKC1 (first mode) is displayed in the active display area 003AKA1. Then, at timing 1 (see Fig. 10-24(B)) before the reach is established, the display mode (display type and display color) of the active display does not change (no change performance is performed), so as shown in Fig. 10-25(B), the active display of the display image 003AKC1 (first mode) is displayed in the active display area 003AKA1, as in Fig. 10-25(A).

[0281] At timing 2 after the reach is established (see Figure 10-24 (B)), a change effect is executed in which the active display of display image 003AKC2 (second mode) is changed to that of display image 003AKC1 (first mode) displayed in active display area 003AKA1, and as shown in Figure 10-25 (C), the active display of display image 003AKD2 (second mode), which is an active display of the second type.

[0282] Then, at the timing 3 (see FIG. 10-24(B)) of the super reach development, as shown in FIG. 10-25(D), a battle performance in which an ally character and an enemy character battle is executed as the reach performance of the super reach, and at that timing, a change performance is executed to change to the active display of the display image 003AKD3 (third mode), so that the active display of the display image 003AKD2 (second mode) displayed in the active display area 003AKA1 changes to the active display of the display image 003AKD3 (third mode), as shown in FIG. 10-25(D). At the timing 4 (see FIG. 10-24(B)) after the super reach development, the display mode (display type and display color) of the active display does not change (because no change performance is performed), so that the active display of the display image 003AKD3 (third mode) is displayed in the active display area 003AKA1 as in FIG. 10-25(D), as shown in FIG. 10-25(E).

[0283] After timing 4, the special effect period starts (see FIG. 10-24(B)), and it is time to execute the special effect, as shown in FIG. 10-25(F). Specifically, as shown in the figure, a related image 003AKZ2 related to the currently displayed display image 003AKD3 (third mode), which is the second type of active display, is displayed, and the related image 003AKZ2 moves to the center of the screen until the time comes to execute the promotion effect for the cut-in effect. This makes it appear as if the active display has moved to the center of the screen.

[0284] Next, when the timing for executing the promotion effect for the cut-in effect (see FIG. 10-24(B)) comes, as shown in FIG. 10-26(G-1) and FIG. 10-26(G-2), a button image 003AKY1 for prompting the operation of the push button 31B and a valid period display for displaying the valid period of the operation are displayed as the promotion effect for the cut-in effect. Then, when the special effect change effect is not executed, as shown in FIG. 10-26(G-1), the related image 003AKZ2 being displayed is enlarged over time while rotating (displayed so as to gradually approach from the player's perspective). On the other hand, when the special effect change effect is executed, as shown in FIG. 10-26(G-2), the related image 003AKZ2 being displayed is changed to the related image 003AKZ1 (related image related to the active display of the display image 003AKD4 (fourth mode)), and the related image 003AKZ1 is enlarged over time while rotating (displayed so as to gradually approach from the player's perspective). As described above, if the display manner of the related image changes during the rotation operation and enlarged display, the related image 003AKZ2 may be gradually changed to the related image 003AKZ1 over time after the start of the rotation operation.

[0285] When the effective period has elapsed or when the operation of the push button 31B by the player is detected, the cut-in performance period starts, and the cut-in performance is performed as shown in FIG. 10-26 (H-1) and FIG. 10-26 (H-2). The example shown in FIG. 10-26 (H-1) shows an example in which the cut-in performance of the cut-in mode of the display image 003AKF3 (mode C-2) is performed. Note that, when the cut-in mode of the display image 003AKF4 (mode D-2) is determined, the cut-in performance of the cut-in mode of the display image 003AKF4 (mode D-2) may be performed. The example shown in FIG. 10-26 (H-2) shows an example in which the cut-in performance of the cut-in mode of the display image 003AKF4 (mode D-2) is performed. In the cut-in performance of the mode corresponding to the second type, in addition to controlling the lamp (frame lamp) provided on the game machine frame (frame) 3 to light up in the display color of the cut-in mode of the cut-in performance to be executed, the movable body operates and the movable body lamp lights up in the display color of the cut-in mode of the cut-in performance to be executed, so that the movable body 003AK555 advances from the left and right of the image display device 5 toward the center of the screen, as shown in Fig. 10-26 (H-1) and Fig. 10-26 (H-2). Then, in the example shown in Fig. 10-26 (H-1), the movable body lamp lights up in red, which is the display color of the display image 003AKF3 (mode C-2). Although not shown, the frame lamp also lights up in red in the same way. In the example shown in Fig. 10-26 (H-2), the movable body lamp lights up in gold, which is the display color of the display image 003AKF4 (mode D-2). The frame lamp also lights up in gold in the same way.

[0286] (Modifications of features 003AK to 004AK) This characteristic part is not limited to this embodiment, and various modifications and applications are possible, and further features may be added. The process contents and determination ratios of the flowcharts shown in the above embodiment and modified examples, and the method of determining various effects are only examples, and any method may be used as long as it can achieve the same effect as the above embodiment and can perform the effects shown in the above embodiment. In addition, the example of the performance operation shown in the above embodiment is only an example, and can be changed as appropriate as long as it can achieve the same performance effect. In addition, not all of the configurations described in the above embodiment are essential configurations, and some of them may be missing. In addition, this characteristic part may be combined with other characteristic parts as appropriate.

[0287] In the above embodiment, the first type active display in the example of the three display images 003AKC1 to 003AKC3 as shown in Fig. 10-4 (A1) to (A3) are prepared in advance, but the display image 003AKC4 which displays a character representing a coin in gold may be included. When it is determined to change to the display image 003AKC4 in the change performance, the display image 003AKC4 may be changed to the display image 003AKC4 before the super reach, and may not be erased even if the first type active display develops into the super reach. In this case, the jackpot expectation shown by the display image 003AKC4 may be the same expectation as the display image 003AKD4. That is, in the case of the active display of the gold display color, regardless of the display type such as the first type or the second type, the jackpot expectation may be common. In the above embodiment, the example of the common change pattern is shown when the first type active display is displayed and when the second type active display is displayed, but the change pattern may be different depending on the type of the active display to be displayed, for example. That is, a change pattern when a first type of active display is performed and a change pattern when a second type of active display is performed are provided, and the performance control CPU 120 determines the final stage image of the active display according to the change pattern.

[0288] In the above embodiment, when the first type of active display is displayed, the cut-in effect of the cut-in mode corresponding to the first type of active display such as the display image 003AKE1 to the display image 003AKE3 in Fig. 10-5 (A1) to (A3) is executed, but this is only one example. For example, even when the first type of active display is displayed, the cut-in effect of the cut-in mode corresponding to the second type of active display such as the display image 003AKF1 to the display image 003AKF4 in Fig. 10-5 (B1) to (B4) may be executed at a lower rate than when the second type of active display is displayed. This can keep the player's sense of expectation even when the first type of active display is displayed. In this case, the first type of active display may not be erased when the super reach is developed. This can give the player a sense of surprise and improve the interest in the game. In addition, when a first type of active display is displayed, a cut-in performance in a cut-in mode corresponding to the second type of active display, such as display image 003AKF1 to display image 003AKF4 in Figures 10-5 (B1) to (B4), may be executed at a higher rate than when a second type of active display is displayed.

[0289] In addition to changing the display mode of the active display, the change effect may include changing the display mode of the reserved display as a pre-reading advance notice effect. In this case, it is sufficient that the rate at which the display mode of the active display changes to the second type is higher than the rate at which the display mode of the reserved display changes to the second type as a pre-reading advance notice effect. This makes it possible to attract the player's attention to the change to the reserved display of the target.

[0290] In the above embodiment, as shown in FIG. 10-23, when the variable display result is a big win, the special effect change effect is executed at a higher rate than when the variable display result is a miss, and the related image corresponding to the active display of the display image 003AKD3 changes to the related image corresponding to the active display of the display image 003AKD4. However, the special effect change effect may be executed at a higher rate when the variable display result is a miss than when the variable display result is a big win. Then, a cut-in effect of the cut-in mode of the display image 003AKF4 may be executed. In this case, the special effect change effect may be, for example, a special effect change effect in a mode in which the related image corresponding to the active display of the display image 003AKD3 drops to the related image corresponding to the active display of the display image 003AKD2.

[0291] Moreover, the characteristic part 003AK to the characteristic part 004AK may include the following characteristic part 087AK. In the characteristic part 087AK, a suggestion effect is performed to suggest that the display mode of the active display will change, a cut-in effect is executed in a predetermined mode at different rates depending on the display mode of the active display, a notification promotion effect is executed in a special mode at different rates depending on the performance mode of the cut-in effect, and a control is performed to an advantageous state at different rates depending on the performance mode of the notification promotion effect. Note that, as the active display in the characteristic part 087AK, four display images, display image 003AKC1 to display image 003AKC4, are prepared in advance. In addition, in the characteristic part 087AK, the display mode of the active display may change at the timing when the cut-in effect is executed. That is, as the timing of the change effect, a timing corresponding to the time of the cut-in effect is provided.

[0292] The suggestive performance suggests that the display mode of the active display will change. After the suggestive performance is executed, the change performance may be executed or may not be executed. In this way, after the suggestive performance is executed, the display mode of the active display may change or may not change. The suggestive performance includes a false suggestive performance. After the false suggestive performance is executed, the display mode of the active display does not change because the change performance is not executed. The suggestive performance may be executed in a common performance mode regardless of whether the change performance is executed or not and becomes a false suggestive performance. This makes it possible for the player to be unable to determine whether the display mode of the active display will change or not until the suggestive performance ends. The suggestive performance and the change performance are separate performances in that while the suggestive performance is executed before the change performance, there are cases where the change performance is not executed after the suggestive performance is executed, which is a false suggestive performance. The suggestive performance may be executed in a performance mode that temporarily changes the display mode of the active display, such as displaying a performance image of a character in the active display area 003AKA1. However, since the display mode of the active display changed by a suggestion effect is different from the display mode of the active display changed by a change effect, and the change in the display mode is undetermined, it is sufficient that it is impossible or difficult to determine, for example, while the suggestion effect is being executed, whether the display will return to the white display under normal circumstances, or whether a change to a specific color display different from the white display will be confirmed.

[0293] FIG. 10-27 (A1) to (A3) show examples of suggestive performance. The suggestive performance can be executed by changing the performance mode including the display mode, for example, the character. In this suggestive performance example, three display images 87AKD1 to 87AKD3 are prepared in advance as multiple performance images that can be used for the suggestive performance. The number of display images that can be used for the suggestive performance is not limited to three, and may be multiple images based on any design. The display image 87AKD1 is a performance image in the case where the character representing the coin explodes in the active display. The display image 87AKD2 is a performance image in the case where the character representing the coin emits light in the active display. The display image 87AKD3 is a performance image in the case where the character representing the coin rotates in the active display. The suggestive performance has a different ratio of whether or not the display mode of the active display is changed by the execution of the change performance depending on the execution timing and the performance mode. Also, the ratio of the display mode of the active display to which the display mode of the change performance is changed after the execution of the change performance varies depending on the performance mode of the suggestive performance. In this way, the suggestion effect can be executed by any one of a plurality of effect modes, such as a effect mode in which any one of the display images 87AKD1 to 87AKD3 is displayed.

[0294] In addition, the cut-in effect may be, for example, a performance image of a character announcing a message displayed on the screen of the image display device 5. In the cut-in effect examples of Figs. 10-27(B1) to (B3), three display images 87AKE1 to 87AKE3 are prepared in advance as a plurality of performance images usable for the cut-in effect. The number of display images usable for the cut-in effect is not limited to three, and may be a plurality of images based on any design. The display image 87AKE1 is a performance image when a character announcing a message "???". The display image 87AKE2 is a performance image when a character announcing a message "Chance!!". The display image 87AKE3 is a performance image when a character announcing a message "Hot!!". The cut-in effect is performed at a rate of whether or not to perform the cut-in effect, and at a rate of announcing the message "Hot!!", depending on the display mode of the active display. In this way, the cut-in effect can be performed in any one of a plurality of effect modes, such as a message effect mode in which any one of the display images 87AKE1 to 87AKE3 is displayed to notify a user. Also, the cut-in effect can be performed in a predetermined mode, such as a message effect mode in which the message "Super Hot!!" is notified using the display image 87AKE3.

[0295] In addition, as the promotion performance for the notification performance, the promotion performance for the notification performance of the promotion performance example shown in Fig. 10-27 (C1) to (C3) may be executed. Three display images 87AKF1 to 87AKF3 are prepared in advance as multiple performance images usable for the promotion performance. The number of performance images prepared for the promotion performance is not limited to three, and may be multiple images based on any design. The display image 87AKF1 is a performance image in the case of a small V-control display in which a small-sized V-control image is displayed together with a meter image and a character image. The display image 87AKF2 is a performance image in the case of a medium V-control display in which a medium-sized V-control image is displayed together with a meter image and a character image. The display image 87AKF3 is a performance image in the case of a large V-control display in which a large-sized V-control image is displayed together with a meter image and a character image. The rate at which the large V-con is displayed may be changed depending on the presence or absence of a cut-in effect and the effect mode, the rate at which the large V-con is displayed may be changed depending on the presence or absence of a change effect and the execution timing, or the rate at which the large V-con is displayed may be changed depending on the presence or absence of a suggestion effect and the effect mode. In the reach effect that is a super reach, when the player's action of pulling the V-controller in response to the promotion effect is detected, a final notification effect that is an action effect is executed. In this way, the promotion effect can be executed by any of a plurality of effect modes, such as an effect mode according to the size of the V-con display that displays any of the display images 87AKF1 to 87AKF3. In addition, the promotion effect can be executed by a special mode, such as an effect mode of a large V-con display using the display image 87AKF3.

[0296] In the characteristic part 087AK, a process for deciding whether to execute a suggestive performance may be performed in the performance decision process in the characteristic part 003AK to the characteristic part 004AK. In this process, it is possible to decide on one of the display images 87AKD1 to 87AKD3 in response to the timing at which the change performance is executed. Also, even when the change performance is not executed, if a false suggestive performance is executed, it is possible to decide on one of the display images 87AKD1 to 87AKD3. It is possible to decide whether to execute a false suggestive performance, that is, whether to execute a false suggestive performance, in response to the timing at which the change performance is not executed. At this time, for example, a random number value for deciding whether to execute a false suggestive performance may be extracted, and based on the random number value, it is possible to decide whether to execute a false suggestive performance by referring to a false suggestive performance execution decision table in accordance with the timing at which the change performance is not executed.

[0297] As for the cut-in performance in the characteristic part 087AK, the presence or absence and type of the display image used in the cut-in performance may be determined at different rates according to the final stage image in the active display, similarly to the characteristic parts 003AK to 004AK. Also, the cut-in performance in the characteristic part 087AK may have a different rate of the final display mode in the active display according to the performance mode by the display of the performance image, etc. Therefore, for example, in a case where a change performance is executed at the time of the cut-in performance (the change performance may be executed at the time of the cut-in performance in the characteristic part 087AK), the final display mode of the active display can be suggested at different rates according to the performance mode of the cut-in performance. In addition, in a case where the change performance is not executed at the time of the cut-in performance which is the second timing, the performance mode of the cut-in performance can be suggested at different rates according to the display mode of the active display. Note that in the characteristic part 087AK, the cut-in performance may not be executed in some cases (in the case of the active display of the display image 003AKC1, the rate at which the cut-in performance is not executed is high).

[0298] In addition, in the promotion performance for the notification performance in the characteristic part 087AK, the decision ratio of the display images 87AKF1 to 87AKF3 used in the promotion performance may be different depending on whether the display result of the variable display is "miss" or "jackpot", as well as whether a cut-in performance is executed or not, and the display image used in the cut-in performance. That is, the promotion performance mode for the notification performance determined in step 003AKS107 of FIG. 10-7 may be determined to be one of the display images 87AKF1 to 87AKF3 at different ratios depending on whether the display result of the variable display is "miss" or "jackpot", as well as whether a cut-in performance is executed or not, and the display image used in the cut-in performance.

[0299] For example, when the display result of the variable display is "miss" and there is no display image corresponding to no execution of the cut-in effect, the determination ratio of the display image 87AKF1 may be 80 / 100 (=80%), the determination ratio of the display image 87AKF2 may be 10 / 100 (=10%), and the determination ratio of the display image 87AKF3 may be 10 / 100 (=10%). When the display result of the variable display is "jackpot" and there is no display image corresponding to no execution of the cut-in effect, the determination ratio of the display image 87AKF1 may be 30 / 100 (=30%), the determination ratio of the display image 87AKF2 may be 30 / 100 (=30%), and the determination ratio of the display image 87AKF3 may be 40 / 100 (=40%). When the display result of the variable display is "miss" and the display image 87AKE1 with a cut-in effect is displayed, the determination ratio of the display image 87AKF1 should be 60 / 100 (=60%), the determination ratio of the display image 87AKF2 should be 20 / 100 (=20%), and the determination ratio of the display image 87AKF3 should be 20 / 100 (=20%). When the display result of the variable display is "jackpot" and the display image 87AKE1 with a cut-in effect is displayed, the determination ratio of the display image 87AKF1 should be 20 / 100 (=20%), the determination ratio of the display image 87AKF2 should be 20 / 100 (=20%), and the determination ratio of the display image 87AKF3 should be 60 / 100 (=60%). When the display result of the variable display is "miss" and the display image 87AKE2 is a cut-in effect, the determination ratio of the display image 87AKF1 may be 40 / 100 (=40%), the determination ratio of the display image 87AKF2 may be 30 / 100 (=30%), and the determination ratio of the display image 87AKF3 may be 30 / 100 (=30%). When the display result of the variable display is "jackpot" and the display image 87AKE2 is a cut-in effect, the determination ratio of the display image 87AKF1 may be 10 / 100 (=10%), the determination ratio of the display image 87AKF2 may be 10 / 100 (=10%), and the determination ratio of the display image 87AKF3 may be 80 / 100 (=80%).When the display result of the variable display is "miss" and the display image 87AKE3 with a cut-in effect is displayed, the determination ratio of the display image 87AKF1 should be 0 / 100 (=0%), the determination ratio of the display image 87AKF2 should be 90 / 100 (=90%), and the determination ratio of the display image 87AKF3 should be 10 / 100 (=10%). When the display result of the variable display is "jackpot" and the display image 87AKE2 with a cut-in effect is displayed, the determination ratio of the display image 87AKF1 should be 0 / 100 (=0%), the determination ratio of the display image 87AKF2 should be 10 / 100 (=10%), and the determination ratio of the display image 87AKF3 should be 90 / 100 (=90%).

[0300] In such a determination ratio, when the display result of the variable display is "miss", regardless of whether or not the cut-in effect is executed and the performance mode, the determination ratio of the display image other than the display image 87AKF3 may be the highest. For example, when there is no display image for the cut-in effect, when the display image is 87AKE1, and when the display image is 87AKE2, the display result of the variable display corresponds to "miss", and the determination ratio of the display image 87AKF1 used for the promotion performance may be the highest. Also, when the display image is 87AKE3 for the cut-in effect, the display result of the variable display corresponds to "miss", and the determination ratio of the display image 87AKE2 used for the promotion performance may be the highest. On the other hand, when the display result of the variable display is "jackpot", regardless of whether or not the cut-in effect is executed and the performance mode, the determination ratio of the display image 87AKF3 may be the highest. By setting such a determination ratio, when the promotion performance using the display image 87AKF3 is executed, the expectation of being controlled to the jackpot game state is the highest. When the promotion effect using the display image 87AKF2 is executed, the expectation of being controlled to the jackpot gaming state is lower than that of the display image 87AKF3, but higher than that of the display image 87AKF1. When the promotion effect using the display image 87AKF1 is executed, the expectation of being controlled to the jackpot gaming state is the lowest. Therefore, regardless of the presentation mode of the cut-in presentation, the expectation of being controlled to the jackpot gaming state is highest when the promotion effect is a presentation mode by displaying the display image 87AKF3. As a result, even if the player misses the cut-in presentation, the expectation of being controlled to the jackpot gaming state can be determined to a certain extent depending on whether the presentation mode of the promotion effect is a presentation mode by displaying the display image 87AKF3.

[0301] In addition, due to the difference in the determination ratio, when there is no display image corresponding to the cut-in performance, the promotion performance using the display image 87AKF1 is executed at a higher ratio than when the cut-in performance is executed. When the cut-in performance using the display image 87AKE3 is executed, the promotion performance using the display image 87AKF1 is not executed, and the promotion performance using either the display image 87AKF2 or 87AKF3 is executed. In this way, the display image used in the promotion performance is determined at different ratios depending on whether or not the cut-in performance is executed and the performance mode. In addition, the cut-in performance varies the ratio of the performance mode by the display of the performance image in the promotion performance depending on the performance mode by the display of the performance image. Therefore, the performance mode of the promotion performance can be suggested at different ratios depending on whether or not the cut-in performance is executed and the performance mode.

[0302] Even if the display result of the variable display is the same, the rate at which each of the display images 87AKF1 to 87AKF3 used in the promotion effect is determined varies depending on whether or not a cut-in effect is executed and the effect mode. For example, when the display result of the variable display is a "miss," and there is no display image that does not execute a cut-in effect, the rate at which the display image 87AKF2 is determined is 10 / 100 (=10%). When the display result of the variable display is a "miss," and the display image 87AKE1 for the cut-in effect is determined, the rate at which the display image 87AKF2 is determined is 20 / 100 (=20%). When the display result of the variable display is a "miss," and the display image 87AKE2 for the cut-in effect is determined, the rate at which the display image 87AKF2 is determined is 30 / 100 (=30%). When the display result of the variable display is "miss", and the display image 87AKE3 of the cut-in effect is displayed, the rate of determining the display image 87AKF2 is 90 / 100 (=90%). Therefore, when the display result of the variable display is "miss", the rate of displaying the display image 87AKF2 as the performance mode of the promotion effect increases as the display image of the cut-in effect becomes no, display image 87AKE1, display image 87AKE2, and display image 87AKE3. Similarly, when comparing the determination rate when the display result of the variable display is "jackpot", the rate of displaying the display image 87AKF3 as the performance mode of the promotion effect increases as the display image of the cut-in effect becomes no, display image 87AKE1, display image 87AKE2, and display image 87AKE3. By setting such a determination rate, the expectation degree controlled to the jackpot game state can be varied depending on the combination of the execution or non-execution of the cut-in effect and the performance mode of the promotion effect. By grasping the combination of the cut-in effect and the promotion effect, the player can recognize in detail the expectation controlled in the big win game state, rather than grasping only the presentation mode of the promotion effect, and thus the player's interest in various presentations is enhanced.

[0303] In addition, the order of the active display, the action presentation, and the cut-in presentation in the characteristic part 087AK may be arbitrarily changed. For example, the active display may be started after the cut-in presentation, and then the action presentation may be executed. Alternatively, the active display may be started, and then the action presentation may be executed, and then the cut-in presentation may be executed. In other words, the change pattern of the active display may be determined at a different rate depending on the cut-in mode of the cut-in presentation.

[0304] (Explanation of the means relating to the characteristic part 003AK) (1) The gaming machine relating to the characteristic part 003AK is A gaming machine (such as a pachinko gaming machine 1) that performs variable display and can be controlled to an advantageous state (such as a jackpot gaming state) that is advantageous to a player, A corresponding display means (e.g., active display area 003AKA1) capable of displaying a corresponding display corresponding to the variable display; a first predetermined performance suggesting that the display will be controlled to the advantageous state during execution of the variable display, and a second predetermined performance which is more advantageous than the first predetermined performance and suggests that the display will be controlled to the advantageous state; the corresponding display means is capable of displaying the corresponding display in any one of a plurality of display modes of a first display type, or in any one of a plurality of display modes of a second display type different from the first display type (for example, capable of displaying an active display in the first type of display mode or the second type of display mode); If the corresponding display displayed before the execution of the second predetermined effect is a display mode in the second display type, a special effect related to the corresponding display can be executed before the execution of the second predetermined effect (for example, if the corresponding display is an active display of the second type, a special...

Claims

[Claim 1] A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, a correspondence display means capable of displaying a correspondence display corresponding to the variable display; a predetermined performance execution means capable of executing a first predetermined performance which suggests that the display will be controlled to the advantageous state during execution of the variable display, and a second predetermined performance which is more advantageous than the first predetermined performance and suggests that the display will be controlled to the advantageous state; the corresponding display means is capable of displaying the corresponding display in any one of a plurality of display modes of a first display type or any one of a plurality of display modes of a second display type different from the first display type, The display device further includes a special effect execution means for executing, before the execution of the second predetermined effect, a special effect including an effect of moving a related display related to the corresponding display of the display mode to an area where the second predetermined effect is executed, when the corresponding display displayed before the execution of the second predetermined effect is a display mode in the second display type; the predetermined effect execution means is capable of executing the second predetermined effect at a different ratio when the display mode of the corresponding display is the display mode of the first display type and when the display mode of the corresponding display is the display mode of the second display type; The plurality of display modes in the second display type include a special display mode and a special display mode in which a ratio of the special display mode and the advantageous state are different, A change in the display mode of the second display type to a different display mode of the second display type can be made in a manner that allows a higher degree of recognition of the change than a change in the display mode of the first display type to a different display mode of the first display type. A gaming machine characterized by:

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