Gaming Machines

By designing a multifunctional performance execution mechanism in the gaming console, providing a variety of setting values ​​and preview performance types, the problem of lack of attractiveness in preview production in the prior art is solved, achieving a more attractive preview experience and a higher sense of player participation.

JP7648730B2Active Publication Date: 2025-03-18SANKYO CO LTD
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Patent Information

Application Number
JP2023216663
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-12-22
Publication Date
2025-03-18
Estimated Expiration
2039-09-20

AI Technical Summary

Technical Problem

The existing gaming consoles lack appeal in preview production and cannot effectively enhance the player's sense of participation and experience.

Method used

A multi-functional gaming machine is designed with multiple setting values ​​to provide different advantageous states, and preview performance control and display through performance execution mechanisms. This mechanism includes a variety of preview performance types, pre-production displays, execution of related performance, and display of notification performance to increase the appeal of previews.

Benefits of technology

Through this method, the game console can provide players with a more attractive preview experience in an advantageous state, improving players' sense of participation and satisfaction.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To improve an amusement of a notice performance.SOLUTION: A game machine can control a state to an advantageous state advantageous to a player and comprises: performance execution means capable of executing a performance. The performance execution means can execute a plurality of kinds of notice performances, and before execution of the notice performance, the performance execution means can execute a prior performance for displaying any special display out of the plurality of kinds of special displays. After the special display is displayed, the performance execution means can execute a kind corresponding to the kind of the special display out of the plurality of kinds of special displays, of a related performance and can execute a reporting performance for reporting control to the advantageous state. Regardless of a kind of the related performance to be executed, a common reporting performance can be executed, according to the kind of the related performance, a selection ratio of the kind of the reporting performance to be executed is different, there is a plurality of kinds of performance modes of the prior performance. According to the performance mode of the prior performance, a ratio at which the kind of the special display becomes a specific kind is different.SELECTED DRAWING: Figure 10-4
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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] Conventionally, when a game ball shot into a game area enters a predetermined winning hole, identification information is displayed variably. When a display result indicating a jackpot is derived and displayed, a pachinko game that generates a jackpot game is generated. The technique is known.

[0003] In pachinko machines, various effects are performed during the variable display. For example, the timer notice effect When the timer reaches "0", an image such as "Chance" will be displayed. For example, see Patent Document 1. There is known a gaming machine that performs a preview effect corresponding to a certain number of bonuses (see Patent Document 2, for example). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-085082 [Patent Document 2] Japanese Patent Application Laid-Open No. 2016-116654 Summary of the Invention [Problem to be solved by the invention]

[0005] However, in the prior art, preview performances were not sufficiently entertaining.

[0006] The present invention has been made in view of the above-mentioned circumstances, and aims to improve the interest of preview performances. The object of the present invention is to provide a gaming machine that can [Means for solving the problem]

[0007] (A) A gaming machine that can be controlled to an advantageous state that is advantageous to a player, a setting means for setting one of a plurality of setting values ​​having different advantageous degrees for a player; A performance execution means capable of executing a performance, The performance execution means It is possible to execute a plurality of types of preview effects that suggest that the game will be controlled to the advantageous state, Before the preview performance is executed, a pre-performance that displays any one of a plurality of types of special display can be executed, After the special display is displayed, a related effect of a type corresponding to the type of the special display among a plurality of types can be executed; It is possible to execute a notification effect that notifies the player that the game is controlled to the advantageous state, Regardless of which type of related effect is executed, a common notification effect can be executed, The selection ratio of the type of preview effect to be executed varies depending on the type of related effect, There are a plurality of performance modes of the pre-performance, The proportion of the type of the special display being a specific type varies depending on the performance mode of the pre-performance, The performance execution means When the device is not controlled to the advantageous state, a specific effect corresponding to the set value can be executed. When the specific performance is executed, the pre-performance is executed. Without There are a time when the pre-effect is executed before the preview effect is executed, and a time when the pre-effect is not executed before the preview effect is executed, The advantageous state is controlled depending on whether the pre-effect is executed before the execution of the notice effect. The proportion of A gaming machine characterized by: (1) A gaming machine that can be controlled to an advantageous state that is advantageous to a player (for example, a pachinko gaming machine 1 that can be played), Equipped with a performance execution means (for example, a performance control CPU 120) capable of executing a performance, The performance execution means It is possible to execute multiple types of preview effects (for example, character preview effects, title preview effects, button preview effects, and role preview effects shown in Figures 10-4 to 10-7), Before the preview performance is executed, a pre-performance (for example, a timer performance) can be executed, which displays one of a plurality of special displays (for example, a display of acquiring a weapon such as a revolver or a grenade), After the special display is displayed, a related effect of a type corresponding to the type of the special display (for example, a revolver-related effect in FIG. 10-4 or a grenade-related effect in FIG. 10-5) can be executed; It is possible to execute a notification effect (for example, a super reach jackpot effect) that notifies that the game is controlled to the advantageous state (for example, a jackpot game state), Regardless of which type of related effect is executed, a common notification effect can be executed, The selection rate of the type of preview effect to be executed varies depending on the type of related effect (for example, when a revolver-related effect is performed, the rate at which a character preview effect is performed is high (for example, 100%), and the rate at which a preview effect other than a character preview effect is performed is low (for example, 0%)). There are times when the pre-effect is executed before the preview effect is executed, and times when the pre-effect is not executed before the preview effect is executed (for example, as shown in FIG. 10-8 (D), in the case of a jackpot, the timer effect is executed for the powerful role preview effect. The rate is 30%). The rate at which the advantageous state is controlled varies depending on whether the pre-effect is executed before the execution of the advance notice effect. (For example, as shown in FIG. 10-8(D), in the case of a miss, the rate at which a timer effect is executed for a strong role advance notice effect is 5%, and in the case of a jackpot, the rate at which a timer effect is executed for a strong role advance notice effect is 30%. Therefore, when a timer effect is executed for a strong role advance notice effect, it is more likely to result in a jackpot than when a timer effect is not executed.) It is characterized by:

[0008] This configuration can further enhance the interest of the preview performance. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a front view of a pachinko gaming machine according to this embodiment. [Figure 2] FIG. 1 is a diagram showing the configuration of various control boards and the like installed in a pachinko gaming machine. [Figure 3] 10 is a flowchart showing an example of a game control main process. [Figure 4] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 5] 10 is a flowchart illustrating an example of a special symbol process. [Figure 6] 10 is a flowchart showing an example of a performance control main process. [Figure 7] 10 is a flowchart showing an example of a performance control process. [Figure 8-1] A front view of a gaming machine relating to characteristic part 027SH. [Figure 8-2] An explanatory diagram for explaining the winning probability etc. of the gaming machine related to the characteristic part 027SH. [Figure 8-3] A figure illustrating the fluctuation pattern of a gaming machine related to characteristic part 027SH. [Figure 8-4] FIG. 10 is an explanatory diagram illustrating the preview performance. [Figure 8-5] These are examples of each preview performance. [Figure 8-6] These are examples of each preview performance. [Figure 8-7] An explanatory diagram explaining the determination ratio of the preview performance, etc. [Figure 8-8] FIG. 10 is an explanatory diagram illustrating an item image presentation. [Figure 8-9] 10 is a display example of each item image. [Figure 8-10] 10 is an explanatory diagram illustrating the determination ratio of the item image effect, etc.; FIG. [Figure 8-11] FIG. 10 is an explanatory diagram illustrating various timings. [Figure 8-12] Specific examples of various timings are given below. [Figure 8-13] Specific examples of various timings are given below. [Figure 8-14] 10 is a flowchart showing an example of a performance determination process in a pachinko gaming machine according to the characteristic part 027SH. [Figure 8-15] 10 is a flowchart showing an example of a performance determination process in a pachinko gaming machine according to the characteristic part 027SH. [Figure 8-16] A figure showing an example of a performance operation related to the characteristic part 027SH. [Figure 8-17] A figure showing an example of a performance operation related to the characteristic part 027SH. [Figure 8-18] A figure showing an example of a performance operation related to the characteristic part 027SH. [Figure 8-19] A figure showing an example of a performance operation related to the characteristic part 027SH. [Figure 8-20] A figure showing an example of a performance operation related to the characteristic part 027SH. [Figure 8-21] A figure showing an example of a performance operation related to the characteristic part 027SH. [Figure 8-22] A figure showing an example of a performance operation related to the characteristic part 027SH. [Figure 8-23] A figure showing an example of a performance operation related to the characteristic part 027SH. [Figure 8-24] A figure showing an example of a performance operation related to the characteristic part 027SH. [Figure 8-25] A figure showing an example of a performance operation related to the characteristic part 027SH. [Figure 8-26] A figure showing an example of a performance operation related to the characteristic part 027SH. [Figure 8-27] A figure showing an example of a performance operation related to the characteristic part 027SH. [Figure 8-28] A figure showing an example of a performance operation related to the characteristic part 027SH. [Figure 8-29] A figure showing an example of a performance operation related to the characteristic part 027SH. [Figure 8-30] A figure showing an example of a performance operation related to the characteristic part 027SH. [Figure 8-31] An explanatory diagram explaining setting value suggestions in the gaming machine related to the characteristic part 027SH. [Figure 8-32] An explanatory diagram explaining setting value suggestions in the gaming machine related to the characteristic part 027SH. [Figure 9-1] FIG. 10 is an explanatory diagram illustrating the preview performance. [Figure 9-2] This is an example of a preview performance. [Figure 9-3] An explanatory diagram explaining the determination ratio of the preview performance, etc. [Figure 9-4] An explanatory diagram explaining the determination ratio of the preview performance, etc. [Figure 9-5] 10 is a display example of a gift box image, etc. [Figure 9-6] 10 is a display example of a gift box image, etc. [Figure 9-7] FIG. 10 is an explanatory diagram illustrating a determination ratio for whether or not to execute a present box. [Figure 9-8] This is an explanatory diagram explaining setting suggestion effects (heat-filled text effects, eye-catching effects). [Figure 9-9] 10 is an explanatory diagram illustrating the determination ratio of whether or not to execute the hot letter effect. FIG. [Figure 9-10] FIG. 10 is an explanatory diagram illustrating the determination ratio of whether or not to execute an eye-catching effect. [Figure 9-11] FIG. 10 is an explanatory diagram illustrating various timings. [Figure 9-12] Specific examples of various timings are given below. [Figure 9-13] Specific examples of various timings are given below. [Figure 9-14] Specific examples of various timings are given below. [Figure 9-15] 10 is a flowchart showing an example of a performance determination process A for determining preview performance and present box performance. [Figure 9-16] 10 is a flowchart showing an example of a performance determination process A for determining preview performance and present box performance. [Figure 9-17] 10 is a flowchart showing an example of a performance determination process A for determining preview performance and present box performance. [Figure 9-18]10 is a flowchart showing an example of an effect determination process B for determining setting suggestion effects (heat-sensitive text effects, eye-catching effects). [Figure 9-19] FIG. 10 is a diagram showing an example of a performance operation related to the characteristic part 006SH. [Figure 9-20] FIG. 10 is a diagram showing an example of a performance operation related to the characteristic part 006SH. [Figure 9-21] FIG. 10 is a diagram showing an example of a performance operation related to the characteristic part 006SH. [Figure 9-22] FIG. 10 is a diagram showing an example of a performance operation related to the characteristic part 006SH. [Figure 9-23] FIG. 10 is a diagram showing an example of a performance operation related to the characteristic part 006SH. [Figure 9-24] FIG. 10 is a diagram showing an example of a performance operation related to the characteristic part 006SH. [Figure 9-25] FIG. 10 is a diagram showing an example of a performance operation related to the characteristic part 006SH. [Figure 9-26] FIG. 10 is a diagram showing an example of a performance operation related to the characteristic part 006SH. [Figure 9-27] FIG. 10 is a diagram showing an example of a performance operation related to the characteristic part 006SH. [Figure 10-1] An explanatory diagram showing an example of a preview performance pattern and its content. [Figure 10-2] FIG. 10 is an explanatory diagram showing an example of a determination ratio of a preview performance. [Figure 10-3] FIG. 10 is an explanatory diagram showing an example of a determination ratio of a preview performance. [Figure 10-4] An explanatory diagram showing the timing of each effect, including timer effects and related effects, targeted at character preview effects. [Figure 10-5] An explanatory diagram showing the timing of each effect, including timer effects and related effects, targeted at the title preview effect. [Figure 10-6] An explanatory diagram showing the timing of each effect, including timer effects and related effects, targeted at button preview effects. [Figure 10-7] This is an explanatory diagram showing the timing of each effect, including timer effects and related effects, which are targeted at special feature preview effects. [Figure 10-8] FIG. 10 is an explanatory diagram showing an example of a determination ratio of a timer effect. [Figure 10-9] An explanatory diagram showing the relationship between preview performance patterns and pre-performances. [Figure 10-10] An explanatory diagram showing an example of the weapon determination ratio when executing the strong button preview performance. [Figure 10-11] FIG. 10 is an explanatory diagram showing an example of a determination ratio of the display mode of a timer in a timer presentation. [Figure 10-12] 10 is a flowchart showing an example of a performance determination process in the performance control process of the characteristic part 018SH. [Figure 10-13] 10 is a flowchart showing an example of a performance determination process in the performance control process of the characteristic part 018SH. [Figure 10-14] This is an explanatory diagram showing an example of the transition of the presentation screen when the variable display of Super Reach B is performed in feature section 018SH. [Figure 10-15] This is an explanatory diagram showing an example of the transition of the presentation screen when the variable display of Super Reach B is performed in feature section 018SH. [Figure 10-16] This is an explanatory diagram showing an example of the transition of the presentation screen when the variable display of Super Reach B is performed in feature section 018SH. [Figure 10-17] This is an explanatory diagram showing an example of the transition of the presentation screen when the variable display of Super Reach B is performed in feature section 018SH. [Figure 10-18] This is an explanatory diagram showing an example of the transition of the presentation screen when the variable display of Super Reach B is performed in feature section 018SH. [Figure 10-19] This is an explanatory diagram showing an example of the transition of the presentation screen when the variable display of Super Reach B is performed in feature section 018SH. DETAILED DESCRIPTION OF THE INVENTION

[0010] (Basic explanation) First, the basic configuration and control of the pachinko gaming machine 1 (the configuration and control of a general pachinko gaming machine) This section explains the concept of control.

[0011] (Configuration of Pachinko Machine 1) FIG. 1 is a front view of a pachinko gaming machine 1, showing the layout of the main components. The gaming machine (gaming machine) 1 is roughly divided into a gaming board (gauge board) 2 that constitutes the gaming board surface, and a gaming The game board 2 is composed of a frame (base frame) 3 for the game machine that supports and fixes the game board 2. In this game area, game balls as game media are shot from a predetermined ball shooting device. It is fired and fired.

[0012] At a predetermined position on the game board 2 (in the example shown in FIG. 1, on the right side of the game area), several types of special identification The first one performs variable display of special patterns (also called special patterns) as separate information (also called special pattern games). A special symbol display device 4A and a second special symbol display device 4B are provided. Each one is made up of 7-segment LEDs. The special designs are numbers from "0" to "9" and The special symbols are represented by lighting patterns such as "-". A line may be included.

[0013] In addition, the "variable display" of the special symbol means, for example, a display in which multiple types of special symbols can be displayed variably. (The same applies to other designs described below.) The changes include updating multiple designs. , scrolling display of multiple patterns, transformation of one or more patterns, enlargement / reduction of one or more patterns, etc. In the case of special designs or variations in the normal designs described below, multiple types of special designs or normal designs are updated. In the variation of the decorative pattern described below, multiple types of decorative patterns are displayed in a scrolling or updated table. One or more decorative designs may be transformed or enlarged / reduced. At the end of the variable display, a predetermined special symbol is displayed as the display result. The pattern is displayed as a static display (also called a derived or derived display) (the variable display of other patterns described later is (The same applies to both types.) Variable display may also be expressed as variable display or fluctuation.

[0014] In addition, the special pattern variably displayed on the first special pattern display device 4A is also called the "first special pattern." The special symbol variably displayed on the second special symbol display device 4B is also called the "second special symbol." In addition, a special game using the first special pattern is called a "first special pattern game," and a special game using the second special pattern is called a "second special pattern game." The special game is also called the "second special game." In addition, the special game table that displays the special symbols in a variable manner The display device may be of one type.

[0015] An image display device 5 is provided near the center of the playing area on the game board 2. The device 5 is, for example, an LCD (liquid crystal display) or an organic EL (electroluminescence) display. The image display device 5 is configured to display various staged images. The image display device 5 displays various types of effect images.

[0016] For example, on the screen of the image display device 5, in synchronization with the first special symbol game and the second special symbol game, Decorative patterns (such as numbers) as decorative identification information of multiple types different from special patterns ) is displayed in a variable manner. Here, in synchronization with the first special game or the second special game, The decorative patterns are variable in the decorative pattern display areas 5L, 5C, and 5R of the left, center, and right. The display will be synchronized (for example, scrolling up and down or updating). The special game and the variable display of decorative patterns are collectively referred to as simply variable display.

[0017] On the screen of the image display device 5, a pending display corresponding to the variable display whose execution is pending, A display area is provided for displaying the active display corresponding to the variable display in progress. The hold display and the active display are collectively referred to as a variable display compatible display. It is also called.

[0018] The number of reserved variable displays is also called the reserved memory number. The number of memories is called the first reserved memory number, and the number of memories corresponding to the second special game is 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.

[0019] In addition, at a predetermined position on the game board 2, a first hold indicator 25 including a plurality of LEDs is provided. A and a second hold indicator 25B are provided, and the first hold indicator 25A indicates the number of LEDs that are lit. Therefore, the first reserved memory number is displayed, and the second reserved display 25B is displayed by the number of lit LEDs. , displays the number of second pending memories.

[0020] Below the image display device 5, a winning ball device 6A and a variable winning ball device 6B are provided. do.

[0021] The winning ball device 6A has a constant opening that allows game balls to always enter, for example, by a predetermined ball receiving member. When the game ball enters the first starting winning hole, A predetermined number of prize balls (for example, three) are paid out, and the first special game can be started. .

[0022] The variable winning ball device 6B (normal electric device) is closed by the solenoid 81 (see Figure 2). The variable winning ball device 6B forms a second starting winning hole that changes between a locked state and an open state. It is equipped with an electric tulip-type accessory with a pair of movable wings, and when the solenoid 81 is in the off state, When the ball is placed in the winning position, the movable wing piece is in a vertical position, and the tip of the movable wing piece is placed in the winning ball device 6A. The second starting winning hole is closed and the game ball cannot enter the second starting winning hole (the second starting winning hole is closed) On the other hand, the variable winning ball device 6B is in the ON state. When the movable wing piece is in the tilted position, the game ball can enter the second start winning hole. (It is also said that the second starting winning slot is in an open state.) When the prize ball enters, a predetermined number of prize balls (for example, three) are paid out, and the second prize ball is The game can be started. The variable winning ball device 6B can be changed between a closed state and an open state. Any device that has an electric tulip-shaped accessory is acceptable, and is not limited to devices that have an electric tulip-shaped accessory.

[0023] At predetermined positions on the game board 2 (in the example shown in FIG. 1, four positions at the bottom left and right of the game area), predetermined balls are placed. A general winning opening 10 is provided which is always kept in a constant open state by a receiving member. When the ball enters one of the general winning slots 10, a predetermined number of balls (for example, 10 balls) are dispensed. are paid out as prize balls.

[0024] Below the winning ball device 6A and the variable winning ball device 6B, there is a special variable winning ball device having a large winning hole. The special variable winning ball device 7 is operated by a solenoid 82 (see FIG. 2). It is equipped with a large prize entrance door that can be opened and closed, and the large prize entrance door changes between an open state and a closed state. A large prize opening is formed as a specific area.

[0025] As an example, in the special variable winning ball device 7, a solenoid for the big winning door (for the special electric device) When the door 82 is in the OFF state, the big prize opening door closes the big prize opening, and the game ball wins the big prize. On the other hand, the special variable winning ball device 7 is When the solenoid 82 is in the ON state, the big prize opening door opens the big prize opening, The ball becomes more likely to enter the big prize hole.

[0026] When a game ball enters the big prize hole, a predetermined number of game balls (for example, 14 balls) are awarded as prize balls. When a game ball enters the big prize hole, for example, the first start prize hole or the second start prize hole is paid out. More prize balls are paid out than when the game balls enter the special prize opening and the general prize opening 10.

[0027] The entry of a game ball into each winning slot, including the general winning slot 10, is also called a "winning". Winning at a moving entrance (first starting entrance, second starting entrance) is also called a starting entrance.

[0028] At a predetermined position on the game board 2 (in the example shown in FIG. 1, on the left side of the game area), there is a normal symbol display 2 0 is provided. As an example, the normal pattern display 20 is a 7-segment LED or the like. It consists of a variable display of normal patterns as multiple types of normal identification information different from the special patterns. The normal patterns are represented by numbers from "0" to "9" or lighting patterns such as "-". The normal pattern may include a pattern in which all LEDs are turned off. The variable display of patterns is also called a general pattern game.

[0029] To the left of the image display device 5, a passage gate 41 through which the gaming balls can pass is provided. Based on the fact that the game ball has passed through the passage gate 41, a general game is executed.

[0030] Above the normal symbol display 20, a normal symbol reservation display 25C is provided. The indicator 25C is configured to include, for example, four LEDs, and indicates the number of pending games. The number of reserved memories is displayed by the number of lit LEDs.

[0031] In addition to the above configuration, the surface of the game board 2 is equipped with a windmill that changes the direction and speed of the game ball. At the bottom of the game area, there are obstacles that cannot enter any of the winning holes. There is an outlet through which any missing game balls can be taken in.

[0032] At the upper left and right positions of the gaming machine frame 3, speakers 8L and 8R are provided for reproducing and outputting sound effects and the like. Furthermore, a game effect lamp 9 for game effects is provided around the game area. The game effect lamp 9 is configured to include an LED.

[0033] A movable body 32 that moves according to the performance is provided at a predetermined position on the game board 2 (not shown in FIG. 1). It is being done.

[0034] At the lower right position of the gaming machine frame 3, a ball launching device is provided to launch the gaming balls toward the gaming area. A ball-hitting operation handle (operation knob) 30 is provided which is operated by a player or the like to hit the ball. do.

[0035] At a predetermined position of the gaming machine frame 3 below the gaming area, gaming balls that have been paid out as prize balls are placed. or holding (storing) game balls loaned from a designated ball loaning machine so that they can be supplied to the ball launching device. There is a ball supply tray (upper tray) that supplies the winning balls. Below the upper tray, when the upper tray is full, the winning balls are dispensed. A ball supply tray (lower tray) is provided.

[0036] At a predetermined position of the gaming machine frame 3 below the gaming area, a player can hold and tilt the frame. The stick controller 31A is attached. A has a trigger button that can be pressed by the player. The operation of the controller 31A is detected by the controller sensor unit 35A (see FIG. 2). can be.

[0037] At a predetermined position of the gaming machine frame 3 below the gaming area, a player presses a predetermined button. A push button 31B is provided for allowing a specific instruction operation. The operation is detected by the push sensor 35B (see FIG. 2).

[0038] In the pachinko game machine 1, a stick is used as a detection means for detecting the action (operation, etc.) of the player. Although a controller 31A and a push button 31B are provided, other detection means are not provided. It may be provided.

[0039] (Outline of game progress) The player rotates the ball-hitting handle 30 of the pachinko game machine 1. The game ball is launched towards the game area. When the game ball passes through the passage gate 41, a normal symbol appears. The normal game is started by the display 20. Note that the game may be played during the period when the previous normal game is being played. When the game ball passes through the passage gate 41 (when the game ball passes through the passage gate 41 but does not pass If the game based on the pass cannot be played immediately, the game based on the pass will be played at the designated time. The maximum number of requests (for example, 4) will be held.

[0040] In this game, if a specific normal symbol (a normal symbol) stops and appears, The display result is "normal winning". On the other hand, as a confirmed normal pattern, If a normal pattern (normal pattern) stops and is displayed, the normal pattern display result will be "normal pattern miss." When the "normal winning" occurs, the variable winning ball device 6B is opened for a predetermined period of time. This is done (the second starting entry port is opened).

[0041] When a game ball enters the first start winning hole formed in the winning ball device 6A, a first special symbol is displayed. The first special game is started by device 4A.

[0042] When the game ball enters the second start winning hole formed in the variable winning ball device 6B, a second special symbol appears. The second special game is started by the display device 4B.

[0043] In addition, the period during which the special game is being executed and the big hit game state and small hit game state described later are controlled. If the game ball enters (wins) the start winning hole during the period (even if the start winning has occurred) If the special game based on the start winning cannot be executed immediately, The execution of the figure game is suspended up to a predetermined upper limit (for example, 4).

[0044] In special game, a specific special symbol (a big win symbol, for example, "7") is used as a confirmed special symbol. The actual image will vary depending on the type of jackpot, which will be explained later.) appears frozen, indicating a "jackpot." A special symbol (small win symbol, for example, "2") different from the big win symbol is displayed. If the winning symbol is a special symbol (miss symbol) that is different from the big winning symbol and the small winning symbol, it will be a "small winning symbol." If a symbol (for example, "-") appears frozen, it is a "miss."

[0045] After the display result in the special game becomes "jackpot", it is an advantageous state for the player. After the display result in the special game becomes "small win", is controlled to a small win game state.

[0046] In the jackpot game state, the player can win the prize ball by making the game ball enter the big prize hole. Therefore, the jackpot gaming state is advantageous for the player. The more rounds in the game state and the longer the open upper limit period, the more beneficial it is for the player. It will be beneficial.

[0047] In addition, the "jackpot" has a jackpot type set. For example, the opening mode of the big prize entrance ( The number of rounds and the maximum opening period) and the game state after the jackpot game state (normal state, time-saving, etc. There are several types of jackpots (such as special states, special bonus states, etc.), and the type of jackpot is set accordingly. There are two types of jackpots: those that can get many prize balls, and those that can get few or almost no prize balls. There may be a type of jackpot that hardly gives any winning balls.

[0048] In the small win game state, the large winning hole formed by the special variable winning ball device 7 is opened in a predetermined state. For example, in the small win game state, the big win game for some big win types The same opening mode as the skill state (the number of times the big prize opening is the same as the number of rounds above, and the big prize opening is the same as the number of rounds above) The timing of closing the prize entry port is the same, etc., and the big prize entry port is open. Similarly, a small hit type may also be set for a "small hit."

[0049] After the jackpot game state ends, the game will be controlled to a time-saving state or a probability variable state depending on the type of jackpot. This may be the case.

[0050] In the time-saving state, the average special chart change time (the period during which the special chart changes) is shorter than in the normal state. In the time-saving state, the average normal time (normal time) is The period during which the game is played can be shortened compared to normal conditions, and the probability of winning a normal game can be increased. By improving the normal state, etc., the control that makes it easier for the game ball to enter the second start winning hole ( High opening control, high base control) are also executed. In the time-saving state, special symbols (especially the second special symbol) This is a state in which the fluctuation efficiency is improved, and is therefore advantageous to the player.

[0051] In the probability variable state (probability variable state), in addition to time reduction control, the probability that the displayed result will be a "jackpot" In the probability variable state, the fluctuation efficiency of the special symbols is improved. In addition to increasing the chances of winning, it is also more likely to result in a "jackpot," making it even more advantageous for players. This is the situation.

[0052] The time-saving state and the probability state are determined by the execution of a predetermined number of special games and the next big hit game. It continues until one of the termination conditions is met first, such as the start of a state. The condition for ending the game is that a certain number of special games have been played. It is also called time-saving, limited number of times, etc.

[0053] The normal state is a state advantageous to the player, such as a jackpot game state, a time-saving state, a probability change state, etc. This refers to a game state other than a special state such as a normal state, and the display result in a normal game is "normal win". Pachinko game play, such as the probability that the displayed result in the special game will be a "jackpot" The gaming machine 1 is in the initial setting state of the pachinko gaming machine 1 (for example, when a system reset is performed). In this case, the device is controlled in the same way as when the specified recovery process is not executed after power-on. be.

[0054] A state in which the probability control is being executed is a high probability state, and a state in which the probability control is not being executed is a low probability state. The state in which time-saving control is being executed is called the high base state, and the state in which time-saving control is not being executed is called the high base state. The low probability state is also called the low base state. The probability state is also called a high probability high base state, and the normal state is called a low probability low base state. Furthermore, a low base state is also called a high-probability low base state.

[0055] After the small win game state ends, the game state will not change and the display result of the special game will It is continuously controlled in the game state before the "small hit" (however, the special chart when the "small hit" occurs If the game is the special game of the predetermined number of times in the number of times cut, naturally The state will change.) Note that the display result of the special game does not necessarily have to be "small win."

[0056] In addition, the game state is a jackpot game state in which the game ball is in a specific area (for example, a specific area in the big prize hole). For example, the ball may change based on whether it has passed through a specific area. When this occurs, the game state may be controlled to a probability variable state after the big win game state.

[0057] (Progress of the production, etc.) In the pachinko game machine 1, various effects are displayed according to the progress of the game (such as informing the progress of the game) The effects are explained below. The effect is achieved by displaying various effect images on the image display device 5. In addition to or instead of the display, audio output from the speakers 8L and 8R and / or game effect display This may be done by turning on / off the lamp 9, operating the movable body 32, or the like.

[0058] As a performance that is executed according to the progress of the game, the "left", "center" and "right" buttons provided on the image display device 5 are "," "Right" decorative pattern display areas 5L, 5C, 5R, the first special game or the second special game When the game starts, the display of the decorative symbols begins. The timing when the display result (also called the confirmed special pattern) is stopped in the second special game In the game, the display result of the variable display of the decorative pattern is the fixed decorative pattern (combination of three decorative patterns) is also displayed (derived) as a stop.

[0059] During the period from the start of the variable display of the decorative pattern to the end, The state may become a predetermined reach state (a reach is established). The decorative symbols displayed on the screen of the image display device 5 are part of the jackpot combinations described below. For decorative patterns that have not yet stopped displaying when the game is being configured, variable display continues. This refers to the manner in which something is done.

[0060] In addition, when the above-mentioned reach state occurs during the variable display of the decorative pattern, the reach performance is performed. In the pachinko gaming machine 1, the display result (the display result of the special game or The probability that the display result of the variable display of the decorative pattern will be a "jackpot" (jackpot reliability, jackpot expectation There are several different types of reach effects that have different effects. There are two types of reach: normal reach and super reach, which has a higher chance of winning than normal reach. do.

[0061] When the display result of the special game is "jackpot", the following message appears on the screen of the image display device 5: As a result of the display of the variable display of the decorative symbols, a fixed decorative symbol that becomes a predetermined winning combination is displayed. The pattern is derived (the display result of the variable display of the decorative pattern is "jackpot"). The designated effective lines in the decorative pattern display areas 5L, 5C, and 5R on the left, center, and right The same decorative pattern (for example, "7") is displayed stopped at the top.

[0062] If it is a "probable jackpot" that is controlled to a probable jackpot state after the end of the jackpot game state, an odd number The decorative symbols (for example, "7") are aligned and displayed, and after the jackpot game state ends, the game will change to a certain In the case of a "non-probable jackpot (normal jackpot)" that is not controlled by the state, an even number of decorative symbols ( For example, the odd numbered decorations may be displayed in a row. The pattern is called a probability variation pattern, and the even numbered decorative pattern is called a non-probability variation pattern (normal pattern). After the mode is reached, a promotion effect may be executed that ultimately results in a "probable big win." .

[0063] When the display result of the special game is "small win", As a result of the display of the variable display of the decorative pattern, a fixed decorative pattern that becomes a predetermined small winning combination is displayed. A pattern (for example, "1 3 5") is derived (the display result of the variable display of the decorative pattern is "small win" As an example, the decorative pattern display areas 5L, 5C, In 5R, decorative symbols that make up the chance eye are displayed on a predetermined effective line. The display result of the special game is a jackpot type (a jackpot in the same manner as a small jackpot game state) When it becomes a "big hit" and when it becomes a "small hit" of the "big hit type" of the game state, The determined decorative pattern may be derived and displayed.

[0064] If the display result of the special game is "miss", the variable display mode of the decorative pattern will be changed. As a result of the display of the variable display of the decorative pattern, the fixed decorative pattern of the non-reach combination is displayed. A pattern (also called a "non-reach miss") is displayed as a stop (the display result of the variable display of the decorative pattern) In addition, if the display result is a "miss", After the variable display mode of the decorative pattern becomes the reach mode, the display result of the variable display of the decorative pattern As a result, the confirmation of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination The symbol will stop and be displayed (the display result of the variable display of the decorative symbol will be "Reach Miss"). It also says:

[0065] The effects that can be executed by the pachinko gaming machine 1 include the above-mentioned variable display compatible displays (hold display and active display). In addition, other effects, such as the probability of winning, The preview performance etc. is executed while the decorative pattern is being displayed. The display includes a preview of the jackpot reliability and a variable display before execution (execution is pending). There is a pre-reading notice effect that predicts the probability of a jackpot in the variable display. As a result, the display mode of variable display compatible displays (hold display and active display) is changed to a different mode from normal. Alternatively, a performance may be executed in which the image is changed in a different manner.

[0066] In addition, in the image display device 5, the decorative pattern is temporarily stopped during the variable display of the decorative pattern. By restarting the variable display later, one variable display can be made to look like multiple variable displays. It may also be possible to execute a pseudo consecutive performance to show the winner.

[0067] Even during the jackpot gaming state, a jackpot performance is executed to notify the player of the jackpot gaming state. As for the intermediate effects, there are effects that notify the number of rounds and effects that indicate that the value of the jackpot game state will increase. In addition, even during a small win gaming state, a promotion effect may be executed to notify the small win gaming state. In addition, during the small hit game state and some big hit types (small hit The type of jackpot in the game state that is similar to the game state, for example, the subsequent game state is highly likely By executing a common effect in the jackpot game state in the jackpot type (the jackpot state), The player is not allowed to know whether he is in a small win game state or a big win game state. In such a case, after the end of the small win game state and the end of the big win game state, By performing a common effect in both, it is impossible to distinguish whether the state is high or low. It can also be set to

[0068] Also, for example, when a special game or the like is not being executed, a demo (demo) is displayed on the image display device 5. (Installation) image is displayed (a customer waiting demo performance is performed).

[0069] (Board configuration) The pachinko gaming machine 1 includes, for example, a main board 11, a performance control board 12, and an audio It is equipped with a control board 13, a lamp control board 14, a relay board 15, etc. The rear of the pachinko gaming machine 1 is equipped with, for example, a payout control board, an information terminal board, a launch control board, a power supply board, and Various substrates are arranged, such as a substrate.

[0070] The main board 11 is a main control board, and controls the progress of the game in the pachinko gaming machine 1. (Special game execution (including reservation management), general game execution (including reservation management), The main board 11 has the function of controlling the winning game state, the small winning game state, the game state, etc. , a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111 etc.

[0071] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip It is a microcomputer, and it has ROM (Read Only Memory) 101 and RAM (Random Access Memory) Access Memory 102, CPU (Central Processing Unit) 103, and random number circuit 10 4 and an I / O (Input / Output port) 105.

[0072] The CPU 103 executes the program stored in the ROM 101 to control the game. The process for controlling the progress (the process for realizing the function of the main board 11) is performed. Various data stored in 1 (variation patterns, performance control commands, and various decisions) The RAM 102 is the main memory. The RAM 102 is used as a memory. A part or the whole of the RAM 102 is used as a memory for the pachinko gaming machine 1. Even if the power supply to the device is interrupted, the memory contents are retained for a certain period of time as backup RAM. In addition, all or part of the program stored in the ROM 101 is loaded into the RAM 102. The program may be executed on the RAM 102.

[0073] The random number circuit 104 generates various random numbers (game random numbers) used to control the progress of the game. The random number for gaming is counted by the CPU 103 in a predetermined manner. Those that are updated by running a computer program (those that are updated by software) ) may also be used.

[0074] The I / O 105 includes, for example, an input port to which various signals (detection signals to be described later) are input, and various Signal (first special symbol display device 4A, second special symbol display device 4B, normal symbol display device 20, Controls (drives) the first hold indicator 25A, the second hold indicator 25B, the general hold indicator 25C, etc. and an output port for transmitting a signal (a signal for driving a solenoid, a signal for driving a solenoid).

[0075] The switch circuit 110 includes various switches for detecting game balls (gate switch 21, start switch Switches (first start port switch 22A and second start port switch 22B), count switch A detection signal from the switch (23) indicates that the game ball has passed or entered and the switch has been turned on. The detection signal is taken in and transmitted to the game control microcomputer 100. The transmission of the signal indicates that the passing or entry of the game ball has been detected.

[0076] The solenoid circuit 111 is connected to the solenoid drive circuit 112. A signal (for example, a signal to turn on the solenoid 81 or 82) is sent to the motor. The signal is transmitted to the solenoid 81 for the object and the solenoid 82 for the big prize entrance door.

[0077] The main board 11 (game control microcomputer 100) controls part of the game progress. Then, according to the progress of the game, a presentation control command (a frame that specifies (notifies) the progress of the game) is issued. The performance control command output from the main board 11 is The command is relayed by the relay board 15 and supplied to the performance control board 12. For example, various determination results on the main board 11 (for example, the display results of the special game (jackpot) Including the type.) The variation pattern used when playing the special game (details will be explained later) , the game situation (for example, the start or end of the variable display, the opening status of the big prize opening, the occurrence of a prize, the pending These include commands to specify the number of memories, game status, and the occurrence of errors.

[0078] The performance control board 12 is a sub-control board independent of the main board 11, and The device receives the command and performs various effects (various effects according to the progress of the game) based on the received effect control command. and performs various notifications such as driving the movable body 32, notifying errors, and notifying power outage recovery. It has the function of

[0079] The performance control board 12 includes a performance control CPU 120, a ROM 121, a RAM 122, and , a display control unit 123, a random number circuit 124, and an I / O 125 are mounted.

[0080] The performance control CPU 120 executes a program stored in the ROM 121. and the processing for executing the performance together with the display control unit 123 (the above function of the performance control board 12) This is a process to realize the above, including the determination of the performance to be performed. The various data (data of various tables, etc.) stored in the RAM 121 are used, and the RAM 122 It is used as the main memory.

[0081] The performance control CPU 120 is connected to the controller sensor unit 35A and the push sensor 35 A detection signal from B (a signal output when an operation by a player is detected, and the operation details The display control unit 123 may be instructed to execute a performance based on a signal indicating the desired effect.

[0082] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Graphics Read Only Memory), It is equipped with a generator ROM, VRAM (Video RAM), etc., and the CPU 120 for performance control The performance is carried out based on the execution instructions.

[0083] The display control unit 123 executes the display based on the instruction to execute the display from the display control CPU 120. By supplying a video signal corresponding to the effect to the image display device 5, the effect image is displayed on the image display device 5. The display control unit 123 further controls the output of sound synchronized with the display of the effect image, In order to turn on / off the skill effect lamp 9, a sound designation signal (a signal that designates the sound to be output) is sent. The signal is supplied to the audio control board 13, and a lamp signal (a signal specifying the lamp on / off state) The display control unit 123 also controls the movable body 32 to A signal for causing the movable body 32 to move is supplied to the movable body 32 or a drive circuit for driving the movable body 32.

[0084] The audio control board 13 is equipped with various circuits that drive the speakers 8L and 8R. The speakers 8L and 8R are driven based on the designated signal, and the sound designated by the designated signal is output to the speakers. Output is from 8L and 8R.

[0085] The lamp control board 14 is equipped with various circuits that drive the game effect lamp 9. The game effect lamp 9 is driven based on the lamp signal, and the game effect is displayed in the manner specified by the lamp signal. In this way, the display control unit 123 controls the audio output, the lamp Controls turning the light on and off.

[0086] In addition, sound output, control of lamp on / off (supply of sound designation signal and lamp signal, etc.), The control of the moving body 32 (such as supplying a signal to operate the moving body 32) is performed by the performance control CPU 120. It may be configured to execute.

[0087] The random number circuit 124 generates various random numbers (random numbers for performance) used to execute various performances. The random number for performance is counted by the performance control CPU 120. Those that are updated by running a specific computer program (software-updated) (or something that can be used).

[0088] The I / O 125 mounted on the performance control board 12 receives, for example, the signal transmitted from the main board 11. An input port for taking in performance control commands and various signals (video signals, sound designation signals, and an output port for transmitting a signal (amplifier signal).

[0089] Other than the main board 11, such as the performance control board 12, the sound control board 13, and the lamp control board 14 This board is also called a sub-board. In a pachinko game machine like the one in Fig. 1, multiple sub-boards are provided for different functions. Alternatively, one sub-board may be configured to have multiple functions.

[0090] (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described.

[0091] (Main operations of the main board 11) First, the main operations of the main board 11 will be described. When the game is started, the game control microcomputer 100 starts up, and the CPU 103 The game control main process is executed by the CPU 103 on the main board 11. 10 is a flowchart showing the game control main processing.

[0092] In the game control main process shown in FIG. 3, the CPU 103 first sets interrupt prohibition ( Next, the necessary initial settings are made (step S2). Setting of the pointer, built-in devices (CTC (counter / timer circuit), parallel input / output port) This includes register settings (such as port settings) and settings to make the RAM 102 accessible.

[0093] Next, it is determined whether the output signal from the clear switch is on (step S3 ) The clear switch is mounted on the power supply board, for example. When the clear switch is on When the power is turned on, the output signal (clear signal) is sent to the game control microphone via the input port. When the output signal from the clear switch is on ( Step S3: Yes) and then execute the initialization process (Step S8). The PU 103 clears flags, counters, and buffers stored in the RAM 102. Perform M clear processing and set the initial value in the work area.

[0094] In addition, the CPU 103 transmits a performance control command instructing initialization to the performance control board 12. (Step S9). When the performance control CPU 120 receives the performance control command, For example, in the image display device 5, to notify that the control of the gaming machine has been initialized. The screen display is as follows.

[0095] If the output signal from the clear switch is not on (step S3; No), Determine whether backup data is stored in 102 (backup RAM) (Step S4) When the power supply to the pachinko gaming machine 1 is stopped due to an unexpected power outage or the like (power interruption), When this occurs, the CPU 103 detects that the power supply has been stopped just before it becomes unable to operate due to the power supply being stopped. In this power outage process, data is backed up to the RAM 102. A process of turning on a backup flag indicating that a backup is to be performed, and a process of saving data in RAM 102. Data protection processing includes error detection codes (checksums, parity checks, etc.). This includes the addition of new data (such as data blocks) and the backing up of various data. The data includes various data for progressing the game (including various flags, the status of various timers, etc.). In addition, the backup flag status and the error detection code are also included. Check whether the backup flag is on. If the backup flag is off and RAM1 If no backup data is stored in 02 (step S4; No), the initialization process (Step S8) is executed.

[0096] If the backup data is stored in the RAM 102 (step S4; Yes), The CPU 103 checks the backed up data (using an error detection code). In step S5, it is determined whether the data is normal or not (step S6). For example, parity bits and checksums ensure that data in RAM 102 is preserved even when power is lost. If it is determined that they match, the data in RAM10 The data in 2 is determined to be normal.

[0097] If it is determined that the data in the RAM 102 is not normal (step S5; No), the internal state Since the state cannot be restored to the state when the power supply was stopped, the initialization process (step S8) is performed. To carry out.

[0098] If it is determined that the data in the RAM 102 is normal (step S5; Yes), U103 is a recovery process (state recovery) for returning the internal state of the main board 11 to the state it was in when the power supply was stopped. In the recovery process, the CPU 103 restores the contents stored in the RAM 102 (backup S6). This allows the work area to be set based on the contents of the data uploaded. If the game state is restored and the special symbol is fluctuating, the game control timer interruption described below will be By executing the recovery process, the variation of the special symbols will resume from the state before the recovery.

[0099] Then, the CPU 103 transmits a performance control command instructing the power supply to be restored to the performance control board. 12 (step S7). If a special game is being played, the command to specify the skill state is A presentation control command specifying the display result of the special game may be transmitted. The command is the same as the command set to be sent in the special pattern process described later. The performance control CPU 120 can use a performance control command that specifies when power is restored from a power outage. When the image display device 5 receives the The performance control CPU 120 displays a screen to notify the user that the system is currently recovering from the power outage. Appropriate screen display may be performed based on the performance control command.

[0100] The recovery process or initialization process is completed and a performance control command is sent to the performance control board 12. After that, the CPU 103 executes a random number circuit setting process to initialize the random number circuit 104 ( Step S10). Then, a timer interrupt is generated periodically at predetermined intervals (for example, every 2 ms). The setting of the CTC register built into the game control microcomputer 100 is as follows: (Step S11), and then the interrupt is permitted (Step S12). After that, an interrupt request signal is sent from the CTC to the CPU 10 at predetermined intervals (for example, every 2 ms). 3, and the CPU 103 can periodically execute timer interrupt processing.

[0101] The CPU 103 that has executed the game control main process receives an interrupt request signal from the CTC. When the interrupt request is received, the game control timer interruption shown in the flowchart of FIG. When the game control timer interrupt process shown in FIG. 4 is started, the CPU 10 3 first executes a predetermined switch process to switch the gate through the switch circuit 110. Start switch 21, first start port switch 22A, second start port switch 22B, countdown It is determined whether or not a detection signal is received from various switches such as switch 23 (step S2 1). Next, by executing a predetermined main side error process, the abnormality of the pachinko gaming machine 1 is detected. A regular diagnosis is performed, and a warning can be issued if necessary depending on the diagnosis result (step S22 After that, by executing a predetermined information output process, for example, The jackpot information (number of jackpots, etc.) is sent to the hall management computer installed in the Information indicating the number of winnings at the start, etc.), probability fluctuation information (information indicating the probability of winning) Then, data such as information indicating the number of times the process has been completed and the like is output (step S23).

[0102] Following the information output process, at least a part of the random numbers for the game used on the main board 11 side is The software executes a game random number update process to update the game random number (step S24). After that, the CPU 103 executes the special symbol process (step S25). 03 executes the special pattern process processing at each timer interruption, thereby executing the special pattern game It also manages reserves, controls the big win game state, small win game state, and game state. (More details to follow).

[0103] 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, Based on the detection signal from the pass switch 21 (based on the game ball passing through the pass gate 41) (k) Management of the execution and reservation of the regular game, and development of the variable winning ball device 6B based on the "regular hit" The normal game is executed by driving the normal symbol display 20. The number of reserved ordinary maps is displayed by lighting up the reserved ordinary map indicator 25C.

[0104] After executing the normal pattern process, as part of the game control timer interrupt process, the power is cut off A process for when the ball is generated, a process for paying out the winning ball, etc. may be performed. The PU 103 executes the command control process (step S27). In each process, a performance control command may be sent. In the process, the performance control command set for transmission is transmitted to a sub-side control board such as the performance control board 12. After the command control process is executed, interrupts are enabled. Then, the game control timer interrupt process is terminated.

[0105] FIG. 5 shows the process executed in step S25 shown in FIG. 4 as the special symbol process. In this special symbol process, the CPU 103 First, the start winning determination process is executed (step S101).

[0106] In the start winning determination process, the occurrence of the start winning is detected, and the reserved information is stored in a predetermined area of ​​the RAM 102. The process of storing the number of reserved memories is executed. When a start winning occurs, the display result (large Random numbers are extracted to determine the winning type and fluctuation pattern, and are recorded as reserved information. Also, based on the extracted random number, the display results and fluctuation patterns are predicted. After storing the reserved information and the number of reserved memories, the performance control board 12 A performance control command to specify the results of the start winning, the number of reserved memories, and the pre-reading judgment. The transmission setting for transmitting the code is performed. For example, after the special symbol process is completed, the command is By executing command control processing, the main board 11 sends the command to the performance control board 12. It is transmitted.

[0107] After executing the start winning determination process in S101, the CPU 103 Depending on the value of the special drawing process flag, one of the processes in steps S110 to S120 is performed. Select and execute. Note that each process of the special symbol process (steps S110 to S120) ) is a transmission setting for transmitting a performance control command corresponding to each process to the performance control board 12. The decision is made.

[0108] In the normal processing of the special symbol in step S110, the value of the special symbol process flag is "0" (initial value). In this special symbol normal processing, the first A decision is made as to whether to start a special game or a second special game. In the process, the display result of the special pattern or decorative pattern is determined based on the random number value for determining the display result. " or "small hit" and the type of big hit if it is a "big hit", and the display result The special symbol is determined (pre-determined) before it is derived and displayed. In response to the display result, the determined special pattern (jackpot pattern) to be stopped and displayed in the special game After that, the value of the special pattern process flag is set. is updated to "1" and the normal special pattern processing ends. may be executed in priority over the special game using the first special game (special game 2 priority Also called "digestion"). Also, the order in which the game balls enter the first start winning slot and the second start winning slot is stored. The conditions for starting the special game may be established in the order of winning (also called "winning order consumption"). ).

[0109] When making various decisions based on random numbers, various tables stored in ROM 101 are used. The table where the decision value that is compared with the random value is assigned to the decision result is referenced. The same applies to other decisions on the main board 11 and various decisions on the performance control board 12. In the performance control board 12, various tables are stored in the ROM 121. .

[0110] The variable pattern setting process of step S111 is performed when the value of the special process flag is "1". This variation pattern setting process is executed by setting the display result as "big hit" or "small hit". Based on the results of a prior decision on whether to use the fluctuation pattern, a random number value for determining the fluctuation pattern is used to determine the fluctuation pattern. This includes the process of determining which of several patterns to use. When the variation pattern is determined, the value of the special process flag is updated to "2" and the variation The pattern setting process ends.

[0111] The variation pattern is the execution time of the special game (special game variation time) (execution of variable display of decorative patterns) The variable display of the decorative pattern (whether or not there is a reach, etc.), the variable display of the decorative pattern It specifies the content of the effects (type of reach effects, etc.) during the game, and is also called a variable display pattern. can be.

[0112] 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 is carried out by the first special symbol display device 4A and the second special symbol display device 4B. The process of setting up the special symbols to vary in position 4B, and the process of setting up the special symbols to vary This includes processing to measure the elapsed time since the start of the program. It is also determined whether the special chart change time corresponding to the change pattern has been reached. When the time elapsed since the pattern change started reaches the special pattern change time, the special pattern process flag The value of the flag is updated to "3" and the special symbol change process ends.

[0113] The special symbol stop process in step S113 is executed when the value of the special symbol process flag is "3". This special symbol stopping process is carried out using the first special symbol display device 4A and the second special symbol display device 4B. The special symbol fluctuation is stopped by setting 4B, and the fixed special symbol that will be the display result is displayed. The process includes the setting to display (derive) the result. If so, the value of the special process flag is updated to "4". If the flag is off and the display result is "small hit", the value of the special drawing process flag is "8 If the display result is "miss", the value of the special drawing process flag is updated to If the display result is "Small hit" or "Miss", the time shortening state and probability When the game is controlled to a different state and the number of times is cut off, the game state is also changed. When the value of the special symbol process flag is updated, the special symbol stop processing ends.

[0114] The pre-opening process of step S114 is executed when the value of the special process flag is "4". This pre-opening process is based on the fact that the display result is a "jackpot". A setting for starting the execution of a round in a big win game state and opening the big win opening. When the big prize entrance is opened, the big prize entrance door setting A process is executed to supply a solenoid drive signal to the solenoid 82. For example, depending on the type of jackpot, the maximum opening period for opening the big prize winning port is set. Set the time and the maximum number of rounds. Once these settings are complete, the special drawing process The lag value is updated to "5" and the pre-hit processing is completed.

[0115] The process during the opening of the big win in step S115 is executed when the value of the special chart process flag is "5". This jackpot opening process involves measuring the time elapsed since the big prize opening was opened. The process of measuring the elapsed time and the number of game balls detected by the count switch 23 Whether it is time to return the big prize entrance from an open state to a closed state based on the number of prizes, etc. When the big prize entrance is returned to the closed state, the big prize entrance is Executes processing such as stopping the supply of a solenoid drive signal to the solenoid 82 for the entrance door. After this, the value of the special chart process flag is updated to "6" and the jackpot release processing is terminated.

[0116] The post-opening process of step S116 is executed when the value of the special chart process flag is "6". This post-opening process involves the execution of a round in which the big prize opening is opened. A process to determine whether the set upper limit of execution times has been reached, and when the upper limit of execution times has been reached It also includes a process for setting up the game to end when the jackpot is reached. If the number of executions of the process has not reached the upper limit, the value of the special process flag is set to "5". When the number of rounds reaches the upper limit, the special drawing process is updated. The flag value is updated to "7". When the value of the special chart process flag is updated, the jackpot is released. Post-processing ends.

[0117] The jackpot end processing of step S117 is executed when the value of the special chart process flag is "7". In this big win end process, an effect is generated as a presentation operation to notify the end of the big win game state. The process of waiting until the waiting time corresponding to the period during which the landing performance is executed has elapsed, A process for performing various settings to start probability variation control and time reduction control in response to the end of a winning game state. When this setting is made, the value of the special drawing process flag is set to " 0" and the jackpot end process is completed.

[0118] The small win opening pre-processing of step S118 is executed when the value of the special chart process flag is "8". This small win opening pre-processing is performed based on the display result being "small win". This includes processing to set the big prize opening to an open state when the game is in a winning state. At this time, the value of the special process flag is updated to "9" and the pre-processing for the small win opening is completed. Complete.

[0119] The small winning opening process of step S119 is executed when the value of the special chart process flag is "9". This small win opening process involves measuring the elapsed time since the big winning port was opened. Based on the process and the elapsed time measured, the big prize entrance is changed from an open state to a closed state. It includes a process to determine whether it is time to return the ball. When it is time to return to the end of the small hit game state, the value of the special chart process flag It will be updated to “10” and the processing during the small win release will end.

[0120] The small hit end processing of step S120 is executed when the value of the special chart process flag is "10". In this small win end processing, a performance operation to notify the end of the small win game state is executed. The process includes waiting until a waiting time corresponding to the period of time to be transmitted has elapsed. When the small win game state ends, the pachinko game machine 1 before the small win game state 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 processing ends.

[0121] (Major operations of the performance control board 12) Next, the main operations of the performance control board 12 will be described. When power supply voltage is received from the board, etc., the performance control CPU 120 starts up and The main processing for performance control shown in Figure 6 is executed. When the process starts, the performance control CPU 120 first executes a predetermined initialization process (step (P71), clearing RAM 122, setting various initial values, and It also performs register settings for the CTC (counter / timer circuit) and initial operation control processing. In the initial motion control process, the movable body 32 is driven to the initial position (step S72). and a control for performing a predetermined operation check. will be done.

[0122] Thereafter, it is determined whether the timer interrupt flag is on (step S73 The timer interrupt flag is set based on the register setting of the CTC, for example, and is set to 0 after a predetermined time (for example, 2 The timer is set to ON every time 1000 milliseconds has elapsed. At this time, the timer interrupt flag is set to ON. If it is (step S73; No), the process of step S73 is repeatedly executed and the process waits. do.

[0123] Also, on the performance control board 12 side, a timer interrupt occurs every time a predetermined time has elapsed. Separately, an interrupt occurs to receive a performance control command from the main board 11. This occurs when, for example, the performance control INT signal from the main board 11 is turned on. When an interrupt occurs due to the performance control INT signal being turned on, The performance control CPU 120 automatically disables interrupts, but If you are using a CPU that does not support this feature, you can issue a disable interrupt (DI) instruction. It is desirable that the performance control CPU 120 In response to the interrupt, for example, a predetermined command reception interrupt process is executed. In the interrupt process, the main input port included in the I / O 125 is connected to the relay board 15. A performance control command is sent from a predetermined input port that receives a control signal sent from the board 11. The performance control command thus acquired is stored in, for example, the RAM 122. The performance control command is stored in the performance control command receiving buffer. After setting the command reception interrupt to "enabled," the command reception interrupt process ends.

[0124] If the timer interrupt flag is on in step S73 (step S73; Yes s), the timer interrupt flag is cleared to the OFF state (step S74), and A command analysis process is executed (step S75). In the command analysis process, for example, The buffer for receiving the performance control command transmitted from the game control microcomputer 100 is After reading out the various performance control commands stored in the Settings and controls are performed in response to control commands. For example, which production control command is received? You can check whether the command has been received and the content specified by the command in the performance control process. The read performance control command is stored in a predetermined area of ​​the RAM 122, and 22. Also, the performance control command is used to specify the game state. When setting the background, the display control unit 123 may be instructed to display a background according to the gaming status.

[0125] After the command analysis process is executed in step S75, the performance control process is executed. In the performance control process, for example, the display area of ​​the image display device 5 The display operation of the performance image, the sound output operation from the speakers 8L and 8R, the game effect lamp 9 and decorative LEDs, and the driving operation of the movable body 32. In addition, control is performed to operate various performance devices. Regarding the control content of the production, judgments and decisions are made according to the performance control commands sent from the main board 11. Settings and configuration are performed.

[0126] Following the performance control process in step S76, a performance random number update process is executed (step S76). Step S77) At least a part of the random numbers for performance used on the performance control board 12 side is After that, the process returns to step S73. Other processing may be performed before returning to processing.

[0127] FIG. 7 shows one example of the processing executed in step S76 of FIG. 6 as the performance control process. 7 is a flowchart showing an example of the performance control process shown in FIG. First, the CPU 120 executes a pre-reading notice setting process (step S161). In the setting process, for example, based on the performance control command at the time of the start winning transmitted from the main board 11, Judgments, decisions, and settings are made to execute the pre-reading preview performance. A process is executed to display the hold display based on the hold memory number specified by the control command. can be.

[0128] After executing the process of step S161, the performance control CPU 120 executes, for example, the RAM 12 The following steps S170 to S171 are performed according to the value of the performance process flag provided in 2. Select and execute one of 77 operations.

[0129] The variable display start waiting process in step S170 starts when the value of the performance process flag is "0" (initial This variable display start waiting process is executed when the variable display is started. Based on whether or not a command specifying the start of display has been received, the image display device 5 This includes a process for determining whether or not to start variable display of decorative patterns. When it is determined that the variable display of the decorative pattern in the 1" and the variable display start wait process ends.

[0130] The variable display start setting process in step S171 is performed when the value of the performance process flag is "1". In this variable display start setting process, a specific Based on the display results and variation patterns, the display results of the variable display of the decorative pattern (determined decorative pattern) The effect of various effects such as the variable display of decorative patterns, reach effects, and various preview effects The execution status, its mode, and execution start timing are determined. A performance control pattern (a set of control data for instructing the display control unit 123 to execute a performance) ) is set. Then, based on the set performance control pattern, the variable display of the decorative pattern is performed. The start of the line is instructed to the display control unit 123, the value of the performance process flag is updated to "2", and the variable table The display start setting process ends. The display control unit 123 issues an instruction to start variable display of the decorative pattern. This causes the image display device 5 to start variable display of the decorative pattern.

[0131] The variable display effect process in step S172 is performed when the value of the effect process flag is "2". In this variable display performance process, the performance control CPU 120: By instructing the display control unit 123, the effect control pattern set in step S171 is The image display device 5 displays a performance image based on the image, and the movable body 32 is driven. By outputting a command (sound effect signal) to the audio control board 13, the speakers 8L and 8 R to output voice and sound effects, and to send commands (lighting signals) to the lamp control board 14. The output can be used to turn on / off / blink the game effect lamp 9 or decorative LED. After performing such control of the effects, For example, when an end code indicating the end of the variable display of the decorative pattern is read from the performance control pattern, Alternatively, a command specifying that the fixed decorative pattern is to be stopped and displayed from the main board 11 is sent. In response to the reception, the determined decorative pattern that will be the display result of the decorative pattern is stopped and displayed. When the fixed decorative pattern is displayed, the value of the performance process flag is updated to "3", The variable display effect processing ends.

[0132] The special drawing winning waiting process of step S173 is executed when the value of the production process flag is "3". In this special winning waiting process, the performance control CPU 120 A performance control command that specifies starting a big win game state or a small win game state from the board 11 Then, the big win game state or the small win game state is started. When a performance control command specifying that the game should be played is received, the command is If it specifies the start, the value of the production process flag is updated to "6". If the command specifies the start of a small win game state, the performance process flag The value of is updated to "4", which corresponds to the small win effect processing. Without receiving a command specifying that a small win game state is to be started, the reception of the command When the waiting time has elapsed, the display result of the special game is determined to be a "miss." The value of the production process flag is updated to the initial value "0". Once the value is updated, the special drawing hit waiting process ends.

[0133] The small hit performance processing in step S174 is performed when the performance control process flag value is "4". In this small win performance processing, the performance control CPU 120 For example, a presentation control pattern corresponding to the presentation content in a small winning game state is set, and the setting Execute various effects control in the small win game state based on the set content. In the process, for example, a command specifying that the small win game state is to be ended is received from the main board 11. In response to the signal, the value of the performance process flag is set to the value corresponding to the small win end performance. 5" and the small win effect processing ends.

[0134] The small win end effect processing of step S175 is performed when the value of the effect control process flag is "5". In this small win end effect processing, the effect control CPU 120 For example, a presentation control pattern corresponding to the end of a small winning game state is set, and the setting Execute various effects control at the end of the small win game state based on the content. The value of the process flag is updated to the initial value "0", and the small win end effect processing is terminated.

[0135] The big win performance process in step S176 is executed when the performance process flag value is "6". In this big win performance processing, the performance control CPU 120 For example, a presentation control pattern corresponding to the presentation content in a jackpot game state is set, and within that setting In addition, various effects control is performed during the jackpot game state based on the content. For example, if a command specifying that the big win game state is to be ended is received from the main board 11, In response to this, the value of the performance control process flag is set to a value corresponding to the ending performance processing. The value is updated to a certain "7" and the jackpot performance processing ends.

[0136] The ending performance process in step S177 is performed when the performance process flag value is "7". In this ending performance processing, the performance control CPU 120 For example, a presentation control pattern corresponding to the end of a big win game state is set, and the setting Executes various control of ending effects at the end of a jackpot game state based on the content After that, the value of the production process flag is updated to the initial value "0" and the ending production is started. The output process ends.

[0137] (Variation of the basic explanation) The present invention is not limited to the pachinko gaming machine 1 described in the basic explanation above, and Various modifications and applications are possible without departing from the scope of the present invention.

[0138] The pachinko gaming machine 1 described above provides a predetermined number of game media as prizes upon winning. However, it was a payout type gaming machine that enclosed game media and awarded points based on the occurrence of winnings. The gaming machine may be an enclosed gaming machine that provides a prize.

[0139] During the variable display of special symbols, only one symbol (for example, the symbol "-") is displayed. The variable display may be performed by repeating the display and extinguishing of the symbol only. Furthermore, even if the symbol is displayed during the variable display, when the variable display stops, the symbol does not have to be displayed (the "-" symbol does not have to be displayed as a display result) .

[0140] In the above basic explanation, a pachinko gaming machine 1 was shown as the gaming machine, but A fixed bet amount is set, and multiple types of symbols are rotated according to the player's operation of the control lever. When the symbols are stopped in response to the player's operation of the stop button, the combination of symbols that are stopped is displayed. A game in which a certain number of medals are paid out to the player when a certain combination of symbols is achieved. Executable slot machines (e.g., big bonus, regular bonus, RT, AT, A This invention is also applicable to slot machines equipped with one or more of RT and CZ (hereinafter referred to as bonuses, etc.) It is possible.

[0141] The program and data for realizing the present invention are stored in the computer included in the pachinko gaming machine 1. The distribution and provision of the software is limited to a removable recording medium for computers, etc. It is not a software that is installed on a computer or other device, but is installed in advance on a storage device of the computer or other device. Furthermore, the program and the method for realizing the present invention may be distributed in the form of a By providing a communication processing unit, data can be transmitted over a network connected via a communication line, etc. It is acceptable to distribute the work by downloading it from other devices on the network. .

[0142] The game is also executed by inserting a removable recording medium. In addition, programs and data downloaded via communication lines, etc., are stored in internal memory. a form in which the program can be executed by temporarily storing it in a directory, etc., or a form in which the program can be executed by a network connected via a communication line, etc. It can also be executed directly using the hardware resources of other devices on the network. Furthermore, it is possible to exchange data with other computer devices via a network. It is also possible to implement a form in which a game is executed by the above.

[0143] In this specification, expressions for comparing various ratios such as the execution ratio of effects ("high", " "low," "different," etc.) may include a "0%" percentage on one side. For example, if one is 0% and the other is 100% or less than 100% This also includes the percentage of

[0144] (Explanation about feature part 027SH) Next, a gaming machine according to the characteristic part 027SH will be described. In this embodiment, the machine is a gaming machine capable of playing a game. The following description will be given taking a pachinko gaming machine 1 as an example.

[0145] FIG. 8-1 is a front view of the pachinko gaming machine 1 according to the characteristic part 027SH of this embodiment. First, the board configuration of the pachinko gaming machine 1 relating to the characteristic part 027SH will be described. In FIG. 1, the game board 2 is divided into a left game area and a right game area, with the center of the left and right sides of the figure as the boundary. The left playing area of ​​the game board 2 is a relatively weak area where the ball is hit by operating the ball hitting operation handle 30. The right playing area of ​​the game board 2 is the area where the game ball (left-handed) flows down. By operating the ball-hitting operation handle 30, the ball is hit out more strongly than the game ball flowing down the left game area. A game area where a game ball (hit to the right) passes through an upper path of the image display device 5 and flows down. .

[0146] In addition, a general winning port 10 is arranged in the left game area. The falling game ball can enter the first start winning hole formed by the general winning hole 10 and the winning ball device 6A. On the other hand, in the right game area, from the upstream side to the downstream side of the right game area, Gate 41, variable winning ball device 6B, general winning opening 10, special variable winning ball device 7 are arranged. Therefore, the game balls flowing down the right game area are in the second starting position formed by the variable winning ball device 6B. The balls can be won into the variable winning hole, the general winning hole 10, and the large winning hole formed by the special variable winning ball device 7. At the same time, it is possible to pass through the passage gate 41.

[0147] As shown in FIG. 9-1, the winning ball device 6A, the variable winning ball device 6B, and the special variable winning ball device A plurality of obstacle nails are arranged between the positions 7. Therefore, the game ball flowing down the left game area The ball cannot enter the second starting winning slot or the big winning slot, and the ball flows down the right playing area. is not eligible to win at the first starting entry slot.

[0148] The pachinko game machine 1 according to the characteristic part 027SH includes a game control means and a performance execution means. The game control means is realized by, for example, the CPU 103 of the main board 11. The execution means is realized by, for example, the performance control CPU 120 of the performance control board 12. The execution means includes various effects (for example, various preview effects, item image effects, etc., which will be described later). is possible.

[0149] The pachinko gaming machine 1 according to the characteristic part 027SH has an image display as shown in FIG. The movable body 027SH32 is provided near the display device 5. According to the control of the performance control board 12, as shown in Figs. 8-6(E) to 8-6(G), The movable body 02 operates between the initial state and the second state (tilted state). The 7SH32 can operate in the following order: 1st state → 2nd state → 1st state, or 1st state → 2nd state → 1st state. It works from state → second state → first state, or from first state → state between first and second states ( It operates from (stop) → second state → first state, or from first state → between first and second states. It may also operate from state (temporarily stopped) to state 1.

[0150] FIG. 8-2 is an explanatory diagram for explaining the winning probability of the pachinko gaming machine 1 according to the characteristic part 027SH. Specifically, Figure 8-2(A) shows the setting value (setting The probability of winning a big prize and a small prize for each value (1 to 6) is shown in Figure 8-2(B). When the state is in a high probability state, the probability of a big hit and a small hit are determined by the setting value (setting value "1" to "6"). For example, the pachinko gaming machine 1 according to the characteristic part 027SH has a different game state ( Whether it is a low probability state or a high probability state), and the setting value (setting value "1" to "6") , a plurality of types of special diagram display result judgment tables corresponding to each of them (each of which is shown in Figure 8-2 (A) (B) The jackpot and small hit probability are determined as shown in (B). The assigned 12 types of special drawing display result judgment tables) are stored in memory, for example In the random number value determination process at the time of winning, the CPU 103 determines the display result of the above-mentioned multiple types of special symbols. Using the corresponding special display result judgment table from the fixed table, will it be a jackpot? All you have to do is determine whether it will be a small hit (or a miss).

[0151] Figure 8-2(C) shows the types of jackpots. Figure 8-2(D) shows the first special symbol. The distribution of jackpots is shown in Figure 8-2(E). The distribution of jackpots for the second special symbol is shown in Figure 8-2(E). For example, the pachinko game machine 1 according to the characteristic part 027SH has a special symbol ( Multiple types of jackpots corresponding to each of the 1st and 2nd special patterns Separate judgment tables (each of which has the first classification as shown in Figure 8-2 (D) and (E)) The judgment value corresponding to the first jackpot, the judgment value corresponding to the second jackpot, and the judgment value corresponding to the third jackpot Two types of jackpot type determination tables are stored in memory, for example, C PU103, in the random number value judgment process at the time of winning, based on the special drawing display result judgment table When it is determined that a jackpot has been reached, the corresponding one of the multiple types of jackpot type determination tables described above is selected. The type of jackpot (jackpot type) can be determined using a single jackpot type determination table. .

[0152] FIG. 8-3 is a diagram illustrating a fluctuation pattern of the pachinko gaming machine 1 according to the characteristic part 027SH. FIG. 8-3(A) is an explanatory diagram showing the types of fluctuation patterns (fluctuation times). Turn #10 is a non-reach out of range variation pattern. This is a variation pattern for a missed chance (for shortening). Variation pattern #12 is a normal reach. Fluctuation pattern #13 is from normal reach to super reach A. Fluctuation pattern #14 is a fluctuation pattern that develops into a normal return and eventually becomes a deviation. This is a fluctuation pattern that develops from a Reach B to a Super Reach B and finally ends in a miss. Pattern #15 is a small win variation pattern. Pattern #16 is a normal reach large This is the winning fluctuation pattern. Fluctuation pattern #17 is from normal reach to super reach. This is a fluctuation pattern that develops into A and eventually becomes a jackpot. Fluctuation pattern #18 is normal This is a fluctuation pattern in which a reach develops into a super reach B and ultimately results in a jackpot.

[0153] Figure 8-3(B) is an example of the rate at which fluctuation patterns are determined. The order is Super Reach B > Super Reach A > Normal Reach. The expected probability is, for example, (the probability that effect a will be executed when a jackpot occurs) x (the probability of a jackpot occurring) (Probability that effect a will be executed when a jackpot occurs) × (Probability of a jackpot) + (Probability of a jackpot) The probability that a will be executed when it is not a hit) × (the probability that it will not be a hit) (If the expected probability of a jackpot is "1", it will definitely be a "jackpot").

[0154] For example, the reliability of Super Reach A is (0.3 × 1 / 320) / {(0.3×1 / 320)+(0.009×319 / 320)}=approximately 9.5%. In addition, the reliability of Super Reach A is (0.3 × 1 / 295) / {(0 .3×1 / 295)+(0.009×294 / 295)}=approximately 10.2%.

[0155] In addition, the reliability of Super Reach B is (0.6 × 1 / 320) / { (0.6 × 1 / 320) + (0.001 × 319 / 320) = approximately 65.3%. In addition, the reliability of Super Reach B is (0.6 × 1 / 295) / {(0 .6×1 / 295)+(0.001×294 / 295)}=approximately 67.1%.

[0156] According to the example of Figure 8-3(B), fluctuation pattern #11 is not determined during the low base. However, for example, depending on the number of reserved memories, variation pattern #11 is determined even during low bases. Also, according to the example of FIG. 8-3(B), during the high base, the fluctuation pattern #10 However, for example, depending on the number of reserved memories, variation pattern #10 is determined even during a high base. It may be possible to do so.

[0157] FIG. 8-4 is an explanatory diagram for explaining the preview performance. FIG. 8-5 and FIG. 8-6 are respectively The pachinko gaming machine 1 relating to the characteristic part 027SH is shown in FIG. In this embodiment, multiple types of preview effects can be performed. Each preview performance can be identified by a preview performance pattern.

[0158] The preview effect of the preview effect pattern "YEP-A1" shown in Figure 8-4 is a cut-in preview. The pachinko gaming machine 1 according to the characteristic part 027SH is Preview effect pattern "YEP-A1" preview effect (cut-in preview effect / weak cut-in image) For example, as shown in Figure 8-5(A), a weak cut-in image 027SHY Display KE-JCI.

[0159] The preview performance of the preview performance pattern "YEP-A2" shown in Figure 8-4 is a cut-in preview. The pachinko gaming machine 1 according to the characteristic part 027SH is Preview effect pattern "YEP-A2" preview effect (cut-in preview effect / strong cut-in image) For example, as shown in Figure 8-5(B), a strong cut-in image 027SHY Display KE-KCI.

[0160] The preview performance of the preview performance pattern "YEP-B" shown in Figure 8-4 is a group preview performance (group image The pachinko game machine 1 according to the characteristic part 027SH has a preview performance pattern "Y As a preview performance (group preview performance) of "EP-B", for example, a group of people, as shown in Figure 8-5(C), View image 027SHYKE-GN.

[0161] The preview effect of the preview effect pattern "YEP-C1" shown in Figure 8-4 is a button preview effect. (Display of button image → Press → Weak cut-in image). The game machine 1 is the preview performance of the preview performance pattern "YEP-C1" (button preview performance / weak For example, as shown in Figure 8-6(A)(B), 27SHYKE-BU, weak cut-in image 027SHYKE-JCI is displayed. The weak cut-in image displayed in the button preview performance is displayed in the cut-in preview performance. The weak cut-in image may be different from the weak cut-in image.

[0162] The preview effect of the preview effect pattern "YEP-C2" shown in Figure 8-4 is a button preview effect. (Display of button image → Press → Strong cut-in image). The game machine 1 is the preview performance of the preview performance pattern "YEP-C2" (button preview performance / strong cut For example, as shown in Figure 8-6(C)(D), 27SHYKE-BU, strong cut-in image 027SHYKE-KCI is displayed. The strong cut-in image displayed in the button preview performance is displayed in the cut-in preview performance. The strong cut-in image may be different from the strong cut-in image.

[0163] The preview performance of the preview performance pattern "YEP-D" shown in Figure 8-4 is a special preview performance ( The pachinko game machine 1 according to the characteristic part 027SH has a preview performance pattern "Y For example, the preview performance (movement of the props) of "EP-D" is shown in Figure 8-6 (E), (F), and (G). Operate the movable body 027SH32 as shown.

[0164] FIG. 8-7 is an explanatory diagram for explaining the decision ratio of the preview performance. , Cut-in preview performance (display of weak cut-in image or strong cut-in image) This is an example of the decision ratio for execution. According to the example shown in Figure 8-7(A), the Super Reach is If there is a deviation (if it is either fluctuation pattern #13 or #14), the execution is set to 40. % rate, and if it becomes a Super Reach jackpot (variation pattern #17, #18) In the case where either of the above occurs, the execution is decided at a 50% rate. For example, in the feature part 027SH, The pachinko gaming machine 1 allocates 40% of the total as a determination value corresponding to execution. The table for determining whether or not to execute the cut-in notice for the Super Reach miss and 50% of the total Cut-in notice for the Super Reach jackpot, which is assigned as a judgment value corresponding to execution For example, the performance control CPU 120 stores a performance execution / non-execution decision table. When a par reach misses, whether or not to perform a cut-in notice for a super reach miss Using a decision table, it is decided whether or not to execute the cut-in notice performance, and it is a super reach jackpot. In this case, a cut-in notice performance execution table for the super reach jackpot is used. You can also use the button to decide whether to execute a cut-in preview effect. The same applies to the decision on whether or not to execute the Super League. If it is not a change (fluctuation pattern #10, #11, #12, #15, or #16) In this case, the execution is decided at a rate of 0% (decided not to execute).

[0165] The pachinko gaming machine 1 according to the characteristic part 027SH determines to execute a cut-in notice performance. In this case, the preview performance pattern for the cut-in preview performance ("YEP-A1", "YEP-A 2). Figure 8-7(B) shows the result when it is decided to perform a cut-in preview. Cut-in preview performance pattern ("YEP-A1", "YEP-A2") According to the example shown in Figure 8-7(B), the Super Reach miss is In this case, the preview performance pattern "YEP-A1" is determined 80% of the time, and the preview performance pattern The chance of winning the Super Reach jackpot is 20%. In this case, the preview performance pattern "YEP-A1" is determined at a rate of 20%. "YEP-A2" is determined at a rate of 80%. For example, the pachinko machine related to the feature part 027SH Gaming machine 1 uses 80% of the total as a judgment value corresponding to the preview performance pattern "YEP-A1". In addition, 20% of the total is assigned to the judgment value corresponding to the preview performance pattern "YEP-A2" The cut-in notice pattern for the Super Reach miss is determined by the table. 20% of the total is assigned as a judgment value corresponding to the preview performance pattern "YEP-A1". At the same time, 80% of the total is used as a judgment value corresponding to the preview performance pattern "YEP-A2". The cut-in notice performance pattern determination table for the assigned super reach jackpot For example, when the Super Reach is lost, the performance control CPU 120 The cut-in is determined using a cut-in notice pattern determination table for Super Reach misses. The Super Reach jackpot will be determined by the pattern of the Super Reach jackpot. Cut-in notice effect using a cut-in notice effect pattern determination table for reach jackpots The preview effect pattern of other preview effects (button preview effects) may be determined. The same applies to the decision on the course.

[0166] FIG. 8-7(C) is an example of a determination ratio for whether or not to execute a group preview performance (display of a group image). According to the example shown in Figure 8-7(C), if the Super Reach is missed, the execution probability is 20%. In the case of a Super Reach jackpot, the execution is determined at a 50% rate. In addition, there is only one preview performance pattern for the group preview performance (preview performance pattern "YEP-B" ), the pachinko game machine 1 according to the characteristic part 027SH decides to execute the group notice performance. If this is set, the preview performance pattern for the group preview performance will be "YEP-B". If it is not a Super Reach, the execution is determined at a rate of 0% ( decide not to do it).

[0167] Figure 8-7(D) shows the button preview (button image displayed → pressed → weak cut-in image displayed). Display or press the button image → display the strong cut-in image) According to the example shown in Figure 8-7(D), when the Super Reach is missed, The execution is determined at a rate of 10%, and in the case of a Super Reach jackpot, the execution is determined at a rate of 50%. If it is not a Super Reach, the execution will be determined at a rate of 0%. (decide not to execute).

[0168] In the pachinko game machine 1 according to the characteristic part 027SH, when it is determined that a button notice performance is to be performed, In this case, the preview effect pattern ("YEP-C1", "YEP-C2") for the button preview effect is Figure 8-7(E) shows the button when it is decided to execute the button preview effect. The decision ratio of the preview performance pattern ("YEP-C1", "YEP-C2") related to the preview performance This is an example. According to the example shown in Figure 8-7(E), when the Super Reach is missed, The preview performance pattern "YEP-C1" is determined 90% of the time, and the preview performance pattern "YEP -C2" is determined at a rate of 10%. In addition, if it becomes a Super Reach jackpot, a notice The performance pattern "YEP-C1" is determined at a rate of 10%, and the preview performance pattern "YEP-C 2" is decided 90% of the time.

[0169] FIG. 8-7(F) is an example of a ratio for determining whether or not to execute a preview of a special feature (movement of a special feature). According to the example shown in Figure 8-7(F), if the Super Reach is missed, the execution probability is 5%. It is determined by a percentage, and if a Super Reach jackpot occurs, there is a 75% chance that it will be executed. In addition, there is one type of preview performance pattern for the special feature preview performance (preview performance pattern "YEP-D" ), so when the pachinko game machine 1 according to the characteristic part 027SH executes the advance notice performance of the role, If it is decided, the preview performance pattern "YEP- If it is not a Super Reach, the execution will be determined at a rate of 0%. (decide not to execute).

[0170] According to Figure 8-7, when a Super Reach occurs, up to four types of preview effects are performed. do.

[0171] In addition, when a Super Reach occurs, a cut-in notice (a weak cut-in image is displayed, or The probability of a strong cut-in image being displayed is {(probability of being a miss × probability of being a miss) When the probability of getting a Super Reach x Super Reach is missed, a cut-in notice will be produced. Probability of being executed) + (Probability of being a jackpot x Probability of being a super reach when hitting a jackpot x Super Probability of a cut-in notice being performed when a jackpot is hit)} / {(miss) (Probability of getting a Super Reach when you miss) + (Probability of getting a jackpot x Probability of getting a Super Reach when you miss) When the setting value is 1, the probability of a Super Reach occurring is calculated as {(319 / 32 0×1%×40%)+(1 / 320×90%×50%)} / {(319 / 320×1%) +(1 / 320×90%)}=approximately 42%.

[0172] In addition, the probability that a group preview performance (display of a group image) will be executed when a super reach occurs is: {(Probability of missing x probability of getting a Super Reach when missing x probability of getting a Super Reach (Probability of a group preview effect being executed when this happens) + (Probability of a jackpot x Super when a jackpot occurs) - Probability of a reach × Probability of a group preview effect being executed when a super reach jackpot occurs) {(Probability of a miss × Probability of a super reach when missing) + (Probability of a jackpot When calculated from {(rate x probability of getting a Super Reach when hitting a jackpot)}, if the setting value is 1, (319 / 320×1%×20%)+(1 / 320×90%×50%)} / {(319 / 320×1%)+(1 / 320×90%)}=approximately 26%.

[0173] Also, when it becomes a super reach, a button preview effect (button image displayed → press → weak cut (Display a cut-in image, or display a button image → press → display a strong cut-in image) The probability of winning is {(probability of losing × probability of winning a Super Reach when losing × Super Reach The probability that the button preview effect will be executed when the per reach misses) + (the probability of hitting the jackpot × Probability of getting a Super Reach when you win × Button preview when you get a Super Reach jackpot (Probability of being executed)} / {(Probability of being a miss × Probability of being a Super Reach when missing The formula is calculated as follows: (Probability of winning the jackpot) + (Probability of winning the jackpot x Probability of getting a Super Reach when winning the jackpot) If the setting value is 1, it is (319 / 320×1%×10%) + (1 / 320×90%×5 0%)} / {(319 / 320×1%)+(1 / 320×90%)}=approximately 19%.

[0174] In addition, the probability that the special feature will be performed when a Super Reach is reached is as follows: {(Probability of missing x probability of getting a Super Reach when missing x probability of getting a Super Reach The probability that the special feature will be performed when the special feature is selected) + (the probability of a jackpot being won x the special feature when the special feature is selected) Probability of becoming a Per Reach × Probability of a special feature preview being performed when a Super Reach jackpot is hit) } / {(Probability of a miss × Probability of a super reach when a miss occurs) + (Probability of a jackpot When calculated from {Probability of a Super Reach occurring when a jackpot is hit × Probability of a Super Reach occurring when a jackpot is hit}, in the case of a setting value of 1, , {(319 / 320×1%×5%)+(1 / 320×90%×75%)} / {(319 / 320×1%)+(1 / 320×90%)}=approximately 20%.

[0175] FIG. 8-8 is an explanatory diagram for explaining the item image effects. FIG. 8-9 is a diagram for explaining the effects of each item. 8-8(A) is a display example of an item image. ) multiple types of item image effects can be executed.

[0176] Item image of the item image presentation pattern "IGEP-A" shown in Figure 8-8(A) The preview performance will be a cut-in preview performance (YEP-A1 or YEP-A2). In other words, the item image A is an item image effect A that displays an item image A that suggests the item. The item image A displayed in the image effect A indicates the type of preview effect to be executed (specifically It is possible to identify the cut-in preview effect).

[0177] In the item image production A, the display mode of the item image A (1st to 3rd display modes) The strength of the indication (degree of reliability) as to whether a cut-in preview will be performed varies.

[0178] Specifically, the item image A in the first display mode (level 1) is a cut-in preview effect. In other words, the item image A in the first display mode is The algorithm shown in Figure 8-9(A) indicates with low confidence whether a cut-in preview will be performed. Item image 027SHIGALV1 is one of the first display modes (level 1) of item image A. In this embodiment, the item image A (item image B to item image The first display mode (level 1) of the same type (D) is blue.

[0179] Item image A in the second display mode (level 2) will have a cut-in preview effect. In other words, the item image A in the second display mode is a cutout. The item shown in Figure 8-9(B) indicates with a medium degree of confidence whether the preview performance will be performed. Image 027SHIGALV2 is an example of the second display mode (level 2) of item image A. In this embodiment, the item image A (item images B to D are also The second display mode (level 2) of the same is green.

[0180] Item image A in the third display mode (level 3) will have a cut-in preview effect. In other words, the item image A in the third display mode is a strong suggestion that a cut-in is expected. The item image shown in Figure 8-9(C) indicates with high confidence whether the announcement will be made. 27SHIGALV3 is an example of the third display mode (level 3) of the item image A. In this embodiment, item image A (item images B to D) The third display mode (level 3) is red.

[0181] Item image of the item image presentation pattern "IGEP-B" shown in Figure 8-8(A) The preview performance displays item image B, which suggests that the group preview performance (YEP-B) will be performed. In other words, the item image displayed in the item image display B is Item image B can identify the type of preview effect to be executed (specifically, a group preview effect). do.

[0182] In the item image production B, the display mode of the item image B (1st to 3rd display modes) The strength of the suggestion (level of reliability) as to whether the group preview performance will be carried out varies.

[0183] Specifically, the item image B in the first display mode (level 1) is used to perform a group preview effect. In other words, the item image B in the first display mode is a weak suggestion that the group preview performance The item image 027 shown in Figure 8-9(D) indicates with low confidence that the extraction will be executed. SHIGBLV1 is an example of the first display mode (level 1) of the item image B.

[0184] Item image B in the second display mode (level 2) indicates that the group preview effect will be performed to a moderate degree. In other words, the item image B in the second display mode indicates that the group preview effect is being executed. The item image 027SH shown in Figure 8-9(E) indicates with a medium degree of confidence that the item will be IGBLV2 is an example of the second display mode (level 2) of the item image B.

[0185] Item image B in the third display mode (level 3) strongly indicates that a group preview performance will be performed. In other words, the item image B in the third display mode is a strong suggestion that a group preview effect is being performed. The item image 027SHIGBL shown in Figure 8-9(F) indicates with high confidence that V3 is an example of the third display mode (level 3) of the item image B.

[0186] Item image of the item image presentation pattern "IGEP-C" shown in Figure 8-8(A) The preview effect indicates that the button preview effect (YEP-C1 or YEP-C2) will be executed. In other words, the item image C is an item image effect C that displays the item image C. The item image C displayed in the performance C indicates the type of preview performance to be performed (specifically, It is possible to identify the (tan preview performance).

[0187] In the item image production C, the display mode of the item image C (first to third display modes) The strength of the indication (level of reliability) of whether the button preview will be performed varies.

[0188] Specifically, the item image C in the first display mode (level 1) is displayed as a button preview effect. In other words, the item image C in the first display mode is a weak suggestion that the button The item image shown in Figure 8-9(G) indicates with low confidence whether the preview performance will be performed. Image 027SHIGCLV1 is an example of the first display mode (level 1) of item image C. .

[0189] The item image C in the second display mode (level 2) is displayed while the button preview effect is being executed. In other words, the item image C in the second display mode is a button preview. The item image shown in Figure 8-9(H) indicates with medium confidence whether the extraction will be performed. 27SHIGCLV2 is an example of the second display mode (level 2) of the item image C.

[0190] The item image C in the third display mode (level 3) emphasizes that the button preview effect will be executed. In other words, the item image C in the third display mode is a strong suggestion that the button preview effect It indicates with high confidence that the item will be executed. IGCLV3 is an example of the third display mode (level 3) of the item image C.

[0191] Item image of the item image presentation pattern "IGEP-D" shown in Figure 8-8(A) The preview performance is an item image D that suggests that the YEP-D preview performance will be performed. In other words, the item image displayed in the item image display D is The item image D can identify the type of preview performance to be performed (specifically, the feature preview performance). is.

[0192] In the item image production D, the display mode of the item image D (first to third display modes) The strength of the suggestion (degree of reliability) as to whether the special feature preview will be performed varies.

[0193] Specifically, the item image D in the first display mode (level 1) is displayed when a special feature preview is performed. In other words, the item image D in the first display mode is a weak suggestion that The item image shown in Figure 8-9(J) indicates with low confidence whether the announcement will be made. 27SHIGDLV1 is an example of the first display mode (level 1) of the item image D.

[0194] The item image D in the second display mode (level 2) indicates in the middle that the special item preview performance will be performed. In other words, the item image D in the second display mode is a hint that the It indicates with medium confidence whether the item will be executed. SHIGDLV2 is an example of the second display mode (level 2) of the item image D.

[0195] The item image D in the third display mode (level 3) strongly indicates that the special feature preview will be performed. In other words, the item image D in the third display mode indicates that the special feature preview is being performed. The item image 027SHIG shown in Figure 8-9(L) indicates with high confidence that the item will be DLV3 is an example of the third display mode (level 3) of the item image D.

[0196] The pachinko game machine 1 according to the characteristic part 027SH is an item image display shown in FIG. IGEP-A, IGEP-B, and C Regarding the four types of item image presentations, GEP-C, IGEP-D, and IGEP-D, In some cases, none of the four types are executed, and in other cases, only one of the four types is executed. Sometimes they do two of the four, sometimes they do three of the four. Sometimes they do one kind, and sometimes they do all four kinds.

[0197] In addition, the pachinko game machine 1 according to the characteristic part 027SH displays an item image in the item image presentation. In other words, the display mode of the item image can be changed. The pachinko gaming machine 1 according to H performs an item image effect that changes the display mode of the item image. For example, the pachinko game machine 1 according to the feature part 027SH can perform the item image display. During the execution of output A, change the display mode of item image A from the first display mode (level 1) to the second display mode In other words, it is possible to change the feature part 027SH to the level 1 (level 2). The game machine 1 changes the display mode of the item image A from the first display mode (level 1) to the second display mode. It is possible to execute item image production A, which changes the item image to a different style (level 2). The same applies to item image effects C and D.

[0198] FIG. 8-8(B) shows the content of the item image effect execution pattern. The execution pattern is each item image production (item image production A, item image production B, item image production C, item image production D, item image production E, item image production F, item image production G, item image production H, item image production I ... This is common to all three items (item image B, item image C, and item image D), and each item For each item image effect, one of the item image effect execution patterns is determined (see below for details). ).

[0199] The item image effect execution pattern "IGEGP1" shown in Figure 8-8(B) is This is an item image effect execution mode pattern in which the item image effect is not executed. The output execution pattern "IGEGP1" does not perform the item image effect, so Do not display images.

[0200] The item image effect execution pattern "IGEGP2" shown in Figure 8-8(B) is An item image effect execution pattern for executing an item image effect. Item image effect execution pattern that does not change the display mode from the first display mode (level 1) It is.

[0201] The item image effect execution pattern "IGEGP3" shown in Figure 8-8(B) is An item image effect execution pattern for executing an item image effect. An item that changes the display mode from the first display mode (level 1) to the second display mode (level 2). This is a pattern of image performance execution.

[0202] The item image effect execution pattern "IGEGP4" shown in Figure 8-8(B) is An item image effect execution pattern for executing an item image effect. The display mode is changed from the first display mode (level 1) to the second display mode (level 2), and further, Item image effect that changes from the second display mode (level 2) to the third display mode (level 3) This is an execution pattern.

[0203] The item image effect execution pattern "IGEGP5" shown in Figure 8-8(B) is An item image effect execution pattern for executing an item image effect. An item that changes the display mode from the first display mode (level 1) to the third display mode (level 3). This is a pattern of image performance execution.

[0204] Therefore, as will be described later in detail, for example, regarding item image production A (IGEP-A), The item image effect execution pattern "IGEGP3" is determined, and the item image effect B (I For GEP-B), the item image effect execution pattern "IGEGP1" is determined, Item Image Production C (IGEP-C) Item image production execution pattern "IG EGP2" was decided, and item image production D (IGEP-D) When the execution pattern "IGEGP5" is determined, the display mode of the item image A is Item image presentation that changes from the first display mode (Level 1) to the second display mode (Level 2) A (IGEP-A) and the display mode of item image C are changed to the first display mode (Level 1). The display mode of item image D is shown in Table 1. Item image effect D (I) that changes from display mode (level 1) to third display mode (level 3) GEP-D) will be executed (item image effect B will not be executed) (This is the case.)

[0205] 8-10 is an explanatory diagram for explaining the determination ratio of the item image effects. 10(A) and Figure 8-10(B) show the item image of Item Image Produce A (IGEP-A). Specifically, Figure 8-10(A) shows an example of the determination ratio of the image performance execution pattern. During the per reach, perform a cut-in preview (YEP-A1, YEP-A2) Item image presentation execution pattern of item image presentation A (IGEP-A) in this case Figure 8-10(B) shows an example of the cut-in prediction rate in the Super Reach. Item image production A (when the announcement production (YEP-A1, YEP-A2) is not executed) This is an example of the determination ratio of the item image effect execution mode pattern of IGEP-A.

[0206] Figure 8-10(C) and Figure 8-10(D) show the item image presentation B (IGEP-B). This is an example of the determination ratio of the item image performance execution pattern. ) is the icon when performing the group preview performance (YEP-B) in the Super Reach. An example of the determination ratio of the item image effect execution pattern of Item Image Effect B (IGEP-B) Figure 8-10(D) shows the super reach with the group announcement performance (YEP-B). Item image performance execution mode of item image performance B (IGEP-B) when not performing 10 is an example of a pattern determination ratio.

[0207] Figure 8-10(E) and Figure 8-10(F) show the item image presentation C (IGEP-C). This is an example of the determination ratio of the item image performance execution pattern. ) performs button preview effects (YEP-C1, YEP-C2) during Super Reach. Item image performance execution pattern of item image performance C (IGEP-C) when Figure 8-10(F) shows an example of the decision rate of the button in the Super Reach. Item image effect C (when the announcement effect (YEP-C1, YEP-C2) is not executed) This is an example of the determination ratio of the item image effect execution mode pattern of IGEP-C.

[0208] Figure 8-10(G) and Figure 8-10(H) show the item image presentation D (IGEP-D). This is an example of the determination ratio of the item image performance execution pattern. ) is the action when performing the YEP-D (Yellow Evolution Prediction) in the Super Reach. One of the determination ratios of the item image performance execution pattern of Item Image Performance D (IGEP-D) Figure 8-10(H) shows the Super Reach, where the YEP-D Item image performance execution of item image performance D (IGEP-D) when not executing 10 is an example of a determination ratio of a mode pattern.

[0209] According to Figure 8-10, item image A is displayed to suggest the execution of a cut-in preview. Item image effect execution mode pattern of item image effect A (i.e., item image effect A (Whether or not the item image A is displayed when the item image A is executed) is determined by whether or not the cut-in preview performance (YEP-A1, YEP-A2) is performed. In addition, the item image B is displayed to suggest the execution of the group preview performance. Item image effect execution mode pattern (i.e., whether item image effect B is executed or not) The display mode of the item image B when the item image effect B is executed is the group preview effect (YEP -B) is executed or not. Also, item image C is displayed and a button preview is performed. Item image effect execution pattern C of item image effect C that suggests the execution of Whether Item Image Performance C will be performed, or the item image when Item Image Performance C is performed The display mode of image C) depends on whether or not the button preview performance (YEP-C1, YEP-C2) is performed. Also, the item image D is displayed to indicate the execution of the special feature preview. Item image effect execution mode pattern of image effect D (i.e., item image effect D is executed) When the item image effect D is executed, the display mode of the item image D is This is determined by whether or not the preview performance (YEP-D) is performed.

[0210] As a specific example, the display mode of the item image A displayed in the item image production A Reliability of the cut-in preview suggestion, the item image displayed in item image effect C The reliability of the button preview suggestion depending on the display mode of the image C will be explained.

[0211] (Reliability of cut-in preview suggestion depending on the display mode of item image A) According to Figures 8-10(A) and 8-10(B), the final display state of item image A is The third display mode (level 3) is the item image effect execution mode pattern "IGEGP4 When a cut-in preview is performed, the probability of the icon being selected is 50%. The system image performance execution pattern "IGEGP4" is determined (Figure 8-10(A)), and If the toy preview effect is not executed, the item image effect execution pattern will be executed with a 10% probability. "IGEGP4" is determined (Figure 8-10(B)). The reliability of the cut-in preview when the final display mode of image A is the third display mode is For example, when a cut-in notice is executed in a super reach, the third display mode (Probability that item image A will be displayed in the end) × (Probability that item image A will be displayed in the end) Probability of a cut-in announcement being performed) / {Probability of a cut-in announcement being performed in a Super Reach When the item image A of the third display mode is finally displayed, the probability that the item image A of the third display mode will be displayed is (Probability of a cut-in announcement being executed in Super Reach) + (Probability of a cut-in announcement being executed in Super Reach) (Probability that item image A in the third display mode will be displayed when the announcement effect is not executed) × (probability that the cut-in preview effect will not be executed in the Super Reach) The probability of a cut-in preview effect being executed in a Super Reach is set to 1. When using 42% of the total, the final display state of item image A in the super reach is The reliability of the cut-in preview effect in the third display mode is (50% x 42%) / (5 0%×42%)+(10%×58%)}=approximately 78%.

[0212] The final display mode of item image A is the second display mode (level 2). This is the case when the image effect execution pattern "IGEGP3" is determined. When executing, there is a 30% chance that the item image effect execution pattern "IGEGP3" will be used. If the cut-in preview is not performed, 20% of the In this case, the item image effect execution pattern "IGEGP3" is determined (Figure 8-10(B )). Therefore, the probability that a cut-in notice will be executed in a Super Reach is set as When using 42% at value 1, the final appearance of item image A in Super Reach The reliability of the cut-in preview when the display mode is the second display mode is (30% x 42%). / {(30%×42%)+(20%×58%)}=approximately 52%.

[0213] The final display mode of item image A is the first display mode (level 1). This is the case when the image effect execution pattern "IGEGP2" is determined. When executing, there is a 20% chance that the item image effect execution pattern "IGEGP2" will be used. If the cut-in preview is not performed, 60% of the In this case, the item image effect execution pattern "IGEGP2" is determined (Figure 8-10(B )). Therefore, the probability that a cut-in notice will be executed in a Super Reach is set as When using 42% at value 1, the final appearance of item image A in Super Reach The reliability of the cut-in preview when the display mode is the first display mode is (20% x 42%). / {(20%×42%)+(60%×58%)}=approximately 19%.

[0214] (Reliability of button preview suggestion depending on the display mode of item image C) According to Figures 8-10(E) and 8-10(F), the final display state of the item image C is The third display mode (level 3) is the item image effect execution mode pattern "IGEGP4 " or "IGEGP5" is determined. When the button preview performance is performed, A total of 70% of the time, the item image performance pattern "IGEGP4" or "IGEGP 5" is determined (Figure 8-10(E)), and if the button preview performance is not performed, the probability is 5%. The item image effect execution pattern "IGEGP4" is determined (Figure 8-10(F) ) In the case where the final display mode of the item image C in the super reach is the third display mode, The reliability of the button preview effect in the case of a Super Reach is, for example, The probability that the item image C of the third display mode will be displayed when the item is executed is Probability of button preview effect being executed in Reach) / {Probability of button preview effect being executed in Super Reach The probability that the item image C of the third display mode will be finally displayed when the announcement performance is executed) × (Probability of button preview effect being executed in Super Reach) + (Probability of button preview effect being executed in Super Reach) When the button preview effect is not executed, the item image C of the third display mode is finally displayed. (Probability of a button preview effect not being executed in a Super Reach) × (Probability of a button preview effect not being executed in a Super Reach) The probability that the button preview effect will be executed in the Super Reach is set to 1. When 19% is used, the final display state of item image C in Super Reach The reliability of the button preview effect when the third display mode is (70% × 19%) / {(70 %×19%)+(5%×81%)}=approximately 77%.

[0215] The final display mode of item image C is the second display mode (level 2). This is the case when the image effect execution pattern "IGEGP3" is determined. When performing this action, the item image effect execution pattern "IGEGP3" is determined at a 15% rate. If the button preview is not performed, the icon will be displayed at a rate of 10% (Figure 8-10(E)). The system image effect execution pattern "IGEGP3" is determined (Figure 8-10(F)). So, the probability that the button preview effect will be executed in the Super Reach is set to 1. When 19% is used, the final display state of item image C in the Super Reach is the second The reliability of the button preview effect when it is displayed is (15% x 19%) / {(15% x 1 9%) + (10% × 81%) = approximately 26%.

[0216] The final display mode of item image C is the first display mode (level 1). This is the case when the image effect execution pattern "IGEGP2" is determined. When performing this action, the item image effect execution pattern "IGEGP2" is determined at a 10% rate. (Figure 8-10(E)), and if the button preview is not performed, the icon will be displayed at a rate of 65%. The system image effect execution pattern "IGEGP2" is determined (Figure 8-10(F)). So, the probability that the button preview effect will be executed in the Super Reach is set to 1. When 19% is used, the final display state of item image C in the Super Reach is the first The reliability of the button preview effect when it is displayed is (10% x 19%) / {(10% x 1 9%) + (65% × 81%) = approximately 3.5%.

[0217] Figures 8-11 are explanatory diagrams for explaining various timings. Specifically, Figures 8-11 are , the display timing of various item images in the variable display that becomes the super reach, various predictions This is an explanatory diagram explaining the timing of the announcement performance.

[0218] In Figure 8-11, T0 is the start timing of the variable display. T1 is the It is time for this to develop into a new approach.

[0219] T2 is the first display mode (level 1) when the item image effect A is executed. This is the timing when item image A (see Figure 8-9(A)) is displayed. A's item image effect execution pattern is either "IGEGP2" to "IGEGP5" If so, the item image A is displayed in the first display mode (level 1) at T2. is shown.

[0220] T3 is the first display mode (level 1) when item image production B is executed. This is the timing when item image B (see Figure 8-9(D)) is displayed. B's item image effect execution pattern is either "IGEGP2" to "IGEGP5" If so, the item image B is displayed in the first display mode (level 1) at T3. is shown.

[0221] T4 is the first display mode (level 1) when the item image effect C is executed. This is the timing when item image C (see Figure 8-9(G)) is displayed. C's item image effect execution pattern is either "IGEGP2" to "IGEGP5" If so, the item image C is displayed in the first display mode (level 1) at T4. is shown.

[0222] T5 is the first display mode (level 1) when the item image effect D is executed. This is the timing when item image D (see Figure 8-9(J)) is displayed. D's item image effect execution pattern is either "IGEGP2" to "IGEGP5" If so, the item image D is displayed in the first display mode (level 1) at T5. is shown.

[0223] T6 is the second display mode (level 2) when the item image performance A is executed. This is the timing when item image A (see Figure 8-9(B)) is displayed. For example, Image effect A's item image effect execution pattern is "IGEGP3" or "IGEGP4 ", in T6, the display mode of the item image effect A is the first display mode (level The item image of item image A changes from the first display mode (Level 1) to the second display mode (Level 2). If the image performance pattern is "IGEGP2" or "IGEGP5", At T6, the display mode of the item image effect A does not change (first display mode (level 1) remains the same).

[0224] T7 is the second display mode (level 2) when item image production B is executed. This is the timing when item image B (see Figure 8-9(E)) is displayed. For example, Image effect B's item image effect execution pattern is "IGEGP3" or "IGEGP4 ", in the case where the display mode of the item image effect B is the first display mode (level The item image of item image B changes from the first display mode (Level 1) to the second display mode (Level 2). If the image performance pattern is "IGEGP2" or "IGEGP5", At T7, the display mode of the item image effect B does not change (first display mode (level 1) remains the same).

[0225] T8 is the second display mode (level 2) when the item image effect C is executed. This is the timing when item image C (see Figure 8-9(H)) is displayed. For example, Image effect C item image effect execution mode pattern is "IGEGP3" or "IGEGP4 ", in T8, the display mode of the item image effect C is the first display mode (level The item image of item image C changes from the first display mode (Level 1) to the second display mode (Level 2). If the image performance pattern is "IGEGP2" or "IGEGP5", In T8, the display mode of the item image effect C does not change (first display mode (level 1) remains the same).

[0226] T9 is the second display mode (level 2) when the item image effect D is executed. This is the timing when item image D (see Figure 8-9(K)) is displayed. For example, Image effect D's item image effect execution pattern is "IGEGP3" or "IGEGP4 ", in the case where the display mode of the item image effect D is the first display mode (level The item image of item image C changes from the first display mode (Level 1) to the second display mode (Level 2). If the image performance pattern is "IGEGP2" or "IGEGP5", At T8, the display mode of the item image effect D does not change (first display mode (level 1) remains the same).

[0227] T10 is the third display mode (level 3) when the item image production A is executed. This is the timing when item image A (see Figure 8-9(C)) is displayed. For example, When the item image effect execution pattern of the item image effect A is "IGEGP4", At T10, the display mode of the item image effect A is changed from the second display mode (level 2) to the third display mode (level 3). The display mode changes to (Level 3), and the item image effect execution mode pattern of item image effect A is executed. If the item image effect A is displayed in T10, The first display mode (level 1) changes to the third display mode (level 3). If the item image effect execution pattern of image effect A is "IGEGP2", At T10, the display mode of the item image effect A does not change (first display mode (level 1) (It will remain as it is.) Also, the item image effect execution pattern of item image effect A is "I If "GEGP3" is selected, the display mode of the item image effect A will change at T10. No (remains in the second display mode (level 2)).

[0228] T11 is the third display mode (level 3) when item image production B is executed. This is the timing when item image B (see Figure 8-9(F)) is displayed. For example, When the item image effect execution pattern of item image effect B is "IGEGP4", At T11, the display mode of the item image effect B is changed from the second display mode (level 2) to the third display mode (level 3). The display mode changes to (level 3), and the item image effect execution mode pattern of item image effect B is displayed. If the item image is "IGEGP5", the display mode of the item image effect B in T11 is The first display mode (level 1) changes to the third display mode (level 3). If the item image effect execution pattern of image effect B is "IGEGP2", At T11, the display mode of the item image effect B does not change (first display mode (level 1) (It will remain as it is.) Also, the item image effect execution pattern of item image effect B is "I If the item is "GEGP3", the display mode of the item image effect B will change at T11. No (remains in the second display mode (level 2)).

[0229] T12 is the third display mode (level 3) when the item image effect C is executed. This is the timing when the item image C (see Figure 8-9(I)) is displayed. When the item image effect execution pattern of the item image effect C is "IGEGP4", At T12, the display mode of the item image effect C is changed from the second display mode (level 2) to the third display mode (level 3). The display mode changes to (level 3), and the item image effect execution mode pattern of item image effect C is displayed. When "IGEGP5" is selected, the display mode of the item image effect C in T12 is The first display mode (level 1) changes to the third display mode (level 3). If the item image effect execution pattern of image effect C is "IGEGP2", At T12, the display mode of the item image effect C does not change (first display mode (level 1) (It will remain as it is.) Also, the item image effect execution pattern of item image effect C is "I If the item is "GEGP3", the display mode of the item image effect C will change at T12. No (remains in the second display mode (level 2)).

[0230] T13 is the third display mode (level 3) when the item image effect D is executed. This is the timing when the item image D (see Figure 8-9(L)) is displayed. When the item image effect execution pattern of the item image effect D is "IGEGP4", In T13, the display mode of the item image effect D is changed from the second display mode (level 2) to the third display mode (level 3). The display mode changes to (level 3), and the item image effect execution mode pattern of item image effect D is displayed. When "IGEGP5" is selected, the display mode of the item image effect D in T13 is The first display mode (level 1) changes to the third display mode (level 3). If the item image effect execution pattern of image effect D is "IGEGP2", At T13, the display mode of the item image effect D does not change (first display mode (level 1) (It remains as it is.) Also, the item image effect execution pattern of item image effect D is "I If "GEGP3" is selected, the display mode of the item image effect D will change at T13. No (remains in the second display mode (level 2)).

[0231] T14 is the timing when item image A is deleted (used as an item). In other words, the item image effect execution pattern of item image effect A is "IGEGP If the item is "2", the item image A of the first display mode (level 1) currently being displayed is erased, and the item If the item image effect execution pattern of Item Image A is "IGEGP3" The currently displayed item image A of the second display mode (level 2) is erased, and the item image effect A is displayed. When the item image effect execution pattern is "IGEGP4" or "IGEGP5" will erase the currently displayed item image A in the third display mode (level 3).

[0232] Also, T14 will perform a cut-in preview performance (YEP-A1, YEP-A2). This is also the timing to start the provocative performance. T15 is the timing to finish the provocative performance. In other words, the period from T14 to T15 is the execution period of the above-mentioned provocative effect.

[0233] Also, T15 starts the execution of the cut-in preview performance (YEP-A1, YEP-A2). This is also the timing. T16 is the cut-in preview performance (YEP-A1, YEP-A2) In other words, T15 to T16 is the timing to end the execution of the cut-in notice ( This is the implementation period of YEP-A1 and YEP-A2.

[0234] T17 is the timing for erasing the item image B. If the item image effect execution mode pattern is "IGEGP2", the first display mode being displayed Delete item image B of (Level 1) and execute item image effect B. If the display pattern is "IGEGP3", the second display mode (level 2) currently being displayed Delete item image B, and the item image effect execution pattern of item image effect B becomes "I If "GEGP4" or "IGEGP5", the third display mode (level 3) being displayed Delete item image B.

[0235] In addition, T17 will start to perform the group preview performance (YEP-B) or the promotion performance. T18 is also the timing to end the execution of the above-mentioned hype performance. That is, T17 to T18 is the period during which the above-mentioned provocative effect is performed.

[0236] T18 is also the timing to start the group preview performance (YEP-B). 19 is the timing to end the execution of the group preview performance (YEP-B). ~T19 is the execution period of the group preview performance (YEP-B).

[0237] T20 is the timing for erasing the item image C. If the item image effect execution mode pattern is "IGEGP2", the first display mode being displayed Delete item image C of (Level 1) and execute item image effect C. If the display pattern is "IGEGP3", the second display mode (level 2) currently being displayed Delete item image C, and the item image effect execution pattern of item image effect C is "I If "GEGP4" or "IGEGP5", the third display mode (level 3) being displayed Delete item image C.

[0238] In addition, T20 will be teasing whether to execute the button preview performance (YEP-C1, YEP-C2). This is also the timing to start the hype performance. T21 is the timing to end the hype performance. In other words, T20 to T21 is the execution period of the above-mentioned provocative effect.

[0239] Also, T21 is the time when the button preview performance (YEP-C1, YEP-C2) starts. T22 is also the timing of the button preview performance (YEP-C1, YEP-C2). In other words, T21 to T22 is the timing when the button preview effect (YEP-C1 , YEP-C2) execution period.

[0240] T23 is the timing for erasing the item image D. If the item image effect execution mode pattern is "IGEGP2", the first display mode being displayed Delete item image D of (Level 1) and execute item image effect D. If the display pattern is "IGEGP3", the second display mode (level 2) currently being displayed Delete item image D, and the item image effect execution pattern of item image effect D becomes "I If "GEGP4" or "IGEGP5", the third display mode (level 3) being displayed Delete item image D.

[0241] In addition, T23 will start the execution of the performance of the hype performance that will excite the audience by performing the YEP-D (Year-Effective Prediction). T24 is the timing to end the above-mentioned hype performance. In other words, T23 to T24 is the execution period of the above-mentioned hype effect.

[0242] T24 is also the timing at which the performance of the special feature preview (YEP-D) begins. T25 is the timing to end the execution of the YEP-D. 24 to T25 is the period during which the YEP-D (Year Effect Pre-Delivery) is performed.

[0243] Figures 8-12 and 8-13 show examples of various timings. Figure 8-12(A) shows ,Only the cut-in preview effect (YEP-A1) is executed as a preview effect, and the item image As for the performance, only item image performance A (IGEP-A) is the item image performance execution pattern. When executed with the application "IGEGP4" (i.e., Item Image Production B (IGEP-B) ,Item Image Rendering C (IGEP-C) and Item Image Rendering D (IGEP-D) are Item image A in the case of the item image performance pattern "IGEGP1" Explains the timing of the display and the timing of the cut-in preview performance (YEP-A1) FIG.

[0244] In FIG. 8-12(A), T2 to T6 are item images in the first display mode (level 1). A is displayed during this period. T6 to T10 are items in the second display mode (level 2). This is the period during which image A is displayed. T10 to T14 are the periods during which image A is displayed in the third display mode (level 3). This is the period when item image A is displayed. T14 to T15 is the period when the cut-in preview is performed. T15 to T16 is the period when the cut-in preview (Y During the execution period of EP-A1), i.e., the weak cut-in image 027SHYKE-JCI (Fig. 8 -5(A)) is the period displayed.

[0245] Figure 8-12(B) shows that nothing is performed as a preview effect, and the item image effect is an icon. Item image production A (IGEP-A), Item image production C (IGEP-C), Item image Each of the performance D (IGEP-D) is the item image performance execution pattern "IGEGP2" When executed (item image production B (IGEP-B) is the item image production execution pattern In the case of the game "IGEGP1", item image A, item image C, and item 10 is an explanatory diagram for explaining the display timing of the animation image D, etc. FIG.

[0246] In FIG. 8-12(B), T2 to T14 are item images in the first display mode (level 1). This is the period when image A is displayed. T14 to T15 is the period when a cut-in preview is performed. This is the period during which the excitement performance is performed. After the excitement performance, the cut-in preview performance is performed. In T4 to T20, the item image C in the first display mode (level 1) is displayed. T20 to T21 is the period during which the button preview effect is performed. Note that the button preview effect will not be performed after the teasing effect. T5 to T23 are This is the period during which the item image D in the first display mode (level 1) is displayed. 24 is the period during which the hype performance is performed to hype up whether or not the gimmick performance will be performed. No preview of the special feature will be performed after the appearance.

[0247] Figure 8-13(A) shows the preview effects, including a cut-in preview effect (YEP-A1) and a group preview effect. The effect (YEP-B), button preview effect (YEP-C1) are executed, and the item image effect and The husband of Item Image Production A (IGEP-A) and Item Image Production B (IGEP-B) These are executed in the item image effect execution mode pattern "IGEGP3", and the item image effect C (IGEP-C) is executed with the item image effect execution pattern "IGEGP4", Item image performance D (IGEP-D) is the item image performance execution pattern "IGEGP When "2" is executed, item image A, item image B, item image C, Display timing of item image D, cut-in preview effect (YEP-A1), group preview effect (Y EP-B), the timing of button preview performance (YEP-C1), etc. do.

[0248] In Figure 8-13(A), T14 to T15 indicate whether to execute a cut-in preview. Item image A is erased at T14, but the The display mode of the item image A just before it is displayed is the second display mode (level 2). is the execution period of the cut-in preview performance (YEP-A1), that is, the weak cut-in image 02 This is the period when 7SHYKE-JCI (see Figure 8-5(A)) is displayed. T17~T 18 is the execution period of the hype performance that hypes up the group preview performance. Item image B is T The item image B is deleted in step 17, but the display mode of the item image B just before the deletion is the second display mode. (Level 2). T18 to T19 is the execution period of the group preview performance (YEP-B), that is, This is the period when the group image 027SHYKE-GN (see Figure 8-5(C)) is displayed. T20 to T21 is the period during which the button preview effect is performed. Item image C is deleted at T20, but the display state of item image C just before it is deleted is This is the third display mode (level 3). T21 to T22 are button preview effects (YEP-C 1) execution period, i.e., button image 027SHYKE-BU (see Figure 8-6(A)) (When the button image 027SHYKE-BU is displayed, push button 31B is operated.) When created, the button image 027SHYKE-BU will be replaced with the weak cut-in image 027S HYKE-JCI (see Figure 8-6(B)) is displayed during this period. T23 to T24 are This is the execution period of the teaser that will tell you whether to execute the preview of the special item. Item image D is T23 The item image D is deleted in the first display mode (the first display mode) immediately before being deleted. Bell 1). Note that after the promotional performance, no special announcement performance will be performed.

[0249] Figure 8-13(B) shows the button preview performance (YEP-C2) and the special feature preview performance. The output (YEP-D) is executed, and the item image production is the item image production C (IGEP -C) is executed in the item image performance execution pattern "IGEGP5" ( Mari, Item Image Production A (IGEP-A), Item Image Production B (IGEP-B) and Item image performance D (IGEP-D) is the item image performance execution pattern "IGEGP In the case of "1"), the display timing of the item image C, the role preview performance (YEP- FIG. 10 is an explanatory diagram illustrating the execution timing of D).

[0250] In FIG. 8-13(B), T4 to T12 are item images in the first display mode (level 1). The period from T12 to T20 is the period during which the image C is displayed. This is the period during which the system image C is displayed. T20 to T21 are the periods during which the button preview effect is performed. T21 to T22 is the period when the button preview effect (YEP-C2 ) execution period, that is, the button image 027SHYKE-BU (see Figure 8-6(C)) (When the button image 027SHYKE-BU is displayed, push button 31B is operated.) In this case, the button image 027SHYKE-BU will be replaced with the strong cut-in image 027SH. This is the period when YKE-KCI (see Figure 8-6(D)) is displayed. T24 to T25 are During the performance of the YEP-D (Year-Effective Performance), the moving body 027SH32 is activated. In the example of Figure 8-13(B), , the display of the item image D indicating whether the special feature preview performance will be performed, There is no promotional effect to provoke the audience, and the advance notice of the special feature (YEP-D) is performed. Specifically, when the special feature preview performance is executed, the item image performance execution mode pattern " If "IGEGP1" is selected (see Figure 8-10(G)), the special preview will be performed. The display of item image D, which suggests whether or not to perform a special preview performance, also indicates whether or not to perform a special preview performance. There will be no need to wait, and the YEP-D (Year Evolution Prompt-Delivery) will be performed.

[0251] Figures 8-14 and 8-15 show the possibility of S171 in the performance control process shown in Figure 7. The effect determination process (preview effect, item image effect, etc.) executed in the variable display start setting process 8-15 is a flowchart showing an example of a process for determining the effect of the The chart is a continuation of the flowchart in Figure 8-14.

[0252] In the performance determination process shown in FIG. 8-14, the performance control CPU 120 determines whether Based on this, it is determined whether or not to execute a cut-in preview (step 027SHS100). For example, as shown in FIG. 8-7(A), the performance control CPU 120 detects a change pattern of a super -If the reach is missed (either fluctuation pattern #13 or #14), the execution probability is 40% The variation pattern is determined by the combination of the two numbers, and the variation pattern is a Super Reach jackpot (variation pattern #17 or #18). If the fluctuation pattern is other than the above (fluctuation pattern If it is any of #10, #11, #12, #15, or #16, the execution will be determined with a 0% probability. Determine.

[0253] Following step 027SHS100, the performance control CPU 120 executes the cut-in preview performance. It is determined whether or not the execution of the cut is determined (step 027SHS101). If it is determined that the in-preview performance is to be performed (step 027SHS101; YES), Step 027 goes to SHS102. If it is not determined whether to execute the cut-in preview effect, If so (Step 027SHS101; NO), proceed to Step 027SHS105.

[0254] Following step 027SHS101 (YES), the performance control CPU 120 The type of cut-in preview performance (i.e., preview performance pattern) is determined based on the turn (stage For example, as shown in Figure 8-7(B), 120: If the fluctuation pattern is a Super Reach miss, the preview pattern "YEP- A1" is determined with 80% and the preview performance pattern "YEP-A2" is determined with 20%. If the variation pattern is a super reach jackpot, the performance control CPU 120 performs a notice performance. Pattern "YEP-A1" is determined with a 20% chance, and preview performance pattern "YEP-A2" is determined with a 80% chance. Determined by %.

[0255] Following step 027SHS102, the performance control CPU 120 performs step 027S The preview pattern for the cut-in preview decided in HS102 (preview preview pattern "Y Set the preview performance pattern "YEP-A1" or "YEP-A2" (step 027SH S103).

[0256] Following step 027SHS103, the performance control CPU 120 executes the cut-in preview performance. When executing the output, the execution mode of Item Image Produce A (IGEP-A) (item image The image performance execution pattern is determined (step 027SHS104). For example, As shown in FIG. 10(A), the effect control CPU 120 controls the item image effect execution pattern. "IGEGP1" to 0%, and "IGEGP2" to 20%. %, Item image effect execution pattern "IGEGP3" 30%, Item image effect execution Execution pattern "IGEGP4" 50%, item image effect execution pattern "IGE GP5" will be determined at a rate of 0%.

[0257] Following step 027SHS101 (NO), the performance control CPU 120 When the preview effect is not executed, the execution mode of the item image effect A (IGEP-A) ( The item image effect execution pattern is determined (step 027SHS105). For example, as shown in FIG. 8-10(B), the performance control CPU 120 executes the item image performance. 10% of the pattern "IGEGP1", and 10% of the pattern "IGEG P2" at 60%, item image performance execution pattern "IGEGP3" at 20%, item 10% of the item image effect execution pattern "IGEGP4" and The game "IGEGP5" is determined at a rate of 0%.

[0258] Following step 027SHS104 or step 027SHS105, PU120 is determined in step 027SHS104 or step 027SHS105. Set the item image effect execution pattern for the item image effect A (IGEP-A) (Step 027SHS106).

[0259] Following step 027SHS106, the performance control CPU 120 determines whether Based on this, it is determined whether or not to execute the group preview performance (step 027SHS110). For example, in FIG. As shown in -7(C), the performance control CPU 120 determines whether the fluctuation pattern is a super reach. If it is off, the execution is determined with a probability of 20%, and if the fluctuation pattern is a super reach jackpot, If the fluctuation pattern is other than the above, the execution will be decided at a rate of 0%. The decision will be made by consensus.

[0260] Following step 027SHS110, the performance control CPU 120 It is determined whether or not the execution has been determined (step 027SHS111). If it is determined that the execution is to be performed (step 027SHS111; YES), Proceed to HS113. If it is not decided to execute the cut-in notice (step 027SHS111; NO), proceed to step 027SHS115.

[0261] Following step 027SHS111, the performance control CPU 120 performs a group preview performance. The effect pattern "YEP-B" is set (step 027SHS113).

[0262] Following step 027SHS113, the performance control CPU 120 executes a group preview performance. In this case, the execution mode of item image production B (IGEP-B) (item image production execution The row pattern is determined (step 027SHS114). For example, ) the effect control CPU 120 executes the item image effect execution mode pattern “IG EGP1" to 0%, item image performance execution pattern "IGEGP2" to 20%, Item image effect execution pattern "IGEGP3" 30%, Item image effect execution pattern Turn "IGEGP4" 45%, item image effect execution pattern "IGEGP5" is determined at a rate of 5%.

[0263] Following step 027SHS111 (NO), the performance control CPU 120 If the item image is not displayed, the execution mode of IGEP-B (item The image performance execution pattern is determined (step 027SHS115). For example, As shown in -10(D), the performance control CPU 120 selects an item image performance execution pattern. 10% increase in the item image performance pattern "IGEGP1" and 10% increase in the item image performance pattern "IGEGP2". 60%, item image performance execution pattern "IGEGP3" 20%, item image performance 10% of the item image effect execution pattern "IGEGP4" GEGP5" is determined at a rate of 0%.

[0264] Following step 027SHS114 or step 027SHS115, PU120 is determined in step 027SHS114 or step 027SHS115. Set the item image effect execution pattern for item image effect B (IGEP-B) (Step 027SHS116).

[0265] Following step 027SHS116, the performance control CPU 120 Based on this, it is determined whether or not to execute the button preview effect (step 027SHS120). For example, As shown in FIG. 8-7(D), the performance control CPU 120 If the result is wrong, there is a 10% chance of execution, and the variation pattern is a Super Reach jackpot. If so, the execution is decided at a rate of 50%, and if the fluctuation pattern is other than the above, the execution is decided at a rate of 0%. It is determined by the ratio of

[0266] Following step 027SHS120, the performance control CPU 120 It is determined whether or not the execution of the button has been determined (step 027SHS121). If it is determined that the performance is to be performed (step 027SHS121; YES), Proceed to 027SHS122. If you do not decide to execute the button preview performance ( Step 027SHS121: NO), proceed to step 027SHS125.

[0267] Following step 027SHS121 (YES), the performance control CPU 120 Decide the type of button preview effect (i.e. preview effect pattern) based on the turn (step For example, as shown in Figure 8-7(E), the performance control CPU 12 0, if the fluctuation pattern is a Super Reach miss, the preview performance pattern "YEP-C1 " will be decided with 90% accuracy, and the preview performance pattern "YEP-C2" will be decided with 10% accuracy. If the variation pattern is a super reach jackpot, the CPU 120 for output control will The pattern "YEP-C1" is decided with a 10% chance, and the preview performance pattern "YEP-C2" is decided with a 90% chance. Make a decision.

[0268] Following step 027SHS122, the performance control CPU 120 performs step 027S The button preview pattern decided in HS122 (preview preview pattern "YEP -C1" or preview performance pattern "YEP-C2") (Step 027SHS1 twenty three).

[0269] Following step 027SHS123, the performance control CPU 120 executes the button preview performance. When executing, the execution mode of Item Image Rendering C (IGEP-C) (Item Image Rendering The output execution pattern is determined (step 027SHS124). For example, As shown in (E), the effect control CPU 120 selects the item image effect execution mode pattern " "IGEGP1" 5%, item image production execution pattern "IGEGP2" 10%, Item image production execution mode pattern "IGEGP3" 15%, item image production execution mode 60% of the pattern "IGEGP4" and 60% of the pattern "IGEGP 5" is determined at a rate of 10%.

[0270] Following step 027SHS121 (NO), the performance control CPU 120 When the advertisement effect is not executed, the execution mode of the item image effect C (IGEP-C) (item The system image performance execution pattern is determined (step 027SHS125). For example, As shown in FIG. 8-10(F), the effect control CPU 120 executes the item image effect execution mode. Pattern "IGEGP1" 20%, item image effect execution pattern "IGEGP2 " 65%, item image performance execution pattern "IGEGP3" 10%, item image Image effect execution mode pattern "IGEGP4" 5%, item image effect execution mode pattern " IGEGP5" is determined at a rate of 0%.

[0271] Following step 027SHS124 or step 027SHS125, PU120 is determined in step 027SHS124 or step 027SHS125. Set the item image effect execution pattern for the item image effect C (IGEP-C) (Step 027SHS126).

[0272] Following step 027SHS126, the performance control CPU 120 determines whether or not the Based on this, it is determined whether or not to execute the preview performance of the special feature (step 027SHS130). As shown in 8-7(F), the performance control CPU 120 determines whether the fluctuation pattern is a super reach. If it is a miss, the execution is determined with a probability of 5%, and if the fluctuation pattern is a super reach jackpot, If the fluctuation pattern is other than the above, the execution will be decided at a rate of 0%. The decision will be made by consensus.

[0273] Following step 027SHS130, the performance control CPU 120 performs the following regarding the preview performance of the special feature. It is determined whether or not the execution has been determined (step 027SHS131). If it is determined that execution is to be performed (step 027SHS131; YES), step 02 Proceed to 7SHS133. If it is not determined that the performance of the special feature is to be performed (Step 0 27SHS131; NO), proceed to step 027SHS135.

[0274] Following step 027SHS131, the performance control CPU 120 performs a prediction of the performance of the special feature. The announcement performance pattern "YEP-D" is set (step 027SHS133).

[0275] Following step 027SHS133, the performance control CPU 120 executes the performance of the special feature. In the case of performing the item image production D (IGEP-D), the execution mode (item image production The execution mode pattern is determined (step 027SHS134). For example, As shown in (G), the effect control CPU 120 selects the item image effect execution mode pattern "I GEGP1" 10%, item image performance execution pattern "IGEGP2" 5%, Item image effect execution pattern "IGEGP3" 15%, Item image effect execution pattern Pattern "IGEGP4" 60%, item image effect execution pattern "IGEGP5 " will be determined at a rate of 10%.

[0276] Following step 027SHS131 (NO), the performance control CPU 120 When the effect is not executed, the execution mode of the item image effect D (IGEP-D) (item The image effect execution pattern is determined (step 027SHS135). For example, As shown in 8-10(H), the performance control CPU 120 controls the item image performance execution mode parameter. Turn "IGEGP1" 20%, item image production execution pattern "IGEGP2" 74%, item image performance execution pattern "IGEGP3" 4%, item image performance 2% of the item image effect pattern "IG EGP5” at a rate of 0%.

[0277] Following step 027SHS134 or step 027SHS135, PU120 is determined in step 027SHS134 or step 027SHS135. Set the item image effect execution pattern for item image effect B (IGEP-D) (Step 027SHS136) Then, this flowchart ends.

[0278] 8-16 to 8-20 are diagrams showing examples of performance operations related to the characteristic part 027SH. In general, Figures 8-16 to 8-20 show the main scenes in the example shown in Figure 8-12(A). This is an example, and Fig. 8-16(A) → Fig. 8-16(B) → Fig. 8-16(C) ) → Figure 8-17(A) → Figure 8-17(B) → Figure 8-17(C) → Figure 8-18(A) → Figure 8 -18(B) → Figure 8-18(C) → Figure 8-19(A) → Figure 8-19(B) → Figure 8-19( C) → Figure 8-20(A) → Figure 8-20(B) → Figure 8-20(C).

[0279] Figure 8-16(A) shows a scene where a variable display is reached. Figure 8-16(B) This is the scene where the game developed into a super reach (T1 in Figure 8-11). ) is the opening scene of the Super Reach performance (the scene immediately after T1 in Figure 8-11).

[0280] Figure 8-17(A) shows an item image display suggestion that indicates whether item image A will be displayed. Display 027 A scene where an item image suggestion using SHIGA-SHI is being performed ( (The scene immediately before T2 in Figure 8-11 and Figure 8-12(A)). The PU 120 displays the item image A immediately before the display timing (T2) of the item image A. Item image display suggesting what will be shown Suggestion display 027 SHIGA-SHI The effect control CPU 120 executes the effect of suggesting the display of the item image B, etc. Similarly, just before the display timing of other item images, each item image is displayed. An item image display suggestion effect is executed to suggest what will be shown.

[0281] FIG. 8-17(B) shows the start of the execution of the item image effect A (i.e., the first display mode (level The scene where the item image 027SHIGALV1 of the item 1) starts to be displayed (Figure 8-11 and (and scene T2 in Figure 8-12(A)).

[0282] In addition, the item image display suggestion display 027SH suggests whether item image A will be displayed. Regarding the relationship between IGA-SHI and item image A, item image display suggestion display 027S When HIGA-SHI is displayed, item image A is displayed and item Image A may not be displayed. 027When SHIGA-SHI is displayed, item image A will always be displayed. Also, if you do not want to display the item image display suggestion 027SHIGA-SHI In addition, the item image A may be displayed in the item image display mode. Suggestion display 027 If SHIGA-SHI is displayed, the item image will be displayed. It is now easier to display item image A than when SHIGA-SHI is not displayed. Also, there are multiple types of item image display suggestion 027SHIGA-SHI. And, what kind of item image display suggestion display 027SHIGA-SHI is displayed? The ratio of whether or not the item image A is displayed may be varied depending on the number of times the item image A is displayed. Item image display suggestion display 027SHIGB-SH which suggests whether item image B will be displayed The relationship between I and item image B, and the item image table that indicates whether item image C will be displayed. Suggested display 027SHIGC-SHI and the relationship between item image C and item image D Suggested item image display Suggested display 027SHIGD-SHI and item image The same is true in relation to D.

[0283] Figure 8-17(C) shows an item image that suggests whether the display mode of item image A will change. Change suggestion display 027SHIGA-HEN is used to suggest changes to item images. This is the scene immediately before T6 in Figure 8-11 and Figure 8-12(A). The control CPU 120 changes the item image A immediately before the timing (T6) at which the item image A changes. Item image change suggestion display 027SHIGA-H that suggests whether the display mode of image A will change The CPU 120 for effect control executes the effect of suggesting a change in the item image using the EN. Similarly, just before the timing of the change of other item images such as item image B, An item image change suggestion performance is executed to suggest whether the display mode of the item image will change.

[0284] FIG. 8-18(A) shows the scene where the item image effect A has changed to the second display mode (level 2). (Scene T6 in Figure 8-11 and Figure 8-12(A)).

[0285] In addition, the item image change suggestion display 0 indicates whether the display mode of the item image A will change. Regarding the relationship between 27SHIGA-HEN and item image A, item image change suggestion display When 027SHIGA-HEN is displayed, the display mode of item image A changes. Alternatively, the display mode of the item image A may be changed. Item image change suggestion display 027 When SHIGA-HEN is displayed, the item image The display mode of the image A may be changed. When HIGA-HEN is not displayed, the display mode of item image A may change. Also, the item image change suggestion display 027SHIGA-HEN was displayed. If you do not display the item image change suggestion 027SHIGA-HEN, The display mode of the item image A may be easily changed. There are multiple types of SHIGA-HEN, and the item image changes depending on which type. Depending on whether the suggestion display 027 SHIGA-HEN is displayed, the display mode of the item image A will change. The rate at which the item image B changes may be different. Item image change suggestion display 027SHIGB-HEN and item image B and the relationship between the item image C and the item image C. The relationship between 027SHIGC-HEN and item image C, and the display mode of item image D have changed. Item image change suggestion display 027SHIGD-HEN and item image D The same is true in relation to

[0286] Figure 8-18(B) shows the same scene as Figure 8-17(C), where the display mode of item image A has changed. Item image change suggestion display 027 Item using SHIGA-HEN The scene where the image change suggestion is performed (T10 in Figure 8-11 and Figure 8-12(A)) (C) shows the item image effect A in the third display mode (level 3) (Scene T10 in Figure 8-11 and Figure 8-12(A)).

[0287] Figure 8-19(A) shows the cut-in preview effect ( YEP-A1, YEP-A2) will be executed (started) The scene where the promotional performance start display 027SHIGA-KAI is displayed (Figure 8-11 and (This is the scene immediately before T14 in FIG. 8-12(A)). In other words, the performance control CPU 120 Immediately before the start of the cut-in preview (T14) The start of the promotional performance display 027SHIGA-KAI is displayed. 20 is the timing to start the execution of other announcements such as group announcements or other promotions. Similarly, just before the start of each promotional performance, Show display.

[0288] Figure 8-19(B) to Figure 8-20(B) show the preview effect corresponding to item image A. If the hype performance 027SHIGA-AO is being performed, (Scenes T14 to T15 in Figure 8-11 and Figure 8-12(A)). B) In the example of Figure 8-20(B), the timing at which the cut-in preview starts is (T14). Countdown promotional display 027SHIGA-AO promotional performance That is, the performance control CPU 120 determines the timing for starting the cut-in notice performance. Just before the timing (T14), a cut-in preview will be performed or a provocative performance will be performed. The performance control CPU 120 determines the execution start timing of other preview performances such as group preview performances. Similarly, just before the start of the game, each preview performance will be carried out or a promotional performance will be carried out.

[0289] Figure 8-20(C) shows the cut-in preview effect ( YEP-A1) is taking place, that is, the weak cut-in image 027SHYKE-JC Scenes where I is displayed (scenes T15 to T16 in Figure 8-11 and Figure 8-12(A)) is.

[0290] In addition, it will be announced whether to execute the cut-in preview effect, which is the preview effect corresponding to item image A. The start of the promotional performance 027SHIGA-KAI, which indicates that the promotional performance will be carried out, and A preview effect corresponding to system image A will be performed, and a provocative effect will be performed. Regarding the relationship between the two, when the promotional performance start display 027SHIGA-KAI is displayed, There may be cases where the provocative effect is executed and cases where the provocative effect is not executed. When the hype performance start display 027SHIGA-KAI is displayed, the hype performance will always be executed. Also, if you do not want to display the promotional performance start display 027SHIGA-KAI In addition, the start of the promotional effect 027SH may be displayed. If IGA-KAI is displayed, the start of the hype performance will be displayed.027SHIGA-KAI It may be easier to execute the hype effect than if it is not executed. There are multiple types of 27SHIGA-KAI, and which type of promotional performance start display 027S The percentage of whether or not the hype performance is performed varies depending on whether HIGA-KAI is displayed. Whether to execute the group preview effect, which is the preview effect corresponding to the item image B, may be determined. The start of the provocation display 027SHIGB-KAI, which indicates that the provocation display will be executed, and Relationship with the promotional performance that encourages the execution of the group promotional performance that corresponds to item image B , a provocative effect that prompts the player to perform a button provocative effect corresponding to the item image C; The start of the promotional performance 027SHIGC-KAI and the item image C The relationship between the button preview effect, which is the preview effect corresponding to the button preview effect, and the provocative effect, The preview performance corresponding to the image D is performed, or the fan performance is performed. The start of the promotional performance 027SHIGD-KAI and the corresponding item image D The same applies to the promotional performance that encourages the player to perform the promotional performance of the character. .

[0291] In addition, it will be displayed to tease whether to execute the cut-in preview effect, which is the preview effect corresponding to item image A. The relationship between the teasing effect and the cut-in preview effect, which is the preview effect corresponding to item image A. Regarding this, when a provocative performance is performed, there are cases where a cut-in notice performance is performed and cases where a cut-in notice performance is performed. It may be possible to have the in-preview effect not be executed (see Figure 8-12(B)). In addition, when a provocative effect is executed, a cut-in preview effect may be executed at all times. In addition, if no teasing performance is performed, a cut-in preview performance may be performed. Also, the cutscenes are more likely to occur when the hype effect is performed than when it is not performed. In addition, there are several types of teasing performances, and Depending on which type of teaser is executed, the cut-in preview will be executed or not. The ratio may be different. The hype scene that provokes you to decide whether to execute it or not, and the group preview scene that corresponds to item image B. Related to the item image C, the button preview effect is a preview effect that will be performed. The relationship between the performance and the button preview performance, which is the preview performance corresponding to the item image C, A provocative performance that incites whether to execute the preview performance corresponding to image D, which is a preview performance of a special item, and an item image The same applies to the preview performance of the special feature, which is the preview performance corresponding to image D.

[0292] 8-21 to 8-30 are diagrams showing examples of performance operations related to the characteristic part 027SH. In general, Figures 8-21 to 8-30 show the main scenes in the example shown in Figure 8-13(A). This is an example, and Figure 8-21(A) → Figure 8-21(B) → Figure 8-21(C) ) → Figure 8-22(A) → Figure 8-22(B) → Figure 8-22(C) → Figure 8-23(A) → Figure 8 -23(B) → Figure 8-23(C) → , ... , Figure 8-29(A) → Figure 8-29(B) → Figure 8- The transition is in the order of 29(C) → Figure 8-30(A) → Figure 8-30(B) → Figure 8-30(C).

[0293] Figure 8-21(A) shows an item image display suggestion that indicates whether item image A will be displayed. Display 027 A scene where an item image suggestion using SHIGA-SHI is being performed ( (This is the scene just before T2 in Figure 8-11). Figure 8-21(B) shows the actual state of item image presentation A. The line starts (i.e., the first display mode (level 1) item image 027SHIGALV1 This is the scene where the display begins (scene T2 in Figure 8-11).

[0294] Figure 8-21(C) shows an item image display suggestion that indicates whether item image B will be displayed. Display 027SHIGB-SHI is used to suggest the display of an item image ( (This is the scene just before T3 in Figure 8-11). Figure 8-22(A) shows the actual item image performance B. The row starts (i.e., the first display mode (level 1) item image 027SHIGBLV1 This is the scene where the display starts (scene T3 in Figure 8-11).

[0295] Figure 8-22(B) shows the item image display suggestion that indicates whether item image C will be displayed. Display 027SHIGC-SHI is used to suggest the display of an item image ( (This is the scene just before T4 in Figure 8-11). Figure 8-22(C) shows the actual item image C. The line starts (i.e., the first display mode (level 1) item image 027SHIGCLV1 This is the scene where the display starts (scene T4 in Figure 8-11).

[0296] Figure 8-23(A) shows an item image display suggestion that indicates whether item image D will be displayed. A scene where an item image suggestion using Display 027SHIGD-SHI is being performed ( (This is the scene just before T5 in Figure 8-11). Figure 8-23(B) shows the actual item image performance D. The line starts (i.e., the first display mode (level 1) item image 027SHIGDLV1 This is the scene where the display starts (scene T5 in Figure 8-11).

[0297] Figure 8-23(C) shows an item image that suggests whether the display mode of item image A will change. Change suggestion display 027SHIGA-HEN is used to suggest changes to item images. This is the scene just before T6 in Figure 8-11. This is the scene where output A changes to the second display mode (level 2) (scene T6 in FIG. 8-11).

[0298] Figure 8-24(B) shows an item image that suggests whether the display mode of item image B will change. Change suggestion display 027SHIGB-HEN is used to suggest changes to item images. This is the scene just before T7 in Figure 8-11. This is the scene where the output B changes to the second display mode (level 2) (scene T7 in FIG. 8-11).

[0299] Figure 8-25(A) shows an item image that suggests whether the display mode of item image C will change. Change suggestion display 027SHIGC-HEN is used to suggest changes to item images. This is the scene just before T8 in Figure 8-11. This is the scene where output C changes to the second display mode (level 2) (scene T8 in FIG. 8-11).

[0300] Figure 8-25(C) shows an item image that suggests whether the display mode of item image D will change. Change suggestion display 027SHIGD-HEN is used to suggest changes to item images. This is the scene just before T9 in Figure 8-11. This is the scene where the output D did not change (scene T9 in Figure 8-11).

[0301] Figure 8-26(B) shows an item image that suggests whether the display mode of item image D will change. Change suggestion display 027SHIGD-HEN is used to suggest changes to item images. This is the scene just before T13 in Figure 8-11. This is the scene where the effect D did not change (scene T13 in Figure 8-11). In the scene before 9-26(C) (T12 in Figure 8-11), , it changes to the third display mode (level 3).

[0302] Figure 8-27(A) shows the cut-in preview effect ( YEP-A1, YEP-A2) will be executed (started) The scene where the promotional performance start display 027SHIGA-KAI is displayed (Figure 8-11 and (This is the scene just before T14 in Figure 8-13(A).

[0303] Figure 8-27(B) shows the cut-in preview effect corresponding to item image A. A scene where the hype scene 027SHIGA-AO is taking place (Figure 8-11 and (These are scenes T14 to T15 in Figure 8-13(A)). Figure 8-27(C) shows the item image. A scene in which the cut-in preview performance (YEP-A1), which corresponds to Statue A, is being performed. , i.e., the scene where the weak cut-in image 027SHYKE-JCI is displayed (Figure 8-1 1 and scenes T15 to T16 in Figure 8-13(A).

[0304] Figure 8-28(A) shows the group preview effect (YEP- B) Indication of whether the promotional performance will be performed (started) 7SHIGB-KAI is displayed (T17 in Figure 8-11 and Figure 8-13(A) (The scene immediately before that.)

[0305] FIG. 8-28(B) shows a group preview effect corresponding to item image B. A scene where the hype performance 027SHIGB-AO is taking place (Figure 8-11 and Figure 8- 13(A) T17~T18). Figure 8-28(C) shows the scene for item image B. This is a scene where the group preview performance, which corresponds to the preview performance, is being performed, that is, group image 027SHYKE -Scenes where GN is displayed (T18 to T19 in Figure 8-11 and Figure 8-13(A) (face).

[0306] Figure 8-29(A) shows the button preview effect (YE Indicates that the promotional performance will be performed (started) or whether to perform the promotional performance (YEP-C1, YEP-C2). The scene where the promotional performance start display 027SHIGC-KAI is displayed (Figure 8-11 and Figure 8 -13(A) just before the T20.

[0307] Figure 8-29(B) shows the button preview effect corresponding to item image C. A scene where the hype performance 027SHIGC-AO is being performed (Figures 8-11 and 8-12). (Scenes T20-T21 of Figure 8-13(A)). Figure 8-29(C) to Figure 8-30(A) The button preview effect (YEP-C1) that corresponds to the item image C is performed. In other words, the button image 027SHYKE-BU is displayed, and the push button 3 As an example of the operation of 1B, when the weak cut-in image 027SHYKE-JCI is displayed, This is the scene (scenes T21 to T22 in Figure 8-11 and Figure 8-13(A)).

[0308] Figure 8-30(B) shows the preview effect of the item (YEP -D) to execute the hype performance or to start the hype performance. 27SHIGD-KAI display scene (T2 in Figure 8-11 and Figure 8-13(A)) (The scene immediately before 3).

[0309] FIG. 8-30(C) shows a preview effect of a special item, which corresponds to the item image D. A scene where the hype scene 027SHIGD-AO is being performed to provoke Ruka (Figures 8-11 and 8 (The scene is from T23 to T24 in -13(A)). After the hype scene, The preview performance of the special feature corresponding to image D is not performed (see Figure 8-13(A)).

[0310] In the examples of Figures 8-16 to 8-30, each icon that suggests the display of each item image is System image display suggestion display (027SHIGA-SHI, 027SHIGB-SHI, 027 SHIGC-SHI, 027SHIGD-SHI) are common, but for each item image Also, each preview performance may be different. 027SHIGB-AO, 027SHIGC-AO, 027SHIGD-AO) are common However, it may be different for each preview performance (i.e., for each item image). The start of the corresponding promotional performance is indicated by the promotional performance start display (027SHIGA-KAI, 0 27SHIGB-KAI, 027SHIGC-KAI, 027SHIGD-KAI) are common However, depending on which preview performance is started (i.e., the item image (each time), may be different.

[0311] (Setting value suggestion) Next, use Figures 8-31 and 8-32 to show the setting values ​​(see Figures 8-2(A) and (B)). The pachinko game machine 1 according to the characteristic part 027SH displays an item image effect. Use (for example, using an item image) to indicate the currently set setting value. For example, the pachinko gaming machine 1 according to the characteristic part 027SH is shown in FIG. 8-31(A) and FIG. 8-31(B). As shown in FIG. 1, the fourth display mode is used as the display mode of the item image D in the item image presentation D. Regarding the display mode of item image D in the fourth display mode (level 4), In addition, the currently set setting value may be suggested.

[0312] (First example) For example, as shown in FIG. 8-31(C), the display of the item image D in the fourth display mode → When the preview performance (YEP-D) is performed (movement of the moving body 027SH32), (Regardless of whether the result is a hit or miss), the currently set value is set to a high value (for example, It may also be possible to indicate that the value is 4 or greater.

[0313] (Second example) For example, as shown in FIG. 8-31(D), the display of the item image D in the fourth display mode → If the preview performance (YEP-D) goes from execution to failure, the currently set settings It may also be suggested that the value is set high (for example, set to 4 or higher).

[0314] (Third example) For example, as shown in FIG. 8-31(E), the display of the item image D in the fourth display mode → When the preview performance (YEP-D) is not performed (movement of the moving body 027SH32 is not performed) ( Regardless of whether the result is a hit or miss, the currently set value is set to a high value (for example, 4 or more).

[0315] (Example 4) For example, as shown in FIG. 8-31(F), the display of the item image D in the fourth display mode → If the preview performance (YEP-D) goes from no execution to miss, the currently set setting It may also be suggested that the value is set high (for example, set to 4 or higher).

[0316] (Fifth Example) Although not shown in the figure, the display of the item image D in the fourth display mode was changed to "missing." In this case (regardless of whether or not the YEP-D preview is being performed), the currently set value It may also be possible to suggest that the value is set high (for example, set value 4 or higher). (Display timing for the fourth display mode (level 4))

[0317] In the first example (the second to fourth examples may be similar), the item in the fourth display mode The timing of displaying the image D is not particularly limited (i.e., it is displayed from the beginning). It may be displayed in a different display mode, or may be displayed in a different display mode), for example: The display period may be extended to make it easier for the player to recognize. ) as shown in the item image performance execution pattern "IGEGP6", first ( The item image D in the fourth display mode may be displayed from T5) in FIG. In 32(A), the fourth display mode is generally used to make the player recognize that a win is confirmed or highly likely. However, there is a possibility that the item will be lost after the item image D of the fourth display mode is displayed. If is not zero (for example, in the second example), the fourth display mode is different from gold. It may be in color or pattern.

[0318] (Example of the determination ratio in the first example) In the first example, the item when performing the YEP-D (Year-Effective Performance) As the determination ratio of the item image effect execution mode pattern of the item image effect D (IGEP-D), Instead of the decision ratio shown in Figure 8-10(G), we use the decision ratio shown in Figure 8-32(B). In addition, when the YEP-D (Year-Effective Pre-Delivery) is not performed, the item image is displayed. The determination ratio of the item image performance execution pattern for IGEP-D is shown in Figure 8-1. Instead of the decision ratio shown in Figure 8-32(H), the decision ratio shown in Figure 8-32(C) is used. That is, the performance control CPU 120 may perform the following in step 027SH of FIG. When the process of S134 is executed, the item image is produced at the ratio shown in Figure 8-32(B). The execution mode pattern is determined, and in step 027SHS135 of FIG. 8-15, the The item image effect execution mode pattern may be determined based on the ratio shown in C).

[0319] In other words, display of the item image D in the fourth display mode → execution of the special feature preview performance (YEP-D) However, the display of the item image D in the fourth display mode does not change (see FIG. 8-32(C)). The display changes to the execution of the preview performance (YEP-D) of the character (moving body 027SH32 is in operation). In this case, the item image D in the fourth display mode is displayed. There is a difference in the settings for whether or not the preview effect (YEP-D) is executed (Figure 8 In the example shown in Figure 8-32(B), the item image effect is The pattern "IGEGP6" is set to 1 if the current setting is any of the setting values ​​1 to 3. If the current setting is between 4 and 6, the setting is 15%. is determined by.

[0320] According to the example shown in FIG. 8-32(B), the display of the item image D in the fourth display mode → the role prediction The announcement performance (YEP-D) is more likely to be performed in the case of setting values ​​4-6 than in the case of setting values ​​1-3. In other words, according to the example shown in Figure 8-32(B), a low setting (e.g., setting value 3) When the setting is high (for example, setting value 4 or higher), the fourth display state is more likely to be displayed than when the setting is low (for example, setting value 4 or lower). The frequency of the transition from displaying the item image D to the execution of the YEP-D (YEP-D) is high. Therefore, the display of the item image D in the fourth display mode → the special preview performance (YEP-D) The transition to Executed (or the frequency of transition) is determined by the currently configured settings. This suggests that the set value is set high (for example, set value 4 or higher).

[0321] The example shown in Figure 8-32(B) is Super Reach A (variation pattern #13, #1 Even if 7) is the case, if it becomes Super Reach B (fluctuation pattern #14, #18) Even if the item image is displayed, if the special effect is executed, the item image effect execution pattern "IGE GP6" can be determined (if the setting is 1 to 3, it is determined at a rate of 1%). , if the setting value is 4 to 6, it is determined at a rate of 15%, In the case of B, only when the special effect is executed, the item image effect execution pattern The game may be set up so that the game mode "IGEGP6" can be determined (in the case of Super Reach A). When the special effect is executed, the item image effect execution pattern "IGEGP6" (It is also possible to make it so that the first 4 Display of item image D in display mode → Execution of the role preview performance (YEP-D) (movable body 02 While there is a difference in the settings between the 7SH32 and the transition, the Super Reach In the case of A, the display of the item image D in the fourth display mode → the special feature preview performance (YEP- D) is executed (moving body 027SH32 is in operation) and there is no difference in the settings. You may do so.

[0322] (Example of the determination ratio in the second example) In the second example, for example, the display of the item image D in the fourth display mode → the preview of the special feature The output (YEP-D) is executed (moving body 027SH32 is in operation) → jackpot, and so on. There is no difference in the settings, but the display of the item image D in the 4th display mode → There is a setting difference in the transition from execution (movement of the moving body 027SH32) to failure. For example, when a super reach jackpot is reached, a special effect is executed. When the item image effect execution pattern "IGEGP6" is set to 1, While it is common to 6 (for example, 20%), when the Super Reach is missed, When the item image effect execution pattern "IGEGP6" is executed, the decision rate is The setting values ​​1 to 3 may be different from the setting values ​​4 to 6 (for example, If the value is any of the above, the value may be 1%, and if the value is any of the set values ​​4 to 6, the value may be 10%. ).

[0323] In addition, in the case of Super Reach B, the display of item image D in the fourth display mode → The preview performance of the special feature (YEP-D) is performed (moving body 027SH32 is in motion) → It is assumed to be a miss. While there are setting differences in the transfer, in the case of Super Reach A, 4 Display of item image D in display mode → Execution of the role preview performance (YEP-D) (movable body 02 There may be no difference in the settings for the transition from 7SH32 working) to miss.

[0324] (Example of the determination ratio in the third example) In the third example, for example, the display of the item image D in the fourth display mode → the preview of the special feature There is no difference in the setting of whether or not the output (YEP-D) is executed, but the item in the fourth display mode There is a setting difference in the transition from display of image D to execution of the YEP-D. For example, when a special effect is executed, an item image effect execution pattern may be set. The decision ratio of the game "IGEGP6" is set to the same value 1 to 6 (for example, 10%), The probability of determining the item image effect execution pattern "IGEGP6" when the effect is not executed The case may be different for setting values ​​1 to 3 and for setting values ​​4 to 6 (for example, setting value 1 If the value is between 4 and 6, it is set to 3%. (This is also acceptable.)

[0325] (Example of determination ratio in Example 4) In the fourth example, for example, the display of the item image D in the fourth display mode → the preview of the special feature There is no difference in the setting of the transition from no execution of (YEP-D) to jackpot, but the fourth display mode The display of item image D → No execution of the special feature preview performance (YEP-D) → Miss. There may be a setting difference between the two. For example, the Super Reach Big Hit (variation pattern # Item image effect execution pattern when special effects are not executed in 17, #18) The decision ratio of the "IGEGP6" is set to the same value for 1 to 6 (for example, 5%), while the When the reach is missed (variation pattern #13, #14), the special effect is not executed. The determination ratio of the item image performance pattern "IGEGP6" is set to 1-3. It may be different for the set values ​​4 to 6 (for example, when the set value is one of 1 to 3, 0.5%, or 3% if the set value is any of 4 to 6).

[0326] (Example of determination ratio in Example 5) In the case of the fifth example, details are omitted, but for example, the item image D in the fourth display mode There is no difference in the setting of the display → jackpot, but the item image D of the fourth display mode There may be a setting difference between the transition from display to miss.

[0327] In the above example, the currently set value is set to a high value (for example, a value of 4 or higher). Although we have explained examples that suggest this, the subject of the suggestion is not limited to high settings. For example, it may suggest the negation of the lowest setting (setting value 1) (setting value 2 or higher), or it may suggest the In other words, in the above example, setting values ​​1 to 3 and setting values ​​4 to 6 may be indicated. We have explained an example in which the decision ratio of the item image effect execution pattern is different for the two cases. However, for example, the item image effect execution pattern is divided into two, setting value 1 and setting values ​​2 to 6. You can also set the percentage of items to be determined differently, or you can set values ​​1 to 6 and divide them into six. The determination ratio of the image effect execution mode pattern may be varied.

[0328] (Modifications of the gaming machine relating to the characteristic part 027SH) Next, modified examples in FIGS. 8-1 to 8-32 will be described.

[0329] (Variation 1 of feature part 027SH) In the above, the order of the display start timing of each item image and the The example has been described in which the order of the execution start timing of each corresponding preview performance is consistent. In general, as shown in Figure 8-11, the display start timing of item images A to D is Display start timing of item image A (T2) → Display start timing of item image B (T3 ) → Display start timing of item image C (T4) → Display start timing of item image D The order is (T5), and the execution start timing of each preview performance corresponding to item images A to D is The timing is the start timing of the cut-in preview effect corresponding to item image A (T15). → Timing of execution of the group preview effect corresponding to item image B (T18) → Item image The timing when the button preview effect corresponding to C starts (T21) → the timing when the button preview effect corresponding to item image D starts The timing of the start of the preview performance of the special item (T24) is the order of the display of each item image. The order of start timing and the execution start timing of each preview performance corresponding to each item image However, the timing of when each item image starts to be displayed is different. The order of the start timing of the preview performances corresponding to the respective item images is as follows: It doesn't have to match. For example, item image A is displayed in the order of item image B, and The group preview corresponding to item image B will be followed by the cut-in preview corresponding to item image A. Also, when item image A is displayed in the order of item image B, There are cases where the sequence is cut-in preview → group preview, and cases where the sequence is group preview → cut-in preview. The sequences may be executed in the order of the performance.

[0330] (Variation 2 of feature part 027SH) In the above, an example has been described in which the display start timing of each item image is different. Specifically, as shown in Figure 8-11, item image A is T1, item image B is T2, Item image C is T3, and item image D is T4. However, each item image The timing at which the images start to be displayed does not have to be different for each item. For example, The display start timing of two of the four item images may be simultaneous. The display start timing of three of the item images of the same type may be simultaneous, or four types may be simultaneous. The display start timing of all of the item images may be simultaneous.

[0331] (Variation 3 of feature part 027SH) In the above example, the timing of the change to the second display mode (Level 2) for each item image is different. Specifically, as shown in Figure 8-11, item image A is T6 , item image B is T7, item image C is T8, and item image D is T9. However, the timing of the change to the second display mode (Level 2) of each item image is different for each item. For example, two of the four item images A to D The timing of the change to the second display mode (Level 2) may be simultaneous, or the four types of icons may be The timing of the change to the second display mode (Level 2) of the three types of system images is simultaneous. Alternatively, the timing for changing all four types of item images to the second display mode (level 2) may be The same applies to the timing of the change to the third display mode (level 3). be.

[0332] (Variation 4 of feature part 027SH) In the example shown in FIG. 8-11, the display mode of the item image A at the start of display is always the first table. The display mode is Level 1, but the display mode at the time of disclosure may be Level 2 or Level 3. 3 display modes (level 3) may be used. Item image B, item image C, item image The same applies to the item image D. As described above, the fourth display state When there is a case where the display mode becomes Level 4, the display mode at the time of disclosure shall be set to Level 4. Rule 4) may also be used.

[0333] (Modification 5 of feature part 027SH) In the above example, after one of the preview effects is executed, the item image The display mode of the item image does not change (i.e., the timing when the display mode of the item image changes) (Example: The timing is earlier than the execution of any of the preview performances.) For example, in the example shown in Figure 8-11, after the earliest cut-in preview is executed, At this timing (T15 onwards), none of the item images will change. However, after one of the previews is performed, the item image The display mode of the image may be changed.

[0334] (Variation 6 of feature 027SH) In the above example, after one of the preview effects is executed, the item image (That is, the timing of displaying the item image is determined by the timing of the preview.) For example, in Figure 8-11, In the example above, the timing after the earliest cut-in preview is executed is In this case (T15 and later), no new item images will be displayed. Then, at the timing after one of the preview performances is performed, a new item image will be displayed. It may be configured to show the

[0335] (Variation 7 of feature part 027SH) In the above example, we explained that the execution periods of certain preview performances do not overlap with other preview performances. The execution period of a preview performance and another preview performance may overlap. Timing when the preview performance starts → Timing when other preview performances start → Timing when other preview performances start The timing of the execution end → The timing of the execution end of a certain preview performance, or the execution of a certain preview performance Start timing of the line → Start timing of other preview performance → End timing of a preview performance It may also be possible to set it so that the timing of the end of the execution of another preview performance occurs.

[0336] (Variation 8 of feature part 027SH) In the above, item image A and cut-in preview, item image B and group preview, Item image C and button preview, item image D and character preview, We have explained an example where the image and the preview performance have a one-to-one correspondence. As shown above, the execution is based on the item image A being deleted (used as an item). What you get is a cut-in preview effect, which is executed based on the disappearance of item image B. The only thing that can be done is a group preview performance, which can be executed based on the deletion of the item image C. This is a button preview effect, which can be executed based on the deletion of the item image D. However, the item image and the preview performance do not necessarily correspond to each other. There does not have to be a one-to-one correspondence.

[0337] For example, if you want to create multiple preview effects for one item image (e.g., item image X), For example, a cut-in preview effect, a group preview effect, etc. may be associated with the item image. When two events, a cut-in preview and a group preview, are associated with X, When system image X is deleted, only the cut-in preview effect is executed. There are cases where only the group preview performance is executed based on the deletion of the item image X. The cut-in preview and the group preview are performed based on the deletion of the item image X. It may be possible to perform the above.

[0338] For example, for multiple item images (e.g., item image X, item image Y), A certain preview effect (for example, a cut-in preview effect) may be associated with the image. When a cut-in preview effect is associated with item image X and item image Y, , when the cut-in notice performance is executed based on the deletion of the item image X, When the item image Y is deleted, a cut-in preview effect may be executed. In addition to the display mode of the item image when it is deleted, The rate at which the preview effect is executed may be varied depending on the type. In addition to the display state of item image X and item image Y when item image X is deleted, Depending on whether item image Y is displayed or item image Y is deleted, a cut-in preview effect will be performed. The combination may be different.

[0339] For example, for multiple item images (e.g., item image X, item image Y), Multiple preview effects (for example, cut-in preview effects, group preview effects) may be associated. For item image X and item image Y, there are two types of preview effects: cut-in preview effects and group preview effects. When they are associated, a cut-in is predicted based on the deletion of item image X. When only the announcement performance is performed, and when the item image X is erased, the group announcement performance is performed. When only the item image Y is deleted, the cut-in preview is When only the item image Y is removed, only the group preview effect is displayed. In addition, the cut image is executed based on the deletion of the item image X. When the item image Y is deleted, In this case, a cut-in preview effect and a group preview effect may be executed. In addition to the display mode of the item image when it is deleted, the type of the item image to be deleted is also displayed. Therefore, the percentage of preview effects that are executed and the percentage of types of preview effects that are executed may be changed. good.

[0340] (Modification 9 of feature part 027SH) In the above explanation, the item image is used to identify the corresponding preview effect at the time of display start. It is possible, but the item image cannot identify the corresponding preview performance at the time of display start. For example, the item image A corresponding to the cut-in preview effect may be displayed at the time of the start of the display. In timing, the corresponding preview performance is displayed in an unidentifiable display format (for example, plain). At the timing of the change, the display mode that makes it impossible to identify the corresponding preview performance (for example, A display mode (first display mode or second display mode) that can identify a corresponding preview performance from the display mode (for example, plain) The value may be changed to a value such as

[0341] (Modification 10 of feature part 027SH) In the above, we have explained an example where multiple images of the same type of item are not displayed. A plurality of item images may be displayed. For example, the item image in the first display mode (level 1) When two A are displayed side by side, or when the first display mode (level 1) item image A and the second There may be cases where the item image A in the second display mode (level 2) is displayed side by side. When N images of a certain type of item are displayed, the preview corresponding to the item image is The output is executed up to N times.

[0342] (Modification 11 of feature part 027SH) In the above example, the display style of the item image changes, but the type of item image does not change. However, the type of item image may also be changed. For example, the first display mode (level 1 ) changes to item image B in the first display mode (level 1). Or, the item image A in the first display mode (level 1) is the item in the second display mode (level 2). It is acceptable for the image to change to image B. Note that the third display mode (level 3) items When the item type changes, for example, item image A changes to item image B in the second display mode (level 2), In this case, the display mode may be downgraded (level 3 → level 2).

[0343] (Variation 12 of feature 027SH) In the above, there are four types of preview effects, and four types of item images corresponding to the preview effects. However, the number of item images and preview effects does not have to be four. For example, in the case of the above-mentioned variant 8, In this case, you can have two types of item images and five types of preview effects, or you can have five types of item images. Alternatively, there may be two types of preview effects. That's fine.

[0344] (Variation 13 of feature 027SH) In the above example, the timing of erasing the item image is determined by the preview performance corresponding to the item image. We have explained an example where the timing for the hype effect to be performed is the same as when the item image is erased. The timing for erasing the item image is not limited to this. For example, the timing for erasing the item image is It may be a timing at which a preview effect corresponding to the item image is executed. The item image will continue to be displayed during the promotional performance, and will be displayed only when the preview performance begins (promotional performance). Specifically, in Figure 8-11, Replace item image A with T14 and delete it with T15, and replace item image B with T17 and delete it with T18. Delete, replace item image C with T20, delete with T21, and replace item image D with T23 It may also be erased at T24.

[0345] (Variation 14 of feature 027SH) In the above example, item image A is erased at the start of the promotion (T14 in Figure 8-11), and the promotion During the cut-in preview period (T14 to T15 in Figure 8-11) or during the cut-in preview period (Figure 8-12) 8-11 T15 to T16) (in the case of the above-mentioned modified example 13, cut-in It is erased at the start of the preview performance (T15) and during the cut-in preview performance (T1 in Figure 8-11). 5~T16) (Example of not displaying). In other words, item image A will be cut off at the latest. This explains an example of how to erase the image by the time the cut-in preview starts and not display it during the cut-in preview. However, if you do not erase item image A and display it during the cut-in preview period, In other words, item image A may not be deleted even if it is used. The same applies to the item images (item image B, item image C, item image D).

[0346] (Variation 15 of feature part 027SH) In relation to the above-mentioned modified example 14, in the case where the used item image A is not erased, The used item image A may be recognized as having been used. For example, , if the display mode of the item image A just before the start of the teasing cut-in preview performance is If the display mode is the second mode (level 2) (if the display mode is the first mode (level 1) or the third mode (level The same applies to Rule 3), when the cut-in preview performance starts, the second display mode (Level 2) → The style of the hype performance (for example, the color is grayed out or monochrome, and the text is "Inciting performance in progress" is displayed), and when the cut-in preview performance begins, the inciting performance is executed. Mode → Preview performance mode (for example, the color is grayed out or monochrome, and the wording "Preview performance" is At the end of the cut-in preview performance, the preview performance execution mode → Preview End of performance (for example, grayed out or monochrome with the wording "Done" displayed) In other words, for the item image A, during the promotional performance period (T14 to T15) is the "hype performance execution mode", and during the execution period of the cut-in notice performance (T15~T1 6) is the "preview performance mode", and after the cut-in preview performance ends (T16~) it is the "preview performance mode". Other item images (item image B, item image C, item image D, item image E, item image F, item image G, item image H, item image I ... The same applies to system image D).

[0347] In addition, if the cut-in notice is not executed after the teasing performance, the cut-in notice will At the start of the execution timing, the promotion effect execution mode → the advance notice effect non-execution mode (for example, color (The image may be grayed out or in monochrome, with a message such as "Advance notice not being performed" displayed.) In other words, for item image A, during the promotional performance period (T14 to T15), After the end of the promotional performance (T15~), the performance will be in a "non-performance mode." Regarding other item images (item image B, item image C, item image D), The same is true for

[0348] The above-mentioned provocative performance execution mode may be common regardless of the type of item image. For example, it may be plain or may display the words "hype performance in progress." Regarding the mode, preview performance end mode, and preview performance non-execution mode, regardless of the type of item image, It may be common to

[0349] In addition, instead of the above, the provocative performance execution mode is in accordance with the type of item image. For example, the range in which the pattern according to the type of item image (see Figure 8-9) can be recognized Within the message, the color may be grayed out or a message such as "hype production in progress" may be displayed. The type of item image also determines the mode of execution of the announcement performance, the mode of ending the announcement performance, and the mode of not executing the announcement performance. It may be something common to all classes.

[0350] (Variation 16 of feature 027SH) The above is an example of executing a preview effect after a teasing effect (if the teasing effect is executed before the preview effect is executed). However, it is not necessary to execute a preview performance after executing a promotion performance (an example of a preview performance) (It is not necessary to execute the teasing effect before the item is released.) In other words, the teasing effect is executed after the item image is used. The preview performance may be executed without executing the preview performance.

[0351] (Variation 17 of feature part 027SH) In the above example, during the Super Reach performance, item image performance (display of item image) and notice However, item image effects or preview effects may be executed during other periods. For example, variable display start → item image A display start → reach → item image A disappear → cut The flow can be either the execution of the toy preview performance, or the variable display start → the display of item image A → Reach → Develops into Super Reach → Item image A disappears → Cut-in preview performance is performed Or you can use the flow: Variable display start → Reach → Item image A display start → Item image The flow can be either the erasure of A → execution of the cut-in notice performance, or the variable display start → reach → A Item image A begins to be displayed → Develops into Super Reach → Item image A disappears → Cut-in prediction It would also be possible to have a promotional performance.

[0352] (Variation 18 of feature 027SH) In the above, during one change, the item image performance (display of the item image) and the notice performance are performed. However, the item image effects and preview effects may be executed over multiple variations.

[0353] For example, during a certain change, the required item image (item that you have decided to display) image) and during the next or subsequent fluctuations, the image of the item being displayed will be Even if you erase everything and execute all the necessary preview effects (preview effects that you have decided to execute), For example, in the first change, item image A, item image B, and item image C are displayed. → Item image during a change after some changes (for example, during any of the changes from the 2nd to the 4th changes) Delete all A, B, and C items (each item image is displayed from the beginning to the end) The process is to use the display (which can be changed) to perform the necessary preview performance.

[0354] For example, during a certain change, the necessary item image (the item that has been decided to be displayed) All the items (item images) are displayed, and the displayed item images are sequentially erased over multiple changes. Important preview effects (preview effects that have been determined to be executed) may be executed sequentially. For example, At the first change, item image A, item image B, and item image C will start to be displayed. At the first change, item image A is erased (item image A can change between display start and erasure). Then execute the necessary preview effect (cut-in preview effect) → Delete item image B at the second change ( Item image B can change between display start and disappearance) and execute the necessary preview effect (group preview effect) → At the third change, item image C is erased (item image C can change between display start and erasure) The necessary preview effect (button preview effect) is executed, and the item image is displayed in the first change. A, item image B, item image C start to be displayed → Item image A is erased at the second change (A Item image A can be changed between the start and end of display) and the necessary preview effects (cut-in preview effects) ) → Item image B is erased at the third change (Item image B changes between the start of display and erasure) possible) and execute the necessary preview effect (group preview effect) → At the 4th change, erase item image C ( Item image C can be changed between display start and disappearance) and necessary preview effect (button preview effect) The process is to execute it.

[0355] Also, for example, over multiple variations, necessary item images (item images for which display is determined) Images) are displayed sequentially, and during another change when all the required item images have been displayed, Clear all the displayed item images and clear all the necessary preview effects (preview effects that have been confirmed to be executed). For example, item image A starts to be displayed in the first change → item image B starts to be displayed in the second change Item image B starts to be displayed → Item image C starts to be displayed at the 3rd change and the 3rd change Delete all item images A, B, and C (each item image) can change between the start of display and disappearance) to execute the necessary preview performance, Item image A will be displayed in the first change → Item image B will be displayed in the second change → Item image B will be displayed in the third change Start displaying item image C → 4th change: Item image A, Item image B, Item image C Clear all (each item image can be changed between display start and clearing) and perform the necessary preview performance. This is the flow.

[0356] Also, for example, over multiple variations, necessary item images (item images for which display is determined) The image of the item being displayed is sequentially displayed, and the image of the item being displayed is sequentially erased over multiple variations. Important preview effects (preview effects that have been determined to be executed) may be executed sequentially. For example, Item image A starts to be displayed at the first change → Item image B starts to be displayed at the second change At the second change, item image A is erased (item image A can change between the start of display and the erasure) ) to execute the necessary preview effect (cut-in preview effect), and on the third change, item image B is erased. (Item image B can change between display start and deletion) and perform the necessary preview effect (group preview effect) For example, in the first change, item image A is displayed → in the second change, Item image B starts to be displayed → Item image A is erased on the third change (Item image A starts to be displayed) ~Can be changed between erasures) and execute the necessary preview effect (cut-in preview effect), and Delete item image B (item image B can change between display start and deletion) and give the necessary notice The process is to carry out the performance (group preview performance).

[0357] (Variation 19 of feature part 027SH) In the above, in the variable display start setting process (step S171), the item image is (See FIG. 7 and FIG. 8-14) The item image may be determined in the variable display start setting process (step S17 In the case of determining the item image in 1), whether or not to execute the preview performance and the change pattern The item image is determined based on the gameplay (see Figure 8-10). When determining the item image in the determination process (step S161), the received image Decide on the item image based on the content of the specified command or variable category specified command In addition, in the advance notice setting process at the time of one start winning, multiple item images The image may be determined collectively, or in the pre-reading notice setting process at the time of each start winning. In other words, multiple items may be used for one variation. You can also associate a game image with each variation, or you can associate an item image with each variation. That's fine.

[0358] (Variation 20 of feature 027SH) In the above example, after the item image is displayed, the item to be used is displayed as a special effect when using the item image. We have explained an example of executing a preview effect corresponding to the type of item image used. There may be cases where a preview performance of a type different from the preview performance corresponding to the type of image is performed. For example, in the example shown in Figure 8-11, the action is executed based on the deletion of item image A. What can be done is a cut-in preview performance, but based on the deletion of item image A, In addition, as an example related to the eighth modification, For one item image (for example, item image X), multiple preview effects (for example, When the item image X is associated with the item image X, the item image X is deleted. Based on this, the above multiple preview effects (for example, cut-in preview effects, group preview effects) In some cases, a different preview performance (for example, a special preview performance) may be performed. This can give the player a sense of surprise and increase their interest. In some cases, a different type of preview performance may be performed than the preview performance corresponding to the type of image. In this case, a different type of preview effect will be performed depending on the type of item image used. It is more effective to use the preview effect that corresponds to the type of item image used than to use the preview effect that corresponds to the type of item image used. , the probability of winning a jackpot may be increased.

[0359] (Variation 21 of feature 027SH) The setting value suggestions were explained using Figures 8-31 and 8-32. , but is not limited to this.

[0360] For example, in relation to the above-mentioned modified example 1, the order of the display start timing of each item image and The order of the timing of the start of the preview performances corresponding to the respective item images is made to match. The setting difference is set for the decision ratio of whether or not to display the item image, and the order of the timing of the item image display and the notice Even if the setting value is suggested based on whether the order of the start timing of the performance matches As an example, the order of the timing at which the item images start to be displayed and the timing at which the preview performance starts can be adjusted. The rate at which the order of the sentences matches is set to 95% when the setting is low (e.g., 3 or less). If the setting is high (for example, 4 or more), the percentage is set to 85%. The order of the previews and the start timing of the previews do not match (or the frequency of the mismatch) A high level of sensitivity (e.g., a setting of 4 or higher) may be indicated. In other words, the frequency with which the above rules regarding the order (the rule is that the order should match) are broken is higher with the high setting. (5% at low setting, 15% at high setting) The setting may be suggested.

[0361] In addition, in relation to the above-mentioned modified example 2, the display start timing of a plurality of item images is set to be simultaneous. The timing to start displaying multiple item images is set to a different value. The setting value may be suggested based on whether multiple items are simultaneously selected. If the ratio of simultaneous image display start timing is set low (for example, 3 or less), 5% for high settings (e.g., 4 or higher), and 15% for multiple item images. The timing of the image changes must match (or match frequently) to be considered a high setting (for example, For example, the setting value may be 4 or more. The frequency with which the rules regarding the game (the rule is not simultaneous) breaks down is higher in high settings (low settings 5% for low settings, 15% for high settings), and high settings are indicated by rule violations (frequency of rule violations). Similarly, in relation to the above-mentioned modification example 3, the modification of a plurality of item images may be performed. Set a setting difference in the decision ratio of whether to make the timing of multiple item images simultaneous or not. The set value may be suggested depending on whether the change timing is simultaneous.

[0362] In addition, in relation to the above-mentioned modified example 4, the display mode of the item image is determined based on the ratio of the display mode of the item image. Setting differences have been set, and the setting value is suggested in relation to the display mode when the item image is displayed. As an example, the display mode at the start of displaying the item image may be the first display mode (level 1) or the second display mode (level 2), and the proportion of the second display mode (level 2) is set to low. If the setting is high (e.g., 4 or higher), set it to 3%. 9%, and the display mode when the item image starts to be displayed will be the second display mode (level 2). (or the frequency of the second display mode (level 2) is high) is a high setting (for example, 4 or more). In other words, when the item image is displayed, The higher the setting, the more frequently the display mode rules (which are basically the first display mode (level 1)) are broken. Because it is high (3% at low settings, 9% at high settings), it is high due to the rule breaking (frequency of rule breaking). The setting may be suggested.

[0363] In addition, the setting value may be suggested in the preview performance. Regarding the image (Figure 8-5(B), etc.), the usual strong cut-in image (the appearance of characters A and B) Two types of strong cut-in images: special strong cut-in images (appearance of characters A and C, etc.) By preparing images and setting a different setting for the determination ratio of the type of strong cut-in image, The setting value may be indicated in the in-image. After deciding to execute the cut-in preview (YEP-A2) that displays the image, If the threshold is set (for example, 3 or less), the "normal strong cut-in image" will be set at 95%, and the "special strong cut-in image" will be set at 100%. If the "Strong Cut-in Image" is determined at a rate of 5%, and the setting is high (for example, 4 or more), The ratio of "normal strong cut-in images" is 80% and "special strong cut-in images" is 20%. In other words, a cut-in preview effect (YEP-A2 ) in which a "special strong cut-in image" is displayed (or "special strong cut The frequency with which "toy images" are displayed is high (for example, setting value 4 or higher). The above may be suggested.

[0364] For example, for group images (e.g., Figure 8-5(C)), a normal group image (a group of character A) ), and a special group image (group of character B). By providing a setting difference in proportion, the setting value may be suggested in the group image. Specifically, for example, after deciding to execute the group preview performance (YEP-B), For example, if the number of images is 3 or less, the "normal group image" will be 95% and the "special group image" will be 5%. If the setting is high (e.g., 4 or higher), the "normal group image" is set to 80%, A "special group image" may be determined at a rate of 20%. In the YEP-B, a "special group image" is displayed (or This indicates that the frequency of "images" being displayed is high (for example, setting value 4 or higher). It may be suggested that the

[0365] In addition, in the super reach, the set value may be suggested. - Regarding Reach B (variation pattern #16, #18), the usual Super Reach performance (background 1 battle performance, etc.), special super reach performance (background 2 battle performance, etc.) There are two types of Super Reach performances, and the type of Super Reach performance of Super Reach B is By setting a difference in the decision ratio, in the Super Reach B Super Reach performance In addition, the setting value may be suggested in relation to the big win. For example, the start of the jackpot game state (Fa There are two types of fanfare effects: normal fanfare and special fanfare. Various fanfare effects are prepared, and the type of fanfare effect for the third big win is decided. By setting a fixed ratio of setting differences, in the fanfare production at the third jackpot, A setting value may be suggested.

[0366] Also, even if the item image suggests that the setting value will be suggested later, For example, the setting value may be suggested by an item image in the preview. As an example, a "special strong cut-in image" in which the setting value is suggested may be used. If it is decided to display the "image" when a cut-in preview is performed, A mode that suggests that a setting value will be suggested in the set-in preview performance (for example, the wording " You may also display the item image A in a state where the setting suggestion notice is displayed. It is uncertain whether the above-mentioned item image A will have a cut-in preview effect. If a cut-in preview is performed, the cut-in preview will have a "special strong Another example is when a setting value is suggested. When it is decided to display a "special strong cut-in image" that will be used in the cut-in prediction, The advertisements suggest that the setting values ​​will be suggested (for example, the words "setting suggestion" In other words, the above-mentioned item image A may be displayed in the above-mentioned manner. Item image A is a cut-in preview performance, and in the cut-in preview performance This suggests that a "special strong cut-in image" will be displayed.

[0367] In addition, the preview effects shown in Figure 8-4 are different effects (effects related to the reliability of the jackpot, etc.) It may be a performance that is not related to the reliability of the jackpot) The item image may suggest that a suggestion is being made.

[0368] Also, we have made it so that the setting value will be suggested later by something other than the item image. In other words, the item image may not suggest that the setting value will be suggested later. For example, the setting value may be suggested in the preview performance. The setting value may be suggested by a provocative effect. If you have decided to display a "special strong cut-in image" that When the setting is confirmed, the setting value will be suggested in the cut-in preview. (For example, displaying a message such as "Preview with setting suggestion?" near the countdown number. In other words, the above-mentioned provocative effects may be performed without cutting the It is uncertain whether a cut-in preview will be performed, but if a cut-in preview is performed, If this is the case, it suggests that a "special strong cut-in image" will be displayed in the cut-in preview performance. As another example, we will show a "special strong cut-in image" that suggests the setting value. If it is decided to show the setting value, the setting value will be suggested in the cut-in preview. (For example, a message saying "Preview with setting suggestion!" near the countdown numbers.) In other words, the above-mentioned promotional effect may be , a cut-in preview performance is performed, and in the cut-in preview performance, "a special strong cut" is This suggests that a "toin image" be displayed.

[0369] It is also possible to not suggest at all that a setting value will be suggested later. Without any prior indication (even in the item image, Alternatively, the setting value may be suggested without suggesting the setting value.

[0370] The "suggested setting value" is a setting value (or a setting value within a certain range) that is likely to be It merely allows the user to recognize that the value is a certain setting (or a setting within a certain range). It does not have to be something that notifies, but rather something that confirms that a certain set value (or a set value within a certain range) is reached. For example, a low setting (e.g., For example, if the value is set to 3 or less, the effect or the winning combination will not be decided. The display etc. definitely notifies that the setting is high (for example, set value 4 or less).

[0371] (Application to other devices) Although the above describes an example of application to a pachinko game machine, it can also be applied to a slot machine. For example, in a certain state (e.g., a state that is not advantageous), For each game number, or for each game number within a predetermined range, the system determines whether to transition to another state (for example, an advantageous state). In slot machines that have higher probability of winning than usual, during the period of high probability that comes periodically, It is possible to execute a plurality of types of preview effects with different expectations of whether or not the state will change to another state. During the period before the high probability period, an item image that can identify the type of preview effect that will be performed The item image is displayed in accordance with the display mode of the item image. The probability of the type of preview performance specified by the item image being executed later will be different. You may do so.

[0372] Alternatively, in a first advantageous state (for example, CZ, bonus game, etc.), a second advantageous state A slot machine that selects with high probability whether to transition to a certain state (for example, AT state, ART state, etc.) In the second period of the first advantageous state (for example, the latter half of the period of the first advantageous state) During the final period, several types of preview effects with different expectations of whether or not to move to the second advantageous state are displayed. and the first period before the second period of the first advantageous state. The display mode of the item image is such that the type of advertisement effect can be specified. After the item image is displayed, the type of item specified by the item image is displayed. The rate at which the announcement effect is executed may be varied.

[0373] (Explanation of the means relating to the characteristic part 027SH) (Means A1 relating to characteristic part 027SH) A gaming machine capable of playing games (for example, a pachinko gaming machine 1, a slot machine, etc.) and a performance execution means (for example, a performance control CPU 120, etc.) capable of executing the performance. The output execution means executes the output within a predetermined period (for example, T15 to T16, T18 to T19 shown in FIG. 8-11). 9, T21-T22, T24-T25, periods before the period with high probability of lottery draws, etc.) It is possible to perform multiple types of preview effects (for example, the multiple types of preview effects shown in Figure 8-4) In addition, a specific display (for example, FIG. 8-9) that can identify the type of preview performance to be performed (A) to (L) (multiple types of item images, etc.) are displayed before the predetermined period. It is possible to execute specific effects (for example, the item image effect shown in Figure 8-8(A)), and The content advantageous to the player is notified depending on the type of the preview effect executed within the predetermined period. The probability of winning is different (for example, as shown in Figure 8-7(A) to (F), (different from the above) after the specific display is displayed, the preview performance of the type specified by the specific display is There are times when the output is executed and times when it is not executed (for example, Figure 8-10(A)(C) (E) (G) Item image display when preview performance is performed If you select the execution pattern "IGEGP2" to "IGEGP5", the item After the image is displayed, the preview effect of the type specified by the item image is executed. Displaying item images when the preview effects of (B), (D), (F), and (H) are not performed When the item image effect execution pattern "IGEGP2" to "IGEGP5" is selected After the item image is displayed, a preview performance of the type specified by the item image is executed. There are multiple display modes for the specific display (see, for example, Figures 8-9(A) to (L)). ), after the specific display is displayed in the display mode of the specific display, The rate at which the preview performance is executed varies (for example, Fig. 8-8(B), Fig. 8-10(A) to As shown in (H), after the item image is displayed in accordance with the display mode of the item image, The rate at which the preview effect corresponding to the item image is executed is different. The execution rate is determined by the display mode of the item image corresponding to the preview performance being the third display mode (level Level 3)>The display mode of the item image corresponding to the preview performance is the second display mode (level 2)>The The display mode of the item image corresponding to the preview performance becomes the first display mode (level 1).

[0374] According to the gaming machine, after the specific display is displayed in accordance with the display mode of the specific display, Since the rate at which the preview effect corresponding to the display is executed varies, the player can choose the display mode of a specific display. This will attract attention and increase your interest in the game.

[0375] (Means A2 relating to characteristic part 027SH) In the gaming machine of the above means A1, the specific display is A specific display corresponding to the execution period of the announcement (for example, the type of announcement specified by the specific display) It can be changed to a special state (for example, when the cut-in preview performance is executed for the item image A (T 15) can be changed to a "preview performance execution mode" in the "preview performance execution mode" and the special mode of the specific display is It is common regardless of the type of specific display (for example, common regardless of the type of item image). That's fine.

[0376] According to the gaming machine, a preview effect corresponding to a specific display is executed (item image It is possible to clearly notify the user that a preview is being performed. The specific display corresponding to the preview performance being performed is a specific display. It is possible to clearly notify whether the display is correct.

[0377] (Means A3 relating to characteristic part 027SH) In the gaming machine of the above means A1 and means A2, the specific display corresponds to the specific display. After the preview performance (for example, the preview performance of the type specified by the specific display) is performed, It can be changed to a different state (for example, for item image A, when the cut-in preview performance ends, (T16) may be changed to "preview performance end mode", etc.

[0378] According to the gaming machine, the advance notice performance corresponding to the specific display is executed (the item image is used). In addition, it is possible to clearly notify the user of the specific table corresponding to the preview performance that has been performed. It is clear that the specific display corresponding to the preview performance that was performed is a specific display. It can be accurately reported.

[0379] (Means A4 relating to characteristic part 027SH) In the gaming machine of the above means A1 to means A3, as the specific effect, It is possible to display multiple types of specific displays within the previous specific period (for example, as shown in Figure 8-11). (Up to four types of item images can be displayed in T2 to T14, etc.) The specific display may be displayed in any display mode (for example, in the case of FIG. 8-26(C) On the screen, item image A is displayed in the second display mode (level 2), and item image B is displayed in Displayed in the second display mode (level 2), and item image C in the third display mode (level 3) and item image D is displayed in the first display mode (level 1).

[0380] According to the gaming machine, attention is paid to the display modes of each type of specific display, which increases interest.

[0381] (Means A5 relating to characteristic part 027SH) The gaming machine of the above-mentioned means A2 performs the advance notice performance at a plurality of timings during the predetermined period. (For example, as shown in Figure 8-11, T15, T18, T21, T2 4, the preview effect can be executed at multiple execution start timings), The timing of the performance varies depending on the type of preview performance (for example, as shown in Figure 8-11). As mentioned above, the start timing of the cut-in preview performance is T15, and the start timing of the group preview performance is T16. The timing is T18, the button preview effect starts at T21, and the feature preview effect starts at T21. The start timing varies depending on the type of preview performance, such as T24, and the specific display The timing at which the special mode is achieved is determined by the advance notice corresponding to the specific display (for example, the special The item image A When the cut-in preview effect is executed (T15), it can be changed to the "preview effect execution mode", and Item image B can change to "preview performance execution mode" when the group preview performance is executed (T18). Item image C can change to "Preview performance execution mode" when the button preview performance is executed (T21). The item image D is displayed as "preview performance execution mode" when the preview performance of the special feature is executed (T24). Therefore, the timing when the item image becomes the "preview performance execution mode" depends on the item. The preview image may be different depending on the type of preview performance specified by the item image.

[0382] According to the gaming machine, the timing of the preview effect corresponding to the specific display is different, so the performance This reduces the complexity of the output.

[0383] (Means A6 relating to characteristic part 027SH) The gaming machine of the above means A1 to A5 specifies the type of the advance notice effect before the execution of one of the advance notice effects. When the possible specific display is displayed and before the execution of one of the preview performances, the type of the preview performance There are cases where the specific display that can identify the user is not displayed (for example, in FIG. 8-13(B)). In this example, before the button preview effect is executed, item image B corresponding to the button preview effect is displayed. However, the item image D corresponding to the special feature preview performance is not displayed before the special feature preview performance is executed. (b) When the specific display corresponding to one of the preview performances is displayed before the performance of the preview performance When the specific display corresponding to one of the preview performances is not displayed before the preview performance is executed, The ratio of the content advantageous to the player being notified is different between (A) and (B). For example, FIG. As shown in 8-10(A) to (H), before the preview performance is executed, the item corresponding to the preview performance is displayed. When the item image is displayed, and before the preview performance, the item image corresponding to the preview performance is displayed. When the preview effect is not displayed, the execution rate is different, so the preview effect When an item image corresponding to the preview effect is displayed, and before the preview effect is executed, When the item image is not displayed, it is displayed as shown in Figure 8-7(A) to Figure 8-7(F). The expected probability of winning may also be different.

[0384] According to the gaming machine, interest is increased because the player pays attention to the flow of the performance. .

[0385] (Means A7 relating to characteristic part 027SH) The gaming machine of the above means A1 to A6 changes the display mode of the specific display after displaying the specific display. (See, for example, Figure 8-8) and a performance that suggests a change in the display mode of the specific display. (For example, the display mode of item image A shown in Figure 8-17(C) is changed.) Item image change suggestion display using SHIGA-HEN It may be possible to perform the following:

[0386] According to the gaming machine, interest is increased because attention is focused on whether the specific display will change.

[0387] (Means A8 relating to characteristic part 027SH) The gaming machines of the above means A1 to A7 can execute variable display of identification information, and A pre-reading determination means (for example, a performance control C) for pre-reading and determining whether advantageous content will be notified. The predetermined period is: A period corresponding to a plurality of variable displays, and the specific display is displayed based on the look-ahead determination. For example, a plurality of item images may be associated with one variable display. Alternatively, each variable display may be associated with an item image.

[0388] According to the gaming machine, the degree of attention to the subsequent variation is increased, and the interest is enhanced. do.

[0389] (Means A9 relating to characteristic part 027SH) The gaming machines of the above means A1 to A8 can be controlled to be in an advantageous state that is advantageous to the player, A plurality of setting values ​​including an unfavorable setting value and an advantageous setting value that is more advantageous to the player than the unfavorable setting value. You can set one of the following values ​​(see Figure 8-2(A)(B) for example). In at least some of the preview effects of the plurality of types, the setting value For example, for a strong cut-in image (e.g., Figure 8-5(B)), Cut-in images (appearance of characters A and B, etc.), special strong cut-in images (character A, Two types of strong cut-in images (such as the appearance of C) were prepared, and the decision ratio of the type of strong cut-in image was By providing a setting difference between the two, the setting value is suggested in the strong cut-in image. Good too.

[0390] According to the gaming machine, in addition to whether a preview effect is executed after the specific display is displayed, It is interesting to pay attention to whether the preview that appears after the display suggests the setting value. To rise.

[0391] (Means A10 relating to characteristic part 027SH) The gaming machine of the above means A1 to A9 can be controlled to an advantageous state that is advantageous to the player, A plurality of setting values ​​including an unfavorable setting value and an advantageous setting value that is more advantageous to the player than the unfavorable setting value. You can set one of the following values ​​(see Figure 8-2(A)(B) for example). The setting suggestion effect that suggests the setting value can be executed, and the specific display is executed. It may be configured so that the setting suggestion effect is displayed in response to the setting suggestion effect.

[0392] According to the gaming machine, in addition to whether or not the preview effect will be executed, the setting value is also indicated. The display will attract attention, further increasing interest. There is a relationship between the item image effect displayed before the execution of the game and the setting suggestion effect that suggests the setting value. However, in the above gaming machine, the item image effects indicate the setting. There may be a correlation between the item image and the setting suggestion. This increases interest.

[0393] (Means A11 relating to characteristic part 027SH) The gaming machine of the above means A1 to A9 can be controlled to an advantageous state that is advantageous to the player, A plurality of setting values ​​including an unfavorable setting value and an advantageous setting value that is more advantageous to the player than the unfavorable setting value. You can set one of the following values ​​(see Figure 8-2(A)(B) for example). The setting suggestion effect that suggests the setting value can be executed, and the specific display is executed. While it may be displayed in response to the preview performance that is to be performed, The corresponding information may not be displayed.

[0394] According to the gaming machine, it is possible to prevent the presentation from becoming complicated and suppress a decline in interest. An item image effect that displays an item image corresponding to the preview effect before the preview effect is executed, If you associate it with the setting suggestion effect that suggests the setting value, the effect will become complicated and the interest will decrease. However, in the above gaming machine, the item image effect suggests the execution of the setting suggestion effect. The item image presentation and the setting suggestion presentation are independent of each other, so it is not a matter of interest. The decline can be suppressed.

[0395] (Means A12 relating to characteristic part 027SH) The gaming machine of the above means A1 to A9 can be controlled to an advantageous state that is advantageous to the player, A plurality of setting values ​​including an unfavorable setting value and an advantageous setting value that is more advantageous to the player than the unfavorable setting value. You can set one of the following values ​​(see Figure 8-2(A)(B) for example). and a setting suggestion effect that suggests the setting value can be executed, and the specific display is For example, as shown in Figures 8-31 and 8-32, A system image D (level 4) may be used to suggest the setting value.

[0396] According to the gaming machine, in addition to whether or not the preview effect will be executed, the setting value is also indicated. The display will attract attention, further increasing interest. There is a relationship between the item image effect displayed before the execution of the game and the setting suggestion effect that suggests the setting value. However, in the above gaming machine, the item image effects indicate the setting. It also acts as a suggestive device, which increases the interest.

[0397] (Means A13 relating to characteristic part 027SH) The gaming machine of the above means A1 to A9 can be controlled to an advantageous state that is advantageous to the player, A plurality of setting values ​​including an unfavorable setting value and an advantageous setting value that is more advantageous to the player than the unfavorable setting value. You can set one of the following values ​​(see Figure 8-2(A)(B) for example). and a setting suggestion effect that suggests the setting value can be executed, and the setting suggestion effect is The above-mentioned preview performance and the specific display may be different. For example, The setting value may be suggested by the presentation style (for example, background, etc.) of the winning combination. The setting value may be suggested by the start effect (fanfare effect) of the game state. .

[0398] According to the gaming machine, it is possible to prevent the presentation from becoming complicated and suppress a decline in interest. If the preview and item image effects are linked to the setting suggestion effects, the effects will become complicated. However, in the above gaming machine, the preview performance and item image performance are Since the appearance and the setting suggestion are independent, it is possible to prevent a decline in interest.

[0399] (Explanation of feature part 006SH) Next, a gaming machine according to the characteristic part 006SH will be described. In this embodiment, the machine is a gaming machine capable of playing a game. The following description will be given taking a pachinko gaming machine 1 as an example.

[0400] The pachinko game machine 1 according to the characteristic part 006SH includes a game control means and a performance execution means. The game control means is realized by, for example, the CPU 103 of the main board 11. The execution means is realized by, for example, the performance control CPU 120 of the performance control board 12. The payout execution means may perform various effects (for example, various advance notice effects, gift advance notice effects, etc., which will be described later). It is possible to perform setting suggestion effects, etc.

[0401] The front view of the pachinko gaming machine 1 relating to the characteristic part 006SH is similar to the front view of the pachinko gaming machine 1 relating to the characteristic part 027SH. However, for the sake of convenience, the characteristic part 027SH is the same as that of the Nko gaming machine 1 (see Figure 8-2). Regarding the movable body 027SH32 included in the pachinko gaming machine 1, In the pachinko gaming machine 1, it is referred to as the movable body 006SH32.

[0402] The jackpot probability (low probability state) of the pachinko game machine 1 relating to the characteristic part 006SH is shown in FIG. 8-2 (A ) is the same as the jackpot probability (low probability state) of the pachinko game machine 1 relating to the characteristic part 027SH shown in The probability of a big win (high probability state) of the pachinko gaming machine 1 relating to the characteristic part 006SH is shown in FIG. The same as the jackpot probability (high probability state) of the pachinko gaming machine 1 relating to the characteristic part 027SH shown in (B) In addition, the pachinko gaming machine 1 according to the characteristic part 006SH is Although a small win may be provided as in the pachinko gaming machine 1, in the following description, The pachinko gaming machine 1 according to 006SH will be described as one that does not have a small win.

[0403] The type of jackpot (jackpot type) of the pachinko gaming machine 1 related to the characteristic part 006SH is shown in FIG. 8-2 (C) Type of jackpot (jackpot type) of the pachinko gaming machine 1 related to the characteristic part 027SH In addition, the allocation of the big win types of the pachinko game machine 1 according to the characteristic part 006SH is the same as that of the pachinko game machine 1 according to the characteristic part 006SH. The big win type of the pachinko gaming machine 1 according to the characteristic part 027SH shown in FIG. 8-2(D)(E) It is similar to other allocations.

[0404] The content of the fluctuation pattern of the pachinko gaming machine 1 relating to the characteristic part 006SH is fluctuation pattern #1 Feature 02 shown in Figure 8-3(A) except that there is no 5 (small hit fluctuation pattern) The content of the variation pattern of the pachinko gaming machine 1 related to 7SH is the same as that of the feature part 006SH. The determination ratio of the fluctuation pattern of the pachinko game machine 1 is fluctuation pattern #15 (variation of small wins) Except for the part relating to the pattern), the pachinko machine relating to the characteristic part 027SH shown in Figure 8-3(B) This is the same as the determination ratio of the variation pattern of gaming machine 1.

[0405] FIG. 9-1 is an explanatory diagram for explaining the preview effect. FIG. 9-2 is an example of the preview effect. The pachinko gaming machine 1 according to the characteristic part 006SH has a plurality of types of In this embodiment, each of the multiple types of preview effects is It can be identified by the preview pattern.

[0406] The preview performance of the preview performance pattern "YEP-A1" shown in Figure 9-1 is shown in Figure 8-4. It is a cut-in preview (a weak cut-in image is displayed). The pachinko gaming machine 1 has the following arrangement as the preview performance of the preview performance pattern "YEP-A1": 5(A) shows a weak cut-in image 027SHYKE-JCI (for the sake of convenience, the feature In the explanation of the pachinko game machine 1 relating to the part 006SH, the weak cut-in image 006SHYKE-J The preview performance pattern "YEP-A1" and the preview performance pattern "YEP-A2" are displayed. When not distinguishing between the performance pattern "YEP-A2" (or collectively), the preview performance pattern The new model is called "YEP-A."

[0407] The preview performance of the preview performance pattern "YEP-A2" shown in Figure 9-1 is shown in Figure 8-4. It is a cut-in preview (display of a strong cut-in image). The pachinko gaming machine 1 has the following arrangement as the preview effect of the preview effect pattern "YEP-A2": 5(B) shows a strong cut-in image 027SHYKE-KCI (for the sake of convenience, the feature In the explanation of the pachinko game machine 1 relating to the part 006SH, a strong cut-in image 006SHYKE-K (referred to as CI)

[0408] The preview performance of the preview performance pattern "YEP-B" shown in Figure 9-1 is the same as the preview performance shown in Figure 8-4. This is a group preview effect (display of a group image). As shown in Figure 8-5(C), the preview performance of preview performance pattern "YEP-B" is Group image 027SHYKE-GN (for convenience of explanation, the pachinko game machine related to the characteristic part 006SH In the explanation of 1, the group image 006 is called SHYKE-GN.

[0409] The preview performance of the preview performance pattern "YEP-C1" shown in Figure 9-1 is shown in Figure 8-4. The button preview effect is (button image displayed → press → weak cut-in image). The pachinko game machine 1 according to the part 006SH is a notice performance of the notice performance pattern "YEP-C1". As shown in Figure 8-6(A)(B), the button image 027SHYKE-BU (explanation) For the sake of convenience, in the description of the pachinko gaming machine 1 relating to the characteristic part 006SH, the button image 006SHY KE-BU), weak cut-in image 027SHYKE-JCI (weak cut-in image 006SHYKE-JCI) is displayed. In addition, the weak cut displayed in the button preview performance The cut-in image is different from the weak cut-in image displayed in the cut-in preview performance. It is also possible to use the preview performance pattern "YEP-C1" and the preview performance pattern " When not distinguishing between "YEP-C2" (or collectively), the preview performance pattern "YEP-C "

[0410] The preview performance of the preview performance pattern "YEP-C2" shown in Figure 9-1 is shown in Figure 8-4. The button preview effect is (button image displayed → press → strong cut-in image). The pachinko game machine 1 according to the part 006SH is a notice performance of the notice performance pattern "YEP-C2". As shown in Figure 8-6(C)(D), the button image 027SHYKE-BU (button Image 006 SHYKE-BU), strong cut-in image 027 SHYKE-KCI (strong cut The image displayed is the button preview. The strong cut-in image displayed is different from the strong cut-in image displayed in the cut-in preview performance. It may also be something that

[0411] The preview performance of the preview performance pattern "YEP-D" shown in Figure 9-1 is the same as the preview performance shown in Figure 8-4. This is a preview of the special feature (the action of the special feature). As the preview performance of preview performance pattern "YEP-D", Figure 8-6 (E) (F) (G) As shown, the movable body 027SH32 (movable body 006SH32) is operated.

[0412] The preview effect of the preview effect pattern "YEP-E" shown in Figure 9-1 is a pseudo-consecutive preview effect. The pachinko game machine 1 relating to the characteristic part 006SH has the preview performance pattern "YEP-E". As a preview effect, for example, a pseudo consecutive preview effect as shown in Figure 9-2 (A) (B) (C) is implemented. In the example shown in Figure 9-2 (A) (B) (C), the middle symbol (symbol display area 5) After the temporary stop pattern 006SH-REP stops (temporarily stops) as a pattern corresponding to C, The center pattern is displayed in a variable manner.

[0413] In addition, Figure 9-2 (D) (E) (F) are related to other preview effects (development preview effects). In the following description, the pachinko gaming machine 1 according to the characteristic part 006SH is ,The preview performance is the preview performance pattern "YEP-A" to "YEP-E" shown in Figure 9-1. The following description will be given assuming that the preview performance can be executed.

[0414] 9-3 and 9-4 are explanatory diagrams for explaining the determination ratio of the preview performance. -3(A) is a cut-in preview effect (display of a weak cut-in image or a strong cut-in image) This is an example of the ratio of determining whether or not to execute the image display. If the Marreach misses (fluctuation pattern #12 occurs), the execution will be determined at a rate of 10%. If the Super Reach is missed (either variation pattern #13 or #14) If it is a normal reach jackpot (variable), the execution is determined with a probability of 20%. In the case of dynamic pattern #16, the execution is determined with a 30% probability, and the Super Reach jackpot is reached. If the result is either fluctuation pattern #17 or #18, the execution will be 30%. If it is not a reach, it will be decided by the ratio of In the case where the execution is either (or both), the execution is decided at a rate of 0% (it is decided not to execute). The decision ratio for whether or not to execute the cut-in preview performance is the same for setting values ​​1 to 6 (depending on the setting value) The same applies to the ratios for determining whether or not to execute other preview effects.

[0415] The pachinko gaming machine 1 according to the characteristic part 006SH determines to execute a cut-in notice performance. In this case, the preview performance pattern for the cut-in preview performance ("YEP-A1", "YEP-A 2). Figure 9-3(B) shows the result when it is decided to perform a cut-in preview. Cut-in preview performance pattern ("YEP-A1", "YEP-A2") According to the example shown in Figure 9-3(B), the normal reach is a miss. In this case, the preview performance pattern "YEP-A1" is determined 100%. Turn "YEP-A2" is determined with a 0% probability. If the Super Reach is missed, , the preview performance pattern "YEP-A1" is determined 80% of the time, and the preview performance pattern "YE P-A2" is determined with a 20% probability. In the case of a normal reach jackpot, a notice Pattern "YEP-A1" is determined 50% of the time, and preview performance pattern "YEP-A2" is determined The probability of a Super Reach jackpot is 50%. When a Super Reach jackpot is reached, the preview pattern " The preview pattern "YEP-A1" is determined at a rate of 20%, and the preview pattern "YEP-A2" is determined at a rate of 80%. The percentage of the preview effect pattern for the cut-in preview effect is determined by the setting value 1. ~6 are common (does not depend on the setting value). The probability of determining the preview performance pattern of other preview performances The same applies to

[0416] FIG. 9-3(C) is an example of a determination ratio for whether or not to execute a group preview performance (display of a group image). There is one preview performance pattern for the group preview performance (preview performance pattern "YEP-B") Therefore, in the pachinko game machine 1 according to the characteristic part 006SH, when it is determined to execute the group notice performance, In this case, the preview performance pattern "YEP-B" is determined as the preview performance pattern for the group preview performance. do.

[0417] Figure 9-3(D) shows the button preview (button image displayed → pressed → weak cut-in image displayed). Display or press the button image → display the strong cut-in image) Figure 9-3(E) shows an example of the button preview effect when it is decided to execute the button preview effect. The percentage of people who decide on the preview performance pattern ("YEP-C1", "YEP-C2") related to the Tan preview performance This is an example of a case.

[0418] FIG. 9-4(A) is an example of a determination ratio for whether or not to execute a preview performance of a special feature (movement of a special feature). There is one preview performance pattern for the special feature preview performance (preview performance pattern "YEP-D"). Therefore, the pachinko gaming machine 1 according to the characteristic part 006SH determines to execute the advance notice performance of the bonus item. In this case, the preview performance pattern "YEP-D" is used as the preview performance pattern for the special feature preview performance. Make a decision.

[0419] Figure 9-4(B) is an example of a ratio for determining whether or not to perform a pseudo consecutive announcement performance. There is only one preview pattern for the release (preview preview pattern "YEP-E"). When the pachinko gaming machine 1 according to the characteristic part 006SH determines to execute the pseudo consecutive notice performance, The preview performance pattern "YEP-E" is determined as the preview performance pattern for the pseudo consecutive preview performance. do.

[0420] 9-5 and 9-6 are explanatory diagrams for explaining the present box effect and the like. The gift box effect is displayed by using an unopened gift box image (e.g., Figure 9-5( After displaying the gift box image (006SHPB-CL) of A), open the presentation. Gift box image (e.g., gift box image 006SHPB-O in Figure 9-5(B)) P) (i.e., opening the present box). When the gift box is opened (the image of the open gift box is displayed), Figure 9 -3(E) will be displayed. When the Zent Box opens, multiple types of gift boxes are displayed according to the type of preview performance. There are different performance patterns (that is, which preview performance will be performed depends on the gift box performance). (It can be identified by the pattern of the signal.) Figures 9-5(C) to 9-5(J) show other As this is an example, more details will be given below.

[0421] The present box effect pattern "PBP-A" is shown in Figure 9-6(A). This is a gift box effect in which a gift-in preview effect is executed. For example, when the gift box is opened, an item image (e.g. For example, the item of the pachinko game machine 1 relating to the characteristic part 027SH shown in FIG. 8-9(A) etc. In image A, the "Level" display is not displayed, etc.) and a cut-in preview is performed. can be.

[0422] The present box presentation pattern "PBP-B" is shown in Figure 9-6(B). This is a present box effect where a preview effect is executed. In the example shown in Figure 9-6(B), When the gift box is opened, an item image corresponding to the group preview effect (for example, Figure 8-9 ( In the item image B of the pachinko gaming machine 1 relating to the characteristic part 027SH shown in D), etc., The "Level" display will be displayed and a group preview will be performed.

[0423] The present box effect pattern "PBP-C" is shown in Figure 9-6(C). This is a gift box effect in which a tank preview effect is executed. In the example shown in Figure 9-6(C), When the gift box is opened, the item image (e.g., 8-9(G) and the like, the item image C of the pachinko game machine 1 relating to the characteristic part 027SH The "Level" display will be displayed, and a button preview will be performed.

[0424] The present box performance pattern "PBP-D" is as shown in Figure 9-6(D). This is a gift box effect in which a preview effect is executed. In the example shown in Figure 9-6(D), When the gift box is opened, an item image corresponding to the special item preview performance (e.g., Figure 8- 9(J) and other items of the pachinko game machine 1 relating to the characteristic part 027SH. The "Level" display is displayed, and the preview of the special feature is executed.

[0425] The present box effect pattern "PBP-E" is a pseudo- This is a gift box effect in which a similar consecutive announcement effect is executed. In the example shown in Figure 9-6(E), When the gift box is opened, an item image (for example, " An item image with the words "again" will be displayed, and a pseudo-consecutive preview performance will be performed.

[0426] As shown in Figure 9-5(A) and Figure 9-6(A) to Figure 9-6(E), Open gift box image (gift box image 006SHPB-CL), opened The gift box image (gift box image 006SHPB-OP) is a gift This is common regardless of the box effect pattern. Before the gift box is opened, a preview performance will be performed. It is difficult to tell what is going on.

[0427] Figure 9-7 is an explanatory diagram explaining the decision ratio for whether or not to execute the gift box effect. Figure 9-7(A) shows the cut-in preview effect (YEP-A) when it is executed. Present box presentation (presentation) targeted at the execution of the "Tit-in" preview presentation This is an example of the decision ratio for whether or not to execute the PBP-A (Place Box Performance Pattern). According to (A), if the result is a miss, the present box effect (PBP-A) will be executed. is determined at a rate of 15%, and if it becomes a jackpot, a gift box effect (PBP-A) will be displayed. The execution of the cut-in preview (YEP-A) is decided with a probability of 90%. If there is no chance, the present box effect (PBP-A) will be executed with a probability of 0% ( If the cut-in preview (YEP-A) is not performed, the present box effect (PB PA).

[0428] In the example shown in Figure 9-7(A), before the cut-in preview performance (YEP-A) is executed, The present box effect (PBP-A) corresponding to the toy preview effect (YEP-A) is executed. When the cut-in preview performance (YEP-A) is performed, the cut-in preview performance ( When the corresponding gift box performance (PBP-A) is not executed, In other words, for example, in the example shown in Figure 9-7(A), In most cases (85%), the present box effect (PBP-A) is not performed. In most cases, a cut-in preview (YEP-A) is performed, whereas in most cases, a jackpot is won. (90%), a cut-in preview accompanied by the execution of the present box performance (PBP-A) Since the output (YEP-A) is executed, the present box performance (PBP-A) is executed. When the cut-in preview (YEP-A) is performed, the gift box When the cut-in preview performance (YEP-A) is executed without the performance (PBP-A) being executed, It's easier to hit the jackpot than with a traditional jackpot.

[0429] Figure 9-7(B) shows the execution of the group preview performance (YEP-B). Present box effect for the row (present box effect pattern "PBP-B This is an example of the decision ratio for whether or not to execute the bet. According to Figure 9-7(B), if the bet is a miss, determines whether the present box effect (PBP-B) will be executed with a 25% probability, and In this case, the execution of the present box effect (PBP-B) will be determined with a 90% probability. In addition, if the group preview performance (YEP-B) is not performed, the present box performance (PBP -B) is determined to be executed at a rate of 0% (if the group preview performance (YEP-B) is not executed) does not execute the present box effect (PBP-B).

[0430] In the example shown in Figure 9-7(B), the cut-in preview performance (YEP-A) and the present box Similar to the relationship with the sex performance (PBP-A), the group announcement is made before the execution of the group announcement performance (YEP-B). When the present box effect (PBP-B) corresponding to the effect (YEP-B) is executed Before the execution of the group preview performance (YEP-B), It is easier to hit the jackpot than when the Zent Box effect (PBP-B) is not executed.

[0431] Figure 9-7(C) shows the button preview when executing the button preview performance (YEP-C). The present box effect (present box effect pattern "P This is an example of the decision ratio for whether or not to execute the "BP-C" (Figure 9-7(C)). In this case, the present box effect (PBP-C) will be executed with a 10% probability. If you win, there is a 60% chance that the present box effect (PBP-C) will be performed. If the button preview performance (YEP-C) is not performed, the gift box Determine whether the performance (PBP-C) will be performed at a rate of 0% (button preview performance (YEP-C) If not executed, the present box effect (PBP-C) will not be executed.

[0432] In the example shown in Figure 9-7(C), the cut-in preview performance (YEP-A) and the present box Similar to the relationship with the button preview effect (PBP-A), before the button preview effect (YEP-C) is executed, Present box effect (PBP-C) corresponding to button preview effect (YEP-C) is executed When the button preview performance (YEP-C) is performed, the button preview performance (YEP- C) than when the corresponding gift box effect (PBP-C) is not executed. It is easy to become.

[0433] Figure 9-7(D) shows the performance of the advance notice of the special feature when the advance notice of the special feature (YEP-D) is executed. The execution of the gift box effect (gift box effect pattern "PBP This is an example of the ratio of determining whether or not to execute "-D". According to Figure 9-7(D), In this case, the execution of the present box effect (PBP-D) is determined with a probability of 5%, and If this occurs, the Present Box effect (PBP-D) will be executed with an 80% probability. In addition, if the special feature preview performance (YEP-D) is not performed, the present box performance (P BP-D) is determined to be executed at a rate of 0% (without executing YEP-D) In this case, the present box effect (PBP-D) will not be performed.

[0434] In the example shown in Figure 9-7(D), the cut-in preview performance (YEP-A) and the present box Similar to the relationship with the "PBP-A" performance, the "YEP-D" performance is performed before the "YEP-D" performance. The present box effect (PBP-D) corresponding to the item preview effect (YEP-D) is executed. When you do this, it is better to wait for the YEP-D before the YEP-D is executed. It is easier to win a jackpot than when the corresponding gift box effect (PBP-D) is not executed. water.

[0435] Figure 9-7(E) shows the pseudo consecutive announcement when the pseudo consecutive announcement performance (YEP-E) is executed. The present box effect (present box effect pattern "P This is an example of the decision ratio for whether or not to execute the "BP-E" (Figure 9-7(E)). In this case, the Present Box effect (PBP-E) will be executed with a 25% probability. If you win, there is a 60% chance that the Present Box effect (PBP-E) will be performed. In addition, if the pseudo consecutive announcement performance (YEP-E) is not executed, the present box The execution of the performance (PBP-E) is determined at a rate of 0% (the pseudo consecutive announcement performance (YEP-E) If not executed, the present box effect (PBP-E) will not be executed.

[0436] In the example shown in Figure 9-7(E), the cut-in preview performance (YEP-A) and the present box Similar to the relationship with the sex performance (PBP-A), before the execution of the pseudo consecutive announcement performance (YEP-E), The present box effect (PBP-E) corresponding to the pseudo consecutive announcement effect (YEP-E) is executed. When the pseudo consecutive announcement performance (YEP-E) is performed, the pseudo consecutive announcement performance (YEP- E) than when the corresponding gift box effect (PBP-E) is not executed. It is easy to become.

[0437] FIG. 9-8 is an explanatory diagram for explaining the setting suggestion effect. The Chinko gaming machine 1 can execute a plurality of types of setting suggestion effects.

[0438] The setting suggestion effect of the setting suggestion effect pattern "SEP-ATU" shown in Figure 9-8(A) is For example, the thermal character image 006SHSEP-ATU shown in Figure 9-8(B) is displayed. As will be explained in Figure 9-9, the hot letter effect may not be effective in the case of a miss. In this case, the setting value is suggested, but in the case of a jackpot, the setting value is not suggested.

[0439] Setting suggestion effect of the setting suggestion effect pattern "SEP-EYE1" shown in Figure 9-8(A) For example, as shown in FIG. 9-8(C), the eye-catching image 006S is a normal image. This is a normal eye-catching effect that displays HSEP-EYE1. In the catch image 006SHSEP-EYE1, the character's yukata is plain. As explained in Figure 9-10, the normal eye-catching effect is a case where the Super Reach is missed. This is executed when either variation pattern #13 or #14 occurs, and a special eye-catching Although not as dramatic as the production (described below), it does suggest a setting value.

[0440] The setting suggestion effect of the setting suggestion effect pattern "SEP-EYE2" shown in Figure 9-8(A) For example, as shown in FIG. 9-8(D), the special feature of the eye-catching image 006S This is a special eye-catching effect that displays HSEP-EYE2. In the catch image 006SHSEP-EYE2, the character's yukata has a goldfish pattern. As explained in Figure 9-10, the special eye-catching effect is a Super Reach miss. This is executed when the fluctuation pattern is either #13 or #14, and suggests the setting value. In addition, SEP-EYE1 (normal eye-catching effect) and SEP-EYE2 (special eye-catching effect) If you don't distinguish between SEP-EYE and catchy effects (or combine them), It is called "direction."

[0441] In addition, the eye-catching image (eye-catching image 006SHSEP-EYE1, eye-catching The image 006SHSEP-EYE2) changes from the background during the reach to the normal background (non-reach). This is the image that is displayed when the background changes.

[0442] Figure 9-9 shows the decision on whether to execute the hot character effect (setting suggestion effect pattern "SEP-ATU"). FIG. 9-9(A) is an explanatory diagram illustrating a fixed ratio when the set value is 1 to 5. This is an example of the ratio of determining whether or not to execute the hot letter effect. If the normal reach is missed (if the fluctuation pattern is #12), the execution will be decided at a rate of 1%. If the Super Reach A is not successful (variation pattern #13) If the execution is determined with a probability of 2%, and the Super Reach B is missed (Fluctuating Pattern #14 In this case, the execution is determined at a rate of 2%, and in the case of a normal reach jackpot (variable In the case of pattern #16, the execution is determined with a 40% probability, and the Super Reach A jackpot is reached. If the situation is similar (fluctuation pattern #17), the execution is decided with a 60% probability, and the If it becomes a jackpot in the "B" category (variation pattern #18), there is a 70% chance of execution. If it is not a reach, it will be decided by the ratio of In the case where the result is either (or both), the decision to execute is made with a probability of 0% (decision not to execute).

[0443] Figure 9-9(B) shows the heat character effect when the setting value is 6 (setting suggestion effect pattern "S This is an example of the ratio of determining whether or not to execute the "EP-ATU" command. If the normal reach is missed (variation pattern #12 occurs), the execution rate is 5%. If the Super Reach A is not successful (if the fluctuation pattern is #13), In this case, the execution is determined with a probability of 10%, and if the Super Reach B is missed (variation pattern #14) If the result is a normal reach jackpot, the execution is determined with a 10% probability. In this case (when the fluctuation pattern becomes #16), the execution is decided with a 40% probability, and the Super Leader If the Chi A jackpot occurs (if the fluctuation pattern becomes #17), the execution will be determined with a 60% probability. If the Super Reach B jackpot occurs (variation pattern #18 occurs), the game will be executed. The probability of determining the winning combination is 70%. In addition, if the winning combination is not reached, the winning combination will be determined as follows (variation pattern #10, # 11), the decision is made to execute with a 0% probability (or not to execute). ).

[0444] According to Figure 9-9(A) and Figure 9-9(B), the hot letter effect has a relatively high probability of winning. It is a good effect (the percentage of successful executions in the case of misses is relatively small). In detail, when the setting value is 1 to 5, the expected probability of a big hit of the hot character effect is 6. The expected success rate of the hot letter effect is higher than that of the hot letter effect when The decision rate for row existence is lower when the setting value is 1 to 5 than when the setting value is 6. ).

[0445] The probability of the heat effect being executed when the result is a miss is set to 1 to 5. is lower than when the setting is 6 (i.e., when the setting is 6, , because the setting value is higher than when it is 1 to 5), the hot letter effect is executed and it is a miss. The frequency of this is higher when the setting is 6 than when the setting is 1 to 5 (specifically In general, when focusing on the same type of reach, the setting value of 6 is more effective than the setting values ​​of 1 to 5. (Five times higher than usual). Therefore, the player can see that the hot letter effect is being performed and the player has lost. Depending on how often this happens, you can guess whether the setting is 1-5 or 6. For example, if the player sees a hot letter effect and develops into a Super Reach, As a result, the frequency of misses is usually (usually the setting value is one of 1 to 5) If you feel that the number is higher than the number of times the setting is 6, you can infer that the setting is 6. .

[0446] On the other hand, the probability of the execution of the hot letter effect in the case of a jackpot is set to 1 to 5. When the setting value is 6, the heat effect is executed, and The frequency of jackpots remains the same whether the setting is 1-5 or 6. Therefore, the player can set the frequency of the hot letter effect and the jackpot. It is not possible to guess whether the value is 1-5 or whether the setting is 6.

[0447] In other words, as mentioned above, the hot character effect suggests the set value when it is a miss, If a jackpot occurs, the setting value is not suggested.

[0448] Figure 9-10 shows the eye-catching effects (normal eye-catching effects, special eye-catching effects). FIG. 9-10(A) is an explanatory diagram for explaining the determination ratio of whether or not to execute. This is an example of the ratio of determining whether or not to execute the eye-catching effect. The setting values ​​1 to 6 are the same (independent of the setting value). According to the example shown in Figure 9-10(A), If Super Reach A is not successful (variation pattern #13 occurs), the execution is 10 If the Super Reach B is not successful (if the fluctuation pattern is #14), In cases other than the above (variation pattern #1), the execution is determined at a rate of 100%. If the result is either #0 to #12 or #16 to #18, the execution is determined with a 0% probability. (Deciding not to execute). In other words, as mentioned above, Special eye-catching effects) may result in a Super Reach miss (variation pattern #13, #14)

[0449] The pachinko gaming machine 1 according to the characteristic part 006SH is determined to execute an eye-catching effect. In this case, the setting suggestion pattern for the eye-catching effect ("SEP-EYE1", "SEP- Figure 9-10(B) shows the eye catcher when the setting value is 1 to 3. Setting suggestion effect pattern when it is decided to execute the touch effect ("SEP-EYE1 ", "SEP-EYE2"). For example, if the Super Reach A is missed, the normal eye-catching effect (setting suggestion effect pattern) The theme "SEP-EYE1" will be decided at a rate of 90%, and a special eye-catching performance (setting suggestion) will be The performance pattern "SEP-EYE2" is determined with a 10% probability, and Super Reach B is missed. In this case, the normal eye-catching effect (setting suggestion effect pattern "SEP-EYE1") The result is 95% and a special eye-catching effect (setting suggestion effect pattern "SEP-EYE" E2") is determined at a rate of 5%.

[0450] Figure 9-10(C) shows that when the setting value is 4 to 6, the eye-catching effect is executed. Setting suggestion effect pattern when set ("SEP-EYE1", "SEP-EYE2") ) is an example of the determination ratio. According to the example shown in Figure 9-10(C), Super Reach A should In this case, the normal eye-catching effect (setting suggestion effect pattern "SEP-EYE1") ) is determined at a rate of 60%, and a special eye-catching effect (setting suggestion effect pattern "SEP-E YE2) is determined with a 40% probability, and if the Super Reach B is missed, the normal The catch effect (setting suggestion effect pattern "SEP-EYE1") is determined at a rate of 60%. Special eye-catching effect (setting suggestion effect pattern "SEP-EYE2") at a rate of 40% Make a decision.

[0451] A special eye-catching effect when Super Reach A fails (setting suggestion effect pattern " The determination ratio of "SEP-EYE2" is higher when the setting value is 4 to 6 than when the setting value is 1 to 3. Since it is higher than when it is, Super Reach A will be missed, and the special eye-catching performance will be The frequency of output is higher for settings 4-6 than for settings 1-3. (Specifically, when the setting value is 4 to 6, it is higher than when the setting value is 1 to 3.) Therefore, the player will miss the Super Reach A and get the Special Aikido. Depending on how often the catch effect is executed, the setting value is 1 to 3 or the setting value is 4 to 6. For example, if the Super Reach A is missed and The frequency with which the special eye-catching effect is executed is usually (usually set to one of 1 to 3). If you feel that the number is higher than the number of times the setting is 4-6, you can guess that the setting is 4-6. This makes it possible to:

[0452] Special eye-catching effect when Super Reach B fails (setting suggestion effect pattern " The determination ratio of "SEP-EYE2" is highe...

Claims

[Claim 1] A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A setting means capable of setting one of a plurality of setting values ​​having different advantageous degrees for a player; A performance execution means capable of executing a performance, The performance execution means includes: It is possible to execute a plurality of types of preview effects that suggest that the game will be controlled to the advantageous state, Before the preview performance is executed, a pre-performance that displays any one of a plurality of types of special display can be executed, After the special display is displayed, a related effect of a type corresponding to the type of the special display among a plurality of types can be executed; It is possible to execute a notification effect that notifies the player that the game is controlled to the advantageous state, Regardless of the type of related performance, a common notification performance can be executed, The selection ratio of the type of the preview effect to be executed varies depending on the type of the related effect, There are a plurality of pre-performance modes, The ratio of the type of the special display to a specific type varies depending on the performance mode of the pre-performance, The performance execution means includes: When the device is not controlled to the advantageous state, a specific performance corresponding to a set value can be executed. When the specific performance is executed, the pre-performance is not executed, There are a time when the pre-performance is executed before the preview performance is executed, and a time when the pre-performance is not executed before the preview performance is executed, The control to the advantageous state is performed depending on whether the pre-performance is performed before the preview performance is performed. The proportion of A gaming machine characterized by:

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