Gaming Machines

The gaming machine addresses the lack of enhanced performance effects by incorporating an operation means, counting means, and performance execution means, which together enhance player engagement and interest through dynamic performance responses.

JP7653172B2Active Publication Date: 2025-03-28NEWGIN KK
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Patent Information

Application Number
JP2023104731
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-06-27
Publication Date
2025-03-28
Estimated Expiration
2041-03-25

AI Technical Summary

Technical Problem

Existing gaming machines lack enhanced performance effects in response to player operations, leading to decreased game interest.

Method used

A gaming machine that includes an operation means, a counting means, and a performance execution means, where the performance execution means performs a corresponding performance based on values counted by the counting means, allowing players to actively participate and influence the game outcome.

Benefits of technology

The solution enhances player engagement and interest in the game by providing dynamic and responsive performance effects based on player interactions, ultimately improving the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of increasing interest in a game.SOLUTION: During an operation effective period, a numerical value can be changed according to an operation so as to approach a prescribed value, and a numerical performance is executed that can specify a counted numerical value. There are a first numerical value and a second numerical value that is closer to the prescribed value than the first numerical value or the prescribed value, and the second numerical value has a higher degree of expectation for a big winning than that of the first numerical value. In the numerical performance, the numerical value can be changed depending on change modes different between cases where an operation is performed in a first operation mode and an operation is performed in a second operation mode during the operation effective period.SELECTED DRAWING: Figure 6
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Description

[Technical field]

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

[0002] Conventionally, in gaming machines, a pattern change game is played by changing the patterns, and after a specific display result determined in advance is displayed in the pattern change game, an advantageous state advantageous to the player is granted. In addition, various effects that can specify the advantageous expectation degree for granting the advantageous state are executed, thereby increasing the expectation for granting the advantageous state.

[0003] In such gaming machines, for example, as shown in Patent Document 1, there is disclosed a device that executes an operation result presentation in which an operation result image is displayed when the player operates the operating means within the valid operation period, and by providing an opportunity to operate, it is possible to encourage the player to actively participate in the game. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2015-195893 A Summary of the Invention [Problem to be solved by the invention]

[0005] However, in such gaming machines, it is desirable to further improve the presentation effects of the presentations executed in response to operations, thereby increasing interest in the game. [Means for solving the problem]

[0006] The gaming machine that solves the above problem is a gaming machine that provides an advantageous game to a player after a specific display result is displayed in a symbol variation game, and is equipped with an operation means that can be operated by a player, a counting means that counts a numerical value, and an effect execution means that executes an effect, and the effect execution means executes an effect corresponding to the numerical value counted by the counting means. correspondence image As a number or gauge The counting means can change a numerical value so as to approach a specified value in response to an operation of the operation means during an operation effective period, and the numerical values ​​that can be changed by the counting means include a first numerical value and a second numerical value that is closer to the specified value than the first numerical value or is the specified value, and the second numerical value When the corresponding image corresponding to is displayed, The first numerical value When the corresponding image corresponding to than It is shown to be advantageous to the player, In the specific performance, even if the determined numerical value determined after the end of the operation effective period is the same when the operation is performed in the first operation mode and when the operation is performed in the second operation mode by the operation means during the operation effective period, the determined numerical value is The corresponding corresponding image Due to different change patterns until the change The corresponding image and the number of times of change is different between when the operation is performed in the first operation mode and when the operation is performed in the second operation mode by the operation means during the operation effective period. The corresponding image It is possible to change and whether the numerical value counted by the counting means is the first numerical value or the second numerical value, there are cases where an operation in the first operation mode is possible and cases where an operation in the second operation mode is possible. The gist of the present invention is as follows. Effect of the Invention

[0007] According to the present invention, interest in games can be increased. [Brief description of the drawings]

[0008] [Figure 1] FIG. 1 is a schematic diagram showing a pachinko gaming machine. [Diagram 2] 1(a) to 1(c) are diagrams showing a typical pachinko gaming machine. [Diagram 3] FIG. 2 is a diagram showing the electrical configuration of a pachinko game machine. [Figure 4] FIG. [Diagram 5] A diagram showing a pseudo-consecutive suggestion performance pattern. [Figure 6] 13(a) and (b) are diagrams showing numerical presentation patterns. [Figure 7] 11(a) to (c) are diagrams showing numerical effect block patterns. [Figure 8] FIG. [Figure 9] FIG. [Figure 10] 13(a) to (h) are diagrams showing the presentation modes of various presentations. [Figure 11] 13(a) to (h) are diagrams showing the presentation modes of various presentations. [Figure 12] 13(a) to (h) are diagrams showing the presentation modes of various presentations. [Figure 13] 13(a) to (h) are diagrams showing the presentation modes of various presentations. [Figure 14] 13(a) to (h) are diagrams showing the presentation modes of various presentations. [Figure 15] 13(a) to (h) are diagrams showing the presentation modes of various presentations. [Figure 16] A figure showing the pseudo-consecutive suggestion performance determination process. [Figure 17] A diagram showing the pseudo-consecutive suggestion performance control process. [Figure 18] FIG. [Figure 19] FIG. [Figure 20] 13(a) to 13(d) are diagrams showing the manner in which the pseudo consecutive suggestion performance is executed. [Figure 21] 13(a) to (d) are diagrams showing how numerical presentation is executed. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] [First embodiment] An embodiment of a pachinko gaming machine will be described below. In this specification, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by the player.

[0010] As shown in Fig. 1, a pachinko gaming machine 10 serving as a gaming machine includes a frame 11. The frame 11 is a member for mounting various components such as a game board 20. The pachinko gaming machine 10 includes a gaming board 20. The gaming board 20 is attached to a frame 11. The gaming board 20 has a gaming area 21. The gaming area 21 is an area in which launched gaming balls can flow down.

[0011] The pachinko gaming machine 10 is equipped with a launch handle 16. For example, the launch handle 16 is provided on the front side of the frame body 11. In the pachinko gaming machine 10, game balls (game media) are launched toward the game area 21 with an intensity according to the amount of operation (amount of rotation) of the launch handle 16. In other words, the pachinko gaming machine 10 is configured so that the launch intensity of the game balls can be adjusted by operating the launch handle 16.

[0012] The pachinko game machine 10 is equipped with a decorative lamp 17a. For example, the decorative lamp 17a is provided on the front side of the frame body 11. The decorative lamp 17a has a built-in light-emitting body (not shown) and is configured to be able to emit light, blink, and turn off by the light-emitting body. The decorative lamp 17a executes an effect of emitting light, blinking, and turning off (hereinafter, referred to as a light-emitting effect) as one of the effects.

[0013] The pachinko game machine 10 is equipped with a speaker 18. For example, the speaker 18 is provided on the front side of the frame body 11. As one of the effects, the speaker 18 executes an effect (hereinafter, referred to as an audio effect) of outputting sounds such as human or animal voices, sound effects, and music.

[0014] The pachinko game machine 10 is provided with a first effect button 19a, a second effect button 19b, and a touch sensor 19c as operation means at a position on the front side of the frame body 11 where the player can operate it. The first effect button 19a, the second effect button 19b, and the touch sensor 19c are used, for example, during effects. The touch sensor 19c is provided on the transparent glass on the front side of the game board 20.

[0015] The pachinko gaming machine 10 includes an information display device 22. For example, the information display device 22 is provided at a position on the gaming board 20 that is visible to the player. The information display device 22 notifies various information indicating the control state of the pachinko gaming machine 10.

[0016] The information display device 22 includes a first special symbol display section 22a. The first special symbol display section 22a is configured to be capable of displaying one or more types of first special symbols. The first special symbol display section 22a is capable of executing a first special symbol variation game (first variation game) in which a predetermined symbol is variably displayed and the first special symbol is finally displayed as a fixed, stopped symbol. In the following description, the "first special symbol variation game" may be abbreviated to "first special game."

[0017] The information display device 22 includes a second special symbol display section 22b. The second special symbol display section 22b is configured to be capable of displaying one or more types of second special symbols. The second special symbol display section 22b is capable of executing a second special symbol change game (second change game) in which a predetermined symbol is changed and displayed, and the second special symbol is finally displayed as a fixed, stopped symbol. In the following description, the "second special symbol change game" may be abbreviated to "second special game."

[0018] In the following description, when the first special symbol changing game and the second special symbol changing game are not distinguished from each other, they may be collectively referred to as "special symbol changing games (symbol changing games)" and the special symbol changing game may be referred to as "special game." The first special symbol and the second special symbol are symbols for notifying the result of a lottery (a big win lottery to be described later) that is internally executed in the pachinko game machine 10.

[0019] In this specification, "variable display" means a state in which the type of the displayed pattern changes over time. In this specification, "determined stop display" means a state in which the pattern is definitively displayed and the type of the displayed pattern does not change. In this specification, "determined stop display" and "derive" have the same meaning when it comes to patterns. The special patterns that can be derived in the first special pattern display section 22a and the second special pattern display section 22b include a jackpot pattern as a jackpot display result (specific display result) and a miss pattern as a miss display result. When a jackpot pattern is derived in a special game, the player can recognize that it will be a jackpot. When a miss pattern is derived in a special game, the player can recognize that it will be a miss.

[0020] In this embodiment, the first special game and the second special game are not executed simultaneously. In this embodiment, the second special game is executed in priority to the first special game. In this embodiment, when the jackpot lottery is won, a jackpot pattern is derived in the special game, and the jackpot game is awarded after the special game ends. In other words, the pachinko game machine 10 is configured to be able to award a jackpot game. The jackpot game is awarded on the condition that the jackpot lottery is won, and is awarded after the jackpot display result is displayed in the special game. Although the details will be described later, the jackpot game is an advantageous game (advantageous state) that is advantageous to the player because it is a game in which a large number of prize balls can be obtained.

[0021] The information display device 22 includes a first special hold display section 22c. The first special hold display section 22c displays information that allows the user to recognize the number of first special games whose execution has been put on hold because the hold conditions have been met but the execution conditions have not yet been met. In the following description, the number of first special games that are on hold is indicated as the "first special hold number." The information display device 22 includes a second special hold display section 22d. The second special hold display section 22d displays information that allows the user to recognize the number of second special games whose execution has been put on hold because the hold conditions have been met but the execution conditions have not yet been met. In the following description, the number of second special games that are on hold is indicated as the "second special hold number." For example, the maximum values ​​of the first special hold number and the second special hold number are each "4."

[0022] The information display device 22 includes a normal symbol display section 22e. The normal symbol display section 22e is configured to be capable of displaying one or more types of normal symbols. The normal symbol display section 22e is capable of executing a normal symbol variable game (normal variable game) in which a predetermined symbol is variably displayed and a normal symbol is finally displayed as a fixed stop. In the following description, the normal symbol variable game is abbreviated to "normal game". The normal symbols that can be derived to the normal symbol display section 22e include a normal winning symbol and a normal losing symbol. When a normal winning symbol is derived in the normal game, the player can recognize that a normal winning has occurred. When a normal losing symbol is derived in the normal game, the player can recognize that a normal losing has occurred. In this embodiment, when a winning lottery for a normal symbol is won, a normal winning symbol is derived in the normal game, and a normal winning game is awarded after the normal game ends. As will be described in more detail later, normal winning gameplay is advantageous to the player because it makes it easier to establish the reservation conditions for the second special game.

[0023] The information display device 22 includes a regular hold display section 22f. The regular hold display section 22f displays information that indicates the number of regular games (number of regular hold games) that have been held because the hold condition has been met but the execution condition has not yet been met. For example, the maximum number of regular holds is "4."

[0024] Next, the game board 20 will be described. The game board 20 has a surface side (front side) of the game board 20 divided into a substantially circular shape by rails, forming a game area 21. The pachinko game machine 10 also has a center frame 26 decorated with various ornaments in the substantially center of the game area 21. The center frame 26 has an opening 26a.

[0025] The pachinko game machine 10 is provided with a first performance display device 27a as a performance execution means. The first performance display device 27a is provided with a first display area 27r1 in which an image is displayed. The first performance display device 27a is attached to the game board 20 so that the player can view the first display area 27r1 through the opening 26a of the center frame 26. The first performance display device 27a executes a performance (hereinafter, referred to as a display performance) in which an image (picture) imitating a predetermined character or letter is displayed as one of the performances. In this way, the first performance display device 27a executes a performance in which an image is displayed.

[0026] In this embodiment, the display effects that the first effect display device 27a can execute include an effect pattern change game in which effect patterns are variably displayed in multiple rows and a final combination of effect patterns is derived. In the following explanation, the effect pattern change game is abbreviated to "effect game." The effect patterns are patterns (decorative patterns) decorated with characters, patterns, etc., and are intended to diversify the display effects. In this embodiment, the effect game is performed by variably displaying (scrolling) the first, second, and third pattern rows in a predetermined direction.

[0027] The effect game is started with the start of the special game and is ended with the end of the special game. In the effect game, a combination of effect symbols corresponding to the special symbols derived in the special game is derived. When a big win symbol is derived in the special game, a big win symbol combination by the effect symbols is derived in the effect game. For example, the big win symbol combination by the effect symbols is a symbol combination in which the effect symbols of all columns are the same, such as "333" or "777". When a losing symbol is derived in the special game, a losing symbol combination by the effect symbols is derived in the effect game. For example, the losing symbol combination by the effect symbols is a symbol combination in which the effect symbols of at least some columns are different from the effect symbols of the other columns, such as "787" or "556". In the effect game, the effect symbols may be stopped once before being displayed as a fixed stop. In this specification, the term "temporarily stopped display" refers to a temporary stop state before the performance pattern is displayed in a definite stopped state, for example, a state in which the performance pattern is displayed in a fluctuating manner.

[0028] The performance game may include a reach performance that is performed by forming a reach. A reach is a state in which the same performance symbol is temporarily displayed in a specific column (the first column and the third column in this embodiment) among multiple columns, and a performance symbol in a column other than the specific column (the second column in this embodiment) is continuously displayed in a variable manner. For example, the reach performance may include multiple types of reach performances in which the characters that appear and the actions of the performance symbols are different.

[0029] The pachinko game machine 10 is equipped with a first movable body K1 as a performance execution means and a first movable performance execution means. The first movable body K1 is assembled to the frame body 11 so as to be displaceable in the vertical direction by the operation of the first performance actuator A3 (shown in FIG. 3). In other words, the first movable body K1 is provided to the frame body 11 and is configured to be movable in the vertical direction.

[0030] The first movable body K1 is equipped with a first movable light-emitting lamp 17b as a performance execution means and a first light-emitting means. The first movable light-emitting lamp 17b has a built-in light-emitting body (not shown) and is configured to be able to emit light in a predetermined light color, blink, and turn off by the light-emitting body. In this way, the first movable light-emitting lamp 17b is a lamp that can emit light in a predetermined light emission mode. The first movable light-emitting lamp 17b executes a light-emitting performance as one of the performances.

[0031] The pachinko game machine 10 is equipped with a second movable body K2 as a performance execution means and a second movable performance execution means. The second movable body K2 is assembled to the game board 20 so as to be displaceable in the vertical and horizontal directions by the operation of a second performance actuator A4 (shown in FIG. 3). In this embodiment, the second performance actuator A4 includes an actuator for displacing the second movable body K2 in the vertical direction, and an actuator for displacing the second movable body K2 in the horizontal direction. In other words, the second movable body K2 is provided on the game board 20, and is configured to be changeable in the vertical direction and in the horizontal direction different from the vertical direction.

[0032] The second movable body K2 is provided with a second performance display device 27b as a performance execution means. The second performance display device 27b is provided with a second display area 27r2 in which an image is displayed. The second performance display device 27b is attached to the game board 20 so that the player can view the second display area 27r2 through the opening 26a of the center frame 26. The second performance display device 27b executes a display performance as one of the performances. In this way, the second performance display device 27b executes a performance that displays an image.

[0033] The second movable body K2 is equipped with a second movable light-emitting lamp 17c as a performance execution means and a second light-emitting means. The second movable light-emitting lamp 17c has a built-in light-emitting body (not shown), and is configured to be able to emit light in a predetermined light color, blink, and turn off by the light-emitting body. In this way, the second movable light-emitting lamp 17c is a lamp that can emit light in a predetermined light-emitting mode. The second movable light-emitting lamp 17c executes a light-emitting performance as one of the performances. In other words, in this embodiment, the second performance display device 27b and the second movable light-emitting lamp 17c are integrally provided on the second movable body K2, and are configured to be displaceable in a predetermined direction.

[0034] The pachinko game machine 10 is equipped with a third movable body K3 as a performance execution means and a second movable performance execution means. The third movable body K3 is assembled to the game board 20 so as to be displaceable in the vertical and horizontal directions by the operation of a third performance actuator A5 (shown in FIG. 3). In this embodiment, the third performance actuator A5 includes an actuator for displacing the third movable body K3 in the vertical direction, and an actuator for displacing the third movable body K3 in the horizontal direction. In other words, the third movable body K3 is provided on the game board 20 and is configured to be changeable in the vertical direction and in the horizontal direction different from the vertical direction.

[0035] The third movable body K3 is provided with a third performance display device 27c as a performance execution means. The third performance display device 27c is provided with a third display area 27r3 in which an image is displayed. The third performance display device 27c is attached to the game board 20 so that the player can view the third display area 27r3 through the opening 26a of the center frame 26. The third performance display device 27c executes a display performance as one of the performances. In this way, the third performance display device 27c executes a performance that displays an image.

[0036] The third movable body K3 is equipped with a third movable light-emitting lamp 17d as a performance execution means and a second light-emitting means. The third movable light-emitting lamp 17d has a built-in light-emitting body (not shown), and is configured to be able to emit light in a predetermined light color, blink, and turn off by the light-emitting body. In this way, the third movable light-emitting lamp 17d is a lamp that can emit light in a predetermined light-emitting mode. The third movable light-emitting lamp 17d executes a light-emitting performance as one of the performances. In other words, in this embodiment, the third performance display device 27c and the third movable light-emitting lamp 17d are integrally provided on the third movable body K3, and are configured to be displaceable in a predetermined direction.

[0037] As shown in FIG. 2(a), the first movable body K1 is disposed above the first performance display device 27a. In this embodiment, the position where the first movable body K1 is disposed in this manner is the original position of the first movable body K1. The second movable body K2 and the third movable body K3 are disposed below the first performance display device 27a. The second movable body K2 and the third movable body K3 are disposed so as to be aligned in the left-right direction. In this embodiment, the position where the second movable body K2 is disposed in this manner is the original position of the second movable body K2, and the position where the third movable body K3 is disposed in this manner is the original position of the third movable body K3.

[0038] As shown in Fig. 2(b), the second movable body K2 and the third movable body K3 can be displaced upward from their original positions. That is, the second movable body K2 and the third movable body K3 can be displaced in the up-down direction. In this embodiment, the position where the second movable body K2 is disposed in this manner is the first position of the second movable body K2, and the position where the third movable body K3 is disposed in this manner is the first position of the third movable body K3.

[0039] 2(c), the second movable body K2 can be displaced leftward from the first position, and the third movable body K3 can be displaced rightward from the first position. That is, the second movable body K2 and the third movable body K3 can be displaced in opposite left-right directions from the first position. In this embodiment, the position where the second movable body K2 is disposed in this manner is the second position of the second movable body K2, and the position where the third movable body K3 is disposed in this manner is the second position of the third movable body K3.

[0040] The first movable body K1 is also displaceable downward from its original position. In this embodiment, the position at which the first movable body K1 is disposed in this manner is the first position of the first movable body K1. In this embodiment, a series of moving performances can be executed in which the first movable body K1 is displaced from the original position to the first position, and the second movable body K2 and the third movable body K3 are displaced from the first position to the second position. Of course, in this embodiment, the second movable body K2 and the third movable body K3 do not displace from the first position, but a single moving performance can be executed in which the first movable body K1 is displaced from the original position to the first position. Thus, in this embodiment, the performance execution means for executing the performance includes the first movable body K1, the second movable body K2, and the third movable body K3.

[0041] As shown in FIG. 1, the pachinko game machine 10 is provided with a first start port 28 that opens to the game area 21 below the center frame 26. The first start port 28 is always open so that game balls can enter. The first start port 28 is capable of receiving game balls. The pachinko game machine 10 is provided with a first start sensor SE1 that detects game balls that have entered the first start port 28. For example, the first start sensor SE1 is provided in a passage through which the game balls that have entered the first start port 28 pass. In this embodiment, when the first start sensor SE1 detects a game ball, a reservation condition (first reservation condition) for the first special game can be established, and a payout condition for prize balls is established. In this way, the first start sensor SE1 detects the entry of a game ball into the first start port 28 (a game ball that has entered the first start port 28). Furthermore, the first special game may be executed (can be executed) when a gaming ball enters the first starting hole .

[0042] The pachinko game machine 10 is provided with a second start port 29 that opens to the game area 21 below the center frame 26. A game ball can enter the second start port 29. The pachinko game machine 10 is provided with a second start sensor SE2 that detects a game ball that has entered the second start port 29. For example, the second start sensor SE2 is provided in a passage through which the game ball that has entered the second start port 29 passes. In this embodiment, when the game ball is detected by the second start sensor SE2, the reservation condition (second reservation condition) of the second special game can be established, and the payout condition of the prize ball is established. In this way, the second start sensor SE2 detects the entry of a game ball into the second start port 29 (a game ball that has entered the second start port 29). In addition, the second special game may be executed (can be executed) when a game ball enters the second start port 29.

[0043] The pachinko game machine 10 is provided with a normal variable member 30 that can be operated in an open state (permitted state) and a closed state (restricted state) in the game area 21. The open state is a state in which the game ball can be inserted into the second start hole 29 or it is easy to insert the game ball into the second start hole 29. The closed state is a state in which the game ball cannot be inserted into the second start hole 29 or it is difficult to insert the game ball into the second start hole 29. The pachinko game machine 10 is provided with a normal actuator A1 that operates the normal variable member 30 (shown in FIG. 3). The normal variable member 30 is operated to the open state during a normal winning game. In this way, the normal variable member 30 operates so that the second start hole 29 can be inserted into an open state and a closed state.

[0044] The pachinko gaming machine 10 has a large prize opening 31 that opens into the gaming area 21 at the lower right of the center frame 26. The pachinko gaming machine 10 has a special prize sensor SE3 that detects a gaming ball that has entered the large prize opening 31. For example, the special prize sensor SE3 is provided in a passage through which the gaming ball that has entered the large prize opening 31 passes. In this embodiment, when a gaming ball is detected by the special prize sensor SE3, a condition for paying out a prize ball is established.

[0045] The pachinko game machine 10 is provided with a special variable member 32 that can be operated in an open state (permitted state) and a closed state (restricted state) in the game area 21. The open state is a state in which the game ball can be inserted into the large prize opening 31 or is easy to insert. The closed state is a state in which the game ball cannot be inserted into the large prize opening 31 or is difficult to insert. The pachinko game machine 10 is provided with a special actuator A2 that operates the special variable member 32 (shown in FIG. 3). The special variable member 32 is operated to the open state in a large prize opening 31. In this way, the special variable member 32 operates so that the large prize opening 31 can be inserted into the open state and the closed state. In other words, a large prize opening 31 is opened (the large prize opening 31 is opened) in a large prize opening game.

[0046] The pachinko game machine 10 is provided with a gate 33 through which a game ball can pass (enter) at the right side of the center frame 26 in the game area 21. The gate 33 is provided with a gate sensor SE4 through which a game ball can enter and which detects a game ball passing through the gate 33 (shown in FIG. 3). In this embodiment, when a game ball is detected by the gate sensor SE4, a reserve condition for the normal game may be established.

[0047] The pachinko gaming machine 10 is provided with a general winning opening 34 that opens into the gaming area 21 to the right of the center frame 26. The pachinko gaming machine 10 is provided with a general winning sensor SE5 that detects a gaming ball that has entered the general winning opening 34 (shown in FIG. 3). For example, the general winning sensor SE5 is provided in a passage (not shown) through which the gaming ball that has entered the general winning opening 34 passes. In this embodiment, when a gaming ball is detected by the general winning sensor SE5, a condition for paying out a prize ball is established. The pachinko gaming machine 10 may be provided with multiple general winning openings.

[0048] The pachinko game machine 10 of this embodiment is provided with a first start opening 28, a second start opening 29, a big prize opening 31, and a general prize opening 34 as winning openings. The pachinko game machine 10 may be provided with winning openings other than the above winning openings. A "winning" is when a game ball enters a winning opening. The pachinko game machine 10 is also provided with components such as nails and windmills for changing the behavior of the game ball flowing down the play area 21.

[0049] Next, the gaming state of the pachinko gaming machine 10 will be described. The pachinko gaming machine 10 has a low probability state and a high probability state as gaming states with different jackpot probabilities. The jackpot probability is the probability of winning a jackpot in a jackpot lottery. The high probability state is a gaming state with a higher jackpot probability than the low probability state. In the high probability state, the possibility of winning the jackpot lottery is higher than in the low probability state, making it a gaming state (advantageous state) that is advantageous to the player. The high probability state is what is known as a "probability-varying state (high probability state)."

[0050] The pachinko game machine 10 has a low base state and a high base state as game states with different ratios of the number of winning balls to the number of shot game balls. The high base state is a game state in which the probability of a game ball entering the second starting hole 29 is higher than in the low base state. The high base state is a so-called "electric support state", and the low base state is a so-called "non-electric support state". In the high base state, the probability of a game ball entering the second starting hole 29 increases, making it easier for the game ball to enter the second starting hole 29, resulting in a game state that is advantageous to the player (easy ball entry state, improved ball entry rate state, advantageous state).

[0051] For example, the high base state can be realized by performing one of the three controls described below, which are arbitrarily selected, or by combining a plurality of controls. The first control is a normal symbol variation time shortening control that shortens the variation time of the normal game compared to that in the low base state. The second control is a normal symbol probability variation control that varies the probability of winning the normal symbol winning lottery (normal winning probability) to a higher probability than that in the low base state. The third control is an opening time extension control that lengthens the total opening time of the normal variable member 30 in one normal winning game compared to that in the low base state. Note that, as the opening time extension control, at least one of the control that increases the number of openings of the normal variable member 30 in one normal winning game compared to that in the low base state and the control that lengthens the opening time of one normal variable member 30 in a normal winning game compared to that in the low base state may be performed.

[0052] In this embodiment, the normal hit probability in the low base state exceeds 0. Therefore, the normal variable member 30 can be operated to the open state in the low base state. The normal hit probability in the low base state may be 0. In this case, the normal variable member 30 is not operated to the open state in the low base state. In other words, the low base state is a state in which it is more difficult for a game ball to enter the second starting hole 29 or in which a game ball does not enter the second starting hole 29 compared to the high base state.

[0053] The high base state may be realized by combining the fourth control described below. The fourth control is a special symbol fluctuation time shortening control that shortens the fluctuation time (for example, average fluctuation time) of the special game compared to the low base state. When the special symbol fluctuation time shortening control is performed, the high base state becomes a so-called "fluctuation time shortening state" for the special symbol. In contrast, the low base state becomes a so-called "non-fluctuation time shortening state" for the special symbol.

[0054] Next, a big win in the pachinko gaming machine 10 will be described. The pachinko game machine 10 of this embodiment has a plurality of types of jackpot symbols as special jackpot symbols. A type of jackpot is determined for each of the plurality of types of jackpot symbols. A type of jackpot game is determined for each of the plurality of types of jackpot symbols (types of jackpots).

[0055] In the jackpot game, first, an opening performance is performed for a predetermined opening time to notify the start of the jackpot game. In the jackpot game, after the opening time has elapsed, multiple rounds of play are performed to open the big prize opening 31. The rounds are performed up to the upper limit number of times. In this embodiment, the upper limit number of times is a predetermined number of times.

[0056] One round of play ends when a first end condition is met in which a predetermined upper limit number ("9" in this embodiment) of game balls enter the big prize opening 31, or when a second end condition is met in which a predetermined upper limit time has elapsed. That is, the end conditions for ending each of the multiple rounds of play include a first end condition in which the number of game balls entering the big prize opening 31 becomes the upper limit number, and a second end condition in which the number of game balls entering the big prize opening 31 does not become the upper limit number and a predetermined upper limit time has elapsed. In the round play, the big prize opening 31 is opened in a predetermined opening mode, and more specifically, it takes an open state when the round play starts and takes a closed state when the round play ends. In the round play, a round performance is performed. In this way, the special variable member 32 operates so that the big prize opening 31 can be in an open state in each of the multiple round games, and when the start condition for starting each round game is met, the big prize opening 31 is in an open state, and when the end condition for ending each round game is met, the big prize opening 31 is in a closed state. Then, when the final round game is finished in the big prize game, an ending performance is performed for a predetermined ending time to notify the end of the big prize game. The big prize game ends as the ending time passes.

[0057] Next, a specific big win in the pachinko gaming machine 10 will be described. In this embodiment, of the 100 types of jackpot symbols displayed in the first special symbol display section 22a as the game result of the first special game, 65 types of jackpot symbols are classified as symbols ZA, and 35 types of jackpot symbols are classified as symbols ZB. Also, of the 100 types of jackpot symbols displayed in the second special symbol display section 22b as the game result of the second special game, 65 types of jackpot symbols are classified as symbols Za, and 35 types of jackpot symbols are classified as symbols Zb. Thus, in this embodiment, there are two types of jackpots in the first special game and two types of jackpots in the second special game, but this is not limited to this. Hereinafter, the types of jackpots will be expressed as jackpots based on symbols ZA, ZB, Za, and Zb, using the types of jackpot symbols. In addition, the types of jackpot games awarded based on the type of jackpot are expressed as jackpot games based on the patterns ZA, ZB, Za, and Zb using the types of jackpot patterns.

[0058] For the jackpot games based on the symbols ZA and Za, the upper limit of the number of rounds is set to 10. For the jackpot games based on the symbols ZB and Zb, the upper limit of the number of rounds is set to 4, which is less than 10.

[0059] In this embodiment, the upper limit time for each round game is set to 25 seconds for each big win game. In this embodiment, an interval time between rounds (2 seconds in this embodiment) is set (specified) for each of the multiple round games after the end of the round game, and when the interval time between rounds has elapsed, the next round game starts or the ending time starts. In this embodiment, the same opening time (8 seconds in this embodiment) and the same ending time (10 seconds in this embodiment) are set for all types of big win games.

[0060] For the patterns ZA and Za, a high probability state and a high base state are defined as game states after the end of a jackpot game. After the end of a jackpot game based on the patterns ZA and Za, the high probability state and the high base state are granted until the next jackpot game is awarded. For the patterns ZB and Zb, a low probability state and a high base state are defined as game states after the end of a jackpot game. After the end of a jackpot game based on the patterns ZB and Zb, the low probability state is granted, and the high base state is granted until the end of a special game with a predetermined upper limit number of times (100 times in this embodiment) or until a jackpot game is awarded before the end of the special game with the upper limit number of times.

[0061] In this embodiment, the probability of winning is set to 345 / 65536 in the low probability state and 734 / 65536 in the high probability state. The probability of winning is set to 1 / 65536 in the low base state and 65534 / 65535 in the high base state. In this embodiment, a normal winning lottery is performed to determine whether a normal winning will occur, but this is not limited to the above. For example, a normal winning lottery may not be performed, and a normal winning will occur in the low base state, while a normal winning will not occur in the high base state. The total opening time of the normal variable member 30 in one normal winning game is set to 396 ms in the low base state and 5680 ms in the high base state. The number of winning balls is set to "4" when a game ball is detected by the first start sensor SE1, "1" when a game ball is detected by the second start sensor SE2, "15" when a game ball is detected by the special winning sensor SE3, and "5" when a game ball is detected by the general winning sensor SE5.

[0062] Next, the electrical configuration of the pachinko gaming machine 10 will be described. As shown in Fig. 3, the pachinko game machine 10 includes a main control board 40 on the back side (rear) of the game board 20. The main control board 40 performs various processes and outputs control signals (control commands) according to the results of the processes.

[0063] The pachinko game machine 10 also includes a sub-control board 41 on the back (rear) of the game board 20. The sub-control board 41 executes a predetermined process based on a control signal input from the main control board 40. For example, the sub-control board 41 executes a process for executing a light-emitting effect by the decorative lamp 17a and the first to third movable light-emitting lamps 17b to 17d, an audio effect by the speaker 18, and a display effect by the first to third effect display devices 27a to 27c.

[0064] First, the main control board 40 will be described. The main control board 40 includes a main control CPU 40a, a main control ROM 40b, and a main control RAM 40c. The main control CPU 40a executes a main control program to perform various processes.

[0065] The main control ROM 40b stores a main control program, a table used in a predetermined lottery, a judgment value, and the like. The main control ROM 40b also stores a plurality of types of variation patterns. The variation pattern is information capable of identifying a variation time from the start of a special game to the end of the special game. In the present embodiment, the variation pattern is information capable of identifying the presentation content (presentation mode) of a presentation game performed from the start of a special game to the end of the special game, such as the type of reach presentation. For example, the variation pattern does not have to be information capable of identifying the presentation content of a presentation game performed from the start of a special game to the end of the special game, as long as it is information capable of identifying a variation time from the start of a special game to the end of the special game.

[0066] The variation patterns include a big win variation pattern, a miss reach variation pattern, and a miss variation pattern. In the big win variation pattern, the performance content of the performance game is determined to be a performance content that goes through a reach performance and finally derives a big win symbol combination. In the miss reach variation pattern, the performance content of the performance game is determined to be a performance content that goes through a reach performance and finally derives a miss symbol combination. In the miss variation pattern, the performance content of the performance game is determined to be a performance content that does not go through a reach performance and finally derives a miss symbol combination.

[0067] The main control RAM 40c is configured to be capable of storing various information that is rewritten during operation of the pachinko gaming machine 10. The information stored in the main control RAM 40c is, for example, a flag, a counter, and a timer. The main control board 40 is also configured to be capable of generating random numbers. For example, the random numbers may be generated as hardware random numbers or software random numbers.

[0068] The main control CPU 40a and the sensors SE1 to SE5 are connected to each other. The main control CPU 40a is configured to be able to input detection signals that are output when the sensors SE1 to SE5 detect a gaming ball.

[0069] The main control CPU 40a and the actuators A1, A2 are connected to each other. The main control CPU 40a is configured to be able to control the operations of the actuators A1, A2. The main control CPU 40a and the information display device 22 are connected to each other. The main control CPU 40a is configured to be able to control the display contents of the information display device 22.

[0070] Next, the sub-control board 41 will be described. The sub-control board 41 and the main control board 40 are connected to each other. The pachinko gaming machine 10 is configured so that a control signal can be output in one direction from the main control board 40 to the sub-control board 41.

[0071] The sub-control board 41 includes a sub-control CPU 41a, a sub-control ROM 41b, and a sub-control RAM 41c. The sub-control CPU 41a executes a sub-control program to perform various processes (for example, processes related to performance). The sub-control ROM 41b stores the sub-control program, tables used in the lottery, and judgment values. The sub-control ROM 41b stores display performance data related to the display performance in the first to third performance display devices 27a to 27c. The sub-control ROM 41b stores light-emitting performance data related to the light-emitting performance in the decorative lamp 17a and the first to third movable light-emitting lamps 17b to 17d. The sub-control ROM 41b stores audio performance data related to the audio performance in the speaker 18.

[0072] The sub-control RAM 41c is configured to be capable of storing various information that is appropriately rewritten during operation of the pachinko gaming machine 10. The information stored in the sub-control RAM 41c is, for example, a flag, a counter, and a timer. The sub-control board 41 is also configured to be capable of generating random numbers. For example, the random numbers may be generated as hardware random numbers or software random numbers.

[0073] The sub-control CPU 41a is connected to the first to third performance display devices 27a to 27c. The sub-control CPU 41a is configured to be able to control the display modes of the first performance display device 27a, the second performance display device 27b, and the third performance display device 27c.

[0074] The sub-control CPU 41a is connected to the decorative lamp 17a and the first to third movable light-emitting lamps 17b to 17d. The sub-control CPU 41a is configured to be able to control the light emission modes of the decorative lamp 17a, the first movable light-emitting lamp 17b, the second movable light-emitting lamp 17c, and the third movable light-emitting lamp 17d. The sub-control CPU 41a is connected to the speaker 18. The sub-control CPU 41a is configured to be able to control the output mode of the speaker 18.

[0075] The sub-control CPU 41a is connected to the first to third performance actuators A3 to A5. The sub-control CPU 41a is configured to be able to control the operations of the first performance actuator A3, the second performance actuator A4, and the third performance actuator A5.

[0076] The sub-control CPU 41a is connected to the first performance button 19a, the second performance button 19b, and the touch sensor 19c. The sub-control CPU 41a is configured to be able to input an operation signal indicating that the first performance button 19a, the second performance button 19b, and the touch sensor 19c have been operated.

[0077] Next, various processes performed in the pachinko gaming machine 10 will be described. First, the special symbol input process performed by the main control CPU 40a will be described. The special symbol input process is performed as an interrupt process.

[0078] In the special symbol input process, the main control CPU 40a determines whether or not a gaming ball has entered the first start hole 28 based on whether or not a detection signal has been input from the first start sensor SE1. When a game ball enters the first starting hole 28, the main control CPU 40a judges whether the first special reserved number stored in the main control RAM 40c is less than the upper limit number ("4" in this embodiment). When the first special reserved number is less than the upper limit number, the main control CPU 40a updates the first special reserved number stored in the main control RAM 40c by adding "1". This establishes the reservation condition for the first special game. In this process, the main control CPU 40a controls the information display device 22 to display the updated first special reserved number. In addition, the main control CPU 40a sets information (hereinafter referred to as the first reserved number command) that can identify the updated first special reserved number in the output buffer. The information (control command) set in the output buffer is output to the sub-control board 41 in the next or subsequent interrupt processing.

[0079] Next, the main control CPU 40a acquires random numbers generated in the main control board 40, and stores random number information based on the acquired random numbers in the main control RAM 40c. For example, the random numbers are random numbers used in a jackpot lottery, random numbers used to determine a jackpot symbol, random numbers used to determine a variation pattern, and the like. In this process, the main control CPU 40a stores the random number information so that it is possible to identify that it is random number information for the first special game and the storage order of the random number information. In this embodiment, by storing the random number information for the first special game in the main control RAM 40c, the execution of the first special game can be suspended until the execution condition of the first special game is established. In this way, the execution of the first special game (special game) can be suspended when a game ball enters the first starting hole 28. The random number information may be the acquired random number itself, or may be information obtained by processing the random number by a predetermined method.

[0080] When no game ball has entered the first start hole 28, when the number of first special reserved balls is not less than the upper limit number, and when random number information for the first special game is stored in the main control RAM 40c, the main control CPU 40a judges whether or not a game ball has entered the second start hole 29 based on whether or not a detection signal has been input from the second start sensor SE2. When no game ball has entered the second start hole 29, the main control CPU 40a ends the special symbol input process.

[0081] When a game ball enters the second starting hole 29, the main control CPU 40a judges whether the second special reserved number stored in the main control RAM 40c is less than the upper limit number ("4" in this embodiment). When the second special reserved number is not less than the upper limit number, the main control CPU 40a ends the special symbol input process. When the second special reserved number is less than the upper limit number, the main control CPU 40a updates the second special reserved number stored in the main control RAM 40c by adding "1". This establishes the reservation condition for the second special game. In this process, the main control CPU 40a controls the information display device 22 to display the updated second special reserved number. In addition, the main control CPU 40a sets information capable of identifying the updated second special reserved number (hereinafter referred to as the second reserved number command) in the output buffer.

[0082] Next, the main control CPU 40a acquires random numbers generated within the main control board 40, and stores random number information based on the acquired random numbers in the main control RAM 40c. In this process, the main control CPU 40a stores the random number information so that it is possible to identify that the random number information is for the second special game, and the storage order of the random number information. In this embodiment, by storing the random number information for the second special game in the main control RAM 40c, the execution of the second special game can be suspended until the execution condition of the second special game is satisfied. In this way, the execution of the second special game (special game) can be suspended when a game ball enters the second starting hole 29.

[0083] Next, the special symbol start process performed by the main control CPU 40a will be described. The special symbol start process is performed as an interrupt process. In the special symbol start process, the main control CPU 40a judges whether a special game or a big win game is being played. If a special game or a big win game is being played, the main control CPU 40a ends the special symbol start process.

[0084] On the other hand, when not in a special game or a big win game, the main control CPU 40a judges whether the second special reserved number stored in the main control RAM 40c is "1" or more. When the second special reserved number is "1" or more, the main control CPU 40a performs a predetermined process so that the execution condition of the second special game is established and the second special game is started. On the other hand, when the second special reserved number is not "1" or more, the main control CPU 40a judges whether the first special reserved number stored in the main control RAM 40c is "1" or more. When the first special reserved number is "1" or more, the main control CPU 40a performs a predetermined process so that the execution condition of the first special game is established and the first special game is started. In this way, the main control CPU 40a executes the second special game in priority to the first special game. On the other hand, when the first special reserved number is not "1" or more, the main control CPU 40a ends the special symbol start process. In addition, when the special game or big win game is not being played and each special reserved number is "0", the main control CPU 40a will control the game to a standby state in which the special game and big win game are not being played.

[0085] When starting the first special game, the main control CPU40a updates the first special reserved number stored in the main control RAM40c by subtracting "1". In this process, the main control CPU40a controls the information display device 22 so that the updated first special reserved number is displayed. Next, the main control CPU40a reads out the first stored random number information of the random number information for the first special game from the main control RAM40c. After reading out the first stored random number information, the main control CPU40a erases the random number information from the main control RAM40c.

[0086] Next, the main control CPU 40a judges whether or not a jackpot will be won based on the read random number information and the jackpot judgment value stored in the main control ROM 40b. The judgment of whether or not a jackpot will be won is, for example, judged by whether or not the value of the random number specified from the random number information matches the jackpot judgment value corresponding to the current probability state. The judgment of whether or not a jackpot will be won may be judged by whether or not the value obtained by adding the value of the random number specified from the random number information and the jackpot judgment value exceeds a predetermined value.

[0087] When the jackpot is won, the main control CPU40a determines the jackpot symbol derived in the first special game and the variation pattern of the first special game. For example, the main control CPU40a determines the jackpot symbol derived in the first special game and the variation pattern of the first special game by lottery using the read random number information for the first special game. When the jackpot symbol derived in the first special game is determined, the main control CPU40a sets information (hereinafter referred to as a symbol command) capable of identifying the determined jackpot symbol in the output buffer. When the variation pattern of the first special game is determined, the main control CPU40a sets information (hereinafter referred to as a game start command) capable of identifying the determined variation pattern and instructing the start of a performance game based on the variation pattern in the output buffer. After setting the symbol command and the first game start command in the output buffer, the main control CPU40a ends the special symbol start process. In this embodiment, the game start commands include a first game start command that instructs the start of a presentation game based on the fluctuation pattern of a first special game, and a second game start command that instructs the start of a presentation game based on the fluctuation pattern of a second special game, and the information is capable of identifying which special game's fluctuation pattern it is based on.

[0088] On the other hand, in the case of a loss that does not win the jackpot, the main control CPU40a determines the loss symbol derived in the first special game and the variation pattern of the first special game. For example, the main control CPU40a determines the loss symbol derived in the first special game and the variation pattern of the first special game by a lottery using the read random number information for the first special game. When the loss symbol derived in the first special game is determined, the main control CPU40a sets information (hereinafter, referred to as a symbol command) capable of identifying the determined loss symbol in the output buffer. When the variation pattern of the first special game is determined, the main control CPU40a sets a game start command that can identify the determined variation pattern and is based on the variation pattern in the output buffer. After setting the symbol command and the first game start command in the output buffer, the main control CPU40a ends the special symbol start process.

[0089] When starting the second special game, the main control CPU40a performs the same control as when starting the first special game described above. That is, the main control CPU40a performs subtraction of the second special reserved number, jackpot lottery (jackpot judgment), decision of jackpot or non-jackpot symbol based on the result of jackpot lottery, decision of variation pattern based on the result of jackpot lottery, and setting of symbol command and game start command. After that, the main control CPU40a ends the special symbol start process.

[0090] Then, when the special symbol start process is ended, the main control CPU40a executes a special game by performing a process other than the special symbol start process. Specifically, the main control CPU40a controls the information display device 22 so that the special game is started. The main control CPU40a measures the change time determined in the change pattern determined in the special symbol start process. Then, the main control CPU40a controls the information display device 22 so that the special symbol determined in the special symbol start process is derived when the change time determined in the change pattern has elapsed. In addition, when the change time determined in the change pattern determined in the special symbol start process has elapsed, the main control CPU40a instructs the stop of the change of the performance symbol, and sets information (hereinafter, referred to as a game end command) for deriving a symbol combination by the performance symbol in the output buffer.

[0091] Next, the big win process performed by the main control CPU 40a will be described. In the jackpot process, the main control CPU 40a performs control to award a jackpot game based on the jackpot symbol (type of jackpot) determined in the special symbol start process. That is, the main control CPU 40a awards a jackpot game by executing the jackpot process after the jackpot symbol is derived in the special game.

[0092] When the special game of the big win is over, the main control CPU40a first sets information (hereinafter, referred to as an opening command) capable of identifying the start of the opening time in the output buffer. When the opening time has elapsed, the main control CPU40a performs processing for executing a round game. Specifically, the main control CPU40a controls the special actuator A2 so that the big prize opening 31 is opened based on an opening pattern determined by the big win symbol (type of big win), and starts the round game. After starting the round game, when the first end condition or the second end condition is established, the main control CPU40a controls the special actuator A2 so that the big prize opening 31 is closed, and ends the round game. The main control CPU40a repeats such processing for executing the round game until the specified number of round games are completed.

[0093] In addition, the main control CPU 40a sets information (hereinafter referred to as a round command) capable of identifying the start of a round game in the output buffer each time a round game is started. When the final round game ends, the main control CPU 40a sets information (hereinafter referred to as an ending command) capable of identifying the start of an ending time in the output buffer. When the ending time has elapsed, the main control CPU 40a ends the big win game.

[0094] Next, the game status processing performed by the main control CPU 40a will be described. When the main control CPU 40a awards a jackpot game based on the symbols ZA and Za, it sets a value that can specify that the state is controlled to a high probability state when the jackpot game ends to the main probability state flag stored in the main control RAM 40c. Also, when the main control CPU 40a awards a jackpot game based on the symbols ZA and Za, it sets a value that can specify that the state is controlled to a high base state when the jackpot game ends to the main base state flag stored in the main control RAM 40c. In this case, the main control CPU 40a controls the game state so that the state is in a high probability state and a high base state until the next jackpot game starts.

[0095] When the main control CPU 40a awards a jackpot game based on the symbols ZB and Zb, the main control CPU 40a sets a value that can specify that the game will be controlled to a low probability state when the jackpot game is terminated to the main probability state flag stored in the main control RAM 40c. Also, when the main control CPU 40a awards a jackpot game based on the symbols ZB and Zb, the main control CPU 40a sets a value that can specify that the game will be controlled to a high base state when the jackpot game is terminated to the main base state flag stored in the main control RAM 40c. In this case, since the main control CPU 40a awards a high base state with a set upper limit number of times, the main control CPU 40a stores the number of times equivalent to the upper limit number of times (100 times in this embodiment) in the main control RAM 40c as the remaining number of times of the special game that awards the high base state.

[0096] Then, the main control CPU 40a subtracts "1" from the remaining number stored in the main control RAM 40c each time the special game is executed. When the remaining number becomes "0", the main control CPU 40a sets the main base state flag to a value that can specify that the control is to be made to the low base state upon the end of the special game in which the remaining number becomes "0". In other words, the main control CPU 40a ends the high base state and transitions to the low base state upon the end of the special game with the upper limit number of times.

[0097] When a jackpot game is awarded, the main control CPU 40a sets the main probability state flag to a value that can specify that the jackpot game is controlled to a low probability state when the jackpot game is started. Also, when a jackpot game is awarded, the main control CPU 40a sets the main base state flag to a value that can specify that the jackpot game is controlled to a low base state when the jackpot game is started.

[0098] When the main control CPU 40a sets a value that can specify control to a low probability state to the main probability state flag, it sets information that can specify a low probability state (hereinafter referred to as a low probability state command) to the output buffer. On the other hand, when the main control CPU 40a sets a value that can specify control to a high probability state to the main probability state flag, it sets information that can specify a high probability state (hereinafter referred to as a high probability state command) to the output buffer.

[0099] When the main control CPU40a sets the main base state flag to a value that can specify control to the low base state, it sets information that can specify the low base state (hereinafter referred to as a low base state command) in the output buffer. On the other hand, when the main control CPU40a sets the main base state flag to a value that can specify control to the high base state, it sets information that can specify the high base state (hereinafter referred to as a high base state command) in the output buffer. Also, when controlled to the high base state, the main control CPU40a sets information that can specify the remaining number of special games that give the high base state (hereinafter referred to as a high base number command) in the output buffer.

[0100] Next, various processes performed by the sub-control CPU 41a will be described. First, the presentation game process performed by the sub-control CPU 41a will be described. The sub-control CPU41a determines a symbol combination to be derived in the performance game based on the game start command and the symbol command. When the special symbol identifiable from the symbol command is a big win symbol, the sub-control CPU41a determines a big win symbol combination by the performance symbol. When the special symbol identifiable from the symbol command is a losing symbol, the sub-control CPU41a determines a losing symbol combination by the performance symbol.

[0101] In addition, when the execution condition of the reach performance is established and the reach performance is executed in the performance game, the sub-control CPU41a determines a losing symbol combination including the reach (for example, "787"). In this embodiment, the execution condition of the reach performance is determined to be that a losing variation pattern with the reach performance is determined. Note that the execution condition of the reach performance may be determined to be that the sub-control CPU41a executes a predetermined reach lottery and wins the reach lottery.

[0102] In addition, the sub-control CPU41a controls the first effect display device 27a so that the effect symbols are variably displayed in each column upon input of a game start command. That is, the sub-control CPU41a starts the effect game. After starting the effect game, the sub-control CPU41a temporarily stops and displays the symbol combination of the determined effect symbols when a predetermined timing arrives, and derives the symbol combination of the determined effect symbols upon input of a game end command. The sub-control CPU41a may measure a variation time that can be specified from the variation pattern, regardless of the game end command, and derive the symbol combination upon the passage of the variation time. In this case, the game end command may be omitted.

[0103] Next, the big win effect processing performed by the sub-control CPU 41a will be described. The sub-control CPU41a controls the first performance display device 27a so that an opening performance is performed when an opening command is input. The sub-control CPU41a controls the first performance display device 27a so that a round performance is performed when a round command is input. Furthermore, the sub-control CPU41a ends the round performance when a round end command is input. The sub-control CPU41a controls the first performance display device 27a so that an ending performance is performed when an ending command is input. In this way, the sub-control CPU41a executes the opening performance, round performance, and ending performance as the jackpot performance during a jackpot game.

[0104] In this embodiment, the sub-control CPU 41a may control at least any of the second performance display device 27b, the third performance display device 27c, the decorative lamp 17a, the first movable light-emitting lamp 17b, the second movable light-emitting lamp 17c, the third movable light-emitting lamp 17d, and the speaker 18, in addition to the first performance display device 27a, so that various performances are performed.

[0105] Next, the game status processing performed by the sub-control CPU 41a will be described. When the sub-control CPU 41a inputs a low probability state command, it sets the sub-probability state flag stored in the sub-control RAM 41c to a value that can identify a low probability state. When the sub-control CPU 41a inputs a high probability state command, it sets the sub-probability state flag stored in the sub-control RAM 41c to a value that can identify a high probability state. The sub-control CPU 41a can identify whether the current game state is a low probability state or a high probability state by referring to the sub-probability state flag stored in the sub-control RAM 41c.

[0106] When the sub-control CPU 41a inputs a low base state command, it sets the sub-base state flag stored in the sub-control RAM 41c to a value that can identify a low base state. When the sub-control CPU 41a inputs a high base state command, it sets the sub-base state flag stored in the sub-control RAM 41c to a value that can identify a high base state. The sub-control CPU 41a can identify whether the current game state is a low base state or a high base state by referring to the sub-base state flag stored in the sub-control RAM 41c.

[0107] Here, the fluctuation pattern will be described in detail with reference to FIG. As shown in Fig. 4, the fluctuation pattern of this embodiment is selected depending on whether or not it is a jackpot. Specifically, the fluctuation patterns HP12, HP14, HP16, HP22, HP32, HP42, and HP52 are defined as jackpot fluctuation patterns. The fluctuation patterns HP11, HP13, HP15, HP21, HP31, and HP51 are defined as miss reach fluctuation patterns, and the fluctuation patterns HP01 and HP02 are defined as miss fluctuation patterns.

[0108] In addition, fluctuation patterns HP11 to HP16, HP21, HP22, HP31, HP32, and HP42 are fluctuation patterns that can be selected in a low base state, fluctuation patterns HP51 and HP52 are fluctuation patterns that can be selected in a high base state, and fluctuation patterns HP01 and HP02 are fluctuation patterns that can be selected in common in both the low base state and the high base state.

[0109] In addition, the variation patterns HP11, HP12, HP21, HP22, HP31, HP32, and HP42 are variation patterns in which a reach is formed in the performance game (during the execution of the special game) and a first super reach (hereinafter, may be indicated as "SR1") performance is executed. The variation patterns HP13 and HP14 are variation patterns in which a reach is formed in the performance game (during the execution of the special game) and a second super reach (hereinafter, may be indicated as "SR2") performance is executed. The variation patterns HP15 and HP16 are variation patterns in which a reach is formed in the performance game (during the execution of the special game) and a third super reach (hereinafter, may be indicated as "SR3") performance is executed. The variation patterns HP51 and HP52 are variation patterns in which a reach is formed in the performance game (during the execution of the special game) and a fourth super reach (hereinafter, may be indicated as "SR4") performance is executed. In this embodiment, the SR3 performance is a performance with a higher jackpot expectation (advantage expectation) than the SR2 performance.

[0110] Each fluctuation pattern corresponds to a fluctuation time, and the fluctuation time can be specified from the fluctuation pattern. Specifically, in this embodiment, the fluctuation pattern HP02 is a fluctuation pattern that shortens the fluctuation time of the fluctuation pattern HP01, and is more likely to be selected in a high base state than in a low base state. In addition, the fluctuation pattern HP02 can be selected when the first special reserved number is large in a low base state, and the fluctuation pattern HP01 can be selected when the second special reserved number is small in a high base state.

[0111] In this embodiment, the number of variation cycles (continuous number) executed in one special game is associated with the variation pattern. The variation cycle is a unit performance executed in each of one or more predetermined periods in one special game, and is a unit performance associated with the variation of the performance symbol. In other words, the variation cycle is a unit performance executed in one or more predetermined periods to which one special game is assigned (divided). In this embodiment, the variation cycle other than the final one is defined as one variation cycle from the start of the variation display of the performance symbol to the time when the performance symbol is temporarily stopped and displayed, and the final variation cycle is defined as one variation cycle from the start of the variation display of the performance symbol to the time when the performance symbol is fixed and stopped and displayed.

[0112] In this embodiment, the upper limit number of fluctuation cycles that can be executed during one special game (upper limit number of consecutive cycles, 4 times in this embodiment) is specified, and the number of fluctuation cycles executed during one special game can indicate the jackpot expectation. In particular, it is specified that the jackpot expectation increases as the number of fluctuation cycles executed during one special game increases. In addition, it is specified that a jackpot is confirmed when the number of fluctuation cycles executed during one special game reaches the upper limit number. Therefore, the next fluctuation cycle is continuously executed during one special game, and the jackpot expectation increases.

[0113] Specifically, the variation patterns HP01, HP02, HP11 to HP16, HP51, and HP52 are defined as variation patterns in which one variation cycle is executed in one special game. The variation patterns HP21 and HP22 are defined as variation patterns in which two variation cycles are executed in one special game, the variation patterns HP31 and HP32 are defined as variation patterns in which three variation cycles are executed in one special game, and the variation pattern HP42 is defined as variation pattern in which four variation cycles are executed in one special game. Hereinafter, the effect in which multiple variation cycles are executed in one special game is referred to as a "pseudo consecutive effect (pseudo continuous effect)".

[0114] In this embodiment, the pachinko game machine 10 can execute a pseudo consecutive suggestion effect. The pseudo consecutive suggestion effect is an effect that indicates whether the fluctuation cycle will continue and the probability of a big win in a special game when multiple fluctuation cycles are performed during one special game. In this embodiment, the pseudo consecutive suggestion effect is executed when the left and right columns of effect symbols are temporarily displayed as a reach symbol combination in the third fluctuation cycle.

[0115] There are two types of pseudo consecutive suggestion effects: a common effect and a suggested result effect. The common effect is an effect that is executed in the same presentation mode regardless of the presentation mode of the suggested result effect. In this embodiment, the common effect is an effect in which the operation effective period starts after the second movable body K2 and the third movable body K3 are displaced from the original position to the first position. The common effect is an effect in which an image that can identify the start of the pseudo consecutive suggestion effect is displayed, followed by an image that prompts the operation of the first presentation button 19a.

[0116] The suggested result presentation is a presentation that is executed after the common presentation ends. There are two types of suggested result presentation: a presentation in which it is determined that a third fluctuation cycle will be performed in one special game without a fourth fluctuation cycle being performed, and a presentation in which it is determined that a fourth fluctuation cycle will be performed in one special game. The suggested result presentation is executed in response to a single operation of the first presentation button 19a or the second presentation button 19b during the valid operation period. In this embodiment, the suggested result presentation is also executed when the first presentation button 19a or the second presentation button 19b is not operated once during the valid operation period and the valid operation period ends.

[0117] As shown in FIG. 5, there are multiple types of pseudo consecutive suggestion effects, EP01 to EP03. The effect patterns EP01 and EP02 are effect patterns that determine that three fluctuation cycles will occur in one special game. The effect pattern EP03 is an effect pattern that determines that the next fluctuation cycle will occur even in the third fluctuation cycle in one special game, and that four fluctuation cycles will occur in one special game.

[0118] The presentation pattern EP02 is a presentation pattern with a higher expectation of a big win than the presentation pattern EP01. The presentation pattern EP03 is a presentation pattern with a higher expectation of a big win than the presentation pattern EP02, and is a presentation pattern that determines a big win.

[0119] The pseudo consecutive suggestion performance is executed in a performance mode using the first performance display device 27a, the first movable body K1, the second movable body K2, and the third movable body K3. Hereinafter, the performance using the first movable body K1 may be referred to as the first movable performance, and the performance using the second movable body K2 and the third movable body K3 may be referred to as the second movable performance.

[0120] The pseudo consecutive suggestion performance based on the performance pattern EP01 includes a performance in which each movable body K1 to K3 does not move after a common performance is executed in a common specific performance mode. Specifically, the performance pattern EP01 is a performance pattern in which the first movable body K1 does not move from the original position as the first movable performance, but the first movable light-emitting lamp 17b emits light in a green light-emitting mode. The performance pattern EP01 is a performance pattern in which the second movable body K2 and the third movable body K3 do not move from the first position as the second movable performance, but the second movable light-emitting lamp 17c and the third movable light-emitting lamp 17d emit light in a green light-emitting mode. In addition, the performance pattern EP01 is a performance pattern in which an image is displayed in a green display mode based on green on the first performance display device 27a, the second performance display device 27b, and the third performance display device 27c. In detail, presentation pattern EP01 is a presentation pattern in which an effect image is displayed in a green display mode from the first movable body K1 toward the second movable body K2 and the third movable body K3, and an execution image indicating the special game being executed is changed to a green display mode.

[0121] The pseudo consecutive suggestion performance based on the performance pattern EP02 includes a single moving performance in which the second movable body K2 and the third movable body K3 do not move but the first movable body K1 moves after the common performance is executed in a common specific performance mode. Specifically, the performance pattern EP02 is a performance pattern in which the first movable body K1 moves from the original position to the first position as the first moving performance, and the first movable light-emitting lamp 17b emits light in a red light-emitting mode. The performance pattern EP02 is a performance pattern in which the second movable body K2 and the third movable body K3 do not move from the first position as the second moving performance, but the second movable light-emitting lamp 17c and the third movable light-emitting lamp 17d emit light in a red light-emitting mode. In addition, the performance pattern EP02 is a performance pattern in which an image is displayed in a red display mode based on red on the first performance display device 27a, the second performance display device 27b, and the third performance display device 27c. In detail, presentation pattern EP02 is a presentation pattern in which an effect image is displayed in a red display mode from the first movable body K1 toward the second movable body K2 and the third movable body K3, and an execution image indicating the special game being executed is changed to a red display mode.

[0122] The pseudo consecutive suggestion performance based on the performance pattern EP03 includes a series of moving performances by the displacement of the first movable body K1 and the displacement of the second movable body K2 and the third movable body K3 after the common performance is executed in a common specific performance mode. Specifically, the performance pattern EP03 is a performance pattern in which the first movable body K1 is displaced from the original position to the first position as the first moving performance, and the first movable light-emitting lamp 17b emits light in a rainbow light-emitting mode. The performance pattern EP03 is a performance pattern in which the second movable body K2 and the third movable body K3 are displaced from the first position to the second position as the second moving performance, and the second movable light-emitting lamp 17c and the third movable light-emitting lamp 17d emit light in a rainbow light-emitting mode. In addition, the performance pattern EP03 is a performance pattern in which an image is displayed in a rainbow display mode based on rainbow colors on the first performance display device 27a, the second performance display device 27b, and the third performance display device 27c. In detail, presentation pattern EP03 is a presentation pattern in which an effect image is displayed in a rainbow-colored display mode from the first movable body K1 toward the second movable body K2 and the third movable body K3, and an execution image indicating the special game being played is displayed in a rainbow-colored display mode.

[0123] In this way, the light emission modes of the first to third movable light-emitting lamps 17b to 17d include a green light emission mode, a red light emission mode, and a rainbow light emission mode, and the rainbow light emission mode has a higher expectation of a jackpot than the red light emission mode, and the red light emission mode has a higher expectation of a jackpot than the green light emission mode.

[0124] The first to third movable light-emitting lamps 17b to 17d emit light in a green light-emitting manner when the pseudo consecutive suggestion performance based on the performance pattern EP01 is executed, emit light in a red light-emitting manner when the pseudo consecutive suggestion performance based on the performance pattern EP02 is executed, and emit light in a rainbow light-emitting manner when the pseudo consecutive suggestion performance based on the performance pattern EP03 is executed. Therefore, the pseudo consecutive suggestion performance based on the performance pattern EP03 is a performance with a higher expectation of a jackpot than the pseudo consecutive suggestion performance based on the performance pattern EP02, and the pseudo consecutive suggestion performance based on the performance pattern EP02 is a performance with a higher expectation of a jackpot than the pseudo consecutive suggestion performance based on the performance pattern EP01.

[0125] The first movable light-emitting lamp 17b can emit light in response to the displacement of the first movable body K1 and can emit light even when the first movable body K1 is not displaced. The second movable light-emitting lamp 17c and the third movable light-emitting lamp 17d can emit light in response to the displacement of the second movable body K2 and the third movable body K3 and can emit light even when the second movable body K2 and the third movable body K3 are not displaced.

[0126] In this embodiment, the Pachinko gaming machine 10 can execute a numerical performance. In this embodiment, the numerical performance is a performance in which a numerical value can be specified by displaying a numerical image on the first performance display device 27a. After the numerical performance is executed, the SR2 performance or the SR3 performance is executed.

[0127] In this embodiment, the numerical value corresponds to an integer between "0" and "100", and the closer the numerical value is to "100", the higher the expectation that the SR3 effect will be executed after the numerical effect ends. In this manner, in this embodiment, the SR3 effect is executed with a higher probability when the determined numerical value after the end of the operation valid period is "80" or more, which is closer to "100" than "79", than when it is "79" or less.

[0128] In particular, in this embodiment, when the SR3 presentation is executed based on the fluctuation pattern as the numerical presentation, the final fixed numerical value is determined with the upper limit set to "100". On the other hand, when the SR2 presentation is executed based on the fluctuation pattern as the numerical presentation, the final fixed numerical value is determined with the upper limit set to "79". In other words, when the final fixed numerical value becomes "80" or more, it is determined that the SR3 presentation will be executed. In this way, in this embodiment, the first presentation display device 27a executes a numerical presentation that can be specified for a numerical value, and after the numerical presentation ends, it is possible to execute an SR3 presentation that suggests the probability of a jackpot, but there are also cases where an SR2 presentation is executed.

[0129] In addition, the SR3 effect has a higher jackpot expectation than the SR2 effect. For this reason, if there is a first number and a second number that is closer to "100" than the first number or is "100", the second number can be said to have a higher jackpot expectation than the first number.

[0130] In this embodiment, the numerical performance is a performance in which a numerical value increases when any of the first performance button 19a, the second performance button 19b, and the touch sensor 19c is operated in a predetermined operation mode during a predetermined operation effective period. In particular, in this embodiment, the numerical performance can change so that the numerical value increases in a different change mode depending on the operation mode during the predetermined operation effective period. In detail, the change mode of the numerical value includes both the amount of change of the numerical value and the number of times the numerical value changes. In addition, even if the final determined numerical value in the numerical performance is the same, the numerical performance can change so that the numerical value increases in a different change mode depending on the operation mode during the predetermined operation effective period. In addition, the numerical performance is a performance in which, when the same operation mode is operated during a predetermined operation effective period, even if the final determined numerical value in the numerical performance is the same, the numerical value can change so that the numerical value increases in a different change mode until it changes to the determined numerical value.

[0131] As shown in Fig. 6(a), there are multiple kinds of numerical performance patterns, EP11 to EP23. Performance patterns EP11 to EP17 are performance patterns that can be determined when both SR2 performance and SR3 performance are executed. On the other hand, performance patterns EP18 to EP23 are performance patterns that cannot be determined when SR2 performance is executed, but can be determined when SR3 performance is executed.

[0132] Each of the multiple types of effect patterns is associated with an effect block for each number of effective operation periods set during execution of one special game. In this embodiment, multiple effective operation periods are defined for the effect patterns. Specifically, five effective operation periods are defined for effect patterns EP11 to EP17, six effective operation periods are defined for effect patterns EP18 and EP19, two effective operation periods are defined for effect pattern EP20, and three effective operation periods are defined for effect patterns EP21 to EP23.

[0133] As shown in FIG. 6(b), there are a plurality of types of presentation blocks EB1 to EB7 as presentation blocks for numerical presentations. The performance block EB1 is a performance block in which the final performance of the numerical performance is executed by operating the first performance button 19a or the second performance button 19b once (hereinafter referred to as the "single-hit operation mode"). The performance block EB1 corresponds to the final operation effective period among the multiple operation effective periods in all the performance patterns EP11 to EP23.

[0134] In this embodiment, the final performance of the numerical performance is a performance that does not change the numerical value. The final performance of the numerical performance includes an SR2 development confirmation performance and an SR3 development confirmation performance. The SR2 development confirmation performance is a performance that can be specified to develop into an SR2 performance. The SR3 development confirmation performance is a performance that can be specified to develop into an SR3 performance.

[0135] Particularly, in this embodiment, the SR2 development confirmation performance is a performance in which the first movable body K1 does not move from the original position, and the second movable body K2 and the third movable body K3 do not move from the first position. The SR2 development confirmation performance is a performance in which each of the movable light-emitting lamps 17b to 17d emits light in a green light emission mode. The SR2 development confirmation performance is a performance in which an image that can identify the development to the SR2 performance is displayed on the second performance display device 27b and the third performance display device 27c.

[0136] In this embodiment, the SR3 development confirmation performance is a series of moving performances in which the first movable body K1 is displaced from the original position to the first position, and the second movable body K2 and the third movable body K3 are displaced from the first position to the second position. The SR3 development confirmation performance is a performance in which each of the movable light-emitting lamps 17b to 17d emits light in a red light emission mode. The SR3 development confirmation performance is a performance in which an image that can identify the development to the SR3 performance is displayed on the second performance display device 27b and the third performance display device 27c.

[0137] The performance block EB2 is a performance block that executes a continuous attack performance in which a numerical value can be increased by an operation mode in which the first performance button 19a or the second performance button 19b is repeatedly operated (hereinafter referred to as a "continuous operation mode"). The performance block EB2 is a performance block in which a numerical value may or may not increase by "1" for each single-hit operation mode of the first performance button 19a or the second performance button 19b.

[0138] The performance block EB2 corresponds to the fifth operation valid period in the performance patterns EP18 and EP19, and does not correspond to any other performance patterns. Compared to the performance patterns EP11 to EP17, the performance patterns EP18 and EP19 have the performance block EB2 added as a performance block corresponding to the fifth operation valid period, making it easier to increase the numerical value.

[0139] The performance block EB3 is a performance block that executes a special attack performance in which the value can increase by "10" depending on the operation time by pressing and holding the first performance button 19a or the second performance button 19b (hereinafter referred to as the "long press operation mode").

[0140] The performance block EB3 corresponds to the first operation valid period in the performance pattern EP20 and the second operation valid period in the performance patterns EP21 to EP23, respectively, and does not correspond to the other performance patterns. Compared with the performance patterns EP11 to EP17, the performance patterns EP20 to EP23 have fewer operation valid periods, but are performance patterns that are easier to increase the numerical value.

[0141] The effect block EB4 is a effect block that executes a special attack effect in which a numerical value is doubled by a touch operation on the touch sensor 19c (hereinafter, referred to as a "touch operation mode").

[0142] The performance block EB4 corresponds to the fourth valid operation period in the performance pattern EP15, the third valid operation period in the performance pattern EP16, and the second valid operation period in the performance pattern EP17, but does not correspond to any other performance patterns. Compared to the performance patterns EP11 to EP17, the performance patterns EP15 to EP17 are performance patterns in which it is easier to increase the numerical value, although the number of valid operation periods is the same.

[0143] The effect blocks EB5 to EB7 are effect blocks that execute a normal attack effect in which a numerical value increases according to a single-hit operation mode of the first effect button 19a or the second effect button 19b. Any of the effect blocks EB5 to EB7 is associated with an effect pattern other than the effect pattern EP20.

[0144] Presentation block EB5 is a presentation block in which the value increases five times, presentation block EB6 is a presentation block in which the value increases six times, and presentation block EB7 is a presentation block in which the value increases seven times.

[0145] In detail, as shown in FIG. 7(a), the performance block EB5 has multiple types of performance blocks EB5A to EB5E. Each of the multiple types of performance blocks EB5A to EB5E is determined to have either a weak attack performance block that executes a weak attack performance or a strong attack performance block that executes a strong attack performance for each number of times the numerical value increases. The weak attack performance block is a performance block that increases the numerical value by "2", and the strong attack performance block is a performance block that increases the numerical value by "4". In this way, the numerical performance includes a weak attack performance in which the numerical value increases by "2" according to the operation during the operation effective period, and a strong attack performance in which the numerical value increases by "4", which is greater than "2". As a result, each of the multiple types of performance blocks EB5A to EB5E is determined to have a combined numerical value that increases the numerical value. Similarly, as shown in FIG. 7(b), the performance block EB6 has multiple types of performance blocks EB6A to EB6F. As shown in FIG. 7(c), the performance block EB7 has multiple types of performance blocks EB7A to EB7G.

[0146] In this embodiment, when any one of the effect patterns EP11 to EP17 is determined as the numerical effect pattern, there are five effective operation periods during the execution of one special game, and when any one of the effect patterns EP18 and EP19 is determined, there are six effective operation periods during the execution of one symbol variation game. In addition, the effect pattern is determined so that the numerical value approaches "100" more easily in any one of the effect patterns EP18 and EP19 than in any one of the effect patterns EP11 to EP17, and the expectation of developing into the SR3 effect is higher. Therefore, in this embodiment, it can be said that the expectation of a jackpot is higher when there are six effective operation periods during the execution of one special game than when there are five effective operation periods during the execution of one special game.

[0147] In the present embodiment, the numerical effect includes a suggestion effect. The suggestion effect is an effect that is executed before the start of the first of the multiple effective operation periods. The suggestion effect is an effect that indicates a degree of change expectation in which the amount of change that changes so that the numerical value increases during a predetermined effective operation period becomes large.

[0148] In this embodiment, the suggestive effect is an effect that displays four suggestive images. The four suggestive images are images that indicate the expected degree of change in four valid operation periods. In particular, the four suggestive images are images that indicate the expected degree of change in the first to fourth valid operation periods in the effect patterns EP11 to EP19. Thus, in this embodiment, the suggestive effect is an effect that suggests the number of valid operation periods during one execution of the special game by displaying suggestive images.

[0149] On the other hand, the four suggestive images are images that indicate the expected degree of change in the first valid operation period in performance pattern EP20. Also, the four suggestive images are a first image that indicates the expected degree of change in the first valid operation period and second to fourth images that indicate the expected degree of change in the second valid operation period in performance patterns EP20 to EP23.

[0150] As shown in FIG. 8, there are multiple types of suggestive images SG1 to SG3. The suggestive image SG3 is an image with a higher expectation of change than the suggestive image SG2, and the suggestive image SG2 is an image with a higher expectation of change than the suggestive image SG1. In other words, in this embodiment, the suggestive effect that displays the suggestive image SG3 is an effect with a higher expectation of change than the suggestive effect that displays the suggestive image SG2, and the suggestive effect that displays the suggestive image SG2 is an effect with a higher expectation of change than the suggestive effect that displays the suggestive image SG1. In addition, since the probability of the SR3 effect being executed increases as the amount of change that changes so that the numerical value increases increases, it can also be said that a high expectation of change means a high expectation of a jackpot.

[0151] Thus, in this embodiment, the suggestive effect includes an effect that displays any one of the suggestive images SG1 to SG3, and is an effect that can identify the expected degree of change during the valid operation period. Also, in this embodiment, when there are multiple valid operation periods excluding the final valid operation period during the execution of one special game, the suggestive effect is an effect that suggests the expected degree of change during each of the multiple valid operation periods. Also, when there is one valid operation period excluding the final valid operation period during the execution of one special game, the suggestive effect is an effect that suggests the expected degree of change during each of the single valid operation period.

[0152] Furthermore, in this embodiment, the numerical performance includes a character display performance. In this embodiment, the character display performance is executed when a strong attack performance is executed as a numerical performance based on the performance blocks EB5 to EB7. Furthermore, in this embodiment, the strong attack performance is a performance that can be executed before a numerical value (a fixed numerical value) is determined in each of the multiple effective operation periods excluding the final effective operation period, based on the performance blocks EB5 to EB7. In view of this, in this embodiment, it can be said that the character display performance is a performance that can be executed before a fixed numerical value is determined in each of the multiple effective operation periods excluding the final effective operation period.

[0153] The character display effect is an effect in which a character image is displayed in a part of the first display area 27r1 of the first effect display device 27a. Thus, in this embodiment, the display mode of at least a part of the area in which the character image is displayed in the first display area 27r1 differs depending on the type of the character image. In other words, the character display effect is executed with at least a part of different effect contents depending on the type of the character image.

[0154] 9, in the character display effect, any one of a plurality of types of character images CA1-CA3, CB1-CB3, CC1-CC3, and CD1-CD3 is displayed. That is, in the present embodiment, the character display effect has a presentation mode in which the character images CA1-CA3, CB1-CB3, CC1-CC3, and CD1-CD3 are displayed.

[0155] When the numerical value becomes "29" or less due to the execution of the strong attack effect, one of the character images CA1 to CA3 is displayed. Compared to the character image CA1, the character image CA2 is an image with a higher expectation of a change in which the numerical value will increase during the next operation valid period when there is a next operation valid period in one special game. Compared to the character image CA2, the character image CA3 is an image with a higher expectation of a change in which the numerical value will increase during the next operation valid period when there is a next operation valid period in one special game. In other words, compared to the character image CA1, the character image CA2 is an image with a higher expectation of a jackpot in the special game in which the numerical effect is executed. Compared to the character image CA2, the character image CA3 is an image with a higher expectation of a jackpot in the special game in which the numerical effect is executed.

[0156] Furthermore, when the strong attack effect is performed and the numerical value is between "30" and "49," one of the character images CB1 to CB3 is displayed. The character images CB1 to CB3 are images having the same functions as the character images CA1 to CA3, respectively.

[0157] Furthermore, when the strong attack effect is performed and the numerical value is between "50" and "79," one of the character images CC1 to CC3 is displayed. The character images CC1 to CC3 are images having the same functions as the character images CA1 to CA3, respectively.

[0158] Also, when the numerical value becomes "80" or more with the execution of the strong attack effect, one of the character images CD1 to CD3 is displayed. The character image CD1 is an image corresponding to the character image CD1 displayed in the SR3 effect, and is an image displayed when the character image CD1 is displayed in the SR3 effect. The character image CD2 is an image corresponding to the character image CD2 displayed in the SR3 effect, and is an image displayed when the character image CD2 is displayed in the SR3 effect. The character image CD3 is an image corresponding to the character image CD3 displayed in the SR3 effect, and is an image displayed when the character image CD3 is displayed in the SR3 effect. Therefore, since one of the character images CD1 to CD3 is displayed, it is possible to specify the character image displayed in the SR3 effect. Thus, in this embodiment, the effect mode of the character display effect that displays the character images CD1 to CD3 includes an effect mode corresponding to the effect mode of the SR3 effect.

[0159] In this embodiment, when the character image CD2 is displayed in the SR3 performance, the expectation of a big win is higher than when the character image CD1 is displayed. Also, in this embodiment, when the character image CD3 is displayed in the SR3 performance, the expectation of a big win is higher than when the character image CD2 is displayed. From this, the character image CD2 is an image with a higher expectation of a big win in the special game in which the numerical performance is executed than the character image CD1. The character image CD3 is an image with a higher expectation of a big win in the special game in which the numerical performance is executed than the character image CD2.

[0160] Thus, in this embodiment, the character display presentation is performed in a presentation manner that differs at least in part depending on whether the result of a strong attack presentation is a first numerical value or a second numerical value assigned to a numerical range different from the first numerical value.

[0161] Here, the presentation modes of the pseudo consecutive suggestion presentation and the numerical presentation will be described with reference to Figs. As shown in Fig. 10(a), the first display area 27r1 of the first effect display device 27a displays the effect symbols in a fixed and stopped state. In addition, in the second display area 27r2 of the second effect display device 27b and the third display area 27r3 of the third effect display device 27c, an execution image JG corresponding to the special game being executed and two reserved images HG1 and HG2 corresponding to the special games whose execution is suspended are displayed in a normal display mode (for example, a white display mode). In addition, the first to third movable bodies K1 to K3 are arranged in their original positions.

[0162] As shown in Fig. 10(b), when the special game starts, the first display area 27r1 displays a variably displayed effect symbol. Also, the second display area 27r2 and the third display area 27r3 display an execution image JG and one reserved image HG1 in a normal display mode.

[0163] As shown in Fig. 10(c), the left and right columns of performance symbols are displayed temporarily as a reach symbol combination. Then, as shown in Fig. 10(d), after the right column of performance symbols changes again, all columns of performance symbols are displayed temporarily as a continuation symbol combination. A continuation symbol combination is a symbol combination that indicates that the next variation cycle will continue.

[0164] Next, as shown in Fig. 10(e), when the second variation cycle starts, the first display area 27r1 displays the variation of the performance symbols, and as shown in Fig. 10(f), the left and right columns of performance symbols are temporarily stopped and displayed in a reach pattern combination. Then, as shown in Fig. 10(g), after the right column of performance symbols changes again, all columns of performance symbols are temporarily stopped and displayed in a continuation pattern combination.

[0165] Next, as shown in FIG. 10(h), when the third variation cycle begins, the first display area 27r1 displays a varying display of the performance symbols, and as shown in FIG. 11(a), the performance symbols in the left and right columns are displayed temporarily frozen in a reach pattern combination.

[0166] 11(b), the pseudo consecutive suggestion performance is started, and the second movable body K2 and the third movable body K3 are displaced upward from their original positions and placed in the first position. In this case, an image prompting the operation of the first performance button 19a is displayed.

[0167] Next, as shown in FIG. 11(c), when the first performance button 19a is operated, the first movable light-emitting lamp 17b emits light in a green light-emitting manner. The second movable light-emitting lamp 17c and the third movable light-emitting lamp 17d also emit light in a green light-emitting manner. The first to third display areas 27r1 to 27r3 display effect images in a green display manner. The execution image JG also changes to a green display manner. In this case, the first movable body K1 does not displace from the original position, and the second movable body K2 and the third movable body K3 do not displace from the first position.

[0168] Then, as shown in Fig. 11(d), the effect image disappears, and as shown in Fig. 11(e), the first to third movable light-emitting lamps 17b to 17d also stop emitting green light. In this case, the first movable body K1 does not move from the original position, and the second movable body K2 and the third movable body K3 move from the first position to their original positions. This determines that three variation cycles will be performed in one special game. Then, after the SR1 effect is executed, the effect symbols are displayed as a determined stop symbol combination that is a losing combination, as shown in Fig. 11(f).

[0169] On the other hand, as shown in FIG. 11(g), when the first performance button 19a is operated, a series of moving performances of the first to third movable bodies K1 to K3 are executed. As a series of moving performances, the first movable body K1 is displaced downward from the original position and disposed at the first position. As a series of moving performances, the second movable body K2 is displaced leftward from the first position and disposed at the second position. As a series of moving performances, the third movable body K3 is displaced rightward from the first position and disposed at the second position. In this case, the first movable light-emitting lamp 17b emits light in a rainbow light-emitting manner. Also, the second movable light-emitting lamp 17c and the third movable light-emitting lamp 17d also emit light in a rainbow light-emitting manner. Also, the first to third display regions 27r1 to 27r3 display effect images in a rainbow display manner. Also, the execution image JG was displayed in the second display region 27r2 and the third display region 27r3, but is displayed in a rainbow display manner in the first display region 27r1.

[0170] 11(h), the first movable body K1 is displaced from the first position to the original position, and the second movable body K2 and the third movable body K3 are displaced from the second position to the first position. In this case, the effect image disappears, and the first to third movable light-emitting lamps 17b to 17d stop emitting light in the rainbow-colored light-emitting mode. This determines that four variation cycles will be performed in one special game.

[0171] Then, as shown in Fig. 12(a), the second movable body K2 and the third movable body K3 are displaced from the first position to the original position, and when the fourth variation cycle starts, the first display area 27r1 displays the variation of the performance symbols. Next, as shown in Fig. 12(b), the performance symbols in the left and right columns are displayed temporarily in a reach pattern combination. Then, as shown in Fig. 12(c), the performance symbols are displayed in a fixed stop in a jackpot pattern combination.

[0172] Next, as shown in Fig. 12(d), the first display area 27r1 of the first effect display device 27a displays the effect symbols in a fixed and stopped state. The first to third movable bodies K1 to K3 are arranged in their original positions. As shown in Fig. 12(e), when the special game starts, the first display area 27r1 displays the effect symbols in a variable manner, and as shown in Fig. 12(f), the effect symbols in the left and right columns are displayed temporarily in a reach-like pattern combination.

[0173] Then, as shown in FIG. 12(g), the numerical performance is started, and the second movable body K2 and the third movable body K3 are displaced upward from their original positions and placed in the first position. In this case, a suggestion performance is executed in the second display area 27r2 and the third display area 27r3 to display a plurality of suggestion images. In this embodiment, the four suggestion images are four characters, "one," "sword," "both," and "cut." The third of the four suggestion images is a suggestion image SG2 in which an effect display is performed in a red display mode, and the other suggestion images are suggestion images SG1 in which no effect display is performed.

[0174] Next, as shown in Fig. 12(h), the first operation valid period starts, and an image prompting the operation of the first effect button 19a is displayed. When the first effect button 19a is operated, five normal attack effects are executed, as shown in Fig. 13(a) to Fig. 13(e). In this case, an increasing value is displayed for each of the five normal attack effects, and a total value obtained by adding up the increasing values ​​is displayed.

[0175] Specifically, as shown in FIG. 13(a), the first normal attack performance is a weak attack performance, a slashing attack effect image is displayed, the increasing numerical value is "+2", and the total numerical value is "2". As shown in FIG. 13(b), the second normal attack performance is a weak attack performance, a slashing attack effect image is displayed, the increasing numerical value is "+2", and the total numerical value is "4". As shown in FIG. 13(c), the third normal attack performance is a strong attack performance, a slashing attack effect image is displayed, the increasing numerical value is "+4", and the total numerical value is "8". In this case, in one of the first display area 27r1, the effect image is displayed as a boundary, a character image CA1 is displayed. As shown in FIG. 13(d), the fourth normal attack performance is a strong attack performance, a slashing attack effect image is displayed, the increasing numerical value is "+4", and the total numerical value is "12". In this case, in one of the first display area 27r1, the effect image is displayed as a boundary, a character image CA1 is displayed. 13(e), the fifth normal attack is a strong attack, and a slashing effect image is displayed, and an increment of "+4" is displayed, resulting in a total of "16." In this case, in the first display area 27r1, a character image CA2 is displayed in one of the areas bordered by the effect image.

[0176] Next, as shown in Fig. 13(f), the second operation valid period starts, and an image prompting the operation of the first effect button 19a is displayed. In this case, the first suggestion image corresponding to the first operation valid period disappears. When the first effect button 19a is operated, five normal attack effects are executed, as shown in Fig. 13(g), Fig. 13(h), Fig. 14(a) to Fig. 14(c).

[0177] Specifically, as shown in FIG. 13(g), the first normal attack performance is a weak attack performance, a slashing effect image is displayed, the increasing value is "+2", and the total value is "18". As shown in FIG. 13(h), the second normal attack performance is a weak attack performance, a slashing effect image is displayed, the increasing value is "+2", and the total value is "20". As shown in FIG. 14(a), the third normal attack performance is a strong attack performance, a slashing effect image is displayed, the increasing value is "+4", and the total value is "24". In this case, in one of the first display areas 27r1, the effect image is displayed as a boundary, a character image CA2 is displayed. As shown in FIG. 14(b), the fourth normal attack performance is a strong attack performance, a slashing effect image is displayed, the increasing value is "+4", and the total value is "28". In this case, in one of the first display areas 27r1, the effect image is displayed as a boundary, a character image CA3 is displayed. 14(c), the fifth normal attack effect is a strong attack effect, and a slashing attack effect image is displayed, with an increased value of "+4" and a total value of "32." In this case, in one of the first display regions 27r1, bordered by the effect image, character image CB3 is displayed from among character images CB1 to CB3, since the total value is "32."

[0178] Next, as shown in FIG. 14(d), the third operation valid period starts, and an image prompting the touch operation of the touch sensor 19c is displayed. In this case, the second suggestive image corresponding to the second operation valid period disappears. When the touch sensor 19c is operated by touch, a special attack effect is executed as shown in FIG. 14(e). Specifically, the special attack effect displays "×2" as the accumulated value, and the total value is displayed as "64."

[0179] Next, as shown in Fig. 14(f), the fourth operation valid period starts, and an image prompting the operation of the first effect button 19a is displayed. In this case, the third suggestion image corresponding to the third operation valid period disappears. When the first effect button 19a is operated, five normal attack effects are executed, as shown in Fig. 14(g), Fig. 14(h), Fig. 15(a) to Fig. 15(c).

[0180] Specifically, as shown in FIG. 14(g), the first normal attack performance is a weak attack performance, a slashing effect image is displayed, the increasing value is "+2", and the total value is "66". As shown in FIG. 14(h), the second normal attack performance is a weak attack performance, a slashing effect image is displayed, the increasing value is "+2", and the total value is "68". As shown in FIG. 15(a), the third normal attack performance is a weak attack performance, a slashing effect image is displayed, the increasing value is "+2", and the total value is "70". As shown in FIG. 15(b), the fourth normal attack performance is a weak attack performance, a slashing effect image is displayed, the increasing value is "+2", and the total value is "72". As shown in FIG. 15(c), the fifth normal attack performance is a strong attack performance, a slashing effect image is displayed, the increasing value is "+4", and the total value is "76". In this case, in the first display region 27r1, one region bordering the effect image displays the character image CC2 out of the character images CC1 to CC3, since the total numerical value is "76."

[0181] Next, as shown in Fig. 15(d), the fifth operation valid period starts, and an image prompting the operation of the first effect button 19a is displayed. In this case, the fourth suggestion image corresponding to the fourth operation valid period disappears. When the first effect button 19a is operated, as shown in Fig. 15(e), an SR3 development confirmation effect that confirms the development to the SR3 effect may be executed.

[0182] In the SR3 development confirmation performance, a series of moving performances of the first to third movable bodies K1 to K3 is executed. As a series of moving performances, the first movable body K1 is displaced downward from the original position and disposed at the first position. As a series of moving performances, the second movable body K2 is displaced leftward from the first position and disposed at the second position. As a series of moving performances, the third movable body K3 is displaced rightward from the first position and disposed at the second position. In this case, the first movable light-emitting lamp 17b emits light in a red light-emitting manner. Also, the second movable light-emitting lamp 17c and the third movable light-emitting lamp 17d also emit light in a red light-emitting manner. Also, the execution image JG was displayed in the second display area 27r2 and the third display area 27r3, but is displayed in a red display manner in the first display area 27r1. Also, an image that can be identified as developing into the SR3 performance is displayed in the second display area 27r2 and the third display area 27r3.

[0183] On the other hand, as shown in Fig. 15(f), an SR2 development confirmation effect that develops into an SR2 effect may be executed. In the SR2 development confirmation effect, the first to third movable bodies K1 to K3 do not move. Also, the first to third movable light-emitting lamps 17b to 17d do not emit light in the red light emission mode.

[0184] Then, as shown in FIG. 15(g), when the SR3 effect develops, the effect symbols in the left and right columns are temporarily displayed as a reach pattern combination, and as shown in FIG. 15(h), the effect symbols may be displayed as a confirmed jackpot pattern combination.

[0185] Here, the pseudo consecutive suggestion effect determination process will be described with reference to Fig. 16. The pseudo consecutive suggestion effect determination process is a process executed by the sub-control CPU41a in response to input of a game start command.

[0186] As shown in FIG. 16, in step S11, the sub-control CPU41a judges whether the fluctuation pattern specified from the input game start command is the first specific fluctuation pattern. In this embodiment, the first specific fluctuation pattern corresponds to the fluctuation patterns HP31, HP32 with three fluctuation cycles and the fluctuation pattern HP41 with four fluctuation cycles. If the sub-control CPU41a judges that it is not the first specific fluctuation pattern, it ends the pseudo consecutive suggestion performance determination process. On the other hand, if the sub-control CPU41a judges that it is the first specific fluctuation pattern, it proceeds to step S12.

[0187] In step S12, the sub-control CPU41a executes a pseudo consecutive suggestion performance pattern determination process. In this process, the sub-control CPU41a determines a performance pattern EP03 based on the identified fluctuation pattern and stores it in the sub-control RAM41c. In detail, when the identified fluctuation pattern is the fluctuation pattern HP41, the sub-control CPU41a determines the performance pattern EP03. When the identified fluctuation pattern is the fluctuation pattern HP31 or HP32, the sub-control CPU41a determines either the performance pattern EP01 or EP02. In particular, when the identified fluctuation pattern is the jackpot fluctuation pattern HP32, the sub-control CPU41a determines the performance pattern EP02 with a higher probability than when the identified fluctuation pattern is the miss reach fluctuation pattern HP31. In this way, the sub-control CPU41a determines the performance pattern so that the performance pattern EP02 has a higher jackpot expectation than the performance pattern EP01. When this process ends, the sub-control CPU41a ends the pseudo consecutive suggestion performance determination process.

[0188] Next, the pseudo consecutive suggestion effect control process will be described with reference to Fig. 17. The pseudo consecutive suggestion effect control process is a process executed by the sub-control CPU 41a at every predetermined cycle. As shown in FIG. 17, in step S21, the sub-control CPU 41a judges whether a presentation game in which a pseudo consecutive suggestion effect is executed is being executed. In this process, the sub-control CPU 41a judges that a presentation game in which a pseudo consecutive suggestion effect is executed is being executed when information indicating the execution of a pseudo consecutive suggestion effect is stored in the sub-control RAM 41c. If the sub-control CPU 41a judges that a presentation game in which a pseudo consecutive suggestion effect is executed is not being executed, the sub-control CPU 41a ends the pseudo consecutive suggestion effect control process without executing steps S22 to S24. On the other hand, if the sub-control CPU 41a judges that a presentation game in which a pseudo consecutive suggestion effect is executed is being executed, the process proceeds to step S22.

[0189] In step S22, the sub-control CPU 41a judges whether or not it is the effective operation period of the pseudo consecutive suggestion effect. In this embodiment, the effective operation period of the pseudo consecutive suggestion effect is defined as the period during which the effect symbols in the left and right columns are temporarily stopped and displayed in the third variation cycle. If the sub-control CPU 41a judges that it is not the effective operation period of the pseudo consecutive suggestion effect, it ends the pseudo consecutive suggestion effect control process without executing steps S23 and S24. On the other hand, if the sub-control CPU 41a judges that it is the effective operation period of the pseudo consecutive suggestion effect, it proceeds to step S23.

[0190] In this embodiment, when the timing for the pseudo-consecutive suggestion effect to begin execution arrives, the sub-control CPU41a executes a common effect in a common specific presentation mode until the operation valid period ends, even if a pseudo-consecutive suggestion effect based on any of the presentation patterns EP01 to EP03 is executed.

[0191] In step S23, the sub-control CPU 41a judges whether the effect start condition of the suggestion result effect is satisfied. In this embodiment, the effect start condition of the suggestion result effect is satisfied when a predetermined operation is performed during the operation valid period, or when the operation valid period ends without a predetermined operation during the operation valid period. In this embodiment, the predetermined operation corresponds to a single operation of the first effect button 19a or the second effect button 19b, but is not limited thereto. In this embodiment, when a predetermined operation is performed during the operation valid period, the operation valid period ends. If the sub-control CPU 41a judges that the effect start condition is not satisfied, it ends the pseudo consecutive suggestion effect control process without executing step S24. On the other hand, if the sub-control CPU 41a judges that the effect start condition is satisfied, it proceeds to step S24.

[0192] In step S24, the sub-control CPU 41a executes a pseudo consecutive suggestion effect based on the effect pattern. The sub-control CPU 41a controls to execute a pseudo consecutive suggestion effect based on the effect pattern stored in the sub-control RAM 41c.

[0193] Specifically, when executing a pseudo consecutive suggestion performance based on the performance pattern EP01, the sub-control CPU41a does not displace each of the movable bodies K1 to K3, and does not execute a moving performance. Also, the sub-control CPU41a causes each of the movable light-emitting lamps 17b to 17d to emit light in a green light-emitting state. Also, the sub-control CPU41a changes the execution image to a green display state after displaying the effect image in a green display state on the first performance display device 27a, the second performance display device 27b, and the third performance display device 27c. Also, the sub-control CPU41a causes the first performance display device 27a to display an image that can specify that three variation cycles will be performed in one special game.

[0194] When executing the pseudo consecutive suggestion performance based on the performance pattern EP02, the sub-control CPU41a executes a single moving performance in which the first movable body K1 is displaced from the original position to the first position without displacing the second movable body K2 and the third movable body K3 from the first position. The sub-control CPU41a also causes each of the movable light-emitting lamps 17b to 17d to emit light in a red light-emitting state. The sub-control CPU41a also changes the execution image to a red display state after displaying the effect image in a red display state on the first performance display device 27a, the second performance display device 27b, and the third performance display device 27c. The sub-control CPU41a also causes the first performance display device 27a to display an image that can specify that three variation cycles will be performed in one special game.

[0195] When executing the pseudo consecutive suggestion performance based on the performance pattern EP03, the sub-control CPU41a executes a series of moving performances in which the first movable body K1 is displaced from the original position to the first position, and the second movable body K2 and the third movable body K3 are displaced from the first position to the second position. The sub-control CPU41a also causes each of the movable light-emitting lamps 17b to 17d to emit light in a rainbow light-emitting manner. The sub-control CPU41a also changes the execution image to a rainbow display manner after displaying the effect image in a rainbow display manner on the first performance display device 27a, the second performance display device 27b, and the third performance display device 27c. The sub-control CPU41a also causes the first performance display device 27a to display an image that can specify that four variation cycles will be performed in one special game.

[0196] Next, the numerical effect determination process will be described with reference to Fig. 18. The numerical effect determination process is a process executed by the sub-control CPU 41a in response to input of a game start command. As shown in FIG. 18, in step S31, the sub-control CPU41a judges whether the fluctuation pattern specified from the input game start command is the second specific fluctuation pattern. In this embodiment, the second specific fluctuation pattern corresponds to the fluctuation patterns HP13 and HP14 in which the SR2 effect is executed, and the fluctuation patterns HP15 and HP16 in which the SR3 effect is executed. If the sub-control CPU41a judges that it is not the second specific fluctuation pattern, it ends the numerical effect determination process. On the other hand, if the sub-control CPU41a judges that it is the second specific fluctuation pattern, it proceeds to step S32.

[0197] In step S32, the sub-control CPU 41a executes a final value determination process. In this process, the sub-control CPU 41a determines one of a plurality of types of values ​​as a final value based on a variation pattern specified from the input game start command, and stores the determined final value in the sub-control RAM 41c.

[0198] In this embodiment, when the variation pattern identified from the input game start command is the variation pattern HP13 or HP14 in which the SR2 presentation is executed, the sub-control CPU41a determines the final numerical value to be an even number between "60" and "79". On the other hand, when the variation pattern identified from the input game start command is the variation pattern HP15 or HP16 in which the SR3 presentation is executed, the sub-control CPU41a determines the final numerical value to be an even number between "60" and "100". As a result, since the final numerical value is "80" or more, it is possible to identify that the SR3 presentation will be executed.

[0199] In addition, when the variation pattern specified from the input game start command is the variation pattern HP15 or HP16 in which the SR3 effect is executed, the sub-control CPU 41a determines a larger value as the final numerical value than when the variation pattern is the variation pattern HP13 or HP14 in which the SR2 effect is executed. This suggests that the SR3 effect will be executed by the larger final numerical value.

[0200] In addition, when the variation pattern specified from the input game start command is the jackpot variation pattern HP14 in which the SR2 presentation is executed, the sub-control CPU41a determines the final numerical value to be a value larger than that in the case of the failure reach variation pattern HP13 in which the SR2 presentation is executed. In addition, when the variation pattern specified from the input game start command is the jackpot variation pattern HP16 in which the SR3 presentation is executed, the sub-control CPU41a determines the final numerical value to be a value larger than that in the case of the failure reach variation pattern HP15 in which the SR3 presentation is executed. As a result, the larger final numerical value indicates the jackpot expectation. When this process is completed, the sub-control CPU41a proceeds to step S33.

[0201] In step S33, the sub-control CPU 41a executes a numerical effect pattern determination process. In this process, the sub-control CPU 41a determines a numerical effect pattern based on the change pattern specified from the input game start command and the final numerical value determined in step S32, and stores the pattern in the sub-control RAM 41c.

[0202] In particular, in this embodiment, when the variation pattern specified from the input game start command is the variation pattern HP13, HP14 in which the SR2 effect is executed, the sub-control CPU41a determines one of the effect patterns EP11 to EP17 as the effect pattern of the numerical effect. On the other hand, when the variation pattern specified from the input game start command is the variation pattern HP15, HP16 in which the SR3 effect is executed, the sub-control CPU41a determines one of the effect patterns EP11 to EP23 as the effect pattern of the numerical effect. As a result, the effect patterns EP18 to EP23 can be determined when the SR3 effect is executed, but cannot be determined when the SR2 effect is executed. Therefore, since the numerical effect based on the effect patterns EP18 to EP23 is executed, it is possible to specify that the SR3 effect is executed.

[0203] The sub-control CPU41a also determines one of the presentation patterns that can become the final number determined in step S32. Each presentation pattern is associated with multiple types of final number candidates that can be counted as the final number, and the sub-control CPU41a determines one of the presentation patterns in which the final number determined in step S32 is included in the multiple types of final number candidates. As a specific example, the presentation pattern EP11 is associated with even numbers from "56" to "100" as the final number candidates, and when "74" is determined as the final number, the presentation pattern EP11 including "74" becomes a determinable presentation pattern. When this process ends, the sub-control CPU41a proceeds to step S34.

[0204] In step S34, the sub-control CPU 41a executes a numerical effect block determination process. In this process, the sub-control CPU 41a determines the numerical effect block included in the numerical effect pattern determined in step S33 based on the change pattern specified from the input game start command and the final value determined in step S32, and stores it in the sub-control RAM 41c.

[0205] In particular, in this embodiment, when the sub-control CPU41a determines any one of the performance patterns EP11 to EP17, it determines the type of performance blocks EB5 to EB7 so that the determined numerical value determined after the end of the fourth operation valid period is the final numerical value determined in step S32. Also, when the sub-control CPU41a determines any one of the performance patterns EP18 or EP19, it determines the type of performance blocks EB5 to EB7 so that the determined numerical value determined after the end of the fourth operation valid period is equal to or less than the final numerical value determined in step S32. Also, when the sub-control CPU41a determines any one of the performance patterns EP21 to EP23, it determines the type of performance blocks EB5 to EB7 so that the determined numerical value determined after the end of the first operation valid period is equal to or less than the final numerical value determined in step S32.

[0206] In addition, when the variation pattern specified from the input game start command is the variation pattern HP15, HP16 in which the SR3 presentation is executed, the sub-control CPU41a determines the presentation block in which the SR3 development confirmation presentation is executed as the final presentation block EB1. On the other hand, when the variation pattern specified from the input game start command is the variation pattern HP14, HP15 in which the SR2 presentation is executed, the sub-control CPU41a determines the presentation block in which the SR2 development confirmation presentation is executed as the final presentation block EB1. When this process is completed, the sub-control CPU41a proceeds to step S35.

[0207] In step S35, the sub-control CPU 41a executes a suggestive image determination process. In this process, the sub-control CPU 41a determines the type of suggestive image based on the variation pattern specified from the input game start command and the presentation pattern of the numerical presentation determined in step S33.

[0208] In particular, in this embodiment, when the sub-control CPU41a determines any one of the performance patterns EP20 to EP23, it determines a suggestive image with a higher change expectation than when any one of the performance patterns EP11 to EP19 is determined. The performance patterns EP20 to EP23 are performance patterns with a higher change expectation than the performance patterns EP11 to EP19, and are performance patterns in which an SR3 performance with a higher jackpot expectation than an SR2 performance is executed. Furthermore, when the sub-control CPU41a determines any one of the performance patterns EP18 and EP19, it determines a suggestive image with a higher change expectation than when any one of the performance patterns EP11 to EP17 is determined. The performance patterns EP18 and EP19 are performance patterns with a higher change expectation than the performance patterns EP11 to EP17. Furthermore, the sub-control CPU41a determines a suggestive image with a higher change expectation with a higher probability for the suggestive image corresponding to the performance blocks EB3 and EB4 and the suggestive image corresponding to the performance block immediately before the performance block EB2 than for the other suggestive images. In addition, the sub-control CPU41a determines a suggestive image corresponding to the performance block EB7 with a higher probability of change expectation than the suggestive image corresponding to the performance block EB6. The performance blocks EB2 to EB4 are performance blocks with a higher probability of change expectation than the performance blocks EB5 to EB7, and are performance blocks in which an SR3 performance with a higher probability of jackpot expectation than an SR2 performance is executed. In addition, the sub-control CPU41a determines a suggestive image corresponding to the performance block EB6 with a higher probability of change expectation than the suggestive image corresponding to the performance block EB5. When this process is completed, the sub-control CPU41a ends the numerical performance determination process.

[0209] Next, the numerical performance control process will be described with reference to Fig. 19. The numerical performance control process is a process executed by the sub-control CPU 41a at predetermined intervals. As shown in FIG. 19, in step S41, the sub-control CPU 41a judges whether a presentation game in which a numerical presentation is executed is being executed. In this process, the sub-control CPU 41a judges that a presentation game in which a numerical presentation is executed is being executed when information indicating the execution of a numerical presentation is stored in the sub-control RAM 41c. If the sub-control CPU 41a judges that a presentation game in which a numerical presentation is executed is not being executed, it ends the numerical presentation control process without executing steps S42 to S50. On the other hand, if the sub-control CPU 41a judges that a presentation game in which a numerical presentation is executed is being executed, it proceeds to step S42.

[0210] In step S42, the sub-control CPU 41a judges whether the effective operation period of the numerical effect is a non-final period. In this embodiment, the effective operation period of the numerical effect is defined as a period of multiple times corresponding to the presentation pattern of the numerical effect from when a reach is formed until it develops into an SR2 presentation or an SR3 presentation. If the sub-control CPU 41a judges that the effective operation period of the numerical effect is the final period, the sub-control CPU 41a proceeds to step S48 without executing steps S43 to S47. On the other hand, if the sub-control CPU 41a judges that the effective operation period of the numerical effect is a non-final period, the sub-control CPU 41a proceeds to step S43.

[0211] In this embodiment, the sub-control CPU 41a controls the second performance display device 27b and the third performance display device 27c to display the determined suggestive image at the timing when the numerical performance starts, and erases the suggestive image corresponding to the operation effective period when the operation effective period ends. In this way, the sub-control CPU 41a executes the suggestive performance.

[0212] In step S43, the sub-control CPU 41a judges whether the operation condition is satisfied. In this embodiment, the operation condition is satisfied when an operation is performed in a manner corresponding to the current operation valid period. The manner corresponding to the current operation valid period differs depending on the type of performance block. In detail, when the type of performance block corresponding to the current operation valid period is the performance block EB2, EB5 to EB7, the operation condition is satisfied when the first performance button 19a or the second performance button 19b is operated once. When the type of performance block corresponding to the current operation valid period is the performance block EB3, the operation condition is satisfied when the first performance button 19a or the second performance button 19b is operated for a predetermined time. When the type of performance block corresponding to the current operation valid period is the performance block EB4, the operation condition is satisfied when a touch operation of the touch sensor 19c is performed. When the sub-control CPU 41a judges that the operation condition is not satisfied, it proceeds to step S48 without executing steps S44 to S47. On the other hand, if the sub-control CPU 41a determines that the operation condition is met, the process proceeds to step S44.

[0213] In step S44, the sub-control CPU41a determines whether the type of the performance block corresponding to the current operation valid period is a predetermined performance block. In this embodiment, the predetermined performance block corresponds to the performance blocks EB5 to EB7. If the sub-control CPU41a determines that it is not a predetermined performance block, it proceeds to step S46 without executing step S45. On the other hand, if the sub-control CPU41a determines that the type of the performance block corresponding to the current operation valid period is a predetermined performance block, it proceeds to step S45.

[0214] In step S45, the sub-control CPU 41a executes a process for determining a predetermined effect pattern. In this process, the sub-control CPU 41a determines a character image corresponding to the strong attack effect included in the predetermined effect block based on the variation pattern specified from the input game start command, the type of effect block corresponding to the next operation effective period in the special game being executed, the current value, and the type of character image displayed in the SR3 effect.

[0215] As a specific example, the sub-control CPU 41a specifies a numerical value to be displayed when a strong attack effect included in a predetermined effect block is executed, and when the numerical value is 29 or less, it determines one of the character images CA1 to CA3. When the numerical value to be displayed when a strong attack effect is executed is between 30 and 49, the sub-control CPU 41a determines one of the character images CB1 to CB3. When the numerical value to be displayed when a strong attack effect is executed is between 50 and 79, the sub-control CPU 41a determines one of the character images CC1 to CC3. When the numerical value to be displayed when a strong attack effect is executed is 80 or more, the sub-control CPU 41a determines one of the character images CD1 to CD3 that corresponds to the type of character image to be displayed in the SR3 effect.

[0216] The sub-control CPU 41a also determines whether a jackpot will be generated based on the fluctuation pattern, and determines the type of character image so that the character images CA3, CB3, and CC3 have a higher jackpot expectation rate than the character images CA2, CB2, and CC2. The sub-control CPU 41a also determines whether a jackpot will be generated based on the fluctuation pattern, and determines the type of character image so that the character images CA2, CB2, and CC2 have a higher jackpot expectation rate than the character images CA1, CB1, and CC1.

[0217] In addition, the sub-control CPU 41a determines whether the type of the performance block corresponding to the next or subsequent operation valid period includes the performance blocks EB2 to EB4, and if the performance blocks EB2 to EB4 are included, the sub-control CPU 41a determines the character images CA3, CB3, and CC3 with a higher probability than if the performance blocks EB2 to EB4 are not included. If the type of the performance block corresponding to the next or subsequent operation valid period includes the performance blocks EB2 to EB4, the sub-control CPU 41a determines the character images CA1, CB1, and CC1 with a lower probability than if the performance blocks EB2 to EB4 are not included. The performance block EB2 is a performance block that is determined additionally in addition to the performance blocks EB3 to EB7, and is a performance block whose numerical value is more likely to increase than a performance pattern without the performance block EB2. The performance block EB3 is a performance block whose numerical value is more likely to increase than the performance blocks EB5 to EB7. The performance block EB4 is a performance block whose current numerical value becomes a predetermined multiple (twice in this embodiment), and is a performance block whose numerical value is more likely to increase than the performance blocks EB5 to EB7. That is, the sub-control CPU 41a determines the type of character image so that the character images CA3, CB3, and CC3 have a higher expectation of increasing the numerical value than the character images CA2, CB2, and CC2. The sub-control CPU 41a also determines the type of character image so that the character images CA2, CB2, and CC2 have a higher expectation of increasing the numerical value than the character images CA1, CB1, and CC1. When this process is completed, the process proceeds to step S46.

[0218] In step S46, the sub-control CPU 41a counts a value based on the effect pattern. In this process, the sub-control CPU 41a counts a value for each effect block based on the determined effect pattern and effect block, and stores the counted value in the sub-control RAM 41c.

[0219] In particular, when the sub-control CPU 41a is in the performance blocks EB5 to EB7, the sub-control CPU 41a changes the value so that it increases for each attack included in the performance block. When the sub-control CPU 41a is in the performance block EB4, the sub-control CPU 41a changes the value so that it doubles. When the sub-control CPU 41a is in the performance block EB2, the sub-control CPU 41a changes the value so that it increases by "1" for each operation of the first performance button 19a or the second performance button 19b. Note that, when the sub-control CPU 41a is in the performance block EB2, if the numerical value reaches the final numerical value, the sub-control CPU 41a does not change the numerical value. When the sub-control CPU 41a is in the performance block EB3, the sub-control CPU 41a changes the numerical value so that it increases by a maximum of "10" depending on the operation time of the first performance button 19a or the second performance button 19b. Note that, when the sub-control CPU 41a is in the performance block EB3, if it is determined that the numerical value exceeds the final numerical value, the sub-control CPU 41a changes the numerical value to the final numerical value, and does not change the numerical value when the numerical value reaches the final numerical value.

[0220] In this embodiment, the sub-control CPU41a can change the numerical value to approach "100" in response to the operation of the first effect button 19a, the second effect button 19b, and the touch sensor 19c during the non-final operation effective period. In particular, when a numerical effect is executed based on the effect blocks EB5 to EB7, if an operation is performed in a single-hit operation mode with the first effect button 19a or the second effect button 19b during the operation effective period, the sub-control CPU41a adds "2" or "4" as a predetermined value to the current numerical value for each normal attack effect. On the other hand, when a numerical effect is executed based on the effect block EB4, if an operation is performed in a touch operation mode with the touch sensor 19c during the operation effective period, the sub-control CPU41a multiplies the current numerical value by "2" as a predetermined value. The sub-control CPU41a that executes such a process corresponds to a counting means. When this process is completed, the sub-control CPU41a proceeds to step S47.

[0221] In step S47, the sub-control CPU41a executes a numerical performance based on the performance pattern and the counting result. In this process, the sub-control CPU41a executes a numerical performance based on the determined performance pattern and performance block, and the numerical value as the counting result. Specifically, the sub-control CPU41a displays a numerical value corresponding to the performance block at a predetermined timing based on the determined performance pattern and performance block, and displays a numerical value (a sum numerical value) counted based on the numerical value. In addition, when the sub-control CPU41a executes a strong attack performance, it displays the determined character image on the first performance display device 27a. In this embodiment, if the operation effective period ends without the operation condition being satisfied, the sub-control CPU41a does not display the numerical value corresponding to the performance block, and does not change the numerical value. For this reason, there are cases where the actual numerical value does not reach the final numerical value determined in advance.

[0222] In step S48, the sub-control CPU 41a judges whether the current effective operation period of the numerical performance is the final effective operation period. If the sub-control CPU 41a judges that the current effective operation period of the numerical performance is not the final effective operation period, the sub-control CPU 41a ends the numerical performance control process without executing steps S49 and S50. On the other hand, if the sub-control CPU 41a judges that the current effective operation period of the numerical performance is the final effective operation period, the sub-control CPU 41a proceeds to step S49.

[0223] In step S49, the sub-control CPU 41a judges whether the execution condition of the final effect is satisfied. In this embodiment, the execution condition of the final effect is satisfied when a predetermined operation is performed during the final operation valid period, or when the final operation valid period ends without a predetermined operation. In this embodiment, the predetermined operation corresponds to a single operation of the first effect button 19a or the second effect button 19b, but is not limited to this. If the sub-control CPU 41a judges that the execution condition of the final effect is not satisfied, it ends the numerical effect control process without executing step S50. On the other hand, if the sub-control CPU 41a judges that the execution condition of the final effect is satisfied, it proceeds to step S50.

[0224] In step S50, the sub-control CPU 41a executes a final effect based on the effect pattern. Specifically, the sub-control CPU 41a executes an SR2 development final effect or an SR3 development final effect as the effect block EB1 included in the effect pattern.

[0225] In particular, when executing the SR3 development confirmation performance, the sub-control CPU 41a executes a series of moving performances in which the first movable body K1 is displaced from the original position to the first position, and the second movable body K2 and the third movable body K3 are displaced from the first position to the second position. The sub-control CPU 41a also causes each of the movable light-emitting lamps 17b to 17d to emit light in a red light emission mode. The sub-control CPU 41a also causes the second performance display device 27b and the third performance display device 27c to display an image that can be identified as developing into the SR3 performance.

[0226] On the other hand, when executing the SR2 development confirmation performance, the sub-control CPU 41a does not displace the first movable body K1 from the original position, and does not displace the second movable body K2 and the third movable body K3 from the first position. Also, the sub-control CPU 41a causes each of the movable light-emitting lamps 17b to 17d to emit light in a green light emission mode. Also, the sub-control CPU 41a causes the second performance display device 27b and the third performance display device 27c to display images that can be identified as developing into the SR2 performance. When this process is completed, the sub-control CPU 41a ends the numerical performance control process.

[0227] Here, with reference to FIG. 20, the manner in which the pseudo consecutive suggestion performance is executed will be described. As shown in FIG. 20(a), when the third variation cycle is performed in one special game at the timing indicated by the symbol T01, the execution of the pseudo consecutive suggestion effect is started. In this case, the second movable body K2 and the third movable body K3 are displaced from the original position to the first position, and the execution of the common effect is started. Then, at the timing indicated by the symbol T02, the operation valid period is started, and an image prompting the operation of the first effect button 19a is displayed on the first effect display device 27a.

[0228] Next, when the first performance button 19a is operated at the timing indicated by the symbol T03, a confirmation performance is executed to confirm that three fluctuation cycles will be performed. In this case, the first to third movable light-emitting lamps 17b to 17d emit light in a green light-emitting manner. In addition, the first movable body K1 does not move from the original position, and the second movable body K2 and the third movable body K3 do not move from the first position. Then, at the timing indicated by the symbol T05, the second movable body K2 and the third movable body K3 move from the first position to the original position, and the execution of the SR1 performance is started.

[0229] As shown in FIG. 20(b), when the first performance button 19a is operated at the timing indicated by the symbol T03, a confirmation performance is executed to confirm that three variation cycles will be performed. In this case, the first to third movable light-emitting lamps 17b to 17d emit light in a red light emission mode. Also, the first movable body K1, the second movable body K2, and the third movable body K3 do not move from the first position, but a single movement performance is executed in which they move from the original position to the first position. Next, at the timing indicated by the symbol T04, the first movable body K1 moves from the first position to the original position. Then, at the timing indicated by the symbol T05, the second movable body K2 and the third movable body K3 move from the first position to the original position, and the execution of the SR1 performance is started.

[0230] As shown in FIG. 20(c), when the first performance button 19a is operated at the timing indicated by the symbol T03, a confirmation performance is executed to confirm that four variation cycles will be performed. In this case, the first to third movable light-emitting lamps 17b to 17d emit light in a rainbow-colored light-emitting manner. In addition, a series of movable performances is executed in which the first movable body K1 is displaced from the original position to the first position, and the second movable body K2 and the third movable body K3 are displaced from the first position to the second position. Next, at the timing indicated by the symbol T04, the first movable body K1 is displaced from the first position to the original position, and the second movable body K2 and the third movable body K3 are displaced from the second position to the second position. Then, at the timing indicated by the symbol T05, the second movable body K2 and the third movable body K3 are displaced from the first position to the original position, and the fourth variation cycle begins.

[0231] Next, with reference to FIG. 21, a manner in which the numerical presentation is executed will be described. As shown in FIG. 21(a), at the timing indicated by the symbol T11, a numerical effect is started in one special game. In this case, a suggestive effect in which a suggestive image is displayed is executed as the numerical effect. In addition, the second movable body K2 and the third movable body K3 are displaced from the original position to the first position.

[0232] At the timing indicated by the symbol T12, the first operation valid period starts. In this case, an image is displayed that prompts the player to perform a single hit operation of the first effect button 19a. Then, when the first effect button 19a is operated at the timing indicated by the symbol T13, the first operation valid period ends, and a normal attack effect in which the numerical value changes to increase is executed.

[0233] Next, at the timing shown by the symbol T14, the second operation valid period starts. In this case, an image is displayed that prompts the player to perform a single hit operation of the first effect button 19a. Then, when the first effect button 19a is operated at the timing shown by the symbol T15, the second operation valid period ends, and a normal attack effect is executed in which the numerical value changes to increase.

[0234] Next, at the timing shown by the symbol T16, the third operation valid period starts. In this case, an image is displayed that prompts the player to perform a single hit operation of the first effect button 19a. Then, when the first effect button 19a is operated at the timing shown by the symbol T17, the third operation valid period ends, and a normal attack effect is executed in which the numerical value changes to increase.

[0235] Next, at the timing shown by the symbol T18, the fourth operation valid period starts. In this case, an image is displayed that prompts the player to perform a single hit operation of the first effect button 19a. Then, when the first effect button 19a is operated at the timing shown by the symbol T19, the fourth operation valid period ends, and a normal attack effect is executed in which the numerical value changes to increase.

[0236] Next, at the timing indicated by the symbol T20, the fifth operation valid period starts. In this case, an image is displayed to prompt the first performance button 19a to perform a single-hit operation. Then, when the first performance button 19a is operated at the timing indicated by the symbol T21, the fifth operation valid period ends, and an SR3 development notification performance is executed, which displays an image that can identify the development to the SR3 performance. In this case, the first to third movable light-emitting lamps 17b to 17d emit light in a red light emission mode. Also, a series of movable performances is executed in which the first movable body K1 is displaced from the original position to the first position, and the second movable body K2 and the third movable body K3 are displaced from the first position to the second position. Then, at the timing indicated by the symbol T22, the first movable body K1 is displaced from the first position to the original position, and the second movable body K2 and the third movable body K3 are displaced from the second position to the first position. Next, at the timing shown by the reference symbol T23, the second movable body K2 and the third movable body K3 are displaced from the first position to the original position, and the SR3 performance starts.

[0237] In this embodiment, an image prompting a touch operation on the touch sensor 19c is displayed during the second to fourth operation valid periods. When the touch operation on the touch sensor 19c is performed, a special attack effect is executed in which the numerical value is doubled.

[0238] On the other hand, as shown in FIG. 21(b), when the first performance button 19a is operated at the timing indicated by the symbol T21, an SR2 development notification performance may be executed, which displays an image that can identify the development to the SR2 performance. In this case, the first to third movable light-emitting lamps 17b to 17d do not emit light in a red light-emitting manner. In addition, the first movable body K1 does not move from the original position, and the second movable body K2 and the third movable body K3 do not move from the first position. Then, at the timing indicated by the symbol T23, the second movable body K2 and the third movable body K3 move from the original position to the first position, and the SR2 performance begins.

[0239] Also, as shown in FIG. 21(c), after the end of the fourth valid operation period, the fifth valid operation period may start at the timing indicated by the symbol T24. In this case, an image is displayed encouraging the player to repeatedly tap the first effect button 19a. Then, each time the first effect button 19a is operated during the fifth valid operation period, a consecutive attack effect is executed in which the numerical value further increases. Then, when the fifth valid operation period ends at the timing indicated by the symbol T25, the consecutive attack effect also ends. Thereafter, the effects are executed at the timings indicated by the symbols T26 to T29 in the same manner as the symbols T20 to T23.

[0240] Also, as shown in FIG. 21(d), after the first valid operation period ends, the second valid operation period may start at the timing indicated by the symbol T30. In this case, an image is displayed encouraging the player to press and hold the first effect button 19a. Then, a special attack effect is executed in which the value further increases according to the time that the first effect button 19a is pressed and held during the second valid operation period. Then, when the second valid operation period ends at the timing indicated by the symbol T31, the special attack effect also ends. Thereafter, the effects are executed at the timings indicated by the symbols T32 to T35 in the same manner as the symbols T20 to T23.

[0241] In this embodiment, any combination of a single-stroke operation mode, a rapid-fire operation mode, or a long press operation mode of the first performance button 19a or the second performance button 19b, and a tactile operation mode of the touch sensor 19c corresponds to a combination of the first operation mode and the second operation mode.

[0242] In this embodiment, the SR3 effect corresponds to the special notice effect. In this embodiment, "100" corresponds to the set value, and "79" corresponds to the standard value. In this embodiment, a value of "80" or more corresponds to the special value. In this embodiment, 4 times corresponds to the first number, and 5 times corresponds to the second number.

[0243] In this embodiment, the establishment of the first condition corresponds to the determination of one of the performance patterns EP11 to EP17, and the establishment of the second condition corresponds to the determination of one of the performance patterns EP18 and EP19. In this embodiment, the suggestive performance that displays one of the suggestive images SG1 and SG2 corresponds to the first suggestive image, and the suggestive performance that displays the suggestive image SG3 corresponds to the second suggestive image.

[0244] In this embodiment, the weak attack effect corresponds to the first effect, and the strong attack effect corresponds to the second effect. In this embodiment, "2" corresponds to the first change amount, and "4" corresponds to the second change amount. In this embodiment, the effect mode in which the character images CA1-CA3, CB1-CB3, and CC1-CC3 are displayed corresponds to the first effect mode, and the effect mode in which the character images CD1-CD3 are displayed corresponds to the second effect mode and the special effect mode.

[0245] In this embodiment, the suggestive effect that displays the suggestive image SG1 corresponds to the first suggestive effect, and the suggestive effect that displays the suggestive image SG2 corresponds to the second suggestive effect. In this embodiment, the character display effect corresponds to the predetermined effect.

[0246] In this embodiment, the red light emission state of the first movable light-emitting lamp 17b corresponds to the first light emission state, and the rainbow light emission state of the first movable light-emitting lamp 17b corresponds to the second light emission state. In this embodiment, the red light emission state of the second movable light-emitting lamp 17c and the third movable light-emitting lamp 17d corresponds to the third light emission state, and the rainbow light emission state of the second movable light-emitting lamp 17c and the third movable light-emitting lamp 17d corresponds to the fourth light emission state. In this embodiment, the pseudo consecutive suggestion effect based on the effect pattern EP01 corresponds to the special effect, the pseudo consecutive suggestion effect based on the effect pattern EP02 corresponds to the specific effect, and the pseudo consecutive suggestion effect based on the effect pattern EP03 corresponds to the special effect. In this embodiment, the common effect corresponds to the effect executed in the specific effect mode.

[0247] The effects of this embodiment will be described. (1) During the effective operation period, the numerical value can be changed to approach the specified value of "100" in response to the operation of the operation means such as the first effect button 19a, the second effect button 19b, and the touch sensor 19c, and a numerical effect according to the numerical value is executed. The numerical effect is an effect in which the numerical value can be changed in a manner that differs depending on the operation manner of the operation means during the effective operation period. Therefore, the manner in which the numerical value is changed can be made different depending on the operation manner during the effective operation period, and the player can be made to pay attention to the operation manner to be operated and the change manner in which the numerical value changes, thereby improving the interest in the game.

[0248] (2) Even if the finalized numerical value that is finalized after the end of the valid operation period is the same numerical value, the manner in which the numerical value is changed until it is changed to the finalized numerical value can be made different depending on the operation manner during the valid operation period. This allows the player to pay attention to the operation manner in which the player is to operate and the manner in which the numerical value is changed, thereby increasing the player's interest in the game.

[0249] (3) During the effective operation period, the amount of change in the numerical value can be varied depending on the operation mode, making it possible for the player to pay attention to the operation mode to be operated and the amount by which the numerical value changes, thereby increasing the player's interest in the game.

[0250] (4) During the effective operation period, the number of times the numerical value is changed can be varied depending on the operation mode, so that the player can pay attention to the operation mode to be used and the number of times the numerical value is changed, thereby increasing the player's interest in the game.

[0251] (5) Even if the final numeric value that is finalized after the end of the valid operation period will be the same numeric value, if the same operation is performed, the manner in which the numeric value changes before changing to the final numeric value can be made different, so that attention can be drawn to the manner in which the numeric value changes, thereby increasing interest in the game.

[0252] (6) At least a part of the presentation mode of the character display presentation can be made different depending on the numerical values ​​displayed in the numerical presentation, so that attention can be drawn to the numerical values ​​displayed in the numerical presentation and the presentation mode of the character display presentation, thereby increasing interest in the game.

[0253] (7) The character display effect can be executed before the fixed value is determined. Therefore, even when the fixed value is not yet determined, it is possible to provide an opportunity to predict the fixed value from the presentation mode of the character display effect, thereby increasing the interest in the game.

[0254] (8) The numerical effect includes a weak attack effect in which the amount of change in the numerical value in response to an operation during the effective operation period is a first amount of change, and a strong attack effect in which the amount of change in the numerical value in response to an operation during the effective operation period is a second amount of change that is larger than the first amount of change. The character display effect is an effect that is executed when a strong attack effect is executed as a numerical effect. Therefore, in a situation where the final numerical value has not been determined, when a strong attack effect is executed in which the amount of change in the numerical value in response to an operation during the effective operation period is a second amount of change that is larger than the first amount of change, an opportunity to predict the final numerical value can be provided from the presentation mode of the character display effect, and interest in the game can be increased.

[0255] (9) By executing the character display effect in a presentation mode corresponding to the presentation mode of the SR3 effect, it is possible to heighten the sense of expectation that the determined numerical value determined after the end of the effective operation period will be "80" or more, and that the SR3 effect, which indicates the likelihood of a big win, will then be executed. In addition, since the presentation mode of the character display effect corresponds to the presentation mode of the SR3 effect, it is possible to enhance the presentation effect and increase the interest in the game.

[0256] (10) From the executed suggestion performance, it is possible to identify the expected degree of change during each of the multiple effective operation periods, and it is possible to heighten expectations regarding the amount of change in the numerical value becoming greater, thereby increasing interest in the game.

[0257] (11) The probability of winning a jackpot is higher when there are five valid operation periods as the number of valid operation periods during the execution of one special game than when there are four valid operation periods. This makes it possible to draw attention to the number of valid operation periods during the execution of one special game, and to heighten the expectation of winning a jackpot, thereby improving the enjoyment of the game.

[0258] (12) From the executed suggestive effects, it becomes possible to predict the number of effective operation periods during one execution of the special game, thereby making it possible to increase interest in the game. (13) By executing a series of moving presentations by the displacement of the first movable body K1 provided on the frame body 11 and the displacement of the second movable body K2 and the third movable body K3 provided on the game board 20, the presentation effect according to the displacement of each movable body K1 to K3 can be enhanced, and interest in the game can be increased.

[0259] (14) When the pseudo consecutive suggestion performance based on the performance pattern EP03 is being executed, the movable light-emitting lamps 17b to 17d emit light in a light-emitting manner that has a high expectation of a jackpot according to the displacement of each of the movable bodies K1 to K3. Therefore, the light-emitting modes of the movable light-emitting lamps 17b to 17d can be made to correspond to each other, and the performance effect according to the displacement of each of the movable bodies K1 to K3 can be improved. At the same time, the execution of the pseudo consecutive suggestion performance based on the performance pattern EP03 can heighten the expectation of a jackpot game, and the enjoyment of the game can be improved.

[0260] (15) Since the common presentation is executed in a specific presentation mode, it is possible to draw the player's attention to whether a pseudo-consecutive suggestion presentation with a high probability of winning or a pseudo-consecutive suggestion presentation with a low probability of winning is being executed, and thereafter, the player's anticipation for the displacement of each of the movable bodies K1 to K3 can be heightened, thereby improving the player's interest in the game.

[0261] (16) The pseudo consecutive suggestion performance based on the performance pattern EP02 is a single movement performance by the displacement of the second movable body K2 and the third movable body K3 without the displacement of the first movable body K1. The pseudo consecutive suggestion performance based on the performance pattern EP03 is a performance with a higher expectation of a jackpot than the pseudo consecutive suggestion performance based on the performance pattern EP02. Therefore, it is possible to draw attention to both the displacement of the first movable body K1 and the displacement of the second movable body K2 and the third movable body K3, and to heighten the expectation for the pseudo consecutive suggestion performance based on the performance pattern EP03 to be executed, thereby improving the interest in the game.

[0262] (17) The first movable light-emitting lamp 17b emits light in a red light-emitting manner when a pseudo consecutive suggestion performance based on the performance pattern EP02 is executed. The second movable light-emitting lamp 17c and the third movable light-emitting lamp 17d emit light in a red light-emitting manner when a pseudo consecutive suggestion performance based on the performance pattern EP02 is executed. This makes it possible to draw attention to the light-emitting modes of the movable light-emitting lamps 17b to 17d, and to heighten expectations for the rainbow-colored light-emitting mode of the first movable light-emitting lamp 17b and the rainbow-colored light-emitting modes of the second movable light-emitting lamp 17c and the third movable light-emitting lamp 17d, thereby improving interest in the game.

[0263] [Second embodiment] Next, a second embodiment of the present invention will be described. In the first embodiment, the first movable body K1, the second movable body K2, and the third movable body K3 are displaced simultaneously as a series of moving performances, but this is not limited to this. In the second embodiment, the first movable body K1 may be displaced, and then the second movable body K2 and the third movable body K3 may be displaced as a series of moving performances. In the following description, the same reference numerals are used for configurations and control contents similar to those of the first embodiment already described, and duplicate descriptions are omitted or simplified.

[0264] As shown in FIG. 20(d), when the first performance button 19a is operated at the timing indicated by the symbol T03, the first movable body K1 is displaced from the original position to the first position, and after a predetermined time has elapsed, at the timing indicated by the symbol T04, the second movable body K2 and the third movable body K3 are displaced from the first position to the second position, thereby executing a series of moving performances. Then, at the timing indicated by the symbol T05, the first movable body K1 is displaced from the first position to the original position, and the second movable body K2 and the third movable body K3 are displaced from the second position to the original position. In this way, the pseudo consecutive suggestion performance based on the performance pattern EP03 includes a series of moving performances by displacing the second movable body K2 and the third movable body K3 after the displacement of the first movable body K1 after the common performance is executed in the specific performance mode.

[0265] The effects of this embodiment will be described. (18) After the first movable body K1 provided on the frame body 11 is displaced, a series of movement effects is executed in which the second movable body K2 and the third movable body K3 provided on the game board 20 are displaced. This makes it possible to enhance the presentation effect according to the displacement of each of the movable bodies K1 to K3, thereby increasing interest in the game.

[0266] (19) In particular, it is possible to draw attention to whether or not the second movable body K2 and the third movable body K3 are displaced after the displacement of the first movable body K1, and it is possible to continuously improve the presentation effect according to the displacement of each movable presentation execution means, thereby increasing interest in the game.

[0267] (20) It is possible to draw attention to both the displacement of the first movable body K1 and the displacement of the second movable body K2 and the third movable body K3, and it is possible to heighten anticipation for the execution of a pseudo consecutive suggestion effect including a series of movement effects by displacing the second movable body K2 and the third movable body K3 after the displacement of the first movable body K1, thereby increasing interest in the game.

[0268] This embodiment can be modified as follows: This embodiment and the following modifications can be combined with each other to the extent that there is no technical contradiction. In the above embodiment, for example, a series of moving effects may be used for at least one of the pseudo consecutive suggestion effects and the numerical effects. For example, a single moving effect may be used for at least one of the pseudo consecutive suggestion effects and the numerical effects. Also, for example, at least one of a series of moving effects and a single moving effect may be used for other effects. Also, for example, the special effect may include a single moving effect, or may include at least one of a single moving effect and an effect in which various moving effects are not executed. Also, for example, at least one of these various moving effects may be executed in a situation before a reach is formed, or may be executed in a situation in which a different effect is executed.

[0269] In the above embodiment, the pseudo-consecutive suggestion effect and numerical effect were executed in a low base state, but this is not limited to the above. For example, the pseudo-consecutive suggestion effect and numerical effect may be executed in a high base state, or a combination of these may be used.

[0270] In the above embodiment, for example, instead of the pseudo consecutive effects, step-up notice effects or multiple-stage reach effects may be executed as the stage effects. In other words, stage effects executed over multiple stages in one special game may be executed.

[0271] In the above embodiment, for example, the common effect may end before a series of movable effects are executed, or may not be executed at all. In the above embodiment, for example, at least one of the movable bodies K1 to K3 may be displaced by swinging (vibrating).

[0272] In the above embodiment, for example, the first movable body K1 may be displaced in a direction other than the up-down direction. Also, for example, the second movable body K2 and the third movable body K3 may be displaced in a direction other than the up-down direction and the left-right direction. Also, for example, the first movable body K1 may be displaced in the same direction as the displacement of the second movable body K2 and the third movable body K3, or in a different direction. Also, for example, the displacement is not limited to a linear displacement, and may include a rotating element.

[0273] In the above embodiment, for example, the first movable body K1 may be provided on the game board 20. Also, for example, the second movable body K2 and the third movable body K3 may be provided on the frame body 11. Also, for example, a combination of these may be used.

[0274] In the above embodiment, for example, the second movable body K2 and the third movable body K3 may be configured as one movable body, or may be configured as three or more movable bodies. For example, the first movable body K1 may be configured as multiple movable bodies.

[0275] In the above embodiment, for example, the first movable light-emitting lamp 17b, the second movable light-emitting lamp 17c, and the third movable light-emitting lamp 17d may be light-emitting lamps that flash at different intervals as long as they have the same display color. Also, for example, the first movable light-emitting lamp 17b, the second movable light-emitting lamp 17c, and the third movable light-emitting lamp 17d may be light-emitting lamps that flash at the same interval as long as they have different display color. Also, for example, the first movable light-emitting lamp 17b, the second movable light-emitting lamp 17c, and the third movable light-emitting lamp 17d may be light-emitting lamps that flash at different display colors as long as they have light-emitting lamps that can specify the same jackpot expectation rate.

[0276] In the above embodiment, for example, at least any one of the movable light-emitting lamps 17b to 17d, the second performance display device, and the third performance display device 27c does not have to be provided on each of the movable bodies K1 to K3.

[0277] In the above embodiment, for example, the movable light-emitting lamps 17b to 17d may not emit light in accordance with a series of movable performances. Also, for example, instead of the second movable light-emitting lamp 17c and the third movable light-emitting lamp 17d emitting light, an image may be displayed by the second performance display device 27b and the third performance display device 27c. Also, for example, a performance display device that displays an image may be mounted on the first movable body K1, and an image may be displayed by the performance display device instead of the light emission of the first movable light-emitting lamp 17b.

[0278] In the above embodiment, for example, a numerical effect may be performed in which the numerical value changes so as to decrease. In this case, for example, the specified value may be "0". Also, for example, a numerical effect may be performed in which the numerical value changes so as to increase and decrease. In other words, it is sufficient to execute a numerical effect in which the numerical value can approach the specified value.

[0279] In the above embodiment, for example, the degree of advantage may be low even if the value is close to the specified value. For example, if the specified value is "100", the degree of advantage may be higher for "77" than for "78", which is closer to "100".

[0280] In the above embodiment, the numerical effect displays the counted numerical value itself, but is not limited to this, and may display, for example, a gauge corresponding to the counted numerical value, a gauge indicating the numerical range to which the counted numerical value belongs, etc. In other words, the numerical effect may notify the counted numerical value in a identifiable manner.

[0281] In the above embodiment, for example, the operation means may have a first operation means and a second operation means, and the control contents related to the numerical performance may be adopted for the operation mode (first operation mode) by the operation of the first operation means and the operation mode (second operation mode) according to the operation of the second operation means. Also, for example, the control contents related to the numerical performance may be adopted for different operation modes (first operation mode, second operation mode) of the same operation means.

[0282] In the above embodiment, for example, the change pattern of the numerical presentation based on at least one of the presentation blocks EB5 to EB7 may be a change pattern in which the numerical value changes any number of times, and may be once or multiple times.

[0283] In the above embodiment, for example, the change manner of the numerical presentation based on at least one of the presentation blocks EB2 to EB7 may be a change manner in which the numerical value changes by an arbitrary amount.

[0284] In the above embodiment, for example, the numerical performance may not change depending on the operation. In this case, the change expectation degree includes a suggestion of whether the numerical value changes depending on the operation. In other words, the change expectation degree may be at least one of the following: the numerical value changes depending on the operation, and the amount of change in the numerical value increases.

[0285] In the above embodiment, for example, the suggestive effect may be an effect that displays any of two or four or more types of suggestive images. Also, for example, among the multiple types of suggestive effects, a suggestive effect that displays a suggestive image with a relatively low expectation of change may be applied to the first suggestive effect, and a suggestive effect that displays a suggestive image with a relatively high expectation of change may be applied to the second suggestive effect.

[0286] In the above embodiment, for example, two, three, five or more suggestive images may be displayed as a suggestive effect, or, for example, one suggestive image may be displayed. In the above embodiment, for example, the suggestion effect may change the number of suggestion images. In this case, for example, the suggestion effect may be an effect that suggests the number of valid operation periods during one execution of the special game by the number of displayed suggestion images, or may be an effect that notifies the number of valid operation periods during one execution of the special game.

[0287] In the above embodiment, for example, the value may be changed according to the operation during the final operation valid period based on the performance block EB1. In this case, for example, if the actual value does not reach the calculated final value, the value may be changed to the final value during the final operation valid period based on the performance block EB1 according to the operation. Also, for example, there may be no final operation valid period based on the performance block EB1.

[0288] In the above embodiment, for example, one operation valid period may be set as a numerical effect in one special game, and in this case, a numerical effect that determines a big win may be executed. Also, for example, as a suggestive effect, when one operation valid period is set as a numerical effect in one special game, a suggestive image SG3 may be displayed, and when multiple operation valid periods are set as numerical effects in one special game, the suggestive image SG3 may not be displayed. In other words, the suggestive effect that displays the suggestive image SG3 may be executable in one operation valid period if there is one operation valid period during the execution of one special game, but may be inexecutable in each of the multiple operation valid periods if there are multiple operation valid periods during the execution of one special game.

[0289] In the above embodiment, for example, at least one of the numerical performance patterns EP18 to EP23 may be a performance pattern that can be determined both when the SR2 performance is executed and when the SR3 performance is executed. For example, at least one of the numerical performance patterns EP11 to EP17 may be a performance pattern that cannot be determined when the SR3 performance is executed and can be determined when the SR2 performance is executed.

[0290] In the above embodiment, for example, at least one of the character images CD1 to CD3 displayed in the character display effect of the numerical effect may not correspond to the character image displayed in the SR3 effect. In this case, for example, when at least one of the character images CD1 to CD3 displayed in the character display effect of the numerical effect does not correspond to the character image displayed in the SR3 effect, the expectation of a big win may be higher than when they correspond.

[0291] In the above embodiment, for example, at least one of the second performance display device 27b and the third performance display device 27c may not be provided. Also, for example, at least one of the movable light-emitting lamps 17b to 17d may not be provided.

[0292] In the above embodiment, for example, the character display effect may display a character image corresponding to a fixed numerical value that is fixed after each of the multiple operation valid periods has ended. As a specific example, when a character image is displayed multiple times in a predetermined operation valid period, the multiple character images may be character images corresponding to a fixed numerical value that is fixed after the end of the predetermined operation valid period, regardless of the numerical value during the predetermined operation valid period. In this way, it can be said that the character display effect is an effect that is executed in a different performance mode at least in part when the fixed numerical value that is fixed after each of the multiple operation valid periods has ended is a first numerical value and when it is a second numerical value. In particular, the character display effect may be executed in a performance mode that displays any of the character images CD1 to CD3 when the fixed numerical value that is fixed after each of the multiple operation valid periods has ended exceeds the reference value "79".

[0293] In the above embodiment, for example, the character display effect may display a character image corresponding to a fixed numerical value that is fixed after the end of the multiple operation valid periods. As a specific example, when a character image is displayed multiple times before the end of the multiple operation valid periods, the multiple character images may be character images corresponding to a fixed numerical value that is fixed after the end of the multiple operation valid periods, regardless of the intermediate numerical values ​​until the end of the multiple operation valid periods. In this way, it can be said that the character display effect is an effect that is executed in a different performance mode at least in part when the fixed numerical value that is fixed after the end of the multiple operation valid periods is a first numerical value and when it is a second numerical value. In particular, the character display effect is executed in a performance mode that displays one of the character images CD1 to CD3 when the fixed numerical value that is fixed after the end of the multiple operation valid periods exceeds the reference value "79".

[0294] By configuring it in this manner, it is possible to make at least a part of the presentation mode of the character display presentation different depending on the final numerical value that is determined after the end of the effective operation period in the numerical presentation, thereby drawing attention to the final numerical value that is determined after the end of the effective operation period in the numerical presentation and the presentation mode of the character display presentation, thereby increasing interest in the game.

[0295] In particular, when the finalized numerical value determined after the end of the valid operation period exceeds "79", a character display effect displaying one of the character images CD1 to CD3 will be executed, thereby drawing attention to the fact that this can increase interest in the game.

[0296] In the above embodiment, for example, the presentation pattern of the numerical presentation may include a presentation pattern in which a single operation valid period is set. In this case, for example, the presentation pattern in which a single operation valid period is set may have a higher jackpot expectation than any of the presentation patterns in which a multiple operation valid period is set. Also, for example, there may be a special suggestive image that is not displayed when multiple operation valid periods are set, but is displayed when a single operation valid period is set. Also, the suggestive presentation that displays the special suggestive image may have at least one of a higher change expectation and a higher jackpot expectation than the suggestive presentation that displays the suggestive images SG1 and SG2. As a result, even if there is a single operation valid period during the execution of one special game, when the suggestive presentation that displays the special suggestive image is executed, it is possible to increase the expectation that the amount of change in the numerical value will increase and that a jackpot will occur, and to improve the interest in the game. For example, the suggestive presentation that displays such a special suggestive image may be the second suggestive presentation.

[0297] In the above embodiment, whether the state is controlled to a high probability state or a low probability state after the end of the jackpot game is determined based on the type of jackpot, but this is not limited to the above. For example, when the game ball that entered the large prize winning opening 31 passes through the special passing area during the jackpot game, the state is controlled to a high probability state after the end of the jackpot game, while when the game ball that entered the large prize winning opening 31 does not pass through the special passing area during the jackpot game, the state is controlled to a low probability state after the end of the jackpot game. Also, for example, there may be a jackpot in which the game ball that entered the large prize winning opening 31 is likely to pass through the special passing area, and a jackpot in which the game ball that entered the large prize winning opening 31 is unlikely to pass through the special passing area. In this case, a distribution member that distributes the game balls that entered the large prize winning opening 31 is provided, and the distribution mode of the distribution member is determined based on the type of jackpot. The probability that a gaming ball that has entered the big winning opening 31 passes through the special passing area may be controlled to vary depending on the distribution mode of the distribution member.

[0298] In the above embodiment, for example, the game may be controlled to the low probability state and then controlled to the high base state when a predetermined number of special games are executed. Also, for example, the game may be controlled to the high base state when a predetermined lottery is executed and the game is won when a predetermined lottery is executed, triggered by the execution of a special game.

[0299] In the above embodiment, for example, after being controlled to the low probability state, a predetermined number of special games may be executed without winning a jackpot, and then the state may be controlled to the high base state. Also, for example, when the jackpot lottery is not won in the low base state and a loss occurs, the state may be controlled to the high base state with a predetermined probability.

[0300] In the above embodiment, the probability state and the base state are adopted as the game state, but this is not limited thereto, and for example, the base state may be adopted without adopting the probability state as the game state. Also, for example, the probability state may be adopted without adopting the base state as the game state.

[0301] In the above embodiment, for example, there may be a type of jackpot that results in a low base state after the jackpot game ends. In the above embodiment, for example, there may be both a big win and a small win.

[0302] In the above embodiment, the second special game is executed with priority over the first special game, but this is not limiting, and for example, the first special game may be executed with priority over the second special game. Also, for example, the special games may be executed in the order in which the game balls enter the first start hole 28 and the second start hole 29, and for example, the first special game and the second special game may be executed simultaneously. Also, for example, there may be only one type of special game, and one of the first special game and the second special game may be executed.

[0303] In the above embodiment, the main control board 40 and the sub-control board 41 are arranged and various functions are mounted, but this is not limited thereto, and for example, the functions of one board may be mounted as the functions of the other board. Also, means for controlling each of the performance display devices 27a to 27c may be provided separately. Also, this is not limited to two types of boards, and for example, they may be configured as an integrated board, or three or more types of boards. As a specific example, the functions of the sub-control board 41 may be divided into an overall control board that performs overall control regarding performance, and a display control board that performs control regarding image display.

[0304] In the above embodiment, the type of jackpot (jackpot game) was specified by the symbol command, but the type of jackpot may be specified by a game start command or other dedicated control command.

[0305] In the above embodiment, various random number information related to the special game may be stored in a memory area provided according to the special reserved number. In this case, every time the special game is executed, the random number information may be shifted and stored in a memory area where the special reserved number is subtracted by "1".

[0306] In the above embodiment, for example, the special variable member 32 may be operated to the open state by a predetermined lottery, and a jackpot game may be awarded when a game ball that entered the large prize winning opening 31 passes through a specific passing area (so-called "two-type game machine"). Also, for example, the game machine may be a game machine (so-called three-type game machine) in which a jackpot game starts when a game ball enters a predetermined ball entrance. Also, for example, a high probability state may not be awarded.

[0307] The technical ideas that can be understood from the above-described embodiment and modified examples will be described. (1) A gaming machine having a frame and a game board and capable of awarding a jackpot, further comprising an effect execution means for executing a predetermined effect, the effect execution means being capable of executing a special effect, the effect execution means including a first movable effect execution means configured to be displaceable and a second movable effect execution means configured to be displaceable, the first movable effect execution means being provided on the game board, the second movable effect execution means being provided on the frame, and the special effect including a series of movable effects resulting from the displacement of the first movable effect execution means and the displacement of the second movable effect execution means.

[0308] (2) A gaming machine having a frame body and capable of awarding a jackpot game, further comprising an effect execution means for executing a predetermined effect, the effect execution means being capable of executing a special effect, the effect execution means including a first movable effect execution means configured to be displaceable and a second movable effect execution means configured to be displaceable, the first movable effect execution means being provided on the frame body, the second movable effect execution means being provided on the frame body, and the special effect including a series of movable effects produced by the displacement of the first movable effect execution means and the displacement of the second movable effect execution means.

[0309] (3) The first movable performance execution means has the first light-emitting means, and the second movable performance execution means has the second light-emitting means. (4) The first movable performance execution means is capable of being displaced in an up-down direction, and the second movable performance execution means is capable of being displaced in a direction different from the up-down direction.

[0310] (5) The operating means includes a first operating means and a second operating means, the first operating mode being an operating mode corresponding to the operation of the first operating means, and the second operating mode being an operating mode corresponding to the operation of the second operating means.

[0311] (6) The counting means is characterized in that when an operation is performed in a first operation mode by the operating means during the valid operation period, the counting means adds a predetermined value to the numerical value, and when an operation is performed in a second operation mode by the operating means during the valid operation period, the counting means multiplies the numerical value by a predetermined value.

[0312] (7) A gaming machine that awards an advantageous game to a player after a specific display result is displayed in a symbol variation game, the gaming machine comprises an operation means operable by a player, a counting means for counting a value, and an effect execution means for executing an effect, the effect execution means executes a identifiable numerical effect for the value counted by the counting means, the counting means can change the value so as to approach a specified value in response to the operation of the operation means during an effective operation period, and the values ​​that can be changed by the counting means include a first numerical value and a second numerical value that is closer to the specified value than the first numerical value or is the specified value. a game machine in which the second numerical value has a higher advantageous expectation of being awarded an advantageous game than the first numerical value, and the effect execution means, when there are multiple valid operation periods during the execution of one pattern change game, executes a suggestive effect suggesting the expected degree of change, which is at least either that the numerical value will change by operation of the operation means in each of the multiple valid operation periods and that the amount of change in the numerical value will become large, and the suggestive effect is an effect that suggests the number of valid operation periods during the execution of one pattern change game or that notifies the number of valid operation periods during the execution of one pattern change game.

[0313] (8) A gaming machine that awards a player with an advantageous game after a specific display result is displayed in a pattern change game, the gaming machine comprises an operation means operable by a player, a counting means for counting a value, and an effect execution means for executing an effect, the effect execution means executes a specific numerical effect for the value counted by the counting means, the counting means can change the value so as to approach a specified value in response to operation of the operation means during an effective operation period, the numerical values ​​that can be changed by the counting means include a first numerical value and a second numerical value that is closer to the specified value than the first numerical value or is the specified value, the second numerical value is a numerical value that has a higher advantageous expectation of awarding an advantageous game than the first numerical value, and the effect execution means executes an effect for each pattern change. a gaming machine which is adapted so that, when there is one valid operation period during the execution of a pattern changing game, a suggestion effect is executed during the one valid operation period, suggesting an expected degree of change that is at least either a change in a numerical value due to the operation of the operation means or an increase in the amount of change in the numerical value; and, when there are multiple valid operation periods during the execution of one pattern changing game, a suggestion effect is executed during each of the multiple valid operation periods, suggesting an expected degree of change due to the operation of the operation means, the suggestion effects including a first suggestion effect and a second suggestion effect, the second suggestion effect being an effect having a higher expected degree of change than the first suggestion effect; and, when there is one valid operation period during the execution of one pattern changing game, the suggestion effect is executable during the one valid operation period. [Explanation of symbols]

[0314] A3...first performance actuator, A4...second performance actuator, A5...third performance actuator, K1...first movable body (performance execution means, first movable performance execution means), K2...second movable body (performance execution means, second movable performance execution means), K3...third movable body (performance execution means, second movable performance execution means), 10...pachinko gaming machine, 11...frame body, 17b...first movable light-emitting lamp (first light-emitting means), 17c...second movable light-emitting lamp (second light-emitting means) stage), 17d...third movable light-emitting lamp (second light-emitting means), 19a...first performance button (operation means), 19b...second performance button (operation means), 19c...touch sensor (operation means), 20...game board, 27a...first performance display device (performance execution means), 27b...second performance display device (performance execution means), 27c...third performance display device (performance execution means), 40...main control board, 40a...main control CPU, 41...sub-control board, 41a...sub-control CPU.

Claims

[Claim 1] In a gaming machine that awards a player with an advantageous game after a specific display result is displayed in a symbol variation game, An operation means operable by a player; A counting means for counting numerical values; A performance execution means for executing a performance, the effect execution means executes a specific effect of displaying a number or a gauge as a corresponding image corresponding to the numerical value counted by the counting means; the counting means is capable of changing a numerical value so as to approach a specified value in response to an operation of the operating means during a valid operation period, The numerical values ​​that can be changed by the counter include a first numerical value and a second numerical value that is closer to the specified value than the first numerical value or is the specified value, When the corresponding image corresponding to the second numerical value is displayed, it is indicated that the player has a greater advantage than when the corresponding image corresponding to the first numerical value is displayed; In the specific performance, even if a determined numerical value determined after the end of the operation effective period is the same when an operation is performed in a first operation mode and when an operation is performed in a second operation mode by the operation means during the operation effective period, the corresponding image can be changed in different change modes until it changes to the corresponding image corresponding to the determined numerical value, the corresponding image can be changed by a different number of times depending on whether an operation is performed in the first operation mode or the second operation mode by the operating means during the operation effective period, When the numerical value counted by the counting means is the first numerical value or when the numerical value is the second numerical value, there are cases where an operation in the first operation mode is possible and cases where an operation in the second operation mode is possible, When the operation effective period first occurs in the specific presentation, there are cases where operation in the first operation mode is possible and cases where operation in the second operation mode is possible.

Citation Information

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