Gaming Machines

By introducing multiple types of recommended performance and evolutionary performance execution in gaming consoles, the space for improving the quality of existing gaming consoles is solved, and a higher gaming experience and participation is achieved.

JP7662366B2Active Publication Date: 2025-04-15SANKYO CO LTD
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Patent Information

Application Number
JP2021049412
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-03-24
Publication Date
2025-04-15
Estimated Expiration
2041-03-24

AI Technical Summary

Technical Problem

There is room for product quality improvement in existing gaming consoles in terms of functions and configuration.

Method used

By introducing multiple types of recommended effect performance into the console, including the first, second, third and fourth recommended effect performance, as well as evolutionary performance execution, opportunity up performance execution, and preview performance execution, special image presentation to change preview performance from one performance mode to another with higher expectations.

Benefits of technology

Enhanced product quality of the gaming console and improves player gaming experience and engagement by providing more attractive suggestions and performance modes.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine capable of enhancing amusement properties of a performance using a special image.SOLUTION: A game machine includes: suggestive performance execution means that can suggest that a game state is controlled to an advantageous state and can execute suggestive performances of a plurality of kinds in which degrees of expectation differ according to performance modes; particular image display performance execution means that can display a particular image; and special performance execution means that can execute a special performance for changing the suggestive performance executed in one performance mode to a performance mode with a degree of expectation higher than that of the one performance mode by using the particular image being displayed. The special performance execution means displays a particular correspondence image when the suggestive performance is executed, and executes the special performance in a mode that the particular image acts on the particular correspondence image.SELECTED DRAWING: Figure 8-15
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine such as a pachinko machine that can be controlled to an advantageous state that is advantageous to a player. [Background technology]

[0002] play Some gaming machines have a mechanism for launching gaming balls, which are gaming media, into a gaming area using a launching device, and when the gaming balls enter a prize area such as a prize slot provided in the gaming area, a predetermined number of prize balls are paid out to the player.Furthermore, there are also gaming machines (so-called pachinko machines) that are provided with a variable display device that can variably display (also called "variable") identification information, and when the display result of the variable display of the identification information on the variable display device becomes a specific display result, the gaming state (the state of the gaming machine; therefore, specifically, the state in which the gaming machine is controlled) is changed and a predetermined gaming value is given to the player. Also, patents literature As shown in FIG. 3, the image display device displays a meter whose display mode can be changed from level 1 to level 4, and when the display mode of the meter reaches level 4, one of a plurality of super reach reach effects is executed. do.

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

[0004] In pachinko gaming machines, a "jackpot" occurs when a predetermined specific display mode is derived as a result of the variable display of a special symbol (identification information) that is initiated on the variable display device based on the entry of a gaming ball into the starting winning slot. The derived display refers to the final display of a symbol (final stop symbol). When a jackpot occurs, for example, the jackpot opening slot opens a predetermined number of times, transitioning to a jackpot game state in which balls are more likely to win. During each opening period, if a predetermined number of jackpots (e.g., 10) enter the jackpot opening slot, the jackpot opening closes. The number of times the jackpot opening slot opens is fixed to a predetermined number (e.g., 15 rounds). Each opening has a set opening time (e.g., 29 seconds), and the jackpot opening closes when the opening time expires, even if the number of winnings does not reach the predetermined number. Hereinafter, the opening period of each jackpot opening may be referred to as a "round." Furthermore, the game played during a round may be referred to as a "round game."

[0005] Furthermore, in a variable display device, a state in which a pattern other than the pattern that will be the final stop pattern (for example, the center pattern of a left, center, and right pattern) continues for a predetermined time and stops, oscillates, expands and contracts, or deforms while matching a specific display result, or multiple patterns fluctuate synchronously within the same pattern, or the positions of the displayed patterns are swapped, and the possibility of a jackpot occurring continues before the final result is displayed (hereinafter, these states are referred to as reach states), is referred to as a reach effect. Also, a reach state and its appearance are referred to as a reach mode. Furthermore, a variable display that includes a reach effect is referred to as a reach variable display. If the display result of the patterns variably displayed on the variable display device is not the specific display result, it is a "miss," and the variable display state ends. The player plays while enjoying trying to make a jackpot occur.

[0006] Among such gaming machines, there are some that suggest that control will be controlled to an advantageous state and are capable of executing multiple types of suggestive effects with different expectations depending on the presentation mode, and that use displayed special images to change the suggestive effects to presentation modes with higher expectations. For example, Patent Document 1 describes that a pseudo-consecutive advance notice effect, a development advance notice effect, or an active hold advance notice effect is executed by a gift image displayed when the same type of gift box is opened. Also, for example, Patent Document 2 describes that by displaying information on a special object stock on the screen, the player is informed that a strong advance notice effect in which a moving object falls will be executed later. [Prior art documents] [Patent documents]

[0007] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-134097 [Patent Document 2] Japanese Patent Application Laid-Open No. 2018-50980 [Patent Document 3] Japanese Patent Application Laid-Open No. 2015-221121 Summary of the Invention [Problem to be solved by the invention]

[0008] However, there is room for improving the marketability of gaming machines having the functions and configurations of Patent Documents 1 to 3.

[0009] The present invention has been made in view of the above circumstances, and aims to provide a gaming machine with improved marketability. [Means for solving the problem]

[0010] The gaming machine according to the present invention comprises: A gaming machine that can be controlled to an advantageous state that is advantageous to a player, a suggestion effect execution means capable of executing a plurality of types of suggestion effects including a first suggestion effect, a second suggestion effect, a third suggestion effect, and a fourth suggestion effect as suggestion effects that suggest that the game will be controlled to the advantageous state; A development performance execution means capable of executing a first development performance before the performance result of the first suggestion performance is notified, and capable of executing a second development performance different from the first development performance after it is notified that the advantageous state will not be controlled as a performance result of the second suggestion performance; a chance-up effect execution means for executing a chance-up effect in which the degree of expectation controlled to the advantageous state varies depending on the number of times the effect is executed during the execution of the suggestion effect; A preview performance execution means capable of executing preview performances with different expectations depending on the performance mode; a special image display effect execution means capable of displaying a special image; and a special effect execution means capable of executing a special effect that changes the preview effect being executed in one effect mode into an effect mode with a higher expectation than the one effect mode by using the displayed special image, The suggestion effect execution means The third suggestion effect can be executed after the first development effect is executed, The fourth suggestion effect can be executed after the second development effect is executed, The chance-up effect execution means The chance-up effect can be executed so that the number of times that the chance-up effect that is executed when the third suggestion effect is being executed is greater than the number of times that the chance-up effect that is executed when the first suggestion effect is being executed, The chance-up effect can be executed so that the number of times that the chance-up effect that is executed when the fourth suggestion effect is executed is equal to or less than the number of times that the chance-up effect that is executed when the second suggestion effect is executed, The suggestion effect execution means After informing that the game will not be controlled to the advantageous state as a result of the suggestion effect, it is possible to execute a revival mode effect informing that the game will be controlled to the advantageous state, When the fourth suggestion performance is executed after the second development performance is executed, the fourth suggestion performance does not execute a revival mode performance, The first development effect includes an information display effect that suggests that the game will be controlled to the advantageous state by displaying information, The information display performance includes a first information display performance that displays first information consisting of a first number of pieces of information, and a second information display performance that can be executed after the first information display performance and that displays second information consisting of a second number of pieces of information, In the first information display performance, the first information can be divided into a plurality of pieces of information and displayed sequentially, and in the second information display performance, the second information can be divided into a plurality of pieces of information and displayed sequentially, A display start mode when starting to display the first information in the first information display performance is different from a display start mode when starting to display the second information in the second information display performance, When the presentation mode of the notice presentation changes due to the special presentation, there are a plurality of presentation modes after the change, and the proportion of the advantageous state controlled varies depending on which presentation mode is changed to. It is characterized by: Such a configuration can improve marketability. The other gaming machine is a gaming machine that can be controlled to an advantageous state (for example, a jackpot gaming state) that is advantageous to the player, a suggestion effect execution means (for example, a part where the effect control CPU 120 executes the variable display effect process shown in FIG. 18) capable of executing a plurality of types of suggestion effects including a special suggestion effect (for example, reach effect I) and a first suggestion effect (for example, reach effect A), a second suggestion effect (for example, reach effect B), a third suggestion effect (for example, reach effect F), and a fourth suggestion effect (for example, reach effect E) which have a lower expectation of being controlled to the advantageous state than the special suggestion effect; A development performance execution means (for example, a portion where the performance control CPU 120 executes the performance process during variable display shown in FIG. 18) that is capable of executing a special development performance as a first development pattern before the performance result of the first suggestive performance is announced (for example, as shown in FIG. 19-8, in a variable display in a variable pattern of a super reach η, a portion where a high expectation reach performance development announcement performance is executed from the execution of a reach performance A), and that is capable of executing a special development performance different from the special development performance as a second development pattern after it is announced that the second suggestive performance will not be controlled to the advantageous state as a performance result (for example, as shown in FIG. 19-8, in a variable display in a variable pattern of a super reach ζ, a portion where a variable display result (miss) is once announced as a performance result of reach performance B, and then a reach performance E development announcement performance is executed); a preview performance execution means for notifying that the game will be controlled to an advantageous state and capable of executing a plurality of types of preview performances with different expectations depending on the performance mode (for example, a performance that displays a title display in a predetermined mode, a performance that displays an active display in a predetermined mode, a dialogue performance that displays a dialogue display in a predetermined mode, a decorative pattern performance that displays a decorative pattern in a predetermined mode, etc.); a special image display performance execution means for displaying a special image (for example, a mini key image 030IWG10 or a key image 030IWG12); and a special performance execution means for executing a special performance (for example, a chance-up performance that changes the display color of the active display from a normal color (white) to blue) that changes the preview performance being executed in one performance mode to a performance mode with a higher expectation than the one performance mode by using the displayed special image; The suggestion effect execution means When the first development pattern is executed by the development effect execution means, the third suggestive effect having a higher expectation than the first suggestive effect can be executed after the execution of the special development effect (for example, as shown in FIG. 19-8, in the variable display of the fluctuation pattern of the super reach η, a high expectation reach effect development notification effect is executed from the execution of reach effect A, and then reach effect F is executed), When the second development pattern is executed by the development effect execution means, the fourth suggestion effect can be executed after the execution of the special development effect (for example, as shown in FIG. 19-8, in the variable display in the variable pattern of the super reach ζ, the variable display result (miss) is once notified as the effect result of the reach effect B, and then the reach effect E development notification effect is executed, and the reach effect E is further executed), The performance period of the special development performance is longer than the performance period of the special development performance (for example, as shown in Figures 19-8 and 19-9, the length L7 of the execution period of the high expectation reach performance development notification performance is longer than the length L6b of the execution period of the reach performance E development notification performance), The special development effects include a first effect (for example, a blackout effect shown in Figures 19-10 and 19-55) in which the visibility of the effect image is reduced, a second effect (for example, an early effect shown in Figures 19-10 and 19-55) which is an effect executed after the first effect and in which the early information is visibly displayed, and a tertiary effect (for example, a late effect shown in Figures 19-10 and 19-55) which is an effect executed after the second effect and in which the late information, which is more emphasized than the early information, is visibly displayed, The period from when the special development effect is executed to when it is announced that the game will be controlled to the advantageous state is shorter than the period from when the special development effect is executed to when it is announced that the game will be controlled to the advantageous state (for example, as shown in Figures 19-8 and 19-9, the length L13 of the period from the start timing of the high expectation reach effect development announcement effect to the end timing of reach effect I (the announcement timing of the variable display result) and the length L12 of the period from the start timing of the high expectation reach effect development announcement effect to the end timing of reach effect F are set longer than the length L11 of the period from the start timing of the reach effect E development announcement effect to the end timing of reach effect E (the announcement timing of the variable display result)), The special effect execution means displays a special corresponding image (for example, a keyhole (entity) image 030IWG11) when a preview effect is being executed, and executes a special effect in a manner in which the special image acts on the special corresponding image (for example, displays a keyhole (entity) image 030IWG11 corresponding to an active display AH or a decorative pattern, and executes a chance-up effect in a manner in which a key image 030IWG12 is inserted into the keyhole (entity) image 030IWG11 and rotates. See Figures 8-15(9) to (15), Figures 8-17(9) to 8-18(17), etc.). With such a configuration, when a special effect using a special image is executed, the special image can be given a story-like quality, thereby enhancing the effect of the effect and increasing interest. Furthermore, in the case where the fourth suggestive effect is executed after the execution of the special development effect, it is possible to prevent a decrease in interest in the game due to an excessively long period until it is announced that the game will be controlled to an advantageous state, and in the case where the special suggestive effect is executed after the execution of the special development effect, it is possible to appropriately draw the player's attention to the special suggestive effect before it is announced that the game will be controlled to an advantageous state, thereby increasing interest in the game and improving marketability. [Brief explanation of the drawings]

[0011] [Figure 1] 1 is a front view of a pachinko gaming machine according to this embodiment. [Figure 2] FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 3] 10 is a flowchart showing an example of a game control main process. [Figure 4] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 5] 10 is a flowchart illustrating an example of a special symbol process. [Figure 6] 10 is a flowchart showing an example of a performance control main process. [Figure 7] 10 is a flowchart showing an example of a performance control process. [Figure 8-1] An explanatory diagram showing an example of a jackpot determination table and a fluctuation pattern table in the feature part 030IW. [Figure 8-2] FIG. 10 is an explanatory diagram showing an example of the configuration of a fluctuation pattern and a breakdown of fluctuation time. [Figure 8-3] This is a timing chart showing the execution timing of each effect during a super reach. [Figure 8-4] An explanatory diagram showing the execution time of each effect in the first and second parts of the Super Reach. [Figure 8-5] 10 is a flowchart showing a variable display start setting process. [Figure 8-6] FIG. 10 is an explanatory diagram showing an example of a stock effect pattern determination table. [Figure 8-7] FIG. 10 is an explanatory diagram showing an example of a chance-up effect pattern determination table. [Figure 8-8] 10A and 10B are explanatory diagrams showing examples of a title display change pattern determination table, an active display change pattern determination table, a dialogue display change pattern determination table, and a decorative design change pattern determination table. [Figure 8-9] FIG. 10 is an explanatory diagram showing a specific example of a stock effect. [Figure 8-10] FIG. 10 is an explanatory diagram showing a specific example of a stock effect. [Figure 8-11] FIG. 10 is an explanatory diagram showing another specific example of the stock effect. [Figure 8-12] An explanatory diagram showing an overview of the first and second parts of a super reach. [Figure 8-13] An explanatory diagram showing an overview of the first and second parts of a super reach. [Figure 8-14] FIG. 10 is an explanatory diagram showing a specific example of a chance-up effect for an active display. [Figure 8-15] FIG. 10 is an explanatory diagram showing a specific example of a chance-up effect for an active display. [Figure 8-16] FIG. 10 is an explanatory diagram showing a specific example of a chance-up effect targeting decorative symbols. [Figure 8-17]FIG. 10 is an explanatory diagram showing a specific example of a chance-up effect targeting decorative symbols. [Figure 8-18] FIG. 10 is an explanatory diagram showing a specific example of a chance-up effect targeting decorative symbols. [Figure 8-19] FIG. 10 is an explanatory diagram showing a specific example of a chance-up promotion effect (fake). [Figure 8-20] This is an explanatory diagram showing specific examples of keyhole (suggestion) images and keyhole (real) images for each effect that is the target of the chance-up effect. [Figure 9] 1 is a front view of a pachinko gaming machine according to this embodiment. [Figure 10] FIG. 2 is a rear perspective view of the pachinko gaming machine according to this embodiment. [Figure 11] FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 12] 10 is a flowchart showing an example of a game control main process. [Figure 13] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 14] 10 is a flowchart illustrating an example of a special symbol process. [Figure 15] FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 16] This is a diagram showing the numerical range of a jackpot and the numerical range of a miss with time reduction in the variable display of the first special chart in normal state or time reduction state. [Figure 17] 10 is a flowchart showing an example of a performance control main process. [Figure 18] 10 is a flowchart showing an example of a performance control process. [Figure 19-1] 10A and 10B are diagrams illustrating examples of performance control commands. [Figure 19-2] FIG. 2 is an explanatory diagram showing each random number. [Figure 19-3] FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 19-4] (A) is a diagram showing an example of the configuration of a jackpot type determination table, and (B) is a diagram showing the contents of various jackpots. [Figure 19-5] FIG. 10 is a diagram illustrating a variation pattern. [Figure 19-6] 10 is an explanatory diagram showing the relationship between variable display results and variation patterns. FIG. [Figure 19-7] This is a timing chart showing the performance period for each variation pattern. [Figure 19-8] This is a timing chart showing the performance period for each variation pattern. [Figure 19-9] This is a timing chart showing the performance period for each variation pattern. [Figure 19-10] 10A is a diagram showing details of the presentation when a high expectation reach presentation development notification presentation is executed, and FIG. 10B is a diagram showing a comparison between the first and second stage presentations. [Figure 19-11] FIG. 1 is an explanatory diagram illustrating an image display device. [Figure 19-12] FIG. 10 is an explanatory diagram of a game control data storage area. [Figure 19-13] (A) is an explanatory diagram of the data holding area for performance control, and (B) is an explanatory diagram of the command buffer received at the time of starting winning. [Figure 19-14] 10 is a flowchart showing an example of a start winning determination process. [Figure 19-15] 10 is a flowchart showing an example of a random number value determination process when a prize is won. [Figure 19-16] 10 is a flowchart showing an example of a normal special symbol processing. [Figure 19-17] 10 is a flowchart showing an example of a variation pattern setting process. [Figure 19-18] 10 is a flowchart showing an example of a special symbol stopping process. [Figure 19-19] A flowchart showing an example of a jackpot end process. [Figure 19-20] 10 is a flowchart showing an example of a pre-reading preview performance setting process. [Figure 19-21] A diagram showing whether or not a pre-reading preview effect is executed and the display pattern determination ratio. [Figure 19-22] 10 is a flowchart illustrating an example of a variable display start setting process. [Figure 19-23] 10 is a flowchart showing an example of a meter effect determination process. [Figure 19-24] 10A is a diagram showing whether or not a meter effect is executed and the determination ratio of the effect pattern, and FIG. 10B is an explanatory diagram of each effect pattern. [Figure 19-25] 10 is a timing chart showing first to fifth timings in each variation pattern. [Figure 19-26] 10 is a flowchart showing an example of a reach effect E development suggestion effect determination process. [Figure 19-27] 10 is a flowchart showing an example of a branch destination suggestion effect determination process. [Figure 19-28] 10A is a diagram showing whether or not a branch destination suggestion effect is executed and the decision ratio of the effect pattern, and FIG. 10B is an explanatory diagram of the effect pattern of the branch destination suggestion effect. [Figure 19-29] 10 is a flowchart showing an example of a reach effect G development suggestion effect determination process. [Figure 19-30] (A) is a diagram showing the reach effect determination rate when a jackpot is hit, (B) is a diagram showing the reach effect determination rate when a miss is hit, (C) is a diagram showing a comparison between reach effect C and reach effect D, (D) is an explanatory diagram of the difference in the determination rate between reach effect C and reach effect D in the fluctuation pattern of super reach θ when a jackpot is hit and the fluctuation pattern of super reach κ when a miss is hit, and (E) is an explanatory diagram of the difference in the determination rate between reach effect C and reach effect D in the fluctuation pattern of super reach θ when a miss is hit and the fluctuation pattern of super reach κ when a miss is hit. [Figure 19-31] 10 is a flowchart showing an example of a chance-up effect determination process. [Figure 19-32] FIG. 10 is an explanatory diagram of the period during which chance-up effects can be executed during each reach effect. [Figure 19-33] FIG. 10 is an explanatory diagram of effects that can be executed as chance-up effects. [Figure 19-34] (A) to (D) are diagrams showing whether or not a chance-up effect is executed in each reach effect and the effect pattern, and (E) and (F) are explanatory diagrams of the effect patterns of the chance-up effect in each reach effect. [Figure 19-35] A diagram showing the presentation style in the variable display of super reach. [Figure 19-36] A diagram showing the presentation style in the variable display of super reach. [Figure 19-37] A diagram showing the presentation style in the variable display of super reach. [Figure 19-38] A diagram showing the presentation style in the variable display of super reach. [Figure 19-39] A diagram showing the presentation style in the variable display of super reach. [Figure 19-40] A diagram showing the presentation style in the variable display of super reach. [Figure 19-41] A diagram showing the presentation style in the variable display of super reach. [Figure 19-42] A diagram showing the presentation style in the variable display of super reach. [Figure 19-43] A diagram showing the presentation style in the variable display of super reach. [Figure 19-44] A diagram showing the presentation style in the variable display of super reach. [Figure 19-45] A diagram showing the presentation style in the variable display of super reach. [Figure 19-46] A diagram showing the presentation style in the variable display of super reach. [Figure 19-47] A diagram showing the presentation style in the variable display of super reach. [Figure 19-48] A diagram showing the presentation style in the variable display of super reach. [Figure 19-49] A diagram showing the presentation style in the variable display of super reach. [Figure 19-50] A diagram showing the presentation style in the variable display of super reach. [Figure 19-51] A diagram showing the presentation style in the variable display of super reach. [Figure 19-52] A diagram showing the presentation style in the variable display of super reach. [Figure 19-53]A diagram showing the presentation style in the variable display of super reach. [Figure 19-54] A diagram showing the presentation style in the variable display of super reach. [Figure 19-55] A diagram showing the presentation style in the variable display of super reach. [Figure 19-56] A diagram showing the presentation style in the variable display of super reach. [Figure 19-57] FIG. 10 is a diagram showing an image display device according to a modified example. [Figure 19-58] 10A and 10B are diagrams illustrating a change rate of the display mode of the active display in a modified example. [Figure 19-59] This figure shows whether or not a branch destination suggestion effect is executed and the determination rate of the effect pattern in the variable display of the fluctuation pattern of super reach κ in a modified example. [Figure 19-60] A diagram showing whether or not a chance-up effect is executed and the determination rate of the effect pattern in the variable display of the fluctuation pattern of super reach κ in a modified example. [Figure 19-61] An explanatory diagram of the length of the revival performance in a modified example. DETAILED DESCRIPTION OF THE INVENTION

[0012] (Basic explanation) First, the basic configuration and control of the pachinko gaming machine 1 (which also applies to the configuration and control of a general pachinko gaming machine) will be described.

[0013] (Configuration of Pachinko Machine 1) Figure 1 is a front view of a pachinko gaming machine 1, showing the layout of the main components. The pachinko gaming machine (gaming machine) 1 is broadly composed of a gaming board (gauge board) 2 that forms the gaming board surface, and a gaming machine frame (base frame) 3 that supports and fixes the gaming board 2. A gaming area is formed on the gaming board 2, and gaming balls, which serve as gaming media, are shot into this gaming area by a predetermined ball shooting device.

[0014] At a predetermined position on the game board 2 (in the example shown in FIG. 1, to the right of the play area), a first special symbol display device 4A and a second special symbol display device 4B are provided, which perform a variable display (also called a special symbol game) of special symbols (also called special symbols) as multiple types of special identification information. Each of these devices is made up of a 7-segment LED or the like. The special symbols are represented by numbers from "0" to "9" or lighting patterns such as "-". The special symbols may include a pattern in which all LEDs are turned off.

[0015] Note that the "variable display" of special symbols refers to, for example, the variable display of multiple types of special symbols (the same applies to other symbols described below). Variations include updating the display of multiple symbols, scrolling multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. When special symbols or the normal symbols described below vary, multiple types of special symbols or normal symbols are updated and displayed. When decorative symbols described below vary, multiple types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. Note that variations also include the display of a certain symbol flashing. At the end of the variable display, a predetermined special symbol is displayed stationary (also called derived or derived display) as the display result (the same applies to the variable display of other symbols described below). Note that variable display may also be expressed as variable display or variation.

[0016] The special symbol variably displayed on the first special symbol display device 4A is also called the "first special symbol," and the special symbol variably displayed on the second special symbol display device 4B is also called the "second special symbol." Also, a special symbol game using the first special symbol is also called the "first special symbol game," and a special symbol game using the second special symbol is also called the "second special symbol game." Note that there may be only one type of special symbol display device that variably displays the special symbol.

[0017] An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display device) or an organic EL (electro luminescence) display, and displays various effect images. The image display device 5 may also be composed of a projector and a screen. The image display device 5 displays various effect images.

[0018] For example, on the screen of the image display device 5, in synchronization with the first special symbol game or the second special symbol game, a variable display of multiple types of decorative symbols (such as symbols showing numbers, etc.) as decorative identification information different from the special symbols is performed. Here, in synchronization with the first special symbol game or the second special symbol game, decorative symbols are variably displayed (for example, scrolled up and down or updated) in each of the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R. Note that the special symbol game and the variable display of decorative symbols executed in synchronization are collectively referred to simply as variable display.

[0019] A display area for displaying a pending display corresponding to a variable display whose execution is pending and an active display corresponding to a variable display that is currently being executed may be provided on the screen of the image display device 5. The pending display and the active display are collectively referred to as a variable display-compatible display corresponding to the variable display.

[0020] The number of reserved variable displays is also called the reserved memory number. The reserved memory number corresponding to the first special game is also called the first reserved memory number, and the reserved memory number corresponding to the second special game is also called the second reserved memory number. The sum of the first reserved memory number and the second reserved memory number is also called the total reserved memory number.

[0021] In addition, a first hold indicator 25A and a second hold indicator 25B each including a plurality of LEDs are provided at predetermined positions on the game board 2, and the first hold indicator 25A displays the number of first hold memories by the number of lit LEDs, and the second hold indicator 25B displays the number of second hold memories by the number of lit LEDs.

[0022] Below the image display device 5, a winning ball device 6A and a variable winning ball device 6B are provided.

[0023] The winning ball device 6A forms a first start winning opening that is always kept in a constant open state so that game balls can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning opening, a predetermined number of prize balls (for example, three) are paid out and the first special game can be started.

[0024] The variable winning ball device 6B (a standard electric device) forms a second starting winning opening that changes between a closed state and an open state due to a solenoid 81 (see FIG. 2). The variable winning ball device 6B, for example, comprises an electric tulip-type device with a pair of movable wings. When the solenoid 81 is in the off state, the movable wings are in a vertical position, bringing the tips of the movable wings close to the winning ball device 6A, and the second starting winning opening is in a closed state where game balls cannot enter (also referred to as the second starting winning opening being in a closed state). On the other hand, when the solenoid 81 is in the on state, the movable wings of the variable winning ball device 6B are in a tilted position, so the second starting winning opening is in an open state where game balls can enter (also referred to as the second starting winning opening being in an open state). When a game ball enters the second starting winning opening, a predetermined number of prize balls (e.g., three) are paid out, and the second special game can be initiated. The variable winning ball device 6B may be any device that can be changed between a closed state and an open state, and is not limited to devices that include an electric tulip-type accessory.

[0025] General winning openings 10, which are always kept in a constant open state by a predetermined ball receiving member, are provided at predetermined positions on the game board 2 (four positions at the bottom left and right of the game area in the example shown in FIG. 1). In this case, when a ball enters one of the general winning openings 10, a predetermined number of game balls (for example, 10 balls) are paid out as prize balls.

[0026] Below the winning ball device 6A and the variable winning ball device 6B, a special variable winning ball device 7 having a large winning opening is provided. The special variable winning ball device 7 has a large winning opening door that is driven to open and close by a solenoid 82 (see Figure 2), and the large winning opening door forms the large winning opening as a specific area that changes between an open state and a closed state.

[0027] As an example, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door (for the special electric device) is in the off state, the large prize opening door closes the large prize opening, preventing game balls from entering (passing through) the large prize opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door is in the on state, the large prize opening door opens the large prize opening, making it easier for game balls to enter the large prize opening.

[0028] When a game ball enters the large prize opening, a predetermined number of game balls (for example, 14 balls) are paid out as prize balls. When a game ball enters the large prize opening, more prize balls are paid out than when a game ball enters, for example, the first start prize opening, the second start prize opening, or the general prize opening 10.

[0029] The entry of a game ball into each winning port, including the general winning port 10, is also referred to as a "winning." In particular, entry into a starting port (first starting winning port, second starting winning port) is also referred to as a starting winning.

[0030] A normal symbol display 20 is provided at a predetermined position on the game board 2 (in the example shown in FIG. 1, on the left side of the game area). As an example, the normal symbol display 20 is made up of a 7-segment LED or the like, and performs a variable display of normal symbols as multiple types of normal identification information different from the special symbols. The normal symbols are represented by numbers showing "0" to "9" or lighting patterns such as "-". The normal symbols may include a pattern in which all LEDs are turned off. Such a variable display of normal symbols is also called a normal symbol game.

[0031] A passing gate 41 through which the gaming ball can pass is provided on the left side of the image display device 5. When the gaming ball passes through the passing gate 41, a normal game is executed.

[0032] A normal symbol hold indicator 25C is provided above the normal symbol indicator 20. The normal symbol hold indicator 25C is configured to include, for example, four LEDs, and displays the normal symbol hold memory number, which is the number of normal symbol games that are pending execution, by the number of lit LEDs.

[0033] In addition to the above features, the surface of the game board 2 is provided with a windmill that changes the direction and speed of the game balls, as well as numerous obstacle nails. At the bottom of the game area, there is an outlet that takes in game balls that do not enter any of the winning holes.

[0034] Speakers 8L and 8R for playing and outputting sound effects and the like are provided at the upper left and right positions of the gaming machine frame 3, and gaming effect lamps 9 for gaming effects are provided around the periphery of the gaming area. The gaming effect lamps 9 are configured to include LEDs.

[0035] A movable body 32 that moves in accordance with the performance is provided at a predetermined position on the game board 2 (not shown in FIG. 1).

[0036] At the lower right position of the gaming machine frame 3, there is provided a ball-hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a gaming ball toward the gaming area by the ball-hitting device.

[0037] At a predetermined position in the gaming machine frame 3 below the gaming area, a ball supply tray (upper tray) is provided to hold (store) gaming balls dispensed as prize balls or gaming balls loaned from a predetermined ball loaning machine so that they can be supplied to the ball launching device. Below the upper tray, a ball supply tray (lower tray) is provided from which prize balls are dispensed when the upper tray is full.

[0038] A stick controller 31A that can be held and tilted by a player is attached to a predetermined position on the gaming machine frame 3 below the gaming area. The stick controller 31A is provided with a trigger button that can be pressed by a player. Operations on the stick controller 31A are detected by a controller sensor unit 35A (see FIG. 2).

[0039] A push button 31B that a player can press to give a predetermined instruction is provided at a predetermined position on the gaming machine frame 3 below the gaming area. The operation of the push button 31B is detected by a push sensor 35B (see FIG. 2).

[0040] In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but detection means other than these may also be provided.

[0041] (Outline of game progress) The game ball is launched towards the game area by the player rotating the ball hitting operation handle 30 provided on the pachinko game machine 1. When the game ball passes through the passing gate 41, a normal game is started by the normal symbol display 20. If the game ball passes through the passing gate 41 while the previous normal game is being played (if the game ball passes through the passing gate 41 but the normal game based on that passage cannot be played immediately), the normal game based on that passage is put on hold up to a predetermined upper limit number (for example, 4).

[0042] In this normal game, if a specific normal symbol (a normal winning symbol) is displayed, the display result of the normal symbol will be "normal winning". On the other hand, if a normal symbol other than the normal winning symbol (a normal losing symbol) is displayed as a confirmed normal symbol, the display result of the normal symbol will be "normal losing". When it becomes a "normal winning", an opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period of time (the second starting winning port is opened).

[0043] When a gaming ball enters a first start winning hole formed in the winning ball device 6A, a first special symbol game is started by the first special symbol display device 4A.

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

[0045] In addition, if a game ball enters (wins) the start winning hole during the period when the special game is being played or during the period when the game is controlled to the big win game state or small win game state described below (when a start winning occurs but the special game based on that start winning cannot be played immediately), the execution of the special game based on that entry will be suspended up to a specified upper limit number (for example, 4).

[0046] In special game, if a specific special symbol (a big win symbol, for example, "7"; the actual symbol varies depending on the type of big win, as described below) is displayed as a fixed special symbol, it is a "big win," and if a predetermined special symbol different from the big win symbol (a small win symbol, for example, "2") is displayed as a fixed special symbol, it is a "small win." Also, if a special symbol different from the big win symbol or small win symbol (a losing symbol, for example, "-") is displayed as a fixed special symbol, it is a "losing" symbol.

[0047] After the display result in the special game becomes "big win," the game state is controlled to a big win game state, which is an advantageous state for the player. After the display result in the special game becomes "small win," the game state is controlled to a small win game state.

[0048] In the jackpot game state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined manner. This open state continues until either a predetermined period (for example, 29 seconds or 1.8 seconds) has elapsed, or until the number of game balls entering the large prize opening reaches a predetermined number (for example, 9), whichever comes first. The predetermined period is the maximum period during which the large prize opening can be opened in one round, and is hereinafter also referred to as the maximum opening period. This cycle in which the large prize opening is opened is called a round (round game). In the jackpot game state, the round can be repeated until the predetermined maximum number of times (15 times or 2 times) is reached.

[0049] In the jackpot gaming state, the player can win prize balls by making the game ball enter the big prize opening. Therefore, the jackpot gaming state is advantageous to the player. The more rounds in the jackpot gaming state and the longer the open upper limit period, the more advantageous it is for the player.

[0050] It should be noted that a "jackpot" has a set type of jackpot. For example, there are prepared a number of types of opening modes of the jackpot entrance (number of rounds and upper limit of opening period) and game states after the jackpot game state (normal state, time-saving state, probability variable state, etc., as described below), and the jackpot type is set according to these. There may be provided jackpot types that allow a large number of prize balls to be obtained, and jackpot types that allow a small number of prize balls or almost no prize balls to be obtained.

[0051] In the small win gaming state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined opening manner. For example, in the small win gaming state, the large prize opening is opened in the same opening manner as in the large win gaming state for some large win types (the number of times the large prize opening is opened is the same as the number of rounds, and the timing of closing the large prize opening is also the same, etc.). Note that, like the large win types, small win types may also be set for "small wins."

[0052] After the jackpot game state ends, the game may be controlled to a time-saving state or a special state depending on the type of jackpot.

[0053] In the time-saving state, control (time-saving control) is executed to shorten the average special symbol fluctuation time (the period during which the special symbol fluctuates) compared to the normal state. In the time-saving state, control (high opening control, high base control) is also executed to make it easier for the game ball to enter the second start winning hole by shortening the average normal symbol fluctuation time (the period during which the normal symbol fluctuates) compared to the normal state and by improving the probability of a "normal symbol hit" in the normal symbol game compared to the normal state. The time-saving state is a state in which the fluctuation efficiency of special symbols (especially the second special symbol) is improved, so it is an advantageous state for the player.

[0054] In the probability variable state (probability variable state), in addition to time-saving control, probability variable control is executed, which increases the probability that the display result will be a "jackpot" compared to the normal state. The probability variable state is an even more advantageous state for the player, as it not only improves the fluctuation efficiency of special symbols but also makes it easier to win a "jackpot."

[0055] The time-saving state or the probability variation state continues until one of the termination conditions is met first, such as the execution of a predetermined number of special game games or the start of the next jackpot game state. The termination condition, which is the execution of a predetermined number of special game games, is also called a count-cut (count-cut time-saving, count-cut probability variation, etc.).

[0056] The normal state refers to a gaming state other than advantageous states such as a jackpot gaming state that is advantageous to the player, and special states such as a time-saving state and a special probability state, and is a state in which the pachinko gaming machine 1, such as the probability that the display result in a normal game will be a "normal hit" and the probability that the display result in a special game will be a "jackpot", is controlled in the same way as the initial setting state of the pachinko gaming machine 1 (for example, when the specified recovery process is not executed after power is turned on, such as when a system reset is performed).

[0057] The state in which probability variable control is being executed is also called a high probability state, and the state in which probability variable control is not being executed is also called a low probability state. The state in which time-saving control is being executed is also called a high base state, and the state in which time-saving control is not being executed is also called a low base state. Combining these, the time-saving state is also called a low probability high base state, the probability variable state is a high probability high base state, and the normal state is a low probability low base state. The high probability state and low base state are also called a high probability low base state.

[0058] After the small win game state ends, the game state is not changed, and the game state before the display result of the special game becomes "small win" is continued (however, if the special game when the "small win" occurs is the special game of the predetermined number of times in the number cut, the game state will naturally be changed). Note that "small win" does not have to be the display result of the special game.

[0059] The game state may change based on the game ball passing through a specific area (for example, a specific area in a big prize opening) during the big win game state. For example, when the game ball passes through the specific area, the game state may be controlled to a probability variable state after the big win game state.

[0060] (Progress of the production, etc.) In the pachinko gaming machine 1, various effects (effects that notify the progress of the game or that liven up the game) are executed according to the progress of the game. These effects are explained below. Note that these effects are performed by displaying various effect images on the image display device 5, but in addition to or instead of these displays, they may also be performed by audio output from the speakers 8L and 8R, and / or by turning on / off the game effect lamp 9, operating the movable body 32, etc.

[0061] As an effect executed in accordance with the progress of the game, in response to the start of the first special symbol game or the second special symbol game, variable display of decorative symbols begins in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R provided on the image display device 5. At the timing when the display result (also called the determined special symbol) in the first special symbol game or the second special symbol game is statically displayed, the determined decorative symbol (combination of three decorative symbols) that is the display result of the variable display of the decorative symbols is also statically displayed (derived).

[0062] During the period from when the variable display of the decorative symbols starts to when it ends, the variable display of the decorative symbols may become a predetermined reach state (a reach is achieved). Here, the reach state refers to a state in which the decorative symbols that have not yet been stopped and displayed on the screen of the image display device 5 continue to be variable displayed when the decorative symbols that have stopped and displayed form part of a jackpot combination, which will be described later.

[0063] Furthermore, when the ready state is reached during the variable display of the decorative symbols, a ready effect is executed. In the pachinko gaming machine 1, a plurality of types of ready effects are executed, each with a different probability (also called the reliability of a jackpot or the expected probability of a jackpot) of the display result (the display result of the special game or the display result of the variable display of the decorative symbols) becoming a "jackpot" depending on the effect state. The ready effects include, for example, a normal reach and a super reach, which has a higher reliability of a jackpot than a normal reach.

[0064] When the display result of the special game is a "jackpot," a fixed decorative pattern that is a predetermined jackpot combination is derived as the display result of the variable display of decorative patterns on the screen of the image display device 5 (the display result of the variable display of decorative patterns is a "jackpot"). As an example, the same decorative patterns (for example, "7") are displayed stopped on predetermined effective lines in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R.

[0065] In the case of a "probability variable jackpot" that is controlled to a probability variable state after the end of the jackpot gaming state, odd numbered decorative symbols (for example, "7") are displayed stopped and aligned, and in the case of a "non-probability variable jackpot (normal jackpot)" that is not controlled to a probability variable state after the end of the jackpot gaming state, even numbered decorative symbols (for example, "6") may be displayed stopped and aligned. In this case, odd numbered decorative symbols are also called probability variable symbols, and even numbered decorative symbols are also called non-probability variable symbols (normal symbols). After a reach state is reached with non-probability variable symbols, a promotion effect may be executed that ultimately results in a "probability variable jackpot."

[0066] When the display result of the special game is a "small win," a fixed decorative pattern (for example, "1 3 5") that is a predetermined small win combination is derived on the screen of the image display device 5 as the display result of the variable display of decorative patterns (the display result of the variable display of decorative patterns is a "small win"). As an example, decorative patterns that constitute chance eyes are displayed stationary on predetermined effective lines in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R. Note that a common fixed decorative pattern may be derived and displayed when the display result of the special game is a "jackpot" of some jackpot types (jackpot types in a jackpot game state that are similar to a small win game state) and when it is a "small win."

[0067] When the display result of the special symbol game is a "miss," the mode of the variable display of the decorative symbol does not become a reach mode, and a fixed decorative symbol of a non-reach combination (also called a "non-reach miss") may be displayed as a static display as a display result of the variable display of the decorative symbol (the display result of the variable display of the decorative symbol becomes a "non-reach miss"). Also, when the display result is a "miss," after the mode of the variable display of the decorative symbol becomes a reach mode, a fixed decorative symbol of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination may be displayed as a static display as a display result of the variable display of the decorative symbol (the display result of the variable display of the decorative symbol becomes a "reach miss").

[0068] The effects that the pachinko gaming machine 1 can execute include displaying the above-mentioned variable display compatible display (reserved display or active display). In addition, as other effects, for example, a preview effect that predicts the jackpot reliability is executed during the variable display of the decorative symbols. The preview effects include a preview effect that predicts the jackpot reliability in the variable display currently being executed, and a pre-read preview effect that predicts the jackpot reliability in the variable display before execution (variable display whose execution is reserved). As a pre-read preview effect, an effect that changes the display mode of the variable display compatible display (reserved display or active display) to a mode different from normal may be executed.

[0069] In addition, in the image display device 5, by temporarily stopping the decorative pattern during variable display and then restarting the variable display, a pseudo consecutive performance may be executed in which one variable display appears to be multiple variable displays.

[0070] During a jackpot gaming state, a jackpot effect is executed to notify the player of the jackpot gaming state. The jackpot effect may include an effect to notify the number of rounds or an upgrade effect indicating that the value of the jackpot gaming state is increasing. Also, during a small jackpot gaming state, a small jackpot effect is executed to notify the player of the small jackpot gaming state. It should be noted that common effects may be executed during a small jackpot gaming state and during jackpot gaming states for some jackpot types (jackpot types in jackpot gaming states similar to a small jackpot gaming state, for example, jackpot types in which the subsequent gaming state is a high-probability state), preventing the player from knowing whether they are currently in a small jackpot gaming state or a jackpot gaming state. In such a case, common effects may be executed after the end of the small jackpot gaming state and after the end of the jackpot gaming state, preventing the player from distinguishing between a high-probability state and a low-probability state.

[0071] Also, for example, when a special game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer waiting demo effect is executed).

[0072] (Board configuration) The pachinko gaming machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and the like, as shown in Fig. 2. In addition, various other boards are arranged on the back of the pachinko gaming machine 1, such as a payout control board, an information terminal board, a firing control board, and a power supply board.

[0073] The main board 11 is the main control board and has the function of controlling the progress of the above-mentioned games in the pachinko game machine 1 (execution of special game (including management of reserved games), execution of regular game (including management of reserved games), big win game state, small win game state, game state, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, etc.

[0074] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and is equipped with a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, and an I / O (Input / Output port) 105.

[0075] The CPU 103 executes a program stored in the ROM 101 to perform processing to control the progress of the game (processing to realize the functions of the main board 11). At this time, various data stored in the ROM 101 (such as data on variation patterns, performance control commands, and tables referenced when making various decisions) are used, and the RAM 102 is used as the main memory. The RAM 102 serves as a backup RAM in which the stored contents are preserved for a predetermined period of time even if a part or all of the power supply to the pachinko gaming machine 1 is stopped. Note that all or part of the program stored in the ROM 101 may be loaded into the RAM 102 and executed on the RAM 102.

[0076] The random number circuit 104 counts updatable numerical data indicating various random number values ​​(game random numbers) used when controlling the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).

[0077] I / O105 is configured to include, for example, an input port into which various signals (detection signals described below) are input, and an output port for transmitting various signals (signals that control (drive) the first special pattern display device 4A, the second special pattern display device 4B, the normal pattern display device 20, the first hold display device 25A, the second hold display device 25B, the normal pattern hold display device 25C, etc., solenoid drive signals).

[0078] The switch circuit 110 takes in detection signals (such as a detection signal indicating that a game ball has passed or entered and the switch has been turned on) from various switches for detecting game balls (gate switch 21, start port switches (first start port switch 22A and second start port switch 22B), count switch 23), and transmits them to the game control microcomputer 100. The transmission of the detection signal indicates that the game ball has passed or entered.

[0079] The solenoid circuit 111 transmits a solenoid drive signal (for example, a signal to turn on the solenoid 81 or the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for the normal electric device and the solenoid 82 for the big prize opening door.

[0080] As part of controlling the progress of the game, the main board 11 (game control microcomputer 100) supplies presentation control commands (commands that specify (notify) the progress of the game, etc.) to the presentation control board 12 in accordance with the progress of the game. The presentation control commands output from the main board 11 are relayed by the relay board 15 and supplied to the presentation control board 12. The presentation control commands include, for example, commands that specify various determination results on the main board 11 (for example, the display results of the special game (including the type of jackpot), the variable patterns used when executing the special game (details will be described later)), the status of the game (for example, the start and end of the variable display, the opening status of the big prize opening, the occurrence of a win, the number of reserved memories, the game status), the occurrence of an error, etc.

[0081] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances according to the progress of the game, including various notifications such as driving the movable body 32, error notifications, and notifications of power outage recovery) based on the received performance control commands.

[0082] The performance control board 12 is equipped with a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.

[0083] The performance control CPU 120 executes a program stored in the ROM 121 to perform processing for executing performances together with the display control unit 123 (processing for realizing the above-mentioned functions of the performance control board 12, including determining the performance to be executed, etc.). At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.

[0084] The presentation control CPU 120 may instruct the display control unit 123 to execute a presentation based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals that are output when an operation by a player is detected and that appropriately indicate the content of the operation).

[0085] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and executes a performance based on a performance execution instruction from the performance control CPU 120.

[0086] The display control unit 123 supplies a video signal corresponding to the effect to be executed to the image display device 5 based on an instruction to execute the effect from the effect control CPU 120, thereby displaying an effect image on the image display device 5. The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 and a lamp signal (a signal designating the on / off state of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the effect image and turn on / off the game effect lamp 9. The display control unit 123 also supplies a signal to operate the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.

[0087] The audio control board 13 is equipped with various circuits that drive the speakers 8L and 8R, and drives the speakers 8L and 8R based on the sound designation signal, causing the speakers 8L and 8R to output the sound designated by the sound designation signal.

[0088] The lamp control board 14 is equipped with various circuits that drive the game effect lamps 9, and drives the game effect lamps 9 based on the lamp signals, turning the game effect lamps 9 on and off in the manner specified by the lamp signals. In this way, the display control unit 123 controls the sound output and the turning on and off of the lamps.

[0089] In addition, the control of audio output, turning on / off of lamps (such as supplying sound designation signals and lamp signals), and control of movable body 32 (such as supplying signals to operate movable body 32) may be performed by the performance control CPU 120.

[0090] The random number circuit 124 counts updatable numerical data indicating various random number values ​​(performance random numbers) used to execute various performances. The performance random numbers may be updated by the performance control CPU 120 executing a predetermined computer program (updated by software).

[0091] The I / O 125 mounted on the performance control board 12 includes an input port for taking in performance control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, lamp signals).

[0092] Sub-boards other than the main board 11, such as the performance control board 12, the sound control board 13, and the lamp control board 14, are also called sub-boards. As in the pachinko game machine 1, multiple sub-boards may be provided for different functions, or one sub-board may be configured to have multiple functions.

[0093] (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described.

[0094] (Main operations of the main board 11) First, we will explain the main operations of the main board 11. When power supply to the pachinko gaming machine 1 starts, the game control microcomputer 100 starts up and the game control main process is executed by the CPU 103. Figure 3 is a flowchart showing the game control main process executed by the CPU 103 on the main board 11.

[0095] 3, the CPU 103 first disables interrupts (step S1). Then, it performs necessary initial settings (step S2). The initial settings include setting a stack pointer, register settings for built-in devices (CTC (counter / timer circuit), parallel input / output port, etc.), and setting the RAM 102 to an accessible state.

[0096] Next, it is determined whether or not the output signal from the clear switch is on (step S3). The clear switch is mounted on, for example, a power supply board. When the power is turned on with the clear switch in the on state, the output signal (clear signal) is input to the game control microcomputer 100 via the input port. If the output signal from the clear switch is on (step S3; Yes), an initialization process (step S8) is executed. In the initialization process, the CPU 103 executes a RAM clear process to clear flags, counters, and buffers stored in the RAM 102, and sets initial values ​​in the working area.

[0097] Furthermore, the CPU 103 transmits a performance control command instructing initialization to the performance control board 12 (step S9). Upon receiving the performance control command, the performance control CPU 120 displays a screen on the image display device 5, for example, to notify that the control of the gaming machine has been initialized.

[0098] If the output signal from the clear switch is not ON (step S3; No), it is determined whether backup data is stored in the RAM 102 (backup RAM) (step S4). When the power supply to the pachinko gaming machine 1 is stopped due to an unexpected power outage or the like (power interruption), the CPU 103 executes a power supply stoppage process immediately before the pachinko gaming machine 1 becomes inoperable due to the power supply stoppage. This power supply stoppage process includes a process of turning on a backup flag indicating that data is to be backed up in the RAM 102, a data protection process for the RAM 102, and the like. The data protection process includes a process of adding an error detection code (checksum, parity bit, etc.) and a process of backing up various data. The backed up data includes various data for progressing the game (including various flags, the status of various timers, etc.), as well as the status of the backup flag and the error detection code. In step S4, it is determined whether the backup flag is ON. If the backup flag is OFF and no backup data is stored in the RAM 102 (step S4; No), an initialization process (step S8) is executed.

[0099] If backup data is stored in RAM 102 (step S4; Yes), CPU 103 checks the backed up data (using an error detection code) to determine whether the data is normal (step S5). In step S5, for example, a parity bit or a checksum is used to determine whether the data in RAM 102 matches the data at the time of power outage. If it is determined that they match, it is determined that the data in RAM 102 is normal.

[0100] If it is determined that the data in the RAM 102 is not normal (step S5; No), the internal state cannot be restored to the state when the power supply was stopped, so initialization processing (step S8) is executed.

[0101] If it is determined that the data in RAM 102 is normal (step S5; Yes), the CPU 103 performs a recovery process (step S6) to return the internal state of the main board 11 to the state it was in when the power supply was stopped. In the recovery process, the CPU 103 sets a work area based on the memory contents (contents of the backed-up data) of RAM 102. This restores the gaming state to the state it was in when the power supply was stopped, and if a special symbol was fluctuating, the fluctuation of the special symbol will be resumed from the state before the recovery by executing a gaming control timer interrupt process described later.

[0102] Then, the CPU 103 transmits a presentation control command to the presentation control board 12 to instruct recovery from the power outage (step S7). In conjunction with this, a presentation control command specifying the backed-up game state before the power outage, or, if a special symbol game was being executed, a presentation control command specifying the display result of the currently executing special symbol game, may be transmitted. These commands can be the same as the commands transmitted and set in the special symbol process described below. Upon receiving a presentation control command specifying the time of recovery from the power outage, the presentation control CPU 120 displays a screen on the image display device 5, for example, to notify the user that recovery from the power outage has been achieved or that recovery from the power outage is in progress. The presentation control CPU 120 may display an appropriate screen based on the presentation control command.

[0103] After completing the recovery process or initialization process and sending a performance control command to the performance control board 12, the CPU 103 executes a random number circuit setting process to initialize the random number circuit 104 (step S10). Then, the CPU 103 sets the register of the CTC built into the game control microcomputer 100 so that a timer interrupt occurs periodically at predetermined intervals (e.g., 2 ms) (step S11), and permits the interrupt (step S12). After that, a loop process is entered. After that, an interrupt request signal is sent from the CTC to the CPU 103 at predetermined intervals (e.g., 2 ms), and the CPU 103 can periodically execute timer interrupt processing.

[0104] After executing the game control main process, the CPU 103 receives an interrupt request signal from the CTC and accepts the interrupt request, and then executes the game control timer interrupt process shown in the flowchart of Fig. 4. When the game control timer interrupt process shown in Fig. 4 starts, the CPU 103 first executes a predetermined switch process to determine whether or not detection signals have been received from various switches, such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23, via the switch circuit 110 (step S21). Next, the CPU 103 executes a predetermined main error process to diagnose abnormalities in the pachinko gaming machine 1, and can issue a warning if necessary based on the diagnosis results (step S22). After that, the CPU 103 executes a predetermined information output process to output data, such as jackpot information (information indicating the number of jackpots), start information (information indicating the number of start winnings), and probability fluctuation information (information indicating the number of times a probability variable state has been entered), which are supplied to a hall management computer installed outside the pachinko gaming machine 1 (step S23).

[0105] Following the information output process, a game random number update process is executed to update at least a part of the game random numbers used on the main board 11 side by software (step S24). After this, the CPU 103 executes a special symbol process process (step S25). By executing the special symbol process process at each timer interruption, the CPU 103 realizes the management of the execution and reservation of the special symbol game, the control of the big win game state and the small win game state, the control of the game state, etc. (details will be described later).

[0106] Following the special symbol process, a normal symbol process is executed (step S26). By the CPU 103 executing the normal symbol process at each timer interrupt, it is possible to manage the execution and reservation of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passage gate 41), and to control the opening of the variable winning ball device 6B based on a "normal symbol hit". The normal symbol game is executed by driving the normal symbol display 20, and the number of normal symbols reserved is displayed by lighting up the normal symbol reservation display 25C.

[0107] After the normal symbol process processing is executed, as part of the game control timer interrupt processing, processing when a power outage occurs, processing for paying out prize balls, etc. may be executed. After that, the CPU 103 executes command control processing (step S27). The CPU 103 may set a performance control command to be sent in each of the above processes. In the command control processing of step S27, a process is performed in which the set performance control command to be sent is transmitted to a sub-side control board such as the performance control board 12. After the command control processing is executed, an interrupt is permitted and then the game control timer interrupt processing is terminated.

[0108] Fig. 5 is a flowchart showing an example of the special symbol process executed in step S25 shown in Fig. 4. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).

[0109] In the start winning determination process, a process is executed in which the occurrence of a start winning is detected, pending information is stored in a predetermined area of ​​RAM 102, and the pending memory count is updated. When a start winning occurs, a random number value for determining the display result (including the type of jackpot) and the variation pattern is extracted and stored as pending information. A process for predicting the display result and variation pattern may also be executed based on the extracted random number value. After the pending information and the pending memory count are stored, a transmission setting is performed to transmit a performance control command to the performance control board 12 to specify the determination results, such as the occurrence of a start winning, the pending memory count, and the predictive determination. The thus-set transmission performance control command for the start winning is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process is completed, by executing the command control process of step S27 shown in FIG. 4.

[0110] After executing the start winning determination process in S101, the CPU 103 selects and executes one of the processes of steps S110 to S120 according to the value of the special symbol process flag provided in the RAM 102. In each process of the special symbol process process (steps S110 to S120), a transmission setting is made to transmit a performance control command corresponding to each process to the performance control board 12.

[0111] The normal special symbol processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this normal special symbol processing, a determination is made as to whether to start the first or second special symbol game based on the presence or absence of reserved information. Furthermore, in the normal special symbol processing, based on a random number value for determining the display result, whether the display result of the special symbol or decorative symbol is a "jackpot" or a "small jackpot," and if a "jackpot," the type of jackpot, is determined (predetermined) before the display result is derived and displayed. Furthermore, in the normal special symbol processing, a fixed special symbol (either a jackpot symbol, a small jackpot symbol, or a losing symbol) to be displayed in the special symbol game is set in accordance with the determined display result. Thereafter, the value of the special symbol process flag is updated to "1," and the normal special symbol processing ends. The special symbol game using the second special symbol may be executed with priority over the special symbol game using the first special symbol (also known as special symbol 2 priority consumption). In addition, the order in which the game balls enter the first start winning port and the second start winning port may be stored, and the conditions for starting the special game may be met in the order in which the balls enter (also called "consuming the order in which the balls enter").

[0112] When making various decisions based on random numbers, various tables stored in ROM 101 (tables in which decision values ​​compared with random numbers are assigned to decision results) are referenced. The same applies to other decisions on the main board 11 and various decisions on the performance control board 12. In the performance control board 12, various tables are stored in ROM 121.

[0113] The fluctuation pattern setting process of step S111 is executed when the value of the special chart process flag is "1". This fluctuation pattern setting process includes a process of determining the fluctuation pattern as one of a plurality of types using a random number value for determining the fluctuation pattern based on the result of a prior decision on whether the display result is a "big hit" or a "small hit". In the fluctuation pattern setting process, when the fluctuation pattern is determined, the value of the special chart process flag is updated to "2", and the fluctuation pattern setting process ends.

[0114] The variation pattern specifies the execution time of the special symbol game (special symbol variation time) (which is also the execution time of the variable display of the decorative symbol), the manner of variable display of the decorative symbol (whether or not there is a reach, etc.), and the content of the presentation during the variable display of the decorative symbol (type of reach presentation, etc.), and is also called a variable display pattern.

[0115] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2." This special symbol variation process includes a process for setting the first special symbol display device 4A and the second special symbol display device 4B to vary the special symbol, and a process for measuring the elapsed time since the special symbol began to vary. It also determines whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. When the elapsed time since the special symbol began to vary reaches the special symbol variation time, the value of the special symbol process flag is updated to "3," and the special symbol variation process ends.

[0116] The special symbol stop process of step S113 is executed when the value of the special symbol process flag is "3." This special symbol stop process includes a process for stopping the variation of the special symbol on the first special symbol display device 4A and the second special symbol display device 4B and setting the display (deriving) of the confirmed special symbol that will be the display result of the special symbol. If the display result is a "jackpot," the value of the special symbol process flag is updated to "4." On the other hand, if the jackpot flag is off and the display result is a "small jackpot," the value of the special symbol process flag is updated to "8." If the display result is a "miss," the value of the special symbol process flag is updated to "0." If the display result is a "small jackpot" or a "miss," the game state is also updated if the game is in a time-saving state or a probability variable state and the end of the count limit is established. When the value of the special symbol process flag is updated, the special symbol stop process ends.

[0117] The pre-opening process for the jackpot in step S114 is executed when the value of the special symbol process flag is "4." This pre-opening process for the jackpot includes a process for starting the execution of a round in the jackpot game state and setting the jackpot opening port to an open state, based on the display result being "jackpot." When the jackpot opening port is set to an open state, a process for supplying a solenoid drive signal to the solenoid 82 for the jackpot opening port is executed. At this time, for example, depending on the type of jackpot, the maximum opening period for the jackpot opening port and the maximum number of rounds to be executed are set. When these settings are completed, the value of the special symbol process flag is updated to "5," and the pre-opening process for the jackpot is completed.

[0118] The jackpot opening process of step S115 is executed when the value of the special symbol process flag is "5." This jackpot opening process includes a process for measuring the time elapsed since the special symbol opening was opened, and a process for determining whether it is time to return the special symbol opening from the open state to the closed state based on the measured elapsed time and the number of game balls detected by the count switch 23. When the special symbol opening is returned to the closed state, the process for stopping the supply of the solenoid drive signal to the solenoid 82 for the special symbol opening door is executed, and then the value of the special symbol process flag is updated to "6," and the jackpot opening process is terminated.

[0119] The post-jackpot release process of step S116 is executed when the value of the special symbol process flag is "6." This post-jackpot release process includes a process for determining whether the number of rounds that open the jackpot entry port has been executed has reached a set upper limit, and a process for making settings to end the jackpot game state when the upper limit has been reached. When the number of rounds executed has not reached the upper limit, the value of the special symbol process flag is updated to "5," while when the number of rounds executed has reached the upper limit, the value of the special symbol process flag is updated to "7." When the value of the special symbol process flag is updated, the post-jackpot release process ends.

[0120] The jackpot end process of step S117 is executed when the value of the special symbol process flag is "7." This jackpot end process includes a process of waiting until a waiting time corresponding to the period during which an ending presentation, which is a presentation operation that notifies the end of the jackpot game state, is executed, and a process of making various settings to start probability variable control and time-saving control in response to the end of the jackpot game state. When these settings are made, the value of the special symbol process flag is updated to "0," and the jackpot end process ends.

[0121] The small win opening pre-processing in step S118 is executed when the value of the special chart process flag is "8". This small win opening pre-processing includes processing to set the large prize entry port to an open state in the small win game state based on the display result being "small win". At this time, the value of the special chart process flag is updated to "9", and the small win opening pre-processing is completed.

[0122] The small win opening process in step S119 is executed when the value of the special symbol process flag is "9." This small win opening process includes a process for measuring the elapsed time since the large prize opening was opened, and a process for determining whether it is time to return the large prize opening from an open state to a closed state based on the measured elapsed time. When the large prize opening is returned to a closed state and it is time to end the small win game state, the value of the special symbol process flag is updated to "10," and the small win opening process ends.

[0123] The small win end processing of step S120 is executed when the value of the special symbol process flag is "10". This small win end processing includes a process of waiting until a waiting time corresponding to the period during which the performance operation that notifies the end of the small win game state is executed has elapsed. Here, when the small win game state ends, the game state in the pachinko game machine 1 before the small win game state is entered is continued. When the waiting time at the end of the small win game state has elapsed, the value of the special symbol process flag is updated to "0", and the small win end processing is terminated.

[0124] (Major operations of the performance control board 12) Next, the main operations of the performance control board 12 will be explained. When the performance control board 12 receives a supply of power voltage from a power supply board or the like, the performance control CPU 120 starts up and executes the performance control main process as shown in the flowchart of Fig. 6. When the performance control main process shown in Fig. 6 starts, the performance control CPU 120 first executes a predetermined initialization process (step S71), clearing RAM 122, setting various initial values, and setting registers for the CTC (counter / timer circuit) mounted on the performance control board 12. It also executes an initial operation control process (step S72). In the initial operation control process, control is executed to perform the initial operation of the movable body 32, such as control to drive the movable body 32 to return it to its initial position and control to perform predetermined operation checks.

[0125] Thereafter, it is determined whether or not the timer interrupt flag is on (step S73). The timer interrupt flag is set to the on state every time a predetermined time (for example, 2 milliseconds) elapses, for example, based on the register setting of the CTC. At this time, if the timer interrupt flag is off (step S73; No), the process of step S73 is repeatedly executed and the process waits.

[0126] In addition to the timer interrupts generated every time a predetermined time elapses, the performance control board 12 also generates an interrupt for receiving a performance control command from the main board 11. This interrupt is generated, for example, when the performance control INT signal from the main board 11 turns on. When an interrupt occurs due to the performance control INT signal turning on, the performance control CPU 120 automatically disables the interrupt. However, if a CPU that does not automatically disable interrupts is used, it is preferable to issue an interrupt disable command (DI command). In response to the interrupt due to the performance control INT signal turning on, the performance control CPU 120 executes, for example, a predetermined command reception interrupt process. In this command reception interrupt process, the performance control command is acquired from a predetermined input port included in the I / O 125 that receives a control signal transmitted from the main board 11 via the relay board 15. The acquired performance control command is stored in a performance control command reception buffer, for example, provided in the RAM 122. The performance control CPU 120 then enables interrupts and terminates the command reception interrupt process.

[0127] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to an off state (step S74), and a command analysis process is executed (step S75). In the command analysis process, for example, various performance control commands transmitted from the game control microcomputer 100 on the main board 11 and stored in the performance control command receiving buffer are read, and then settings and controls corresponding to the read performance control commands are performed. For example, the read performance control command may be stored in a predetermined area of ​​the RAM 122, or a reception flag provided in the RAM 122 may be turned on, so that the received performance control command and the contents specified by the performance control command can be confirmed in the performance control process, etc. Furthermore, if the performance control command specifies a game status, the display control unit 123 may be instructed to display a background corresponding to the game status.

[0128] After executing the command analysis process in step S75, the performance control process is executed (step S76). In the performance control process, for example, control is performed to operate various performance devices, such as the display operation of the performance image in the display area of ​​the image display device 5, the sound output operation from the speakers 8L and 8R, the lighting operation of the decorative light-emitting elements such as the game effect lamp 9 and the decorative LED, and the driving operation of the movable body 32. In addition, the control contents of the performance operations using the various performance devices are judged, determined, set, etc. in accordance with the performance control commands transmitted from the main board 11.

[0129] Following the performance control process processing in step S76, a performance random number update processing is executed (step S77), and at least a part of the performance random numbers used on the performance control board 12 side is updated by software. Then, the processing returns to step S73. Before returning to the processing in step S73, other processing may be executed.

[0130] Fig. 7 is a flowchart showing an example of the processing executed in step S76 of Fig. 6 as the performance control process. In the performance control process shown in Fig. 7, the performance control CPU 120 first executes a pre-reading notice setting process (step S161). In the pre-reading notice setting process, for example, judgments, decisions, settings, etc. for executing a pre-reading notice performance are made based on the performance control command at the time of start winning transmitted from the main board 11. In addition, a process is executed to display a hold display based on the number of hold memories specified from the performance control command.

[0131] After executing the process of step S161, the performance control CPU 120 selects and executes one of the processes of steps S170 to S177 described below, depending on the value of a performance process flag provided in the RAM 122, for example.

[0132] The variable display start waiting process of step S170 is a process that is executed when the value of the effect process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether or not to start variable display of decorative patterns on the image display device 5, based on whether or not a command specifying the start of variable display has been received from the main board 11. If it is determined that variable display of decorative patterns on the image display device 5 should be started, the value of the effect process flag is updated to "1", and the variable display start waiting process ends.

[0133] The variable display start setting process of step S171 is a process that is executed when the value of the effect process flag is "1". In this variable display start setting process, based on the display result and variation pattern specified by the effect control command, the display result of the variable display of the decorative symbol (confirmed decorative symbol), the mode of the variable display of the decorative symbol, whether or not various effects such as reach effects and various preview effects will be executed, their mode, and the execution start timing are determined. Then, an effect control pattern (a collection of control data for instructing the display control unit 123 to execute an effect) that reflects the determination results is set. Thereafter, based on the set effect control pattern, the display control unit 123 is instructed to start execution of the variable display of the decorative symbol, the value of the effect process flag is updated to "2", and the variable display start setting process is terminated. In response to the instruction to start execution of the variable display of the decorative symbol, the display control unit 123 starts the variable display of the decorative symbol on the image display device 5.

[0134] The variable display effect processing of step S172 is processing that is executed when the effect process flag value is "2." In this variable display effect processing, the effect control CPU 120 instructs the display control unit 123 to display an effect image based on the effect control pattern set in step S171 on the display screen of the image display device 5, drive the movable body 32, output voice and sound effects from the speakers 8L and 8R by outputting a command (sound effect signal) to the audio control board 13, and turn on / off / blink the game effect lamp 9 and decorative LEDs by outputting a command (illumination signal) to the lamp control board 14, thereby executing various effect controls during the variable display of the decorative pattern. After performing such effect control, the CPU 120 stops and displays the fixed decorative pattern that is the display result of the decorative pattern, for example, in response to reading an end code indicating the end of the variable display of the decorative pattern from the effect control pattern or receiving a command specifying the stop display of the fixed decorative pattern from the main board 11. When the fixed decorative pattern is displayed in a stopped state, the value of the effect process flag is updated to "3" and the effect processing during variable display is terminated.

[0135] The special symbol win waiting process of step S173 is executed when the value of the presentation process flag is "3." In this special symbol win waiting process, the presentation control CPU 120 determines whether a presentation control command specifying the start of a big hit game state or a small hit game state has been received from the main board 11. Then, when a presentation control command specifying the start of a big hit game state or a small hit game state is received, if the command specifies the start of a big hit game state, the value of the presentation process flag is updated to "6." On the other hand, if the command specifies the start of a small hit game state, the value of the presentation process flag is updated to "4," which corresponds to the small hit presentation process. Furthermore, if a command specifying the start of a big hit game state or a small hit game state has not been received and the waiting time for receiving the command has elapsed, the display result in the special symbol game is determined to be a "miss," and the value of the presentation process flag is updated to the initial value of "0." When the value of the performance process flag is updated, the special winning waiting process is terminated.

[0136] The small win performance processing in step S174 is a process executed when the performance control process flag value is "4". In this small win performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the small win gaming state, for example, and executes various performance controls in the small win gaming state based on the set content. Also, in the small win performance processing, for example, in response to receiving a command from the main board 11 specifying that the small win gaming state is to be ended, the value of the performance process flag is updated to "5", which is the value corresponding to the small win end performance, and the small win performance processing is ended.

[0137] The small win end effect processing of step S175 is a process executed when the value of the effect control process flag is "5". In this small win end effect processing, the effect control CPU 120 sets an effect control pattern corresponding to the end of the small win game state, for example, and executes various effect controls at the end of the small win game state based on the setting contents. After that, the value of the effect process flag is updated to the initial value "0", and the small win end effect processing is terminated.

[0138] The jackpot performance processing of step S176 is a process executed when the performance process flag value is "6." In this jackpot performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the jackpot gaming state, for example, and executes various performance controls in the jackpot gaming state based on the set content. Also, in the jackpot performance processing, for example, in response to receiving a command from the main board 11 specifying that the jackpot gaming state should be ended, the value of the performance control process flag is updated to "7," which is a value corresponding to the ending performance processing, and the jackpot performance processing is ended.

[0139] The ending effect processing in step S177 is executed when the value of the effect process flag is "7." In this ending effect processing, the effect control CPU 120 sets an effect control pattern corresponding to, for example, the end of a jackpot gaming state, and executes various effect controls for the ending effect at the end of the jackpot gaming state based on the set contents. Thereafter, the value of the effect process flag is updated to the initial value "0," and the ending effect processing is terminated.

[0140] (Variation of the basic explanation) The present invention is not limited to the pachinko gaming machine 1 described in the basic explanation above, and various modifications and applications are possible within the scope of the gist of the present invention.

[0141] The pachinko gaming machine 1 described above is a payout gaming machine that pays out a predetermined number of gaming media as prizes when a prize is won, but it may also be an enclosed gaming machine that encloses gaming media and awards points when a prize is won.

[0142] Only one type of symbol (for example, a symbol indicating "-") may be displayed during the variable display of the special symbol, and the variable display may be performed by repeatedly displaying and extinguishing the symbol. Furthermore, even if the symbol is displayed during the variable display, the symbol may not be displayed when the variable display is stopped (the symbol indicating "-" may not be displayed as a display result).

[0143] In the above basic explanation, a pachinko gaming machine 1 is shown as the gaming machine, but the present invention can also be applied to slot machines (for example, slot machines equipped with one or more of big bonus, regular bonus, RT, AT, ART, CZ (hereinafter referred to as bonus, etc.)) that can execute a game in which medals are inserted, a predetermined bet number is set, multiple types of patterns are rotated in response to the player's operation of the control lever, and when the patterns are stopped in response to the player's operation of the stop button, a combination of stopped patterns forms a specific combination, and a predetermined number of medals is paid out to the player.

[0144] The programs and data for realizing the present invention are not limited to being distributed or provided to a computer device, etc. included in the pachinko gaming machine 1, by a removable recording medium, but may be distributed by being pre-installed in a storage device of the computer device, etc. Furthermore, the programs and data for realizing the present invention may be distributed by being downloaded from another device on a network connected via a communication line, etc., by providing a communication processing unit.

[0145] The game may be executed not only by inserting a removable recording medium, but also by temporarily storing a program and data downloaded via a communication line or the like in an internal memory or the like, or by directly executing the game using the hardware resources of another device on a network connected via a communication line or the like. Furthermore, the game may be executed by exchanging data with another computer device or the like via a network.

[0146] In this specification, expressions for comparing various percentages such as the execution percentage of effects (such as "high," "low," and "different") may include one being a "0%" percentage. For example, this also includes one being a "0%" percentage and the other being a "100%" percentage or a percentage less than "100%."

[0147] (Explanation of feature part 030IW) Next, a characteristic feature 030IW of this embodiment will be described.

[0148] (Jackpot determination table) FIG. 8-1 is an explanatory diagram showing an example of a jackpot determination table and a fluctuation pattern table. Of these, FIG. 8-1(A) is an example of a jackpot determination table used in this feature unit 030IW. As shown in FIG. 8-1(A), in this example, based on the random number for hit determination, it is determined that a jackpot will occur with a probability of about 1 / 300 in a low probability state, and with a probability of about 1 / 30 in a high probability state.

[0149] In addition, the configuration is not limited to that shown in Figure 8-1(A), and the probability of a jackpot may be different depending on whether the variable display of the first special pattern is executed or the variable display of the second special pattern is executed.

[0150] Also, for example, if the setting can be set to one of a number of setting values ​​with different degrees of advantage for the player, and a setting confirmation process or setting change process is executed when the power is turned on to the pachinko game machine 1, making it possible to check the current setting value or change the setting value, the probability of winning may differ depending on which setting value is set.

[0151] In addition, multiple types of jackpots may be provided, each with a different degree of advantage. Specifically, the number of rounds in a jackpot game or the game state after a jackpot game may be different depending on the type of jackpot. In this case, when a jackpot is determined based on the hit determination random number, the type of jackpot is determined based on the type determination random number.

[0152] (Fluctuation pattern table) 8-1(B) and (C) are explanatory diagrams showing specific examples of fluctuation pattern tables in the feature part 030IW. Of these, FIG. 8-1(B) shows a specific example of a fluctuation pattern table for a miss. Also, FIG. 8-1(C) shows a specific example of a fluctuation pattern table for a jackpot. Note that the fluctuation pattern tables shown in FIGS. 8-1(B) and (C) are both used in low probability states. In high probability states or high base states, a fluctuation pattern table (not shown) with a different ratio of judgment values ​​may be used.

[0153] In this example, as shown in Figure 8-1 (B), in the event of a miss, the fluctuation pattern is determined to be one of fluctuation pattern PA1-1 (normal fluctuation), fluctuation pattern PA1-2 (shortened fluctuation), fluctuation pattern PA2-1 (normal reach), fluctuation pattern PA2-2 (super reach A), fluctuation pattern PA2-3 (super reach B), fluctuation pattern PA2-4 (super reach A (with chance up)) and fluctuation pattern PA2-5 (super reach B (with chance up)).

[0154] In this example, as shown in Figure 8-1 (C), when a jackpot occurs, the fluctuation pattern is determined to be one of the following: fluctuation pattern PB2-1 (normal reach), fluctuation pattern PB2-2 (super reach A), fluctuation pattern PB2-3 (super reach B), fluctuation pattern PB2-4 (super reach A (with chance up)), and fluctuation pattern PB2-5 (super reach B (with chance up)).

[0155] In this example, during a super reach after a reach is established, a stock effect in which an item (in this example, a key) is stocked, and a chance-up effect in which the stocked item (key) is used to change the presentation mode of other effects (i.e., to increase the likelihood of a big win suggested by other effects) can be executed. This configuration can increase the excitement during the super reach, and can also heighten the sense of expectation for the stock effect and chance-up effect. Hereinafter, executing a chance-up effect using a stocked item (key) is also referred to as releasing the stocked item (key).

[0156] In this example, the Super Reach is a series of effects that unfold after a Reach is established. When effect control is performed based on the variation patterns PA2-2, PA2-3, PB2-2, and PB2-3, in which the Chance Up effect (and Stock effect) are not executed, there are two parts during the Super Reach: the Super Reach First Half Part A, in which an Outpost effect that serves as a precursor to the Battle effect is executed, and the Super Reach Second Half Part, in which a Battle effect is executed. Furthermore, when effect control is performed based on the variation patterns PA2-4, PA2-5, PB2-4, and PB2-5, in which the Chance Up effect (and Stock effect) are executed, there are three parts during the Super Reach: the Super Reach Introduction Part, in which a Stock effect is executed, the Super Reach First Half Part B, in which a Chance Up effect is executed along with the Outpost effect, and the Super Reach Second Half Part, in which a Battle effect is executed. With this configuration, the Stock effect and Chance Up effect are executed in the period before the Battle effect, which is the climax of the Super Reach, so the effect can be gradually heightened and the effect can be enhanced.

[0157] In this example, as shown in Figures 8-1(B) and (C), the Super Reach in which the Chance Up effect (and Stock effect) is executed has a higher probability of winning than the Super Reach in which the Chance Up effect (and Stock effect) is not executed, and furthermore, the Super Reach B has a higher probability of winning than the Super Reach A. This configuration makes it possible to build expectations as to whether the Chance Up effect (and Stock effect) will be executed and in which Super Reach it will be executed.

[0158] In addition to the example shown in Figure 8-1, for example, a variable pattern may be set in which pseudo-consecutive effects are executed once or multiple times before a super reach, so that the expected probability of a jackpot varies depending on the number of pseudo-consecutive effects.

[0159] Next, the configuration of each fluctuation pattern will be explained. Figure 8-2 is an explanatory diagram showing an example of the configuration of a fluctuation pattern and a breakdown of the fluctuation time. In this example, as shown in Figure 8-2, the elements that make up a fluctuation pattern (which can also be considered the effects executed in the fluctuation pattern) include a "normal fluctuation" that displays fluctuations in a normal manner, a "shortened fluctuation" that displays fluctuations in a manner that is shorter than the normal fluctuation, a "normal reach" that performs a normal reach as a reach effect, a "super reach introduction (stock effect)" that performs a stock effect in the super reach introduction part as a reach effect, a "super reach first half A (no chance up effect)" that performs a prelude effect in the super reach first half part A, a "super reach first half B (with chance up effect)" that performs a prelude effect and a chance up effect in the super reach first half part B, a "super reach second half (battle effect)" that performs a battle effect in the super reach second half part, and a "win celebration effect" that performs a win celebration effect to celebrate a jackpot. It should be noted that the present invention is not limited to the example shown in FIG. 8-2, and other elements, such as an element that performs a pseudo consecutive effect, may also be provided.

[0160] As shown in Figure 8-2, fluctuation pattern PA1-1 is a fluctuation pattern that deviates from normal fluctuation, includes "normal fluctuation" (15 seconds) as an element that constitutes the fluctuation pattern, and has a total fluctuation time of 15 seconds.Furthermore, fluctuation pattern PA1-2 is a fluctuation pattern that deviates from shortened fluctuation, includes "shortened fluctuation" (5 seconds) as an element that constitutes the fluctuation pattern, and has a total fluctuation time of 5 seconds.

[0161] Moreover, the fluctuation pattern PA2-1 is a fluctuation pattern that goes through a normal reach and then a miss, and includes a "normal reach" (20 seconds) as an element that constitutes the fluctuation pattern, and the total fluctuation time is 20 seconds.

[0162] In addition, the fluctuation patterns PA2-2 and PA2-3 are fluctuation patterns that result in a miss after going through the first half of the Super Reach A, in which no chance-up effect is executed, and the second half of the Super Reach.The elements that make up the fluctuation patterns include ``first half of the Super Reach A (no chance-up effect)'' (30 seconds) and ``second half of the Super Reach (battle effect)'' (40 seconds), and the total fluctuation time is 70 seconds.

[0163] In addition, fluctuation patterns PA2-4 and PA2-5 are fluctuation patterns that go through the super reach introduction part, the first half of the super reach part B in which the chance up effect is executed, and the second half of the super reach part, before resulting in a miss.The elements that make up the fluctuation patterns include ``super reach introduction (stock effect)'' (30 seconds), ``super reach first half B (with chance up effect)'' (40 seconds), and ``super reach second half (battle effect)'' (40 seconds), and the total fluctuation time is 110 seconds.

[0164] In addition, the fluctuation pattern PB2-1 is a fluctuation pattern in which a normal reach leads to a jackpot, and the elements that make up the fluctuation pattern include a "normal reach" (20 seconds) and a "celebration effect when a hit occurs" (20 seconds), with a total fluctuation time of 40 seconds.

[0165] In addition, the fluctuation patterns PB2-2 and PB2-3 are fluctuation patterns that result in a jackpot after going through the first half of the Super Reach A, in which no chance-up effect is executed, and the second half of the Super Reach.The elements that make up the fluctuation patterns include "first half of the Super Reach A (no chance-up effect)" (30 seconds), "second half of the Super Reach (battle effect)" (40 seconds), and "celebration effect when hit" (20 seconds), and the total fluctuation time is 90 seconds.

[0166] In addition, fluctuation patterns PB2-4 and PB2-5 are fluctuation patterns that result in a jackpot after going through the Super Reach introduction part, the Super Reach first half part B in which the chance up effect is executed, and the Super Reach second half part, and the elements that make up the fluctuation patterns include ``Super Reach introduction (stock effect)'' (30 seconds), ``Super Reach first half B (with chance up effect)'' (40 seconds), ``Super Reach second half (battle effect)'' (40 seconds), and ``Hit celebration effect'' (20 seconds), with a total fluctuation time of 130 seconds.

[0167] In the example shown in Figure 8-2, the performance times for the first half and second half of the Super Reach are the same for Super Reach A and Super Reach B, but this configuration is not limited to this, and the performance time may be different depending on the type of Super Reach.

[0168] (Execution timing of each performance during Super Reach) Next, the execution timing of the stock effect and the chance-up effect will be described. Figure 8-3 is a timing chart showing an example of the execution timing of each effect.

[0169] In this example, the fluctuation time (which can also be said to be the total performance execution time) is determined by the fluctuation pattern determined on the main board 11 side, and the execution timing and performance execution time of the stock performance and chance up performance are determined on the performance control board 12 side based on the fluctuation pattern. However, as will be described in detail later, depending on the type of performance, the execution timing may be predetermined corresponding to the fluctuation pattern. Note that, without being limited to the configuration of this example, it is also possible to provide fluctuation patterns in which the execution timing and performance execution time of the stock performance and chance up performance are predetermined, and to determine one of the fluctuation patterns on the main board 11 side.

[0170] Figure 8-3(A) shows a case where a Super Reach without Chance Up is executed. In this case, as shown in Figure 8-3(A), a prelude effect is executed in the first half of the Super Reach, Part A, and a battle effect is executed in the second half of the Super Reach.

[0171] FIG. 8-3(B) shows a case where a Super Reach with Chance Up is executed. In this case, a stock effect is executed first in the Super Reach introductory part. Then, in the first half of the Super Reach, Part B, a Chance Up effect is executed together with an outpost effect. Then, in the second half of the Super Reach, a battle effect is executed.

[0172] As shown in Fig. 8-3(B), in this example, there are provided up to three timings A to C during the stock effect (timings (A) to (C) shown in Fig. 8-3(B)) for stocking items (keys). Note that in this example, there are provided up to three timings for stocking items (keys) during the stock effect, but the present invention is not limited to this configuration, and there may be up to two or less, or up to four or more.

[0173] In this example, the title display (a presentation that displays the title display), active display (a presentation that displays the active display), dialogue display (a dialogue presentation that displays the dialogue display), and decorative pattern (a decorative pattern presentation that displays a decorative pattern) in the first half of the super reach each suggest different odds of winning, and are configured so that when the corresponding chance-up presentation is executed, the presentation format changes (i.e., the suggested odds of winning increase).

[0174] Specifically, when one item (key) is stocked in the stock effect, a chance-up effect is executed once for either the title display (a performance that displays the title display), the active display (a performance that displays the active display), the dialogue display (a dialogue performance that displays the dialogue display), or the decorative pattern (a decorative pattern performance that displays the decorative pattern); when two items (keys) are stocked in the stock effect, a chance-up effect is executed once for each of two of the title display (a performance that displays the title display), the active display (a performance that displays the active display), the dialogue display (a dialogue performance that displays the dialogue display), or the decorative pattern (a decorative pattern performance that displays the decorative pattern); when three items (keys) are stocked in the stock effect, a chance-up effect is executed once for each of three of the title display (a performance that displays the title display), the active display (a performance that displays the active display), the dialogue display (a dialogue performance that displays the dialogue display), or the decorative pattern (a decorative pattern performance that displays the decorative pattern). The present invention is not limited to the configuration of this example, and the chance-up effect may be executed multiple times for one effect. In this case, the stocked item (key) is released each time the chance-up effect is executed.

[0175] As shown in Figure 8-3 (B), in this example, first to fifth timings (timings (1) to (5) shown in Figure 8-3 (B)) are provided as timings at which chance-up effects can be executed in the first half of the super reach. Note that in this example, the first to fifth timings in the first half of the super reach are determined for each variation pattern (or each type of super reach), but they may be common timings for any variation pattern (or type of super reach).

[0176] In this example, as shown in Figure 8-3 (C), the chance-up effect targeting the title display (the effect that displays the title display) can be executed at the first timing, the chance-up effect targeting the active display (the effect that displays the active display) can be executed at the second or fourth timing, the chance-up effect targeting the dialogue display (the dialogue effect that displays the dialogue display) can be executed at the third timing, and the chance-up effect targeting the decorative pattern (the decorative pattern effect that displays the decorative pattern) can be executed at the fifth timing.

[0177] Whether the chance-up effect for the active display (the effect that displays the active display) is executed at the second timing or the fourth timing is determined by lottery. On the other hand, the timing at which the chance-up effect for the title display (the effect that displays the title display), the dialogue display (the dialogue effect that displays the dialogue display), or the decorative pattern (the decorative pattern effect that displays the decorative pattern) is executed is fixedly determined for each variation pattern. Note that this configuration is not limited to this, and the timing at which the chance-up effect for the active display (the effect that displays the active display) is executed may be fixedly determined, or the timing at which the chance-up effect for the title display (the effect that displays the title display), the dialogue display (the dialogue effect that displays the dialogue display), or the decorative pattern (the decorative pattern effect that displays the decorative pattern) is executed may be determined by lottery at one of a plurality of timings.

[0178] The execution order of the effects that are the target of the chance-up effect is not limited to the example shown in FIG. 8-3, and other orders may be used. However, it is desirable that the later the order that the effect is targeted by the chance-up effect, the more likely it is that the chance-up effect will increase the likelihood of a jackpot (for example, the more likely it is that the effect will change to a presentation mode with a higher likelihood of a jackpot). Such a configuration makes it possible to draw attention to the timing at which the chance-up effect will be executed, and to prevent players who have high hopes for the timing of the change (for example, their hopes have increased as the first half of the super reach progresses) from being disappointed.

[0179] In this example, when a chance-up effect is executed during a super reach, the stock effect is always executed, but this configuration is not limited to this. A pattern in which the chance-up effect is executed without executing the stock effect may also exist. In this configuration, for example, a variation pattern including the stock effect and the chance-up effect and a variation pattern including the chance-up effect but not the stock effect are provided in advance. When the main board 11 determines the former variation pattern, the effect control board 12 determines the effect contents of the stock effect and the chance-up effect according to the manner shown in Figures 8-5 to 8-8 (described later) based on the determined variation pattern. When the main board 11 determines the latter variation pattern, the effect control board 12 determines whether or not to execute the chance-up effect and the type of chance-up effect to be executed based on the determined variation pattern. In this way, by providing a pattern in which the chance-up effect is executed without executing the stock effect, the presence of the chance-up effect is enhanced, and the player can enjoy the effect with a sense of superiority in a situation where the chance-up effect is visualized to be executed in the future. Furthermore, in such cases, the system may be configured so that if the stock effect is executed in advance, the probability of many more chance-up effects being executed is higher than if the stock effect is not executed (i.e., the system may be configured so that the chance-up effect makes it easier to expect a big win), thereby giving an advantage to the execution of the stock effect and making the player look forward to the execution of the stock effect.

[0180] In this example, the Super Reach always has a first half and a second half, but this is not the only possible configuration. For example, when a stock effect is executed, the first half of the Super Reach can be omitted, and the Super Reach introductory part is followed by the second half of the Super Reach, and a chance up effect can be performed in the second half. This configuration makes it possible to prevent the total effect execution time of a highly anticipated Reach from becoming too long.

[0181] In addition, when an exceptional pattern in which the first half of the Super Reach is omitted is provided, it is desirable that, in the basic pattern that is not omitted as a premise, when the first half of the Super Reach progresses to the second half of the Super Reach, other effect images are displayed in a manner that covers all of the effect images related to the Super Reach at the boundary between the first and second halves, or that the effect content is clearly separated between the first and second halves. For example, at the boundary between the first and second halves, an effect image or character related to the chance-up effect shown in Figure 8-15(13) below, or an image such as the text display "Hold Rank Up" may be displayed in a manner that covers all of the effect images related to the Super Reach. Furthermore, for example, the effect content may be separated by executing an outpost effect in the first half and executing a battle effect in the second half, or by displaying a battle scene in the first half and a conclusion scene, such as a character unleashing a special move, in the second half. In this way, even when the first half of the Super Reach is omitted, the flow of the effect can be made to feel natural.

[0182] Also, in the example shown in Figure 8-3, for convenience, the timing of stocking and the timing of executing the chance-up effect are set at uniform intervals, but they do not have to be uniform and can be set at any timing within the period.

[0183] (Execution time of each effect in Super Reach) Next, the execution time of each effect in the super reach will be explained. Figure 8-4 is an explanatory diagram showing the execution time of each effect in the first half part and the second half part of the super reach.

[0184] Among the examples shown in Figure 8-4, Figure 8-4(A) shows an example in which a chance up effect is executed for the title display (an effect that displays the title display) at the first timing (timing (1) shown in Figure 8-4) of the first half of the super reach, a chance up effect is executed for the dialogue display (a dialogue effect that displays the dialogue display) at the third timing (timing (3) shown in Figure 8-4), and a chance up effect is executed for the decorative pattern (a decorative pattern effect that displays a decorative pattern) at the fifth timing (timing (5) shown in Figure 8-4) (corresponding to the eighth effect pattern of the chance up effect described below).

[0185] In addition, Figure 8-4 (B) shows an example in which a chance-up effect targeting the title display (an effect that displays the title display) is executed at the first timing of the first half of the super reach, and a chance-up effect targeting the decorative pattern (a decorative pattern effect that displays a decorative pattern) is executed at the fifth timing (corresponding to the seventh effect pattern of the chance-up effect described below).

[0186] In the example shown in FIG. 8-4, in the latter half of the super reach, a movable body effect is executed in which the movable body 32 operates before the end of the variation (for example, when announcing that control will be made to a jackpot).

[0187] In this example, as shown in the case where a dialogue effect without a chance-up effect is executed as shown in FIG. 8-4(A) and the case where a dialogue effect with a chance-up effect is executed as shown in FIG. 8-4(B), the effect that is the target of the chance-up effect is configured to have a longer execution time when the effect mode changes due to the chance-up effect than when the effect mode does not change due to the chance-up effect. Specifically, the execution time T11 of the dialogue effect shown in FIG. 8-4(A) is longer than the execution time T12 of the dialogue effect shown in FIG. 8-4(B). With this configuration, when the chance-up effect is executed, it is possible to ensure a period for executing the chance-up effect and its target effect (for example, a period for announcing that a change has occurred and the effect mode after the change).

[0188] If the performance execution time of a performance is configured to change depending on whether or not a chance-up performance is present, this will affect the execution timing of other performances, which could increase the amount of data related to performance control and complicate processing. Also, since the variable time (i.e., total performance execution time) is fixedly determined in advance for each variation pattern, there is a risk that the performance will not fit within the time limit or that there will be excess time. Therefore, in this example, by varying the execution period of the movable body performance depending on whether or not a chance-up performance is present, the impact on other performances is reduced and all performances are made to fit within the time limit without any sense of incongruity.

[0189] That is, in this example, the effect execution time T11 of the dialogue effect shown in Fig. 8-4(A) is longer than the effect execution time T12 of the dialogue effect shown in Fig. 8-4(B), while the effect execution time T21 of the movable body effect shown in Fig. 8-4(A) is shorter than the effect execution time T12 of the movable body effect shown in Fig. 8-4(B). In addition, the effect execution times of the chance-up effects targeting decorative symbols (decorative symbol effects that display decorative symbols) are the same.

[0190] For example, the movable body effect may involve moving the movable body 32 from its initial position to a performance position in front of the display area of ​​the image display device 5 and controlling it to remain at that performance position for a predetermined period of time, while controlling the image display device 5 to display an effect image or the like to emphasize the movable body effect during that predetermined period (in this case, the movable body 32 itself may be configured to operate at the performance position), and then controlling the movable body 32 to move from the performance position to its initial position. In this case, the performance execution time of the movable body effect can be adjusted by lengthening or shortening the period during which the movable body 32 remains at the performance position. Adjusting the performance execution time of the movable body effect in this way can accommodate subtle changes in performance time depending on whether or not a chance up effect is present. This configuration allows the performance execution time of the effect to change depending on whether or not a chance up effect is present, while preventing an increase in the amount of data related to performance control or complicated processing, and ensuring that all performances are performed within the time limit without creating a sense of incongruity.

[0191] The adjustment of the presentation time may be performed, for example, by presentations other than the moving body presentation. For example, if the variable display result is a miss and the moving body presentation is not executed before the end of the variation, the presentation image related to the super reach is returned to the normal background image before the end of the variation, and then the time for which the decorative pattern indicating a miss is temporarily displayed may be lengthened or shortened to adjust the time.

[0192] In this example, the chance-up effect can be executed multiple times, and the execution time is configured to vary depending on the chance-up effect being executed. Specifically, as shown in FIG. 8-4(A), the chance-up effect targeting the decorative symbols has a longer execution time than the chance-up effect targeting the title display or the dialogue display. As will be described in detail later, the chance-up effect targeting the decorative symbols has a higher probability of winning than the chance-up effect targeting the title display or the dialogue display, so the effect of the effect can be enhanced by extending the execution time. With this configuration, various chance-up effects can be executed in a suitable execution time, thereby enhancing the effect of the effect.

[0193] In this example, when one chance-up effect for one effect is being executed, other chance-up effects for other effects are not executed. For example, as shown in FIG. 8-4, chance-up effects for different effects are executed after a predetermined period of time has elapsed. This configuration allows players to focus on the chance-up effect currently being executed.

[0194] (Variable display start setting process) 7. In the variable display start setting process, the performance control CPU 120 first reads out a variable pattern command from the variable pattern command storage area (step 030IWS801). Next, the performance control CPU 120 determines the display result (stopped pattern) of the decorative pattern according to the variable pattern command read out in step 030IWS801 and the data stored in the display result designation command storage area (i.e., the received display result designation command) (step 030IWS802). In other words, the performance control CPU 120 executes the process of step 030IWS802, thereby realizing a display result determination means that determines the display result of the variable display of the identification information (stopped pattern of the decorative pattern) according to the variable display pattern (variable pattern) determined by the variable display pattern determination means. If a pseudo-consecutive win is specified in the variation pattern command, the performance control CPU 120 also determines, in step 030IWS802, a chance symbol as a provisional stopping symbol during the pseudo-consecutive win (for example, a symbol combination that is one symbol away from the jackpot symbol, such as "223" or "445," which does not constitute a reach win, or a symbol combination in which the middle symbol is a special symbol exclusive to pseudo-consecutive wins (a symbol with a letter such as "NEXT" but no number, which cannot constitute a jackpot combination)). The performance control CPU 120 stores data indicating the stopping symbol of the determined decorative symbol in a decorative symbol display result storage area. In step 030IWS802, the performance control CPU 120 may determine whether or not a jackpot has occurred based on the received variation pattern command, and determine the stopping symbol of the decorative symbol based only on the variation pattern command.

[0195] Then, in the case of a "miss," a combination of decorative symbols other than those mentioned above is determined. However, if a reach effect is involved, a combination of decorative symbols in which the two symbols on the left and right are aligned is determined. Also, even if it is a miss, if it is a "time-saving miss," a combination of decorative symbols of the missing symbols including a special symbol (for example, a star symbol) is determined. Note that it may be configured to determine a combination of decorative symbols of the missing symbols including different special symbols (for example, a heart-shaped symbol or a diamond symbol) depending on the type of time-saving.

[0196] The performance control CPU 120, for example, extracts a random number for determining the symbols to be stopped, and determines the symbols to be stopped by using a symbol determination table in which data indicating combinations of decorative symbols are associated with numerical values. That is, the symbols to be stopped are determined by selecting data indicating the combination of decorative symbols that corresponds to the numerical value that matches the extracted random number.

[0197] Next, the performance control CPU 120 checks whether the variation pattern includes a super reach (with chance up) (step 030IWS803). If the variation pattern does not include a super reach (with chance up), the process proceeds to step 030IWS811.

[0198] If the variation pattern includes a super reach (with chance up), the presentation control CPU 120 determines the presentation pattern for the stock presentation (step 030IWS804). Next, the presentation control CPU 120 determines the presentation pattern for the chance up presentation (step 030IWS805). Next, the presentation control CPU 120 determines the presentation mode after the change in the presentation that is the target of the chance up presentation (step 030IWS806). After that, the process proceeds to step 030IWS811. Details of steps 030IWS804, S805, and S806 will be described later.

[0199] In step 030IWS811, the performance control CPU 120 selects a process table according to the variation pattern and the content of the determined performance (step 030IWS811).

[0200] Next, the performance control CPU 120 starts the process timer for process data 1 in the selected process table (step 030IWS812).

[0201] The process table is a table containing process data referenced by the performance control CPU 120 when controlling the performance device. In other words, the performance control CPU 120 controls the performance device (performance components) such as the image display device 5 according to the process data set in the process table. The process table is composed of data that includes multiple combinations of process timer setting values, display control execution data, lamp control execution data, and sound number data. The display control execution data contains data indicating the various change modes that constitute the change modes during the variable display time (change time) of the variable display of the decorative pattern. Specifically, data related to changes in the display screen of the image display device 5 is stored. The process timer setting value also contains the change time for each change mode. The performance control CPU 120 references the process table and controls the display of the decorative pattern in the change mode set in the display control execution data for the time set in the process timer setting value. The process table is also stored in ROM in the performance control board 80. A process table is also prepared for each change pattern.

[0202] In addition, the process table used when effect control is executed for a variation pattern accompanied by a reach effect has process data set therein which indicates that the left pattern is to be stopped and displayed when a predetermined time has elapsed since the start of the variation, and that the right pattern is to be stopped and displayed when a further predetermined time has elapsed.In addition, instead of setting the pattern to be stopped and displayed in the process table, an image for displaying the pattern may be generated by synthesizing according to the determined stop pattern, the provisional stop pattern in the pseudo consecutive or slide effect.

[0203] Furthermore, the performance control CPU 120 executes control of the performance devices (image display device 5 as a performance component, various lamps as performance components, and speakers 8L, 8R as performance components) according to the contents of process data 1 (display control execution data 1, lamp control execution data 1, sound number data 1) (step 030IWS813). For example, to display an image according to a fluctuation pattern on the image display device 5, it outputs a command to the display control unit 123. It also outputs a control signal (lamp control execution data) to the lamp control board 14 to control the on / off of various lamps. It also outputs a control signal (sound number data) to the audio control board 13 to output sound from the speakers 8L, 8R.

[0204] By executing the processing of step 030IWS813, a performance according to the variation pattern and the contents determined to be executed is realized.

[0205] Next, the performance control CPU 120 sets a value corresponding to the variable time specified by the variable pattern command in the variable time timer (step 030IWS814).

[0206] Then, the performance control CPU 120 sets the value of the performance control process flag to a value corresponding to the performance process during variable display (step S172) (step 030IWS815).

[0207] Next, the process of determining the effect pattern of the stock effect in the variable display start setting process (step 030IWS804) will be described in detail.

[0208] In step 030IWS804, for example, the stock effect pattern determination table shown in Fig. 8-6(A) to (B) is referenced to determine the effect pattern of the stock effect.

[0209] Specifically, when the fluctuation pattern is Super Reach A (with chance up) fluctuation pattern PA2-4, PB2-4, the first stock effect pattern determination table (Super Reach A) shown in Figure 8-6 (A) is referenced to determine either the first effect pattern in which one item (key) is stocked as the effect result, or one of the second to third effect patterns in which two items (keys) are stocked as the effect result.

[0210] In addition, when the fluctuation pattern is Super Reach B (with chance up) fluctuation pattern PA2-5, PB2-5, the second stock effect pattern determination table (Super Reach B) shown in Figure 8-6 (B) is referenced to determine one of the following effects: the first effect pattern in which one item (key) is stocked as the effect result, the second to third effect patterns in which two items (keys) are stocked as the effect result, or the fourth to fifth effect patterns in which three items (keys) are stocked as the effect result.

[0211] In this example, as shown in Figures 8-3 and 8-6, there are opportunities to stock items (keys) at timing A, timing B, and timing C during the stock effect, and for example, in the first effect pattern, one item (key) is stocked at timing A, and no items (keys) are stocked at timing B and timing C. Also, for example, in the fifth effect pattern, one item (key) is stocked at timing A, no items (keys) are stocked at timing B, and two items (keys) are stocked at timing C. In this way, in this example, there are opportunities to stock one or more items (keys) at each timing.

[0212] In this example, as shown in Figures 8-6(A) to 8-6(B), each stock effect pattern is configured to have a different probability of being determined at the time of a jackpot. In other words, the expected probability of a jackpot is configured to differ depending on the number of items (keys) stocked and the timing of stocking. This configuration allows players to focus on the stock effect effect pattern.

[0213] In this example, as shown in Figures 8-6(A) to (B), the display patterns of the stock effects that can be determined are configured to be different between Super Reach A and Super Reach B. Specifically, in Super Reach A, a maximum of two items (keys) can be stocked, and in Super Reach B, a maximum of three items (keys) can be stocked. This configuration draws attention to which type of Super Reach will result in the stock effect being executed.

[0214] In this example, as shown in Figures 8-6(A) to (B), in any of the presentation patterns, an item (key) is stocked at timing A (in other words, when the stock presentation is executed, at least one item (key) is stocked). This configuration can prevent the player from losing all expectation for the stock presentation or losing attention to the stock presentation due to cases where an item is not stocked even when the stock presentation is executed.

[0215] In this example, the likelihood of a jackpot is higher when a stock effect is executed than when it is not executed, leading to developments in which players look forward to the occurrence of the stock effect. Therefore, for example, during a normal reach before the start of a super reach (when the left and right symbols are in a tenpai state and the center symbol is fluctuating on the image display device 5), a display suggesting that a stock effect will be executed or a display inducing whether or not a stock effect will be executed may be executed. For example, when a stock effect is executed, a special symbol such as a "key stock time symbol" may be stopped as the center symbol in the normal reach state to transition to the stock effect. Furthermore, for example, when a stock effect is executed, during a normal reach state, high-speed fluctuation of the center symbol may be initiated, and after the screen transition to a super reach (covering the display area of ​​the image display device 5 by whiteout, etc.), the transition to the stock effect may occur instead of the first half of the super reach (the prelude effect).

[0216] Next, the process of determining the effect pattern of the chance-up effect in the variable display start setting process (step 030IWS805) will be described in detail.

[0217] In Step 030IWS805, for example, the chance-up effect pattern determination table shown in Figs. 8-7(A) to (E) is referenced to determine the effect pattern for the chance-up effect.

[0218] Specifically, if the fluctuation pattern is one of the fluctuation patterns PA2-4 or PB2-4 of Super Reach A (with chance up) and the number of items stocked determined in step 030IWS804 is 1, the first chance up performance pattern determination table (Super Reach A: 1 chance up) shown in Figure 8-7(A) is referenced to determine one of the first to third performance patterns that will perform one chance up performance.

[0219] Furthermore, if the fluctuation pattern is either of the fluctuation patterns PA2-4 or PB2-4 of Super Reach A (with chance up) and the number of items stocked determined in step 030IWS804 is 2, the second chance up performance pattern determination table (Super Reach A: 2 chance ups) shown in Figure 8-7(B) is referenced to determine one of the 5th to 6th performance patterns, which perform the chance up performance twice.

[0220] Furthermore, if the fluctuation pattern is either of the fluctuation patterns PA2-5 or PB2-5 of Super Reach B (with chance up) and the number of items stocked determined in step 030IWS804 is 1, the third chance up performance pattern determination table (Super Reach B: 1 chance up) shown in Figure 8-7(C) is referenced to determine one of the first to fourth performance patterns that will perform one chance up performance.

[0221] Furthermore, if the fluctuation pattern is either of the fluctuation patterns PA2-5 or PB2-5 of Super Reach B (with chance up) and the number of items stocked determined in step 030IWS804 is 2, the fourth chance up performance pattern determination table (Super Reach B: two chance ups) shown in Figure 8-7 (D) is referenced to determine one of the fifth to seventh performance patterns that performs the chance up performance twice.

[0222] Furthermore, if the fluctuation pattern is either the Super Reach B (with Chance Up) fluctuation pattern PA2-5 or PB2-5, and the number of items stocked determined in step 030IWS804 is 3, the 5th chance up performance pattern determination table (Super Reach B: 3 chance ups) shown in Figure 8-7(E) is referenced to determine the 8th performance pattern, which performs the chance up performance 3 times.

[0223] For example, in the first effect pattern of the chance-up effect, a chance-up effect that changes the effect mode of the title display (effect that displays the title display) is executed once. Also, for example, in the eighth effect pattern of the chance-up effect, a chance-up effect that changes the effect mode of the title display (effect that displays the title display), a chance-up effect that changes the effect mode of the dialogue display (dialogue effect that displays the dialogue display), and a chance-up effect that changes the effect mode of the decorative symbol (decorative symbol effect that displays the decorative symbol) are executed, respectively.

[0224] In this example, before the chance-up effect is executed, a chance-up prompting effect is executed to prompt whether or not the chance-up effect will be executed. There are chance-up prompting effects in which the chance-up effect is executed after the effect and those in which it is not executed, and when distinguishing between the two, the former is also called a chance-up prompting effect (true) and the latter is also called a chance-up prompting effect (false).

[0225] In the chance-up teasing effect (true), an image suggesting a keyhole corresponding to the stocked item (key) (for example, keyhole (suggested) image 030IWG13) is displayed, and then an image showing the keyhole (for example, keyhole (actual) image 030IWG11) is displayed. On the other hand, in the chance-up teasing effect (false), an image suggesting a keyhole corresponding to the stocked item (key) (for example, keyhole (suggested) image 030IWG13) is displayed, and then the image suggesting the keyhole (for example, keyhole (actual) image 030IWG11) is not displayed, and the image suggesting the keyhole (for example, keyhole (suggested) image 030IWG13) is erased.

[0226] In this example, a chance-up teasing effect (true) is always executed before a chance-up effect is executed. Then, as shown in FIG. 8-7, for example, in the fourth and seventh effect patterns of the chance-up effect, a chance-up teasing effect (false) is executed to tease whether or not a chance-up effect targeting a dialogue display (a dialogue effect that displays a dialogue display) will be executed, but in the end, a chance-up teasing effect (false) is executed, which does not execute the effect. By adopting such a configuration, it is possible to draw attention to which effect the chance-up effect targeting will be executed. Note that, not limited to the example shown in FIG. 8-7, when a chance-up effect is not executed and there are stocked items (keys) remaining, a chance-up teasing effect (false) may be executed.

[0227] In this example, as shown in Figures 8-7(A) to (E), each effect pattern of the chance-up effect is configured to have a different probability of being determined at the time of a jackpot (i.e., different jackpot expectation). This configuration allows players to focus on the effect pattern of the chance-up effect. In particular, the later the timing of the change that becomes the target of the chance-up effect (i.e., in the order of decorative pattern change > dialogue display change > title display change), the higher the jackpot expectation. This configuration allows players to focus on which effect is the target of the chance-up effect and at what timing.

[0228] In this example, the chance-up effect that changes the presentation mode of the decorative symbol (decorative symbol presentation that displays a decorative symbol) is not executed in the case of Super Reach A, but is configured to be executable only in the case of Super Reach B. This configuration allows you to pay attention to which type of Super Reach the chance-up effect is executed in.

[0229] 8-7, chance up effects that change the presentation mode of decorative symbols (decorative symbol presentation that displays decorative symbols) may be configured to be executable in any type of super reach. In this example, chance up effects are configured to be executed up to three times, but the present invention is not limited to this configuration, and chance up effects may be executed up to four times in response to all possible target effects, or chance up effects targeting active displays may be executed at both the second timing and the fourth timing, so that chance up effects may be executed up to five times.

[0230] Next, the process of determining the presentation mode after the change of the presentation that is the target of the chance-up presentation in the variable display start setting process (step 030IWS806) will be described in detail.

[0231] In step 030IWS806, if it is determined that a chance-up effect that changes the presentation mode of the title display (presentation that displays the title display) is to be executed, the change pattern is determined by referring to the title display change pattern determination table shown in FIG. 8-8(A). Also, if it is determined that a chance-up effect that changes the presentation mode of the active display (presentation that displays the active display) is to be executed, the change pattern is determined by referring to the active display change pattern determination table shown in FIG. 8-8(B). Also, if it is determined that a chance-up effect that changes the presentation mode of the dialogue display (dialogue presentation that displays dialogue display) is to be executed, the change pattern is determined by referring to the dialogue display change pattern determination table shown in FIG. 8-8(C). Also, if it is determined that a chance-up effect that changes the presentation mode of the decorative pattern (decorative pattern presentation that displays decorative patterns) is to be executed, the change pattern is determined by referring to the decorative pattern change pattern determination table shown in FIG. 8-8(D).

[0232] In this example, the title display (a display that displays the title display), the active display (a display that displays the active display), the dialogue display (a dialogue display that displays the dialogue display), and the decorative pattern (a decorative pattern display that displays the decorative pattern) are configured so that the color tone of the effect image related to the effect suggests the likelihood of a jackpot. For example, the order of gold > red > green > blue > normal color (white) suggests the likelihood of a jackpot increasing.

[0233] When the first change pattern is determined as the change pattern of the title display, the title display changes from the normal color (white) to blue, and when the second change pattern is determined, the title display changes from the normal color (white) to green.

[0234] Furthermore, if the change pattern of the active display is determined to be the first change pattern, the active display changes from the normal color (white) to blue at the first timing of the first half of the super reach, if the second change pattern is determined, the active display changes from the normal color (white) to green at the first timing, if the third change pattern is determined, the active display changes from the normal color (white) to green at the third timing, and if the fourth change pattern is determined, the active display changes from the normal color (white) to red at the third timing.

[0235] In addition, if it is possible to execute a pre-reading preview effect that changes the pending display (and active display), a chance-up effect targeting the active display may be executed according to the effect pattern (for example, the timing of change and the display mode after the change are determined) determined as the pre-reading preview effect at the time of the initial winning.

[0236] When the first change pattern is determined as the change pattern of the dialogue display, the dialogue display changes from the normal color (white) to blue, when the second change pattern is determined, the dialogue display changes from the normal color (white) to green, and when the third change pattern is determined, the dialogue display changes from the normal color (white) to red.

[0237] Furthermore, if the change pattern of the decorative pattern is determined to be the first change pattern, the decorative pattern will change from the normal color (white) to green, if the second change pattern is determined, the decorative pattern will change from the normal color (white) to red, and if the third change pattern is determined, the decorative pattern will change from the normal color (white) to gold.

[0238] In this example, when the presentation mode of the target presentation changes due to the chance-up presentation, the tendency of the presentation mode after the change is configured to differ depending on the timing of the change. Specifically, the chance-up presentation targeted at the active display is configured to be more likely to change to a presentation mode with a higher expectation at the third timing, which is later than the first timing. Also, the chance-up presentation targeted at the decorative symbol is configured to be executed later and more likely to change to a presentation mode with a higher expectation than the chance-up presentation targeted at the title display, active display, or dialogue display. This configuration makes it possible to draw attention to the timing at which the chance-up presentation will be executed, and to prevent disappointment for players who have high expectations for the timing of the change (for example, expectations have grown as the first half of the super reach progresses).

[0239] In addition, if the color displayed after the change at an earlier timing suggests a higher expectation level than the color displayed after the change at a later timing, the presentation mode (color) displayed after the change at the later timing may be re-determined so that a drop in expectation level does not occur.

[0240] (Example of performance) Next, specific examples of the super reach effects, including the stock effect and the chance up effect, will be explained. Figures 8-9 and 8-10 are explanatory diagrams showing specific examples of the stock effect. In Figures 8-9 and 8-10, the effect screen transitions in the order of (1), (2), and (3).

[0241] (Stock effect (5th effect pattern)) 8-9 to 8-10 show the stock effect of the fifth effect pattern in which one item (key) is stocked at timing A, no item (key) is stocked at timing B, and two items (keys) are stocked at timing C.

[0242] Specifically, when the variable display starts and a reach is achieved, a decorative symbol indicating "6" is displayed in the left decorative symbol display area 5L and the right decorative symbol display area 5R of the image display device 5. Then, when the stock effect starts, a title display of the stock effect, such as "Key Stock" and "TIME," is displayed on the image display device 5, as shown in FIG. 8-9(1). Note that the display mode of the title display may suggest the number of items (keys) to be stocked in the stock effect that will start later, or that a large number of items (keys) will be stocked. For example, the title display is generally displayed in a normal color (white), but when it is displayed in red, it may suggest that a larger number of items (keys) will be stocked than when it is displayed in a normal color (white).

[0243] In this example, as shown in Figure 8-9 (1), except during special effects, the active display AH is displayed as the active display on the lower left side of the display area of ​​the image display device 5, and the small pattern KZ corresponding to the special pattern and the reserved memory number HS indicating the number of reserved memories are displayed on the center right side of the display area of ​​the image display device 5.

[0244] Next, when the stock effect starts, a timer image 030IWG01 indicating the remaining time of the stock effect and a "Key Stock Time" display 030IWG02 indicating that the stock effect is in progress are displayed as shown in Fig. 8-9(2). Also, when timing A of the stock effect arrives, character A prompting the user to press push button 31B, the valid operation period, and an image resembling push button 31B are displayed as shown in Fig. 8-9(2).

[0245] In the stock effect of the fifth effect pattern, one key is stocked at timing A, so when a press of push button 31B is detected during the valid operation period (or when the valid operation period has elapsed), the text ``Stock x 1'', indicating that one key has been stocked as an item, an image resembling a key, and an effect image emphasizing them are displayed in a manner that covers the background image, as shown in Figure 8-9 (3).

[0246] Next, as shown in Figure 8-9(4), a display is performed in which one key moves from the top left of the screen of the image display device to the bottom right of the screen and is stored (for example, a display in which it appears as if a key is flying in from the back left of the screen and being stored in the front right of the screen).

[0247] When the display of the key stocking effect ends, a display of the stocking effect progresses, as shown in Fig. 8-9(5). Specifically, a display of character A riding a swing is displayed in the center of the display area of ​​the image display device 5, and the remaining time shown in the timer image 030IWG01 is displayed decreasing. At this time, a stock key image 030G03 is displayed, indicating the number of keys currently stocked.

[0248] Next, at timing B of the stock effect, as shown in FIG. 8-9(6), character A prompting the player to press the push button 31B, and an image imitating the operation valid period and the push button 31B are displayed. In this example, an effect prompting the player to press the push button 31B is displayed at timings A, B, and C of the stock effect, and the pose of character A is configured to be different for each. Therefore, even if the effect prompting the player to press the push button is displayed multiple times, the player can be kept interested and the interest of each timing can be increased.

[0249] In the stock effect of the fifth effect pattern, since the key is not stocked at timing B, when the pressing of push button 31B is detected during the valid operation period (or when the valid operation period has elapsed), as shown in Figure 8-9 (7), an image of a close-up of character A's face, the character display ``!?'', and an effect image that emphasizes them are displayed in a manner that covers the background image, and no image indicating that the key will be stocked is displayed.

[0250] In this way, by executing an effect in which a character image is displayed instead of a key when no key is stocked, the disappointment of not being able to stock a key can be alleviated. Furthermore, in the stock effect of this example, even when only one key is stocked, the effect execution time is the same as when three keys are stocked. Therefore, if a period of time continues in which no keys are stocked even when a button is pressed, the effect may become redundant and the interest may decrease. Therefore, by displaying a character image instead of a key when no keys are stocked in this way to enhance the effect, the stock effect does not lose its excitement even when the number of keys stocked is small. Note that the character image displayed when no keys are stocked may not be of one type, but may be different depending on the type of super reach being executed. In this way, future developments can be predicted based on the displayed character image, and the character image can be given a dramatic meaning.

[0251] The effect display shown in FIG. 8-9(7) is performed when no keys are stocked (i.e., indicates that no keys are stocked), so after the image displayed in the effect display shown in FIG. 8-9(7) is erased, an effect display showing the progress of the stock effect shown in FIG. 8-9(8) is displayed, but the number of stocked keys indicated by the stock key image 030G03 does not increase. Note that the display period for the effect display when an item is stocked shown in FIG. 8-9(3) is shorter than the display period for the effect display when no items are stocked shown in FIG. 8-9(7). This configuration makes it possible to prevent players from feeling annoyed or losing interest by displaying undesirable effects for a long time without the effect of increasing the number of stocks.

[0252] Next, as shown in Figure 8-10 (9), a display showing the progress of the stock effect is displayed, and when timing C of the stock effect arrives, as shown in Figure 8-10 (10), character A urging the player to press push button 31B, and an image simulating the valid operation period and push button 31B are displayed.

[0253] In the stock effect of the fifth effect pattern, two keys are stocked at timing C, so when a press of push button 31B is detected during the valid operation period (or when the valid operation period has elapsed), the text ``Stock x 2'', indicating that two keys have been stocked as items, an image resembling a key, and an effect image emphasizing them are displayed in a manner that covers the background image, as shown in Figure 8-10 (11).

[0254] Next, as shown in Figure 8-10 (12), an effect display is performed in which two keys move from the top left of the screen of the image display device to the bottom right of the screen and are stored (for example, a display in which it appears as if keys are flying in from the back left of the screen and being stored in the front right of the screen).

[0255] When the display of the key stocking effect ends, a display of the stocking effect progresses as shown in Fig. 8-10(13). Then, when the remaining time shown in the timer image 030IWG01 reaches 0 as shown in Fig. 8-10(14), a display prompting the user to press the push button 31B is displayed as shown in Fig. 8-10(15).

[0256] Then, when a press of the push button 31B is detected during the valid operation period (or when the valid operation period has elapsed), as shown in Figure 8-10 (16), the text display "Character A VS Enemy Character B" indicating the battle cards in the battle performance, Character A and Enemy Character B are displayed, and the stock performance ends.

[0257] In this example, when a super reach with chance up is executed, a stock effect is first executed in the super reach introductory part. Then, in the first half of the super reach, a prelude effect such as a dialogue effect in which character A and enemy character B face off and converse is executed primarily, with a chance up effect executed incidentally. After that, in the second half of the super reach, a battle effect in which character A and enemy character B cross swords is executed. Note that, when a super reach without chance up is executed, in the first half of the super reach, a prelude effect such as a dialogue effect in which character A and enemy character B face off and converse is executed, with a battle effect in which character A and enemy character B cross swords is executed.

[0258] In the example shown in FIG. 8-10(16), the battle card in the battle effect is "character A vs. enemy character B." However, in reality, multiple types of battle cards (different types of friendly and enemy characters) are provided, and the battle card is determined according to the type of super reach. That is, the pressing of push button 31B triggers the display of the battle card in the battle effect, thereby informing the player of the type of super reach. This configuration can heighten the sense of anticipation and tension when pressing push button 31B at the timing shown in FIG. 8-10(15). For example, in addition to or instead of the type of super reach, the types of friendly and enemy characters may differ depending on the expected probability of a jackpot. Also, for example, if the transition of the stage effect is configured according to the game period or game status, such as the number of changes, a character previously associated with the stage effect may battle against one of the enemy characters (which may be one of multiple enemy characters previously associated with the stage effect, or an enemy character determined by lottery).

[0259] (Stock effect (first effect pattern)) Next, a stock effect of a first effect pattern will be described, in which one item (key) is stocked at timing A, and no item (key) is stocked at timing B and timing C, resulting in one key being stocked.

[0260] When the stock effect of the first effect pattern is executed, after the screen transitions of Fig. 8-9(1) to (8), a stock key image 030G03 indicating that the number of stocked keys is 1 is displayed as shown in Fig. 8-11(9), and an effect display showing the progress of the stock effect is displayed. Then, as shown in Fig. 8-11(10), when the remaining time shown in the timer image 030IWG01 reaches 0, a display prompting the user to press the push button 31B is displayed as shown in Fig. 8-11(11).

[0261] Then, when a press of the push button 31B is detected during the valid operation period (or when the valid operation period has elapsed), as shown in Figure 8-11 (12), the text display "Character A VS Enemy Character B" indicating the battle cards in the battle performance, Character A and Enemy Character B are displayed, and the stock performance ends.

[0262] (Overview of the first and second half of Super Reach) Next, we will explain the outline of the effects in the first and second parts of the Super Reach. Figures 8-12 and 8-13 are explanatory diagrams showing the outline of the effects in the first and second parts of the Super Reach. In Figures 8-12 and 8-13, the effect screen transitions in the order of (1), (2), and (3).

[0263] When the Super Reach introductory part (stock effect) ends and the first half of the Super Reach begins, the title of Super Reach B, "A Deadly Battle Between Two People," is displayed, as shown in Figure 8-12(1).

[0264] Also, as shown in FIG. 8-12(1), a mini character A image 030IWC10 and the number of mini key images 030IWG10 stocked in the stock effect are displayed in the lower right of the display area of ​​the image display device 5. In this example, it is assumed that three keys have been stocked in advance in the stock effect, and the three keys are displayed in a manner that moves around the mini character A. Note that in this example, the keys stocked in the stock effect of the super reach introduction part are displayed as mini key image 030IWG10 or key image 030IWG12 in the first half of the super reach.

[0265] In addition, a decorative pattern indicating "6" is displayed in the left decorative pattern display area 5L and the right decorative pattern display area 5R of the image display device 5, and an active display AH is displayed at the bottom left of the display area of ​​the image display device 5 as an active display, and a small pattern KZ corresponding to the special pattern and a reserved memory number HS indicating the number of reserved memories are displayed at the center right of the display area of ​​the image display device 5.

[0266] Next, as a preliminary performance, as shown in FIG. 8-12(2), character A image 030IWC01 and enemy character A image 030IWC02 face off against each other, and then a dialogue image 030IWG20 saying "It's time for a fight" is displayed, followed by a dialogue image 030IWG20 saying "I'll kill you back" as shown in FIG. 8-12(3).

[0267] Next, as shown in FIG. 8-12(4), the character A image 030IWC01 is displayed alone, and an image 030IWG20 saying, "I won't go easy on you" is displayed.

[0268] As shown in Figures 8-12 (2) to (4), when the prelude effect is being executed and the chance-up effect is not being executed, an effect display is performed in which the mini key image 030IWG10 and the mini character A image 030IWC10 move around the edge of the display area of ​​the image display device 5. Also, at this time, an effect display is performed in which the mini key image 030IWG10 moves around the mini character A image 030IWC10.

[0269] Here, when a chance-up effect targeting a dialogue effect is executed, as shown in FIG. 8-12(5), a keyhole (entity) image 030IWG11 resembling a keyhole is displayed overlapping the dialogue image 030IWG20. At this time, a mini-character A image 030IWC10 holding a key is displayed beside the keyhole (entity) image 030IWG11. This effect display indicates that the subject of the chance-up effect is a dialogue effect.

[0270] Next, to display the effect of the key being inserted into the keyhole, a key image 030IWG12 and a keyhole (actual) image 030IWG11 are displayed as shown in Figure 8-12(6), and then, to display the effect of the key turning in the keyhole (i.e., the lock being opened), a key image 030IWG12 rotated in the keyhole (actual) image 030IWG11 is displayed as shown in Figure 8-12(7).

[0271] When the effect of the key turning in the keyhole (i.e., the lock being opened) is displayed, the dialogue image 030IWG20 changes from its normal color (white) to blue, as shown in Figure 8-12(8). This effect changes the appearance of the dialogue effect as a result of the chance-up effect.

[0272] After that, when the first half of the Super Reach (outpost effect and chance up effect) ends and the second half of the Super Reach begins, a battle effect begins in which the character A image 030IWC01 and the enemy character A image 030IWC02 cross swords, as shown in FIG. 8-13(9).

[0273] When character A defeats enemy character A, the word "Victory" is displayed as shown in Figure 8-13(10), and then the decorative pattern combination "666", which is the jackpot pattern, is displayed as shown in Figure 8-13(11).

[0274] (Chance up effect) Next, the chance-up effect outlined in Figure 8-12 will be described in detail with reference to Figures 8-14 to 8-18. Figures 8-14 to 8-18 also show parts of the chance-up effect that are omitted from Figure 8-12.

[0275] 8-14 and 8-15 are explanatory diagrams showing specific examples of chance-up effects for active displays. In Fig. 8-14 and 8-15, the effect screens change in the order of (1), (2), and (3).

[0276] In the first half of the super reach, as shown in Fig. 8-14(1), an outpost effect is executed in which the character A image 030IWC01 and the enemy character A image 030IWC02 face off against each other. Also, as shown in Fig. 8-14(1), an effect display is executed in which the mini key image 030IWG10 and the mini character A image 030IWC10 move around the edge of the display area of ​​the image display device 5. Also, at this time, an effect display is executed in which the mini key image 030IWG10 moves around the mini character A image 030IWC10.

[0277] Note that the effect images related to the outpost effect (for example, character A image 030IWC01 and enemy character A image 030IWC02) are also displayed in Figure 8-14(1) and subsequent figures, but are omitted from the illustration for simplicity. In this example, the effect images related to the outpost effect have a lower display priority than effect images related to the chance-up effect (for example, key images, keyhole images, mini-character images, etc.) and effect images related to the effect that is the target of the chance-up effect (for example, title display, active display, dialogue display, decorative pattern), and are displayed in a lower layer than those images. Also, as will be described in more detail later, the effect images related to the outpost effect are obscured by the effect images related to the chance-up effect at the timings of Figures 8-15(13) to (14).

[0278] Next, when the chance-up teasing effect (true) is executed, a keyhole (hint) image 030IWG13, which suggests that a keyhole will appear, is displayed in the center of the display area, as shown in FIG. 8-14(2). At this time, the mini key image 030IWG10 and mini character A image 030IWC10 stop moving around the edges of the display area of ​​the image display device 5, and the mini key image 030IWG10 stops moving around the mini character A image 030IWC10. In addition, an "!" is displayed next to the mini key image 030IWG10 and mini character A image 030IWC10, indicating the presence of the keyhole (hint) image 030IWG13.

[0279] Next, as shown in Figure 8-14(3), an effect display begins in which the keyhole (suggestion) image 030IWG13 gradually shrinks. Then, as shown in Figure 8-14(4), the gradually shrinking keyhole (suggestion) image 030IWG13 approaches the active display AH, which is the target of the chance-up effect, and eventually, as shown in Figure 8-14(5), an effect display is performed in which the keyhole (suggestion) image 030IWG13 overlaps the active display AH. At this time, a triangular mark indicating that the keyhole (suggestion) image 030IWG13 is being shrunk is displayed around it.

[0280] 8-14(2) to (5), the mini key image 030IWG10 and the mini character A image 030IWC10 move to follow the keyhole (suggestion) image 030IWG13 approaching the active display AH. This configuration draws attention to the chance-up teasing effect and the effect that is the target of the chance-up effect.

[0281] Next, as shown in Figure 8-14(6), the keyhole (suggestion) image 030IWG13 becomes a silhouette on the active display AH, and a glowing effect image is displayed around it. At this time, the mini key image 030IWG10 and the mini character A image 030IWC10 also become silhouettes, and a glowing effect image is displayed around them.

[0282] Next, as shown in Figure 8-14(7), a keyhole (actual) image 030IWG11 resembling a keyhole is displayed on the active display AH. This effect display reveals that the running chance-up teasing effect is a chance-up teasing effect (true), and also reveals that the target of the chance-up effect is the active display.

[0283] Next, as shown in FIG. 8-14(8), an effect is displayed in which character A, located at the front of the screen, throws a key toward keyhole (entity) image 030IWG11, located at the back of the screen. Then, as shown in FIG. 8-15(9), an effect is displayed in which key image 030IWG12 appears to move from the front of the screen toward keyhole (entity) image 030IWG11 at the back. Therefore, as shown in FIG. 8-15(9), key image 030IWG12 is initially displayed at a size larger than keyhole (entity) image 030IWG11, and then, as shown in FIG. 8-15(10), it is displayed as if it is shrinking (gradually becoming smaller to represent moving away) toward keyhole (entity) image 030IWG11. This configuration draws attention to key image 030IWG12 acting on keyhole (entity) image 030IWG11, enhancing the effect of the chance-up effect.

[0284] Then, to display the effect of the key being inserted into the keyhole, a key image 030IWG12 and a keyhole (actual) image 030IWG11 are displayed as shown in Figure 8-15(11), and to display the effect of the key turning in the keyhole (i.e., the lock being opened), a key image 030IWG12 rotated in the keyhole (actual) image 030IWG11 is displayed as shown in Figure 8-15(12).

[0285] When the effect display of the key turning in the keyhole (i.e., the lock being opened) is performed, character A and the text display "Pending Rank Up" are displayed together with an effect image covering the image related to the outpost effect, as shown in Fig. 8-15 (13). In this example, as shown in Fig. 8-15 (13), by displaying a close-up of character A together with an effect image covering the effect image related to the outpost effect, the sense of incongruity caused by the chance-up effect being executed in the middle of the outpost effect is reduced.

[0286] Then, as shown in Figure 8-15 (14), the effect image covering the image related to the outpost effect remains displayed, and the character A and the text display "Pending Rank Up" disappear, the active display AH becomes a silhouette, and a glowing effect image is displayed around it. At this time, the mini key image 030IWG10 and the mini character A image 030IWC10 are displayed again, and a glowing effect image is displayed around it.

[0287] In this example, when a chance-up effect targeting an active display is executed, as shown in Figure 8-15 (14), the image display device 5 displays the following in the upper layers in the order of decorative pattern > mini key image 030IWG10 and mini character A image 030IWC10 > effect image covering the image related to the outpost effect > active display AH > image related to the outpost effect.

[0288] After that, as shown in Figure 8-15 (15), the effect image covering the image related to the outpost effect is erased, and the active display AH is displayed, changing from its normal color (white) to blue. Also, because one of the stocks has been released and an item (key) has been consumed due to the chance-up effect targeting the active display, the number of mini key images 030IWG10 moving around the mini character A image 030IWC10 has decreased by one.

[0289] In this example, when an effect that is the target of the chance-up effect is being executed, a keyhole (substantial) image 030IWG11 is displayed, and the chance-up effect is executed in a manner in which the key image 030IWG12 acts on the keyhole (substantial) image 030IWG11. Specifically, as shown in FIGS. 8-14 to 8-15, a keyhole (substantial) image 030IWG11 corresponding to the active display AH is displayed, and the chance-up effect is executed in a manner in which the key image 030IWG12 is inserted into the keyhole (substantial) image 030IWG11 and rotates. With this configuration, when a chance-up effect using the key image 030IWG12 is executed, the key image 030IWG12 is inserted into the keyhole (substantial) image 030IWG11 and rotates (i.e., the key is opened), which adds a story element to the effect of the effect, thereby increasing interest.

[0290] In this example, the keyhole (entity) image 030IWG11 is displayed in approximately the center of the effect image related to the effect that is the target of the chance-up effect (see, for example, FIG. 8-14(7)), and when the keyhole (entity) image 030IWG11 is displayed, chance-up effects that target other effects are not executed. For example, when the keyhole (entity) image 030IWG11 corresponding to the active display AH is displayed, chance-up effects that target the dialogue display are not executed. This configuration makes it easy to understand the suggestive effects that are the target of the chance-up effect, and also draws attention to the timing at which the keyhole (entity) image 030IWG11 is displayed.

[0291] In this example, as shown in Figures 8-14(1) to (8), the stored key image and character image (i.e., the mini key image 030IWG10 and the mini character A image 030IWC10) are displayed moving, and when the chance-up effect is executed, an effect is displayed in which the character throws a key into the keyhole. This configuration can draw attention to the key image and enhance the effect of the chance-up effect.

[0292] In this example, as shown in Fig. 8-14(1) to (6), the mini key image 030IWG10 moves in a manner that it revolves around the mini character A image 030IWC10, and stops moving when the chance-up effect is executed. This configuration can draw attention to the key image and enhance the effect of the chance-up effect.

[0293] In this example, the key is configured to look different when it is stocked and when it is used. For example, as shown in FIG. 8-9(8), when a key image is displayed in the lower right corner of the display area in a stock effect, the key image is displayed smaller in size than when it is displayed moving around a character in an outpost effect as shown in FIG. 8-12(1). This configuration makes the key image easier to see in a stock effect where the key is the main focus, and prevents the key from standing out too much when the outpost effect is the main focus. For example, the key image may be displayed larger when a key is stocked in a stock effect than when a character throws a key into a keyhole in a chance-up effect (in its initial, most enlarged state). This configuration allows the release of a stock to have more impact than when the key is stocked. Furthermore, by creating an impact, the player can be impressed that the effect is favorable, even if the effect that is the target of the chance-up effect has a low probability of winning.

[0294] Next, a specific example of the chance-up effect for the decorative symbols will be explained. Figures 8-16 to 8-18 are explanatory diagrams showing a specific example of the chance-up effect for the decorative symbols. In Figures 8-16 to 8-18, the effect screen transitions in the order of (1), (2), and (3).

[0295] In the first half of the super reach, as shown in Fig. 8-16(1), an outpost effect is executed in which the character A image 030IWC01 and the enemy character A image 030IWC02 face off against each other. Also, as shown in Fig. 8-16(1), an effect display is executed in which the mini key image 030IWG10 and the mini character A image 030IWC10 move around the edge of the display area of ​​the image display device 5. At this time, the mini key image 030IWG10 moves in a circle around the mini character A image 030IWC10.

[0296] 8-16(1), the movable body 32 is located at an initial position where it covers a part of the upper part of the display area of ​​the image display device 5. As shown in FIG.

[0297] Note that the effect images related to the outpost effect (for example, character A image 030IWC01 and enemy character A image 030IWC02) are also displayed in Figure 8-16(1) and subsequent figures, but are omitted from the illustration for simplicity. In this example, the effect images related to the outpost effect have a lower display priority than effect images related to the chance-up effect (for example, key image, keyhole image, mini-character image, etc.) and effect images related to the effect that is the target of the chance-up effect (for example, title display, active display, dialogue display, decorative pattern), and are displayed in a layer lower than those images.

[0298] Next, when the chance-up teasing effect (true) is executed, a keyhole (hint) image 030IWG13, which suggests that a keyhole will appear, is displayed in the center of the display area, as shown in FIG. 8-16(2). At this time, the mini key image 030IWG10 and mini character A image 030IWC10 stop moving around the edge of the display area of ​​the image display device 5, and the mini key image 030IWG10 stops moving around the mini character A image 030IWC10. In addition, an "!" is displayed next to the mini key image 030IWG10 and mini character A image 030IWC10, indicating the presence of the keyhole (hint) image 030IWG13. In addition, the keyhole (suggestion) image 030IWG13 displayed during the chance up teasing effect is represented by a dotted line in this example as shown in Figure 8-16, etc., but in reality it has a transparency that allows the effect images of lower layers (for example, effect images related to the outpost effect) to be visible, and is designed to not interfere with the content of the super reach (i.e., the outpost effect) as much as possible even while the chance up teasing effect is being executed.

[0299] Next, as shown in FIG. 8-16(3), a display effect begins in which the keyhole (suggestion) image 030IWG13 gradually shrinks. Then, as shown in FIG. 8-16(4), the gradually shrinking keyhole (suggestion) image 030IWG13 approaches the decorative symbol display area that is the target of the chance-up effect. Eventually, as shown in FIG. 8-16(5), a display effect is performed in which the keyhole (suggestion) image 030IWG13 reaches the center position between the left decorative symbol display area 5L and the right decorative symbol display area 5R (the position corresponding to the center decorative symbol display area 5C). At this time, a triangular mark indicating that the keyhole (suggestion) image 030IWG13 is shrinking is displayed around the keyhole (suggestion) image 030IWG13. Furthermore, a display effect is performed in which the mini-key image 030IWG10 and the mini-character A image 030IWC10 move to follow the keyhole (suggestion) image 030IWG13 as it approaches the active display AH.

[0300] Next, as shown in Figure 8-16(6), the keyhole (suggestion) image 030IWG13 becomes a silhouette, and a glowing effect image is displayed around it. At this time, the mini key image 030IWG10 and mini character A image 030IWC10 also become a silhouette, and a glowing effect image is displayed around it. In this example, as shown in Figures 8-16(5) to 8-16(6), when changing the pose of mini character A, a silhouette image is first displayed, and then the mini character A image in the changed pose is displayed from the silhouette image. In this way, by switching images between silhouette images rather than using material data that causes the mini character to move and change its pose, the material data can be simplified, reducing the labor and costs required for production.

[0301] Next, as shown in Figure 8-16 (7), a keyhole (actual) image 030IWG11 is displayed near the center position (the position corresponding to the center decorative symbol display area 5C) between the left decorative symbol display area 5L and the right decorative symbol display area 5R. This effect display reveals that the ongoing chance up provocation effect is a chance up provocation effect (true), and that the target of the chance up effect is a decorative symbol.

[0302] In this example, when a chance-up effect targeting a dialogue effect is executed, a keyhole (solid) image 030IWG11 is displayed in approximately the center of the dialogue image 030IWG20 as shown in Fig. 8-12(5), whereas when a chance-up effect targeting a decorative symbol is executed, a keyhole (solid) image 030IWG11 is displayed in a position shifted toward the center of the display area from the center position (the position corresponding to the center decorative symbol display area 5C) between the left decorative symbol display area 5L and the right decorative symbol display area 5R as shown in Fig. 8-16(7). This configuration makes it possible to avoid the keyhole (solid) image 030IWG11 being obscured by the movable body 32, and allows the keyhole (solid) image 030IWG11 to be displayed appropriately according to the characteristics of the target effect.

[0303] Next, as shown in Fig. 8-16(8), an effect is displayed in which character A, located at the front of the screen, throws a key into keyhole (actual) image 030IWG11, located at the back of the screen. Then, as shown in Fig. 8-17(9), an effect is displayed in which key image 030IWG12 appears to move from the front of the screen toward keyhole (actual) image 030IWG11 at the back. For this reason, as shown in Fig. 8-17(9), key image 030IWG12 is initially displayed at a size larger than keyhole (actual) image 030IWG11, and then, as shown in Fig. 8-17(10), it is displayed as if it is moving toward keyhole (actual) image 030IWG11 while shrinking (gradually becoming smaller to represent it moving away).

[0304] Then, to display the effect of the key being inserted into the keyhole, a key image 30IWG12 and a keyhole (actual) image 030IWG11 are displayed as shown in Figure 8-17(11), and to display the effect of the key turning in the keyhole (i.e., the lock being opened), a key image 030IWG12 rotated in the keyhole (actual) image 030IWG11 is displayed as shown in Figure 8-17(12).

[0305] When the effect display of the key turning in the keyhole (i.e., the key being opened) is performed, character A and the text display of "Pattern Rank Up" are displayed, as shown in FIG. 8-17(13). Then, as shown in FIG. 8-17(14), an effect display is performed in which, while character A and the text display of "Pattern Rank Up" remain displayed, the left decorative pattern begins to rotate in the left decorative pattern display area 5L, and the right decorative pattern begins to rotate in the right decorative pattern display area 5R. In this example, as shown in FIGS. 8-17(13) to (14), by displaying character A in close-up, the effect image related to the outpost effect is obscured, reducing the sense of incongruity caused by the chance-up effect being executed in the middle of the outpost effect.

[0306] Next, as shown in Fig. 8-17(15), an image of Character A and Character B standing side by side is displayed near the center of the display area of ​​the image display device 5, and an effect display is performed in which the rotating left and right decorative patterns move to a position superimposed on the image. Then, as shown in Fig. 8-17(16), a glowing effect image is displayed around the rotating left and right decorative patterns.

[0307] Next, as shown in Figure 8-17 (17), when the glowing effect image around the left decorative pattern and the right decorative pattern is erased, the left decorative pattern and the right decorative pattern change from their normal color (white) to gold and are displayed with the word "GOLD" written on them, and an effect display is performed in which the rotation of the left decorative pattern and the right decorative pattern stops.

[0308] Then, as shown in FIG. 8-17(18), the gold right and left decorative symbols are displayed in the left decorative symbol display area 5L and the right decorative symbol display area 5R, respectively, and the remaining prelude effects are executed. Since the chance-up effect targeting the decorative symbols has been executed, all stocked keys have been used, so the mini character A image 030IWC10 and mini key image 030IWG10 are no longer displayed, but no special effects are executed to indicate that they will not be displayed. This configuration prevents the mini key image 030IWG10, which is no longer in use, from standing out.

[0309] In this example, regardless of the position where the keyhole (actual) image 030IWG11 is displayed (i.e., regardless of which effect is the target of the chance-up effect), at least a part of the chance-up teasing effect is executed in a common manner. Specifically, as shown in Figs. 8-14(2) to (5) and 8-16(2) to (5), even when the effect that is the target of the chance-up effect is different, the keyhole (hint) image 030IWG13 is initially displayed in a close-up across the entire screen and then displayed in a common manner that is gradually reduced. With this configuration, it is possible to draw attention to whether the keyhole (actual) image 030IWG11 is displayed, i.e., whether the chance-up effect is executed, and also to draw attention to which effect is the target of the chance-up effect.

[0310] Furthermore, in this example, regardless of the position where the keyhole (entity) image 030IWG11 is displayed in the chance-up effect (i.e., regardless of the type of effect being targeted), an image is displayed in a common display position to notify the user that the effect mode of the target effect will change. Specifically, as shown in Figures 8-15(13) and 8-17(13), a character and the text "Hold Rank Up" or "Pattern Rank Up" are displayed to notify the user that the effect mode will change. This configuration makes it easier to recognize that the effect mode of the target effect will change due to the chance-up effect.

[0311] In this example, the keyhole (substantially) image 030IWG11 is not displayed when the effect mode of the target effect changes in the chance-up effect. Specifically, as shown in Figures 8-15(13) to (15) and 8-17(13) to 8-18(17), the keyhole (substantially) image 030IWG11 is not displayed when the active display or the decorative pattern mode changes. This configuration draws attention to the change in the effect mode of the target effect due to the chance-up effect.

[0312] In this example, the effect images for at least some of the effects among the multiple types of effects that are the target of the chance-up effect have a higher display priority than the key image, even when the key image acts on the keyhole image. Specifically, the decorative symbols have a higher display priority than the key image, even when the key image acts on the keyhole image. With this configuration, visibility of some of the effects can be ensured under any circumstances. Furthermore, for effect images for other effects (for example, images that are not information related to the progress of the game, such as dialogue or title displays), the display priority is set lower than that of the key image when the key image acts on the keyhole image, thereby realizing realistic effects and enhancing the effect of the effects.

[0313] In this example, as shown in FIGS. 8-15(13) and 8-17(13), when a chance-up effect is executed, notification images such as effect images, characters, and text displays such as "Hold Rank Up" and "Pattern Rank Up" can be displayed to cover the effect image related to the outpost effect. The chance-up effect can be executed using two different effect patterns: one that changes the presentation mode of the effect targeted by the chance-up effect while the notification images are displayed (for example, as shown in FIGS. 8-17(13) to 8-18(17), the presentation mode of the decorative symbols changes while the characters and text display of "Pattern Rank Up" remain), and one that changes the presentation mode of the target effect at a time other than when the notification image is displayed (for example, as shown in FIGS. 8-15(13) to (15), the presentation mode of the active display changes after the effect image, character, or text display of "Hold Rank Up" is erased). This configuration allows the player to recognize that the presentation mode of the target effect will change when the notification image is displayed, and the chance-up effect can be executed appropriately using a presentation pattern appropriate for the target effect. In particular, with regard to the former, the effect can be made more spectacular by seamlessly increasing the chance (i.e., changing the presentation mode of the target effect) while the notification image is displayed, and with regard to the latter, the increase in the amount of data related to effect control can be prevented by increasing the chance (i.e., changing the presentation mode of the target effect) after the notification image is erased.

[0314] In this example, a presentation pattern that changes the presentation mode of the effect that is the target of the chance-up presentation when the notification image is displayed has a higher expectation of a jackpot than a presentation pattern that changes the presentation mode of the effect that is the target at a time other than when the notification image is displayed. Specifically, a chance-up presentation in which the presentation mode of the decorative symbols changes has a higher expectation of a jackpot than a chance-up presentation in which the presentation mode of the active display changes (see Figure 8-7). With this configuration, the expectation can be varied depending on the flashiness of the presentation pattern, thereby increasing interest.

[0315] In this example, the notification image can identify which effect's presentation mode has changed, and an image different from the presentation image related to that effect is used. For example, as shown in Figure 8-15 (13) and Figure 8-17 (13), text displays such as "Pending Rank Up" and "Pattern Rank Up" are displayed. This configuration makes it easy to recognize which effect's presentation mode has changed.

[0316] In this example, the notification image displayed during the execution of the chance-up effect is displayed in a manner that covers the effect image related to the super reach (outpost effect). The effects that are the target of the chance-up effect include those in which the effect image is covered by the notification image and those in which it is not covered, with the latter having a higher jackpot expectation than the former. Specifically, as shown in FIG. 8-15(13) and FIG. 8-17(13), the notification image displays a character and the text "Hold Rank Up" or "Pattern Rank Up" along with an effect image that covers the effect image related to the outpost effect. This notification image covers the active display AH but does not cover the decorative symbols. Furthermore, the chance-up effect in which the decorative symbol changes has a higher jackpot expectation than the chance-up effect in which the active display changes (see FIG. 8-7). This configuration allows the expectation level to vary depending on the flashiness of the chance-up effect, thereby increasing interest.

[0317] In this example, the effects that are the target of the chance-up effect include those in which the effect image is covered by the notification image and those in which it is not covered, and the latter are more likely to be executed later within one variable display period than the former. Specifically, chance-up effects in which the appearance of decorative symbols changes are executed later than chance-up effects in which the appearance of active display changes (see Figure 8-3). With this configuration, chance-up effects can be executed according to the time when the player's expectations are high.

[0318] In this example, the effects that are the target of the chance-up effect include those in which the effect image is covered by the notification image and those in which it is not covered. In the latter case, one notification image is switched and displayed with another notification image. Specifically, when the chance-up effect that targets the decorative symbol is executed, after the character A image is displayed as shown in Figures 8-17(13) to (14), images of character A and character B standing side by side are displayed as shown in Figures 8-17(15) to 8-18(17). This configuration can enhance the effect of the chance-up effect, which has a high expectation.

[0319] Next, a specific example of the chance-up provocation effect (false) will be described. Figure 8-19 is an explanatory diagram showing a specific example of the chance-up provocation effect (false). In Figure 8-19, the effect screen transitions in the order of (1), (2), and (3).

[0320] 8-19(1) shows the state immediately after the prelude effect in the first half of the Super Reach has started and the chance up effect for the active display has been executed. In this example, as shown in FIG. 8-19(1), after the chance up effect has been executed, the mini key image 030IWG10 and the mini character A image 030IWC10 are displayed again in their initial positions at the bottom right of the display area of ​​the image display device 5.

[0321] As shown in FIG. 8-19(2), the mini key image 030IWG10 and the mini character A image 030IWC10 move along the edge of the display area of ​​the image display device 5 so as to pass through the display position of the effect (e.g., title display, active display, dialogue display, decorative pattern) that is the target of the chance-up effect. For example, in the example shown in FIGS. 8-19(1) and (2), before the dialogue effect starts, an effect display is performed in which the mini key image 030IWG10 and the mini character A image 030IWC10 move so as to pass through the display position (or the position where the display is scheduled) of the dialogue image 030IWG20. With this configuration, when the mini key image 030IWG10 and the mini character A image 030IWC10 are displayed in a moving manner, the player's expectations for the chance-up effect targeting the effect at the displayed position can be heightened, thereby enhancing the player's interest.

[0322] In this example, the effects that are the target of the chance-up effect are displayed in various positions such as the top, bottom, and bottom right of the display area of ​​the image display device 5, and the mini key image 030IWG10 and mini character A image 030IWC10 move to pass through these positions. This configuration draws attention to the positions to which the mini key image 030IWG10 and mini character A image 030IWC10 move and whether the effect displayed at those positions is the target of the chance-up effect.

[0323] In this example, when one chance-up effect for one effect is executed and then another chance-up effect for another effect is executed, the first chance-up effect is executed and a predetermined period of time has elapsed before the other chance-up effect is executed (see FIG. 8-4). With this configuration, an interval is provided between the first chance-up effect and the other chance-up effect, making each effect stand out, and also ensuring a period of time for displaying the mini key image 030IWG10 and the mini character A image 030IWC10 in a moving manner, as shown in FIGS. 8-19(1) to (2).

[0324] Furthermore, as shown in FIG. 8-19(2), when the mini key image 030IWG10 and the mini character A image 030IWC10 are moving along the edge of the display area of ​​the image display device 5, the mini key image 030IWG10 and the mini character A image 030IWC10 have a lower display priority than effect images (e.g., active display, dialogue display, decorative pattern, etc.) related to effects that may be the target of chance-up effects, and are displayed on a lower layer than those. This configuration allows attention to be drawn to effects that may be the target of chance-up effects. However, without being limited to this configuration, when the mini key image 030IWG10 and the mini character A image 030IWC10 are moving along the edge of the display area of ​​the image display device 5, they may be displayed on a lower layer than effect images (e.g., decorative pattern) related to some of the effects that may be the target of chance-up effects, and on a higher layer than effect images (e.g., active display, dialogue display) related to other effects.

[0325] Also, as shown in FIG. 8-19(2), the mini key image 030IWG10 and the mini character A image 030IWC10 are displayed during the execution of a Super Reach, and are displayed with a higher display priority than the effect images related to the Super Reach (e.g., character images related to the outpost effect). However, when the Chance Up effect is not being executed, they are displayed so as not to obstruct the visibility of at least the central portion of the effect image related to the Super Reach. Specifically, the mini key image 030IWG10 and the mini character A image 030IWC10 do not move in the center of the display area of ​​the image display device 5, but are displayed so as to move around the edges of the display area, and are not displayed superimposed on the face portion, etc., of the character image related to the outpost effect. This configuration makes it possible to prevent the mini key image 030IWG10 and the mini character A image 030IWC10 from interfering with the Super Reach (outpost effect) while still displaying them.

[0326] Next, when the chance-up teasing effect (false) is executed, a keyhole (suggestion) image 030IWG13, which suggests that a keyhole will appear, is displayed in the center of the display area, as shown in FIG. 8-19(3). At this time, the mini key image 030IWG10 and mini character A image 030IWC10 stop moving around the edge of the display area of ​​the image display device 5, and the mini key image 030IWG10 stops moving around the mini character A image 030IWC10. In addition, an "!" is displayed next to the mini key image 030IWG10 and mini character A image 030IWC10, indicating the presence of the keyhole (suggestion) image 030IWG13.

[0327] Furthermore, as shown in FIG. 8-19(3), when the keyhole (suggestion) image 030IWG13 is displayed, the mini-key image 030IWG10 and the mini-character A image 030IWC10 move closer to the keyhole (suggestion) image 030IWG13.

[0328] In this example, as shown in Figures 8-19(2) and (3), the mini character A image 030IWC10 and the mini key image 030IWG10 move slowly when the target effect to be used is not specified (or when the chance up promotion effect is not being executed), and move quickly when the target effect is specified (or when the chance up promotion effect is being executed). This configuration allows you to focus on the chance up promotion effect or the effect that is the target of the chance up promotion effect.

[0329] Next, a display effect is started in which the keyhole (hint) image 030IWG13 gradually shrinks, but as shown in FIG. 8-19(4), the keyhole (hint) image 030IWG13 disappears without displaying the keyhole (actual) image 030IWG11. At this time, a "?" is displayed next to the mini-key image 030IWG10 and the mini-character A image 030IWC10, indicating that the keyhole (hint) image 030IWG13 has been erased. This configuration makes it clear that the executed chance-up teasing effect is a chance-up teasing effect (fake).

[0330] When the chance-up teasing effect (fake) ends, as shown in FIG. 8-19(5), the mini key image 030IWG10 and the mini character A image 030IWC10 are displayed again in their initial positions at the bottom right of the display area of ​​the image display device 5. In this example, they are displayed in the same initial positions after the chance-up effect is executed as shown in FIG. 8-19(1) and after the chance-up teasing effect (fake) is executed as shown in FIG. 8-19(5). This configuration makes it easy to understand that the chance-up teasing effect (fake) has ended, and expresses the meaning of starting over. Furthermore, by displaying them again in their initial positions, an increase in the amount of data related to effect control can be suppressed.

[0331] In this example, the keyhole (suggestive) image 030IWG13 and the keyhole (actual) image 030IWG11 can be displayed only once in correspondence with the same effect. For example, if a chance-up teasing effect (or a chance-up teasing effect (false)) that suggests whether or not a chance-up effect targeting a dialogue display will be executed is executed once, the chance-up teasing effect targeting a dialogue display will not be executed again even if a dialogue display is displayed thereafter. This configuration makes it easy to understand the suggestive effect that is the target of the chance-up effect.

[0332] It should be noted that the mini key image 030IWG10 and the mini character A image 030IWC10 may be configured so that a portion of them extends outside the display area (i.e., a portion of them is not displayed) when they are moved along the edge of the display area of ​​the image display device 5. With this configuration, the mini key image 030IWG10 and the mini character A image 030IWC10 can be flexibly moved and displayed in accordance with the effect images related to other effects, etc.

[0333] Also, for example, effects that are not subject to chance-up effects may not be executed when the mini key image 030IWG10 and the mini character A image 030IWC10 are moving along the edge of the display area of ​​the image display device 5. With this configuration, attention can be drawn to the effects that are executed when the mini key image 030IWG10 and the mini character A image 030IWC10 are moving along the edge of the display area of ​​the image display device 5.

[0334] In this example, since the chance-up effect can be executed multiple times, it may be possible to make it possible to recognize the number of times it has been executed. For example, when the first chance-up effect is executed, an effect image resembling a blue flame may be displayed at the edge of the display area of ​​the image display device 5, when the second chance-up effect is executed, the effect image may change to green, and when the third chance-up effect is executed, the effect image may change to red. With this configuration, it is possible to recognize that the chance-up effect has been executed even after the chance-up effect has ended and the effect image has been erased.

[0335] Next, the keyhole (hint) image and the keyhole (substantial) image for each effect that is the target of the chance-up effect will be described. Figure 8-20 is an explanatory diagram showing a specific example of the keyhole (substantial) image for each effect that is the target of the chance-up effect.

[0336] As shown in FIG. 8-20, in this example, there are multiple types of effects that are the target of the chance-up effect, and the display size of the effect image for each effect is different. Specifically, as shown in FIG. 8-20(1) and (3), the display size of the dialogue display is smaller than the title display. In this example, the chance-up effect is executed in a manner in which a keyhole (actual) image is displayed at the position where the effect that is the target of the chance-up effect is displayed. Therefore, as shown in FIG. 8-20, the display size of the keyhole (actual) image is configured to differ depending on the target effect.

[0337] For example, the keyhole (solid) image 030IWG11 displayed at the position of the dialogue image 030IWG20 shown in Fig. 8-20(3) is smaller in display size than the keyhole (solid) image 030IWG11 displayed at the position of the title image 030IWG21 shown in Fig. 8-20(1). This configuration allows the player to predict the effect that will be the target of the chance-up effect from the position where the keyhole (solid) image 030IWG11 is displayed, thereby increasing interest, and by displaying the keyhole (solid) image 030IWG11 at a display size appropriate for the target effect, it is possible to create a natural effect.

[0338] On the other hand, as shown in Figure 8-20, when the keyhole image is materialized, the silhouette of the keyhole (hint) image 030IWG13 is displayed in a common size regardless of the type of effect that is the target of the chance-up effect. Then, the keyhole (actual) image 030IWG11 is displayed in a display size that corresponds to the type of effect that is the target of the chance-up effect. By configuring in this way, the animation until the keyhole is materialized can be standardized, and the amount of data related to effect control can be prevented from increasing.

[0339] As explained above, this feature part 030IW discloses the configuration of the gaming machine shown in the following means 1 to means 29.

[0340] (Means 1) A gaming machine that can be controlled to an advantageous state (for example, a jackpot gaming state) that is advantageous to a player, and that suggests that it is controlled to an advantageous state and is capable of executing a plurality of types of suggestive effects (for example, an effect that displays a title display in a predetermined state, an effect that displays an active display in a predetermined state, a dialogue effect that displays a dialogue display in a predetermined state, a decorative pattern effect that displays a decorative pattern in a predetermined state, etc.) with different expectations depending on the presentation mode; and special image display presentation execution means that can display special images (for example, a mini key image 030IWG10 or a key image 030IWG12), and by using the displayed special image, the suggestive effect that is being executed in one presentation mode can be changed to the one presentation mode. and special effect execution means capable of executing a special effect (for example, a chance-up effect in which the display color of the active display is changed from a normal color (white) to blue) that changes the display mode to one with a higher expectation level than the normal color (white), and the special effect execution means displays a special corresponding image (for example, a keyhole (solid) image 030IWG11) when the suggestion effect is being executed, and executes a special effect in a manner in which the special image acts on the special corresponding image (for example, displays a keyhole (solid) image 030IWG11 that corresponds to the active display AH or a decorative pattern, and executes a chance-up effect in which a key image 030IWG12 is inserted into the keyhole (solid) image 030IWG11 and rotates; see Figs. 8-15(9) to (15), Figs. 8-17(9) to 8-18(17), etc.). With such a configuration, when a special effect using a special image is executed, it is possible to provide a story related to the special image, thereby enhancing the effect of the effect and increasing interest.

[0341] (Means 2) The special corresponding image is displayed at approximately the center of the effect image related to the currently executed suggestive effect (for example, see Figure 8-12 (5) and Figure 8-14 (7)), and when the special corresponding image is displayed, special effects that target suggestive effects other than the suggestive effect corresponding to the special corresponding image are not executed (for example, when the keyhole (entity) image 030IWG11 corresponding to the active display AH is displayed, the chance up effect that targets the dialogue display is not executed). Such a configuration makes it easy to understand the suggestive effect that is the target of the special effect, and also draws attention to the timing at which the special corresponding image is displayed.

[0342] (Means 3) The special corresponding image can be displayed only once in response to the same suggestive effect (for example, if a chance-up teasing effect (or a chance-up teasing effect (false)) that suggests whether or not a chance-up effect targeting a dialogue display will be executed has been executed once, the chance-up teasing effect targeting a dialogue display will not be executed again even if a dialogue display is displayed thereafter). Such a configuration makes it easy to understand the suggestive effect that is the target of a special effect.

[0343] (Means 4) When the presentation mode of the suggestive presentation changes due to a special presentation, the presentation mode after the change differs depending on the timing of the change (for example, the later the timing at which the chance-up presentation is executed, the more likely it is to change to a presentation mode with a higher advantage. See Figures 8-3 and 8-8). Such a configuration makes it possible to draw attention to the timing at which the special presentation will be executed, and also to prevent players who have high hopes for the timing of the change from being disappointed.

[0344] (Means 5) A display prompting effect execution means is provided that can execute a display prompting effect (for example, a chance-up prompting effect) that prompts whether or not a special corresponding image will be displayed, and the display prompting effect execution means can execute the display prompting effect in a common manner regardless of where the special corresponding image is displayed (for example, as shown in Figures 8-14(2) to (5) and 8-16(2) to (5), even if the target effects are different, the keyhole (hint) image 030IWG13 is initially displayed in a close-up across the entire screen and then displayed in a common manner of being reduced in size). Such a configuration can draw attention to whether or not a special corresponding image will be displayed, i.e., whether or not a special effect will be executed, and can also draw attention to which hinting effect will be the target of the chance-up effect.

[0345] (Means 6) When a special image is used in a special effect, it is displayed at a larger display size than the special corresponding image, and then it is displayed so as to act on the special corresponding image while shrinking (for example, as shown in Figs. 8-15(9) to (12) and Fig. 8-17(9) to (12), the key image 030IWG12 is displayed so as to move from the front of the screen toward the keyhole (actual) image 030IWG11 at the back, so it is initially displayed at a larger display size than the keyhole (actual) image 030IWG11, and then it shrinks (becoming gradually smaller to express that it is moving away) and is displayed so as to insert into the keyhole (actual) image 030IWG11 and rotate). Such a configuration can draw attention to the special image that acts on the special corresponding image, thereby enhancing the dramatic effect of the special effect.

[0346] (Means 7) The special effect execution means can execute the special effect multiple times, and the execution time can be varied depending on the special effect being executed (for example, as shown in Figure 8-4 (A), a chance-up effect that targets a decorative pattern has a longer execution time than a dialogue display or a chance-up effect that targets a dialogue display. With such a configuration, various special effects can be executed at an appropriate execution time, thereby enhancing the effect of the effect.

[0347] (Means 8) When the presentation mode is changed by a special presentation, the execution time of the suggestive presentation is longer than when the presentation mode is not changed by the special presentation (for example, as shown in Fig. 8-4 (A) and (B), the presentation execution time T11 of the dialogue presentation whose presentation mode is changed by the chance-up presentation is longer than the presentation execution time T12 of the dialogue presentation whose presentation mode is not changed by the chance-up presentation). With such a configuration, when a special presentation is executed, it is possible to secure a period for executing the special presentation and the suggestive presentation that is the target of the special presentation.

[0348] (Means 9) The suggestive effect execution means is capable of executing a first suggestive effect (for example, an effect that displays a title display) and a second suggestive effect (for example, an effect that displays a dialogue display) that is smaller in display size than the first suggestive effect, and the special effect execution means is capable of executing a special effect in a manner in which, when the suggestive effect is being executed, a special corresponding image is displayed at a position where an effect image related to the suggestive effect is displayed (for example, a keyhole (entity) image 030IWG11 is displayed at a position where a title image 030IWG21 is displayed or a dialogue image 030IWG20 is displayed), and When the target suggestive effect is the first suggestive effect, the special correspondence image is displayed in a first display size corresponding to the display size of the first suggestive effect, and when the target suggestive effect is the second suggestive effect, the special correspondence image is displayed in a second display size corresponding to the display size of the second suggestive effect, the second display size being smaller than the first display size (for example, the keyhole (entity) image 030IWG11 displayed at the position of the dialogue image 030IWG20 shown in Figure 8-20(3) has a smaller display size than the keyhole (entity) image 030IWG11 displayed at the position of the title image 030IWG21 shown in Figure 8-20(1)). Such a configuration increases interest by allowing the player to predict the target suggestive effect from the position where the special correspondence image is displayed, and also makes it possible to create a natural effect by displaying the special correspondence image in a display size appropriate for the target effect.

[0349] (Means 10) The suggestion effect execution means is capable of executing a specific suggestion effect (for example, an effect that displays a dialogue display) that displays an effect image at a first position, and a special suggestion effect (for example, an effect that displays a decorative pattern) that displays an effect image at a second position (for example, a position that is closer to the top end of the display area of ​​the image display device 5) that is closer to the edge of the display area of ​​the display means than the first position, and the special effect execution means displays a special corresponding image at approximately the center position of the effect image displayed at the first position (for example, When a special suggestion effect is executed, a special corresponding image is displayed at a position shifted from the center of the effect image displayed in the second position toward the center of the display area of ​​the display means (for example, as shown in FIG. 8-16(7), a keyhole (entity) image 030IWG11 is displayed at a position shifted from the center of the left decorative pattern display area 5L and the right decorative pattern display area 5R (a position corresponding to the middle decorative pattern display area 5C) toward the center of the display area). With such a configuration, a special corresponding image can be displayed appropriately according to the characteristics of the suggestion effect in question.

[0350] (Means 11) The special effect includes a notification effect that displays a special image in a common display position regardless of the position where the special corresponding image is displayed, to notify that the presentation mode of the target suggestive effect will change (for example, as shown in Figure 8-15 (13) and Figure 8-17 (13), a character and the text display of "Hold rank up" or "Pattern rank up" are displayed). Such a configuration makes it easier to recognize that the presentation mode of the target suggestive effect will change due to the special effect.

[0351] (Means 12) The special corresponding image is not displayed when the presentation mode of the target suggestive effect in the special effect changes (for example, as shown in Figures 8-15(13) to (15), Figures 8-17(13) to 8-18(17), the keyhole (entity) image 030IWG11 is not displayed when the active display or the decorative pattern changes). With such a configuration, it is possible to draw attention to the change in the presentation mode of the suggestive effect.

[0352] (Means 13) The special image display means displays the special image in a manner that moves so as to pass the display position of the suggestive effect that is the target of the special effect during the period before the special effect is executed (for example, as shown in Figures 8-12(1) to (4) and 8-19(1) to (2), during the period before the chance-up effect that targets the dialogue effect is executed, the mini-character A image 030IWC10 and the mini-key image 030IWG10 move so as to pass the position where the dialogue image related to the dialogue effect is displayed (or the position where it is scheduled to be displayed)). With such a configuration, when the special image is displayed in a moving manner, the player's expectations can be heightened, such as hoping that a special effect that targets the suggestive effect at the position where the special image is displayed will be executed, thereby improving the player's interest.

[0353] (Means 14) When a special image is used, the special image display means moves and displays the special image to the display position of the target suggestive effect (for example, as shown in Figure 8-14 (5) and Figure 8-16 (5), the mini character A image 030IWC10 and the mini key image 030IWG10 move to the display position of the active display AH that is the target of the chance-up effect or to the decorative pattern display area). With such a configuration, attention can be drawn to the special effect and the target suggestive effect.

[0354] (Means 15) The special image has a lower display priority than the effect image related to the suggestive effect that is the target of the special effect (for example, as shown in Figure 8-15 (14) and Figure 8-19 (2), the mini character A image 030IWC10 and the mini key image 030IWG10 have a lower display priority than the title display, active display, dialogue display, and decorative pattern, and are displayed in a lower layer than those). Such a configuration allows you to draw attention to the suggestive effect.

[0355] (Means 16) The special effect execution means can execute one special effect targeted at one suggestion effect, and then execute another special effect targeted at another suggestion effect, and the other special effect is executed after a predetermined period of time has passed since the execution of the one special effect (for example, as shown in FIG. 8-4, a chance-up effect targeted at a different effect is executed after a predetermined period of time has passed). With such a configuration, it is possible to set an interval between the one special effect and the other special effect, making each stand out, and also to ensure a period of time for displaying the special image in a moving manner.

[0356] (Means 17) The speed at which the special image moves is faster when the target suggestive effect to be used is specified than when it is not specified (for example, as shown in Figures 8-19(2) and (3), the mini character A image 030IWC10 and the mini key image 030IWG10 move slowly when the target effect to be used is not specified, and move quickly when it is specified). Such a configuration makes it possible to draw attention to the target suggestive effect.

[0357] (Means 18) When the special image is displayed and moved, an additional image is added, and the additional image is also displayed and moved, and when the special effect is executed, the additional image moves (for example, as shown in Fig. 8-14(1) to (8), Fig. 8-16(1) to (8), Fig. 8-19(2), the mini character A image 030IWC10 is displayed and moved together with the mini key image 030IWG10, and when the chance-up effect is executed, the character A image 030IWC10 throws the key image 030IWG12 into the keyhole (entity) image 030IWG11). Such a configuration can draw attention to the special image and enhance the effect of the special effect.

[0358] (Means 19) The special image is displayed in a manner that moves around the additional image, and stops moving when the special effect is executed (for example, as shown in Figures 8-14(1) to (6), 8-16(1) to (6), and 8-19(2), the mini key image 030IWG10 moves in a manner that moves around the mini character A image 030IWC10, and stops moving when the chance-up effect is executed). Such a configuration can draw attention to the special image and enhance the effect of the special effect.

[0359] (Means 20) The special image and additional image are displayed during the execution of a specific effect (e.g., a Super Reach) that indicates control over an advantageous state, and are displayed with a higher display priority than the effect images related to the specific effect (for example, as shown in Figures 8-12(1) to (4), the mini key image 030IWG10 and mini character A image 030IWC10 are displayed with a higher display priority than the character images related to the outpost effect in the first half of the Super Reach). When a specific effect is being executed but a special effect is not being executed, the special image and additional image are displayed so as not to obstruct the visibility of at least the central portion of the effect image related to the specific effect (for example, as shown in Figures 8-12(1) to (4) and Figure 8-19(2), the mini key image 030IWG10 and mini character A image 030IWC10 are displayed so as to move around the edge of the display area of ​​the image display device 5 rather than moving in the center, and are not displayed superimposed on the face, etc., of the character image related to the outpost effect). This configuration makes it possible to display the special image and additional image without interfering with the specific effect.

[0360] (Means 21) A special suggestion effect execution means is provided that can execute a first special suggestion effect (e.g., a chance-up teasing effect (true)) that suggests a special effect will be executed and that the special effect will be executed after the effect, and a second special suggestion effect (e.g., a chance-up teasing effect (false)) that suggests a special effect will be executed and that the special effect will not be executed after the effect, and the special image is displayed again in its initial position after the second special suggestion effect is executed (for example, it is displayed in a common initial position after the chance-up effect is executed as shown in Figure 8-19(1) and after the chance-up teasing effect (false) is executed as shown in Figure 8-19(5)). This configuration makes it easy to understand that the second special suggestion effect has ended, and expresses the meaning of starting over. Furthermore, by displaying it again in its initial position, it is possible to prevent an increase in the amount of data related to effect control.

[0361] (Means 22) The special effect execution means can execute the special effect multiple times, and when executing one special effect targeted at one suggestion effect, it does not execute other special effects targeted at other suggestion effects (for example, as shown in FIG. 8-4, a chance-up effect targeted at a different target is executed after a predetermined period has elapsed). With such a configuration, it is possible to draw attention to the special effect being executed.

[0362] (Means 23) The effect images (e.g., decorative patterns) related to at least some of the suggestive effects among the multiple types of suggestive effects have a higher display priority than the special images, even when the special images act on the special corresponding images (see, for example, Figure 8-15(9)). With such a configuration, visibility of some suggestive effects can be ensured under any circumstances. Furthermore, for effect images related to other suggestive effects (e.g., images that are not information related to the progress of the game, such as dialogue or title displays), the display priority is set lower than that of the special images when the special images act on the special corresponding images, thereby realizing realistic effects and enhancing the presentation effect.

[0363] (Means 24) The special effect execution means can display a specific image when executing a special effect (for example, as shown in Figures 8-15(13) and 8-17(13), a character and the text "Hold Rank Up" or "Pattern Rank Up" are displayed together with an effect image covering the effect image related to the outpost effect), and can execute special effects using a first effect pattern that changes the effect mode of the target suggestive effect when the specific image is displayed (for example, as shown in Figures 8-17(13) to 8-18(17), the effect mode of the decorative pattern changes while the character and "Pattern Rank Up" display remain), and a second effect pattern that changes the effect mode of the target suggestive effect at a time other than when the specific image is displayed (for example, as shown in Figures 8-15(13) to (15), the effect mode of the active display changes after the character and "Hold Rank Up" display are erased). This configuration allows the player to recognize that the effect mode of the suggestive effect changes when the specific image is displayed, and the special effect can be executed appropriately using an effect pattern that corresponds to the target suggestive effect.

[0364] (Means 25) When a special effect is executed by the first effect pattern, the expectation of being controlled to an advantageous state is higher than when a special effect is executed by the second effect pattern (for example, a chance-up effect in which the appearance of the decorative pattern changes has a higher expectation of a jackpot than a chance-up effect in which the appearance of the active display changes. See Figure 8-7). With such a configuration, the expectation can be varied depending on the flashiness of the effect pattern, thereby increasing interest.

[0365] (Means 26) As a specific image, it is possible to identify which suggestive effect has changed in its presentation mode, and an image different from the presentation image related to the suggestive effect is displayed (for example, as shown in Fig. 8-15(13) and Fig. 8-17(13), the text display "Pending Rank Up" or "Pattern Rank Up" is displayed). With such a configuration, it is easy to recognize which suggestive effect has changed in its presentation mode.

[0366] (Means 27) The special effect is executed during the execution of a specific effect (e.g., a super reach) that suggests whether or not control will be achieved in an advantageous state, and the specific image displayed during the execution of the special effect is displayed in a manner that covers the effect image related to the specific effect (e.g., as shown in Figures 8-15(13) and 8-17(13), a character and the text displays "Hold Rank Up" and "Pattern Rank Up" are displayed together with an effect image that covers the effect image related to the outpost effect), and the suggestive effect includes suggestive effects that are covered by a specific image and suggestive effects that are not covered by a specific image (e.g., as shown in Figure 8-15(13), the active display AH is covered, while as shown in Figure 8-17(13), the decorative pattern is not covered), and suggestive effects that are not covered by a specific image have a higher expectation of being achieved in an advantageous state than suggestive effects that are covered by a specific image (e.g., a chance-up effect in which the appearance of the decorative pattern changes has a higher expectation of a jackpot than a chance-up effect in which the appearance of the active display changes. See Figure 8-7). With such a configuration, the degree of expectation can be varied depending on the flashiness of the special effects, thereby increasing interest.

[0367] (Means 28) The special effects of the first effect pattern are more likely to be executed later within one variable display period than the special effects of the second effect pattern (for example, a chance-up effect in which the appearance of the decorative symbols changes is executed later than a chance-up effect in which the appearance of the active display changes. See Figure 8-3). With such a configuration, it is possible to execute special effects according to the time when the player's expectations are high.

[0368] (Means 29) When a special effect is being executed by the first effect pattern, one specific image is switched to another specific image and displayed (for example, after the image of character A is displayed as shown in Fig. 8-17(13) to (14), an image of character A and character B standing side by side is displayed as shown in Fig. 8-17(15) to Fig. 8-18(17)). Such a configuration can enhance the effect of the highly anticipated special effect.

[0369] In addition to executing various preview effects such as suggestive effects and special effects, it is preferable to execute special effects and development effects that suggest that the game will be controlled to an advantageous state. The execution mode and control method of the special effects and development effects will be explained in detail below.

[0370] (Basic explanation) First, the basic configuration and control of the pachinko gaming machine 1 (which also applies to the configuration and control of a general pachinko gaming machine) will be described.

[0371] (Configuration of Pachinko Machine 1) Figure 9 is a front view of a pachinko gaming machine 1, showing the layout of the main components. The pachinko gaming machine (gaming machine) 1 is broadly composed of a gaming board (gauge board) 2 that forms the gaming board surface, and a gaming machine frame (base frame) 3 that supports and fixes the gaming board 2. A gaming area is formed on the gaming board 2, and gaming balls, which serve as gaming media, are shot into this gaming area by a predetermined ball shooting device.

[0372] Note that the "variable display" of special symbols refers to, for example, the variable display of multiple types of special symbols (the same applies to other symbols described below). Variations include updating the display of multiple symbols, scrolling multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. When special symbols or the normal symbols described below vary, multiple types of special symbols or normal symbols are updated and displayed. When decorative symbols described below vary, multiple types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. Note that variations also include the display of a certain symbol flashing. At the end of the variable display, a predetermined special symbol is displayed stationary (also called derived or derived display) as the display result (the same applies to the variable display of other symbols described below). Note that variable display may also be expressed as variable display or variation.

[0373] The special symbol variably displayed on the first special symbol display device 4A is also called the "first special symbol," and the special symbol variably displayed on the second special symbol display device 4B is also called the "second special symbol." Also, a special symbol game using the first special symbol is also called the "first special symbol game," and a special symbol game using the second special symbol is also called the "second special symbol game." Note that there may be only one type of special symbol display device that variably displays the special symbol.

[0374] An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 is configured, for example, by an LCD (liquid crystal display device) or an organic EL (electro luminescence) display, and displays various effect images. The image display device 5 may also be configured by a projector and a screen. The image display device 5 displays various effect images.

[0375] For example, on the screen of the image display device 5, in synchronization with the first special symbol game or the second special symbol game, a variable display of multiple types of decorative symbols (such as symbols showing numbers, etc.) as decorative identification information different from the special symbols is performed. Here, in synchronization with the first special symbol game or the second special symbol game, decorative symbols are variably displayed (for example, scrolled up and down or updated) in each of the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R. The special symbol game and the variable display of decorative symbols executed in synchronization are collectively referred to simply as "variable display."

[0376] A display area for displaying a pending display corresponding to a variable display whose execution is pending and an active display corresponding to a variable display that is currently being executed may be provided on the screen of the image display device 5. The pending display and the active display are collectively referred to as a variable display-compatible display corresponding to the variable display.

[0377] The number of reserved variable displays is also called the reserved memory number. The reserved memory number corresponding to the first special game is also called the first reserved memory number, and the reserved memory number corresponding to the second special game is also called the second reserved memory number. The sum of the first reserved memory number and the second reserved memory number is also called the total reserved memory number.

[0378] A first hold indicator 25A and a second hold indicator 25B, each of which includes a plurality of LEDs, are provided at predetermined positions on the game board 2. The first hold indicator 25A displays the number of first hold memories by the number of lit LEDs. The second hold indicator 25B displays the number of second hold memories by the number of lit LEDs.

[0379] A winning ball device 6A is provided below the image display device 5, and a variable winning ball device 6B is provided to the right of the winning ball device 6A.

[0380] The winning ball device 6A forms a first start winning opening that is always kept in a constant open state so that game balls can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning opening, a predetermined number of prize balls (for example, three) are paid out and the first special game can be started.

[0381] The variable winning ball device 6B (a standard electric device) forms a second starting winning opening that changes between a closed state and an open state due to a solenoid 81 (see FIG. 11). The variable winning ball device 6B, for example, comprises an electric tulip-type device with a pair of movable wings. When the solenoid 81 is in the off state, the movable wings are in a vertical position, bringing the tips of the movable wings close to the winning ball device 6A, and the second starting winning opening is in a closed state where game balls cannot enter (also referred to as the second starting winning opening being in a closed state). On the other hand, when the solenoid 81 is in the on state, the movable wings of the variable winning ball device 6B are in a tilted position, so the second starting winning opening is in an open state where game balls can enter (also referred to as the second starting winning opening being in an open state). When a game ball enters the second starting winning opening, a predetermined number of prize balls (e.g., three) are paid out, and the second special game can be initiated. The variable winning ball device 6B may be any device that can be changed between a closed state and an open state, and is not limited to devices that include an electric tulip-type accessory.

[0382] General winning openings 10 that are always kept in a constant open state by a predetermined ball receiving member are provided at predetermined positions on the game board 2 (in the example shown in FIG. 9, three locations at the lower left of the game area and one location above the variable winning ball device 6B). In this case, when a ball enters one of the general winning openings 10, a predetermined number of game balls (for example, 10 balls) are paid out as prize balls.

[0383] Between the winning ball device 6A and the variable winning ball device 6B, a special variable winning ball device 7 having a large winning opening is provided. The special variable winning ball device 7 has a large winning opening door that is driven to open and close by a solenoid 82 (see Figure 11), and the large winning opening door forms the large winning opening as a specific area that changes between an open state and a closed state.

[0384] As an example, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door (for the special electric device) is in the off state, the large prize opening door closes the large prize opening, preventing game balls from entering (passing through) the large prize opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door is in the on state, the large prize opening door opens the large prize opening, making it easier for game balls to enter the large prize opening.

[0385] When a game ball enters the large prize opening, a predetermined number of game balls (for example, 14 balls) are paid out as prize balls. When a game ball enters the large prize opening, more prize balls are paid out than when a game ball enters, for example, the first start prize opening, the second start prize opening, or the general prize opening 10.

[0386] The entry of a gaming ball into each winning port, including the general winning port 10, is also referred to as a "winning." In particular, the entry into the starting port (first starting winning port, second starting winning port) is also referred to as a starting winning.

[0387] A normal symbol display 20 is provided at a predetermined position on the game board 2 (in the example shown in FIG. 9, at the lower left of the game area). As an example, the normal symbol display 20 is made up of a 7-segment LED or the like, and performs a variable display of normal symbols as multiple types of normal identification information different from the special symbols. The normal symbols are represented by numbers showing "0" to "9" or lighting patterns such as "-". The normal symbols may include a pattern in which all LEDs are turned off. Such a variable display of normal symbols is also called a normal symbol game.

[0388] A passing gate 41 through which the gaming ball can pass is provided on the right side of the image display device 5. When the gaming ball passes through the passing gate 41, a normal game is executed.

[0389] A normal symbol hold indicator 25C is provided below the normal symbol indicator 20. The normal symbol hold indicator 25C is configured to include, for example, four LEDs, and displays the normal symbol hold memory number, which is the number of normal symbol games that are pending execution, by the number of lit LEDs.

[0390] In addition to the above features, the surface of the game board 2 is provided with a windmill that changes the direction and speed of the game balls, as well as numerous obstacle nails. At the bottom of the game area, there is an outlet that takes in game balls that do not enter any of the winning holes.

[0391] Speakers 8L, 8R for reproducing and outputting sound effects and the like are provided at the upper left and right positions of the gaming machine frame 3. A main lamp 9a is provided above the image display device 5 on the gaming machine frame 3, and frame lamps 9b are provided on the left and right of the main lamp 9a so as to surround the gaming area. Furthermore, an attacca lamp 9c is provided near the special variable winning ball device 7 on the gaming board 2.

[0392] A movable body 32 that operates in accordance with the effects is provided at a predetermined position on the game board 2 (above the image display device 5 in FIG. 9). The movable body 32 is also provided with a movable body lamp 9d. The movable body lamp 9d, together with the main lamp 9a, frame lamp 9b, and attacca lamp 9c described above, may be collectively referred to as the game effect lamps 9. The main lamp 9a, frame lamp 9b, attacca lamp 9c, and movable body lamp 9d are each configured to include an LED.

[0393] At the lower right position of the gaming machine frame 3, there is provided a ball-hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a gaming ball toward the gaming area by the ball-hitting device.

[0394] A ball supply tray (upper tray) is provided at a predetermined position in the gaming machine frame 3 below the gaming area to hold (store) gaming balls dispensed as prize balls or gaming balls loaned from a predetermined ball loaning machine so that they can be supplied to the ball launching device. Note that the gaming machine frame 3 may be provided with a payout section (ball supply tray) separate from the upper tray from which prize balls are paid out when the upper tray is full.

[0395] A stick controller 31A that can be held and tilted by a player is attached to a predetermined position on the gaming machine frame 3 below the gaming area. The stick controller 31A is provided with a trigger button that can be pressed by a player. Operations on the stick controller 31A are detected by a controller sensor unit 35A (see FIG. 11).

[0396] A push button 31B that a player can press to give a predetermined instruction is provided at a predetermined position on the gaming machine frame 3 below the gaming area. The operation of the push button 31B is detected by a push sensor 35B (see FIG. 11).

[0397] In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but detection means other than these may also be provided.

[0398] FIG. 10 is a rear perspective view of the pachinko gaming machine 1. The main board 11 housed in a board case 201 is mounted on the rear of the pachinko gaming machine 1. A setting key 51 and a setting changeover switch 52 are provided on the main board 11. The setting key 51 functions as a lock switch for switching between a setting change state and a setting confirmation state. The setting changeover switch 52 functions as a setting switch for changing setting values ​​such as the probability of winning a jackpot and the payout rate in the setting change state. The setting key 51 and the setting changeover switch 52 may be attached to the outside of the main board 11, for example, at a predetermined position on the power supply board 17.

[0399] A display monitor 29 is disposed in the center of the back surface of the main board 11, and a display changeover switch 31 is disposed to the side of the display monitor 29. The display monitor 29 may be configured using, for example, a 7-segment LED display device. The display monitor 29 and the display changeover switch 31 are disposed in front of the main board 11 when the back side of the gaming board 2 is viewed with the gaming machine frame 3 open.

[0400] The display monitor 29 can display winning information such as consecutive win ratio, winning combination ratio, and base. The consecutive win ratio is the proportion of the number of winning balls that have entered the large winning slot (attacker) out of the total number of winning balls. The winning combination ratio is the proportion of the number of winning balls that have entered the second start winning slot (electric chute) and the number of winning balls that have entered the large winning slot (attacker) out of the total number of winning balls. The base is the proportion of the total number of winning balls to the number of game balls that have been shot out. When in a setting change state or a setting confirmation state, the display monitor 29 can display setting values ​​in the pachinko gaming machine 1. When in a setting change state or a setting confirmation state, the display monitor 29 only needs to be able to display setting values, etc. that are to be changed or confirmed.

[0401] When the gaming machine frame 3 is closed, the setting key 51 and setting changeover switch 52 cannot be operated from the front side of the pachinko gaming machine 1. A glass door frame 3a having a glass window is rotatably provided in the gaming machine frame 3, and the gaming area can be opened and closed by the glass door frame 3a. When the glass door frame 3a is closed, the gaming area can be seen through the glass window.

[0402] In the pachinko gaming machine 1, a security cover 50A is attached to the right end of the outer frame 1a, which is formed in a vertically long rectangular frame shape. When the gaming machine frame 3 is closed, the security cover 50A covers the right side of the circuit board case 201, which includes the setting keys 51 and setting changeover switch 52, from the rear side. The security cover 50A is a substantially L-shaped member including a short piece 50Aa and a long piece 50Ab, and may be made of a transparent synthetic resin.

[0403] (Outline of game progress) The game ball is launched towards the game area by the player rotating the ball hitting operation handle 30 provided on the pachinko game machine 1. When the game ball passes through the passing gate 41, a normal game is started by the normal symbol display 20. If the game ball passes through the passing gate 41 while the previous normal game is being played (if the game ball passes through the passing gate 41 but the normal game based on that passage cannot be played immediately), the normal game based on that passage is put on hold up to a predetermined upper limit number (for example, 4).

[0404] In this normal game, if a specific normal symbol (a normal winning symbol) is stopped and displayed, the display result of the normal symbol will be "normal winning". On the other hand, if a normal symbol other than the normal winning symbol (a normal losing symbol) is stopped and displayed as the confirmed normal symbol, the display result of the normal symbol will be "normal losing". When it becomes a "normal winning", an opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period of time (the second starting winning port is opened).

[0405] When a gaming ball enters a first start winning hole formed in the winning ball device 6A, a first special symbol game is started by the first special symbol display device 4A.

[0406] When a gaming ball enters a second start winning hole formed in the variable winning ball device 6B, a second special symbol game is started by the second special symbol display device 4B.

[0407] In addition, if a game ball enters (wins) the start winning hole during the period when the special game is being played or during the period when the game is controlled to the jackpot game state described below (when a start winning occurs but the special game based on that start winning cannot be played immediately), the execution of the special game based on that entry will be suspended up to a specified upper limit number (for example, 4).

[0408] In the special game, if a specific special symbol (a jackpot symbol, for example, "7"; the actual symbol varies depending on the type of jackpot, as described below) is displayed as a fixed special symbol, it is a "jackpot," and if a special symbol different from the jackpot symbol (a losing symbol, for example, "-") is displayed as a fixed special symbol, it is a "miss." Note that "misses" in this pachinko game machine 1 include "misses with time reduction," which are controlled to a high base state (time reduction state) from the next variable display without going through a jackpot game.

[0409] After the display result in the special game becomes "jackpot," the game is controlled to a jackpot game state, which is an advantageous state for the player.

[0410] In the jackpot game state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined manner. This open state continues until either a predetermined period of time (e.g., 29 seconds or 1.8 seconds) has elapsed, or until the number of game balls entering the large prize opening reaches a predetermined number (e.g., 9), whichever comes first. The predetermined period is the maximum period during which the large prize opening can be opened in one round, and is hereinafter also referred to as the maximum opening period. This cycle in which the large prize opening is opened is called a round (round game). In the jackpot game state, the round can be repeated until the predetermined maximum number of times (15 times or 2 times) is reached.

[0411] In the jackpot gaming state, the player can win prize balls by making the game ball enter the big prize opening. Therefore, the jackpot gaming state is advantageous to the player. The more rounds in the jackpot gaming state and the longer the open upper limit period, the more advantageous it is for the player.

[0412] It should be noted that a "jackpot" has a set type of jackpot. For example, there are prepared a number of types of opening modes of the jackpot entrance (number of rounds or upper limit of opening period) and game states after the jackpot game state (normal state, time-saving state, probability variable state, etc.), and the jackpot type is set according to these. The jackpot types may include a jackpot type that can obtain many prize balls, a jackpot type that can obtain few prize balls, or a jackpot type that can obtain almost no prize balls.

[0413] After the jackpot game state ends, the game may be controlled to a time-saving state or a special state depending on the type of jackpot.

[0414] In the time-saving state, control (time-saving control) is executed to shorten the average special symbol fluctuation time (the period during which the special symbol fluctuates) compared to the normal state. In the time-saving state, control (high opening control, high base control) is also executed to make it easier for the game ball to enter the second start winning hole by shortening the average normal symbol fluctuation time (the period during which the normal symbol fluctuates) compared to the normal state and by improving the probability of a "normal symbol hit" in the normal symbol game compared to the normal state. The time-saving state is a state in which the fluctuation efficiency of special symbols (especially the second special symbol) is improved, so it is an advantageous state for the player.

[0415] In the probability variable state (probability variable state), in addition to time-saving control, probability variable control is executed, which increases the probability that the display result will be a "jackpot" compared to the normal state. The probability variable state is an even more advantageous state for the player, as it not only improves the fluctuation efficiency of special symbols but also makes it easier to win a "jackpot."

[0416] The time-saving state or the probability variation state continues until one of the termination conditions is met first, such as the execution of a predetermined number of special game games or the start of the next jackpot game state. The termination condition, which is the execution of a predetermined number of special game games, is also called a count-cut (count-cut time-saving, count-cut probability variation, etc.).

[0417] The normal state refers to a game state other than advantageous states such as a jackpot game state that is advantageous to the player, and special states such as a time-saving state and a special probability state, and is a state in which the pachinko game machine 1, such as the probability that the display result in a normal game will be a "normal hit" and the probability that the display result in a special game will be a "jackpot", is controlled in the same way as the initial setting state of the pachinko game machine 1 (for example, when the specified recovery process is not executed after power is turned on, such as when a system reset is performed).

[0418] The state in which probability variable control is being executed is also called a high probability state, and the state in which probability variable control is not being executed is also called a low probability state. The state in which time-saving control is being executed is also called a high base state, and the state in which time-saving control is not being executed is also called a low base state. Combining these, the time-saving state is also called a low probability high base state, the probability variable state is a high probability high base state, and the normal state is a low probability low base state. The high probability state and low base state are also called a high probability low base state.

[0419] The game state may change based on the game ball passing through a specific area (for example, a specific area in a big prize opening) during the big win game state. For example, when the game ball passes through the specific area, the game state may be controlled to a probability variable state after the big win game state. (Progress of the production, etc.)

[0420] In the pachinko gaming machine 1, various effects (such as notifying the progress of the game or adding excitement to the game) are executed according to the progress of the game. These effects are described below. The effects are executed by displaying various effect images on the image display device 5, but in addition to or instead of these displays, they may be executed as sound output from the speakers 8L and 8R, turning on or off the game effect lamp 9, operating the movable body 32, or as effects using any effect device including some or all of these.

[0421] As an effect executed in accordance with the progress of the game, in response to the start of the first special symbol game or the second special symbol game, variable display of decorative symbols begins in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R provided on the image display device 5. At the timing when the display result (also called the determined special symbol) in the first special symbol game or the second special symbol game is statically displayed, the determined decorative symbol (combination of three decorative symbols) that is the display result of the variable display of the decorative symbols is also statically displayed (derived).

[0422] During the period from when the variable display of the decorative symbols starts to when it ends, the variable display of the decorative symbols may become a predetermined reach state (a reach is achieved). Here, the reach state refers to a state in which the decorative symbols that have not yet been stopped and displayed on the screen of the image display device 5 continue to be variable displayed when the decorative symbols that have stopped and displayed form part of a jackpot combination, which will be described later.

[0423] Furthermore, when the ready state is reached during the variable display of the decorative symbols, a ready effect is executed. In the pachinko gaming machine 1, a plurality of types of ready effects are executed, each with a different probability (also called the reliability of a jackpot or the expected probability of a jackpot) of the display result (the display result of the special game or the display result of the variable display of the decorative symbols) becoming a "jackpot" depending on the effect state. The ready effects include, for example, a normal reach and a super reach, which has a higher reliability of a jackpot than a normal reach.

[0424] When the display result of the special game is a "jackpot," a fixed decorative pattern that is a predetermined jackpot combination is derived as the display result of the variable display of decorative patterns on the screen of the image display device 5 (the display result of the variable display of decorative patterns is a "jackpot"). As an example, the same decorative patterns (for example, "7") are displayed stopped on predetermined effective lines in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R.

[0425] In the case of a "probability variable jackpot" that is controlled to a probability variable state after the end of the jackpot gaming state, odd numbered decorative symbols (for example, "7") are displayed stopped and aligned, and in the case of a "non-probability variable jackpot (normal jackpot)" that is not controlled to a probability variable state after the end of the jackpot gaming state, even numbered decorative symbols (for example, "6") may be displayed stopped and aligned. In this case, odd numbered decorative symbols are also called probability variable symbols, and even numbered decorative symbols are also called non-probability variable symbols (normal symbols). After a reach state is reached with non-probability variable symbols, a promotion effect may be executed that ultimately results in a "probability variable jackpot."

[0426] When the display result of the special symbol game is a "miss," the state of the variable display of the decorative symbol does not become a reach state, and a fixed decorative symbol of a non-reach combination (also called a "non-reach miss") may be displayed as a static display as a display result of the variable display of the decorative symbol (the display result of the variable display of the decorative symbol becomes a "non-reach miss"). Also, when the display result is a "miss," after the state of the variable display of the decorative symbol becomes a reach state, a fixed decorative symbol of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination may be displayed as a static display as a display result of the variable display of the decorative symbol (the display result of the variable display of the decorative symbol becomes a "reach miss").

[0427] The effects that the pachinko gaming machine 1 can execute include displaying the above-mentioned variable display compatible display (reserved display or active display). In addition, as other effects, for example, a preview effect that predicts the jackpot reliability is executed during the variable display of the decorative symbols. The preview effects include a preview effect that predicts the jackpot reliability in the variable display currently being executed, and a pre-read preview effect that predicts the jackpot reliability in the variable display before execution (variable display whose execution is reserved). As a pre-read preview effect, an effect that changes the display mode of the variable display compatible display (reserved display or active display) to a mode different from normal may be executed.

[0428] In addition, in the image display device 5, by temporarily stopping the decorative pattern during variable display and then restarting the variable display, a pseudo consecutive performance may be executed in which one variable display appears to be multiple variable displays.

[0429] During the jackpot gaming state, a jackpot effect is executed to notify the player of the jackpot gaming state. As the jackpot effect, an effect to notify the number of rounds or an improvement effect to indicate that the value of the jackpot gaming state is increasing may be executed.

[0430] Also, for example, when a special game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer waiting demo effect is executed).

[0431] (Board configuration) The pachinko gaming machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and the like, as shown in Fig. 11. In addition, various boards, such as a payout control board, an information terminal board, and a firing control board, are arranged on the back of the pachinko gaming machine 1. Furthermore, a power supply board 17 is also equipped. The various control boards are not only electronic circuit boards such as printed wiring boards on which conductor patterns are formed and on which electrical components can be mounted, but also electronic circuit mounting boards configured to realize specific electrical functions by mounting electrical components on electronic circuit boards.

[0432] A power switch 91 is connected to the power supply board 17, and by operating the power switch 91 (turning it on), power from an AC power source such as an external power source such as a commercial power supply, such as AC 100V, can be supplied from the power supply board 17 to electrical components including various control boards such as the main board 11 and the performance control board 12. The power supply board 17 includes, for example, a rectifier circuit for converting alternating current (AC) to direct current (DC), and a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (for example, DC 12V or DC 5V).

[0433] The main board 11 is the main control board and has the function of controlling the progress of the above-mentioned games in the pachinko game machine 1 (execution of special game (including management of reserved games), execution of regular game (including management of reserved games), jackpot game status, game status, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, etc.

[0434] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and is equipped with a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, and an I / O (Input / Output port) 105.

[0435] The CPU 103 executes a program stored in the ROM 101 to perform processing to control the progress of the game (processing to realize the functions of the main board 11). At this time, various data stored in the ROM 101 (such as data on variation patterns, performance control commands, and tables referenced when making various decisions) are used, and the RAM 102 is used as the main memory. The RAM 102 serves as a backup RAM in which the stored contents are preserved for a predetermined period of time even if a part or all of the power supply to the pachinko gaming machine 1 is stopped. Note that all or part of the program stored in the ROM 101 may be expanded into the RAM 102 and executed on the RAM 102.

[0436] The random number circuit 104 counts updatable numerical data indicating various random number values ​​(game random numbers) used when controlling the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).

[0437] I / O105 is configured to include, for example, an input port into which various signals (detection signals described below) are input, and an output port for transmitting various signals (signals that control (drive) the first special pattern display device 4A, the second special pattern display device 4B, the normal pattern display device 20, the first hold display device 25A, the second hold display device 25B, the normal pattern hold display device 25C, etc., solenoid drive signals).

[0438] The switch circuit 110 takes in detection signals (such as detection signals indicating that a game ball has passed through or entered and the switch has been turned on) from various switches for detecting game balls (gate switch 21, start port switches (first start port switch 22A and second start port switch 22B), count switch 23), and transmits them to the game control microcomputer 100. The transmission of the detection signals indicates that the game ball has passed through or entered.

[0439] The switch circuit 110 receives a reset signal, a power-off signal, and a clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal for stopping the operation of control circuits such as the game control microcomputer 100, and can be output using any of a power supply monitoring circuit, an IC with a built-in watchdog timer, and a system reset IC. The power-off signal is turned off when a predetermined power supply voltage used in the pachinko gaming machine 1 exceeds a predetermined value, and is turned on when the period during which the predetermined power supply voltage remains below the predetermined value continues for a power-off reference time or longer. The clear signal is turned on, for example, by pressing a clear switch 92 provided on the power supply board 17.

[0440] The solenoid circuit 111 transmits a solenoid drive signal (for example, a signal to turn on the solenoid 81 or the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for the normal electric device and the solenoid 82 for the big prize opening door.

[0441] The main board 11 is connected to a display monitor 29, a display changeover switch 31, a setting key 51, a setting changeover switch 52, and a door open sensor 90. The door open sensor 90 detects the opening of the gaming machine frame 3 including the glass door frame 3a.

[0442] As part of controlling the progress of the game, the main board 11 (game control microcomputer 100) supplies presentation control commands (commands that specify (notify) the progress of the game, etc.) to the presentation control board 12 in accordance with the progress of the game. The presentation control commands output from the main board 11 are relayed by the relay board 15 and supplied to the presentation control board 12. The presentation control commands include, for example, commands that specify various determination results on the main board 11 (for example, the display results of the special game (including the type of jackpot), the variable patterns used when executing the special game (details will be described later)), the status of the game (for example, the start and end of the variable display, the opening status of the big prize opening, the occurrence of a win, the number of reserved memories, the game status), the occurrence of an error, etc.

[0443] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances according to the progress of the game, including various notifications such as driving the movable body 32, error notifications, and notifications of power outage recovery) based on the received performance control commands.

[0444] The performance control board 12 is equipped with a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.

[0445] The performance control CPU 120 executes a program stored in the ROM 121 to perform processing for executing performances together with the display control unit 123 (processing for realizing the above-mentioned functions of the performance control board 12, including determining the performance to be executed, etc.). At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.

[0446] The presentation control CPU 120 may instruct the display control unit 123 to execute a presentation based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals that are output when an operation by a player is detected and that appropriately indicate the content of the operation).

[0447] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and executes a performance based on a performance execution instruction from the performance control CPU 120.

[0448] The display control unit 123 supplies a video signal corresponding to the effect to be executed to the image display device 5 based on an instruction to execute the effect from the effect control CPU 120, thereby displaying an effect image on the image display device 5. The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 and a lamp signal (a signal designating the on / off state of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the effect image and to turn on / off the game effect lamp 9. The display control unit 123 also supplies a signal to operate the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.

[0449] The audio control board 13 is equipped with various circuits that drive the speakers 8L and 8R, and drives the speakers 8L and 8R based on the sound designation signal, causing the speakers 8L and 8R to output the sound designated by the sound designation signal.

[0450] The lamp control board 14 is equipped with various circuits that drive the game effect lamps 9, and drives the game effect lamps 9 based on the lamp signals, turning the game effect lamps 9 on and off in the manner specified by the lamp signals. In this way, the display control unit 123 controls the sound output and the turning on and off of the lamps.

[0451] In addition, the control of audio output, turning on / off of lamps (such as supplying sound designation signals and lamp signals), and control of movable body 32 (such as supplying signals to operate movable body 32) may be performed by the performance control CPU 120.

[0452] The random number circuit 124 counts updatable numerical data indicating various random number values ​​(performance random numbers) used to execute various performances. The performance random numbers may be updated by the performance control CPU 120 executing a predetermined computer program (updated by software).

[0453] The I / O 125 mounted on the performance control board 12 includes an input port for taking in performance control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, lamp signals).

[0454] Sub-boards other than the main board 11, such as the performance control board 12, the sound control board 13, and the lamp control board 14, are also called sub-boards. As in the pachinko game machine 1, multiple sub-boards may be provided for different functions, or one sub-board may be configured to have multiple functions.

[0455] (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described.

[0456] (Main operations of the main board 11) First, we will explain the main operations of the main board 11. When power supply to the pachinko gaming machine 1 starts, the game control microcomputer 100 starts up and the game control main process is executed by the CPU 103. Figure 12 is a flowchart showing the game control main process executed by the CPU 103 on the main board 11.

[0457] 12, the CPU 103 first sets interrupts to be prohibited (step S901). Then, necessary initial settings are performed (step S902). The initial settings include setting a stack pointer, register settings for built-in devices (CTC (counter / timer circuit), parallel input / output port, etc.), and setting the RAM 102 to be accessible.

[0458] Next, it is determined whether the recovery condition is met (step S903). The recovery condition can be met when the clear signal is in the OFF state, backup data is present, and the backup RAM is normal. When power supply to the pachinko gaming machine 1 is started, if a clear switch provided on the power supply board 17, for example, is pressed, an ON clear signal is input to the game control microcomputer 100. If such an ON clear signal is input, it is determined in step S3 that the recovery condition is not met. The backup data only needs to be able to be saved in the RAM 102, which serves as the backup RAM for game control. In step S3, it is determined whether the recovery condition can be met by checking or inspecting the presence or absence of backup data, the presence or absence of data errors, etc.

[0459] If the restoration condition is met (step S903; Yes), a restoration process (step S904) is executed, followed by a setting confirmation process (step S905). The restoration process of step S4 sets a working area based on the contents stored in RAM 102. By setting the working area using the backup data stored in RAM 102, the game state when the power supply was stopped is restored, and if, for example, a special symbol was fluctuating, it is sufficient if the fluctuating special symbol can be resumed from the state before the power supply was stopped.

[0460] If the recovery condition is not met (step S903; No), an initialization process (step S906) is executed, followed by a setting change process (step S907). The initialization process in step S906 includes a clearing process for clearing flags, counters, and buffers stored in the RAM 102, and initial values ​​are set in the work area by executing the clearing process.

[0461] In the setting confirmation process of step S905, it is determined whether a predetermined setting confirmation condition is met. The setting confirmation condition is met, for example, when the power supply is started, the detection signal from the door open sensor 90 is in the ON state and the setting key 51 is turned ON. The setting confirmation process of step S905 is executed when the restoration condition, including the clear signal being in the OFF state, is met in step S903. Therefore, the setting confirmation condition can be met only when the clear signal is in the OFF state, and therefore the clear signal being in the OFF state can also be included in the setting confirmation condition.

[0462] If the setting confirmation condition is met in the setting confirmation process of step S905, the pachinko gaming machine 1 enters a setting confirmation state in which the setting values ​​set therein can be confirmed, and a setting confirmation start command is sent from the main board 11 to the performance control board 12. In the setting confirmation state, it is possible to confirm the setting values ​​set therein by displaying them on the display monitor 29. When the setting confirmation state is to be ended, a setting confirmation end command is sent from the main board 11 to the performance control board 12.

[0463] When the pachinko gaming machine 1 is in the setting confirmation state, it may be in a game stop state in which the progress of the game in the pachinko gaming machine 1 is stopped. In the game stop state, the launch of game balls by operating the ball-hitting handle, the detection of game balls by various switches, etc. are stopped, and the first special symbol display device 4A, the second special symbol display device 4B, and the normal symbol display device 20 may be controlled to freeze and display a losing symbol or the like, or to display a symbol corresponding to a game stop state other than a losing symbol. When the setting confirmation state ends, the game stop state that accompanies it may also end.

[0464] In the setting change process of step S907, it is determined whether a predetermined setting change condition is met. The setting change condition is met, for example, when power supply is started, the detection signal from the door open sensor 90 is in the ON state, and the setting key 51 is turned ON. The setting change condition may also include the clear signal being in the ON state.

[0465] If the setting change condition is met in the setting change processing of step S907, the pachinko gaming machine 1 enters a setting change state in which the setting value set therein can be changed, and a setting change start command is sent from the main board 11 to the performance control board 12. In the setting change state, the setting value is displayed on the display monitor 29, and the numerical value displayed on the display monitor 29 is sequentially updated and displayed each time operation of the setting change switch 52 is detected. Thereafter, when the setting key 51 is turned off by an attendant at the gaming parlor or the like, the setting value displayed on the display monitor 29 is stored (updated and stored) in the backup area of ​​the RAM 102, and the display monitor 29 is turned off. To end the setting change state, a setting change end command is sent from the main board 11 to the performance control board 12.

[0466] When the pachinko gaming machine 1 is in the setting change state, the pachinko gaming machine 1 may be put into a game stop state, just as when it is in the setting confirmation state. When the setting change state ends, the accompanying game stop state may also end.

[0467] On the performance control board 12 side, when a setting check start command or a setting change start command is received, control may be performed to notify that the setting is being checked or changed. For example, a predetermined image may be displayed on the image display device 5, a predetermined sound may be output from the speakers 8L and 8R, or a light-emitting member such as the game effect lamp 9 may be made to emit light in a predetermined manner.

[0468] The clear signal is turned on by, for example, pressing a clear switch provided on power supply board 17. Therefore, if the detection signal from door open sensor 90 is on and setting key 51 is on when power supply is started, if the clear switch is on, the initialization process of step S906 and the setting change process of step S907 are executed, allowing control to the setting change state; if the clear switch is off, the recovery process of step S904 and the setting confirmation process of step S905 are executed, allowing control to the setting confirmation state. If the detection signal from door open sensor 90 is off or the setting key 51 is off when power supply is started, if the clear switch is on, the initialization process of step S906 is executed but the device is not controlled to the setting change state; if the clear switch is off, the recovery process of step S904 is executed but the device is not controlled to the setting confirmation state.

[0469] After executing the setting confirmation process or setting change process, the CPU 103 executes a random number circuit setting process to initialize the random number circuit 104 (step S908). Then, the CPU 103 sets the register of the CTC built into the game control microcomputer 100 so that a timer interrupt occurs periodically at predetermined intervals (e.g., 2 ms) (step S909), and permits the interrupt (step S9010). After that, a loop process is entered. Thereafter, an interrupt request signal is sent from the CTC to the CPU 103 at predetermined intervals (e.g., 2 ms), and the CPU 103 can periodically execute timer interrupt process.

[0470] After executing the game control main process, the CPU 103 receives an interrupt request signal from the CTC and accepts the interrupt request, and then executes the game control timer interrupt process shown in the flowchart of Fig. 13. When the game control timer interrupt process shown in Fig. 13 starts, the CPU 103 first executes a predetermined switch process to determine whether or not detection signals have been received from various switches, such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23, via the switch circuit 110 (step S21). Next, the CPU 103 executes a predetermined main error process to diagnose abnormalities in the pachinko gaming machine 1, and can issue a warning if necessary based on the diagnosis results (step S22). After that, the CPU 103 executes a predetermined information output process to output data, such as jackpot information (information indicating the number of jackpots), start information (information indicating the number of start winnings), and probability fluctuation information (information indicating the number of times a probability variable state has been entered), which are supplied to a hall management computer installed outside the pachinko gaming machine 1 (step S23).

[0471] Following the information output process, a game random number update process is executed to update at least a part of the game random numbers used on the main board 11 side by software (step S24). After this, the CPU 103 executes a special symbol process process (step S25). By executing the special symbol process process at each timer interruption, the CPU 103 realizes the management of the execution and reservation of the special symbol game, the control of the jackpot game state, the control of the game state, etc.

[0472] Following the special symbol process, a normal symbol process is executed (step S26). By the CPU 103 executing the normal symbol process at each timer interrupt, it is possible to manage the execution and reservation of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passage gate 41), and to control the opening of the variable winning ball device 6B based on a "normal symbol hit". The normal symbol game is executed by driving the normal symbol display 20, and the number of normal symbols reserved is displayed by lighting up the normal symbol reservation display 25C.

[0473] After the normal symbol process processing is executed, as part of the game control timer interrupt processing, processing when a power outage occurs, processing for paying out prize balls, etc. may be executed. After that, the CPU 103 executes command control processing (step S27). The CPU 103 may set a performance control command to be sent in each of the above processes. In the command control processing of step S27, a process is performed in which the set performance control command to be sent is transmitted to a sub-side control board such as the performance control board 12. After the command control processing is executed, an interrupt is permitted and then the game control timer interrupt processing is terminated.

[0474] Fig. 14 is a flowchart showing an example of the special symbol process executed in step S25 shown in Fig. 13. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).

[0475] In the start winning determination process, a process is executed to detect the occurrence of a start winning, store pending information in a predetermined area of ​​RAM 102, and update the number of pending memories. When a start winning occurs, a random number value for determining the display result (including the type of jackpot) and the variation pattern is extracted and stored as pending information. A process for predicting the display result and variation pattern may also be executed based on the extracted random number value. After the pending information and the number of pending memories are stored, a transmission setting is performed to transmit a performance control command to the performance control board 12 to specify the determination results, such as the occurrence of a start winning, the number of pending memories, and the predictive determination. The performance control command thus transmitted and set for the start winning is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process is completed, by executing the command control process of step S27 shown in FIG. 12.

[0476] After executing the start winning determination process in step S101, the CPU 103 selects and executes one of the processes of steps S110 to S120 according to the value of the special symbol process flag provided in the RAM 102. In each process of the special symbol process process (steps S110 to S120), a transmission setting is made to transmit a performance control command corresponding to each process to the performance control board 12.

[0477] The normal special symbol processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this normal special symbol processing, a determination is made as to whether to start the first or second special symbol game based on the presence or absence of reserved information. Furthermore, in the normal special symbol processing, based on a random number value for determining the display result, whether the display result of the special symbol or decorative symbol is a "jackpot" and, if so, the type of jackpot, are determined (predetermined) before the display result is derived and displayed. Furthermore, in the normal special symbol processing, a fixed special symbol (either a jackpot symbol or a losing symbol) to be displayed in the special symbol game is set corresponding to the determined display result. Thereafter, the value of the special symbol process flag is updated to "1," and the normal special symbol processing ends. The special symbol game using the second special symbol may be executed with priority over the special symbol game using the first special symbol (also known as special symbol 10 priority consumption). In addition, the order in which the game balls enter the first start winning port and the second start winning port may be stored, and the conditions for starting the special game may be met in the order in which the balls enter (also called "consuming the order in which the balls enter").

[0478] When making various decisions based on random numbers, various tables stored in ROM 101 (tables in which decision values ​...

Claims

[Claim 1] A gaming machine that can be controlled to an advantageous state that is advantageous to a player, a suggestion performance execution means capable of executing a plurality of types of suggestion performances including a first suggestion performance, a second suggestion performance, a third suggestion performance, and a fourth suggestion performance as suggestion performances that suggest control to the advantageous state; a development performance execution means capable of executing a first development performance before the performance result of the first suggestion performance is notified, and capable of executing a second development performance different from the first development performance after it is notified that the advantageous state will not be controlled as a performance result of the second suggestion performance; A chance-up effect execution means for executing a chance-up effect in which the degree of expectation controlled to the advantageous state varies depending on the number of times the effect is executed during the execution of the suggestion effect; A notice performance execution means capable of executing notice performances with different expectations depending on the performance mode; A special image display effect execution means capable of displaying a special image; and a special performance execution means capable of executing a special performance that changes the preview performance executed in one performance mode to a performance mode with a higher expectation than the one performance mode by using the displayed special image, The suggestion performance execution means includes: The third suggestion performance can be executed after the first development performance is executed, The fourth suggestion performance can be executed after the second development performance is executed, The chance-up effect execution means includes: The chance-up effect can be executed so that the number of times that the chance-up effect is executed when the third suggestion effect is being executed is greater than the number of times that the chance-up effect is executed when the first suggestion effect is being executed, The chance-up effect can be executed such that the number of times that the chance-up effect is executed when the fourth suggestion effect is executed is equal to or less than the number of times that the chance-up effect is executed when the second suggestion effect is executed, The suggestion performance execution means includes: After informing the player that the game will not be controlled to the advantageous state as a result of the suggestive performance, a performance of a revival mode informing the player that the game will be controlled to the advantageous state can be executed; When the fourth suggestion performance is executed after the second development performance is executed, the fourth suggestion performance does not execute a revival mode performance, The first development performance includes an information display performance that suggests that the advantageous state is controlled by displaying information, The information display performance includes a first information display performance that displays first information composed of a first number of pieces of information, and a second information display performance that can be executed after the first information display performance and that displays second information composed of a second number of pieces of information, In the first information display performance, the first information can be divided into a plurality of pieces of information and sequentially displayed, and in the second information display performance, the second information can be divided into a plurality of pieces of information and sequentially displayed, A display start mode when starting to display the first information in the first information display performance is different from a display start mode when starting to display the second information in the second information display performance, When the presentation mode of the preview presentation is changed by the special presentation, there are a plurality of presentation modes after the change, and the proportion of the advantageous state controlled varies depending on which presentation mode is changed to. A gaming machine characterized by:

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