Gaming Machines

By using multiple display areas and different display modes in the game console, the size and color of characters and character displays are dynamically adjusted, and the problem of insufficient display lines in the prior art is solved, which improves the fun of the game console and player participation.

JP7662884B2Active Publication Date: 2025-04-15SANKYO CO LTD

Patent Information

Application Number
JP2024163567
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-09-20
Publication Date
2025-04-15
Estimated Expiration
2041-09-16

AI Technical Summary

Technical Problem

The existing SuperDi effect has shortcomings in displaying lines, which affects the player's experience.

Method used

By introducing multiple display areas and different display modes into the game console, the size and color of characters and character displays are dynamically adjusted to provide a more attractive visual effect when controlling the dominant state.

Benefits of technology

It improves the fun of the game console and player participation, making the control of advantageous state more intuitive and trustworthy.

✦ 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 heightening interest by the way of display of character's speech in a ready-to-win performance.SOLUTION: A character, and a literal notation related to the character can be displayed during story ready-to-win, and the character and a speech L can be displayed on a display area on a screen center, and a speech S which is smaller than the speech L can be displayed on the display area on the screen end. In a display mode of the speech L and the speech S, there are a white display mode, and a red display mode having a higher expectation degree than the white one, and when being controlled by jackpot, a rate in which the speech L is displayed in the red display mode is higher than a rate in which the speech S is displayed in the red display mode.SELECTED DRAWING: Figure 1
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Description

[Technical field]

[0001] The present invention relates to a gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player. [Background technology]

[0002] In pachinko and other gaming machines, there is a super reach effect in which a friendly character and an enemy character face off in a reach effect, and the reach effect is executed while the lines of both characters are displayed (see, for example, Patent Document 1 and Patent Document 2). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2017-125667 A [Patent Document 2] JP 2020-050316 A Summary of the Invention [Problem to be solved by the invention]

[0004] In the super reach presentation in which the lines described in Patent Documents 1 and 2 are displayed, there was room for improvement in the way the lines were displayed.

[0005] The present invention aims to improve the entertainment value of a gaming machine equipped with a super reach effect in which lines are displayed. [Means for solving the problem]

[0006] The gaming machine of the present invention is A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A performance execution means capable of executing a performance, The performance execution means includes: A specific performance can be executed to notify whether or not the advantageous state is controlled, A character can be displayed during the execution of the specific performance, A first character display, a second character display, and a third character display related to the character can be displayed according to the progress of the specific performance; a first display area capable of displaying the character and the first character display, and a second display area capable of displaying the second character display without displaying the character; The specific performance includes an introduction part until the result of the control of the advantageous state is notified, and a result notification part that notifies the result of the control of the advantageous state. In the introduction part, the first character display and the second character display can be displayed, In the result notification part, the third character display can be displayed, the first character representation is larger than the second character representation; The display mode of the first character display includes a basic display mode and a high expectation display mode that is more likely to be selected when the game is controlled to the advantageous state than the basic display mode, The display mode of the second character display includes the basic display mode and the high expectation display mode, The display mode of the third character display is a result notification mode corresponding to the result notification part, When controlled to the advantageous state, a rate at which the first character display is displayed in the high expectation display mode is higher than a rate at which the second character display is displayed in the high expectation display mode; A display time of the first character display displayed in the first display area is longer than a display time of the second character display displayed in the second display area.

[0007] According to this feature, by differentiating the way the characters and text displays are displayed in the predetermined presentation and the specific presentation, it is possible to provide a gaming machine that does not tire the player.

[0008] Furthermore, the present invention may have only the invention-specific matters described in the claims of the present invention, or may have the invention-specific matters described in the claims of the present invention as well as configurations other than the invention-specific matters. [Brief description of the drawings]

[0009] [Figure 1] FIG. 2 is a front view of the pachinko gaming machine according to this embodiment. [Diagram 2] FIG. 2 is a rear perspective view of the pachinko game machine according to this embodiment. [Diagram 3] 1 is a configuration diagram showing various control boards etc. installed in a pachinko gaming machine. [Figure 4] 13 is a flowchart showing an example of a game control main process. [Diagram 5] 13 is a flowchart showing an example of a timer interrupt process for game control. [Figure 6] 13 is a flowchart showing an example of a special symbol process. [Figure 7] FIG. 11 is an explanatory diagram showing an example of a performance control main process. [Figure 8] FIG. 11 is a diagram showing an example of a performance control process. [Figure 9] 1 is a configuration diagram showing various control boards etc. installed in a pachinko gaming machine. [Figure 10] This is a diagram showing the numerical range of a jackpot and the numerical range of a miss with time-saving in the variable display of the first special chart in normal state or time-saving state. [Figure 11] FIG. 13 is an explanatory diagram showing a time-saving count determination table. [Figure 12] An explanatory diagram showing a specific example of a fluctuation pattern determination table. [Figure 13] An explanatory diagram showing a specific example of a fluctuation pattern determination table. [Figure 14] An explanatory diagram showing a specific example of a fluctuation pattern determination table. [Figure 15] An explanatory diagram showing a specific example of a fluctuation pattern determination table. [Figure 16] FIG. 2 is an explanatory diagram showing the names and contents of each main control command. [Figure 17] FIG. 2 is an explanatory diagram showing the game control main processing. [Figure 18]FIG. 13 is an explanatory diagram showing normal processing of special symbols. [Figure 19] FIG. 13 is an explanatory diagram showing normal processing of special symbols. [Figure 20] FIG. 13 is an explanatory diagram showing the special pattern stopping process. [Figure 21] FIG. 13 is an explanatory diagram showing the special pattern stopping process. [Figure 22] FIG. 11 is an explanatory diagram showing a variable display start setting process. [Diagram 23] FIG. 13 is an explanatory diagram showing the preview performance determination process. [Figure 24] 13 is an explanatory diagram showing the chance-up effect determination process. FIG. [Diagram 25] 13 is an explanatory diagram of the ratio of chance-up effects. FIG. [Figure 26] An explanatory diagram of the timing and rate of chance-up effects. [Figure 27] FIG. 13 is an explanatory diagram of when a battle reach is executed. [Figure 28] FIG. 13 is an explanatory diagram of when a battle reach is executed. [Figure 29] FIG. 13 is an explanatory diagram of when a battle reach is executed. [Diagram 30] FIG. 13 is an explanatory diagram of when a battle reach is executed. [Diagram 31] FIG. 13 is an explanatory diagram of when a battle reach is executed. [Diagram 32] FIG. 13 is an explanatory diagram of when a battle reach is executed. [Diagram 33] FIG. 13 is an explanatory diagram of a case where story reach A is executed. [Diagram 34] FIG. 13 is an explanatory diagram of a case where story reach A is executed. [Diagram 35] FIG. 13 is an explanatory diagram of a case where story reach A is executed. [Diagram 36] FIG. 13 is an explanatory diagram of a case where story reach A is executed. [Figure 37] FIG. 13 is an explanatory diagram of a case where story reach A is executed. [Figure 38] FIG. 13 is an explanatory diagram of a case where story reach A is executed. [Figure 39] FIG. 13 is an explanatory diagram of a case where story reach A is executed. [Diagram 40] FIG. 13 is an explanatory diagram of a case where story reach A is executed. [Diagram 41] FIG. 13 is an explanatory diagram of the case where story reach B is executed. [Diagram 42] FIG. 13 is an explanatory diagram of the case where story reach B is executed. [Diagram 43] FIG. 13 is an explanatory diagram of the case where story reach B is executed. [Diagram 44] FIG. 13 is an explanatory diagram of the case where story reach B is executed. [Diagram 45] FIG. 13 is an explanatory diagram of the case where story reach B is executed. [Diagram 46] FIG. 13 is an explanatory diagram of the case where story reach B is executed. [Figure 47] FIG. 13 is an explanatory diagram of the case where story reach B is executed. [Figure 48] FIG. 13 is an explanatory diagram of the case where story reach B is executed. [Figure 49] An explanatory diagram of the aspect of the chance-up presentation of line L. [Figure 50] 13 is an explanatory diagram of when the chance-up effect of line L is executed. [Figure 51] This is an explanatory diagram of the timing when the chance-up effect of the Battle Reach line S is executed. [Figure 52] This is an explanatory diagram of the timing when the chance-up effect of the story reach line S is executed. [Diagram 53] This is an explanatory diagram of the timing when the chance-up effect of line L in a story reach is executed. [Figure 54] This is an explanatory diagram of the period during which the chance-up effect of the story reach line L is executed. [Figure 55] This is an explanatory diagram comparing the dialogue S of story reach and battle reach. [Figure 56]This is an explanatory diagram comparing the hit and miss times of Story Reach and Battle Reach. [Figure 57] This is an explanatory diagram of the chance-up effect of line L. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS An embodiment of a gaming machine according to the present invention will be described below with reference to the drawings.

[0011] (Features: SKY form)

[0012] (SKY2021-1150) The gaming machine type 1-1 is A gaming machine that can be controlled to an advantageous state for a player (e.g., a jackpot, etc.), A performance execution means capable of executing a performance (for example, a performance control CPU 120, etc.); A display means (for example, an image display device 5, etc.), The effect execution means is capable of executing a specific effect (e.g., Story Reach A, Story Reach B, etc.) that suggests that the game will be controlled to the advantageous state, The display means includes: A character can be displayed during the execution of the specific performance (for example, Story Reach A (FIG. 34), Story Reach B (FIG. 42), etc.), A first character display (e.g., a line L, etc.) and a second character display (e.g., a line S, etc.) related to the character can be displayed according to the progress of the specific performance, a first display area capable of displaying the character and the first character display (for example, a character and a line L are displayed in a display area at the center of the image display device 5), and a second display area capable of displaying the second character display without displaying the character (for example, a display area image SKY005 is displayed in a display area at an end of the image display device 5, and a line S is displayed superimposed on the display area image SKY005), the first character representation is larger than the second character representation; The display mode of the first character display includes a basic display mode (e.g., white, etc.) and a high expectation display mode (e.g., red or a corresponding color, etc.) that is more likely to be selected when the game is controlled to the advantageous state than the basic display mode, The display mode of the second character display includes the basic display mode (e.g., white, etc.) and the high expectation display mode (e.g., red, etc.), When controlled to the advantageous state, the percentage of the first character display being displayed in the high expectation display mode (for example, the percentage of the line L being displayed in a red display mode, etc.) is higher than the percentage of the second character display being displayed in the high expectation display mode (for example, the percentage of the line S being displayed in a red display mode, etc.).

[0013] According to this feature, by making the size of the character display displayed in the first display area and the second display area different, and the proportion of the character display displayed in the second display mode, it is possible to draw attention to the character display displayed in each display area.

[0014] A light emitting means (e.g., a main lamp, a frame lamp, etc.); A light emission control means (e.g., a performance control CPU 120, etc.) capable of controlling the light emission means; Audio output means (e.g., speakers 8L and 8R); A sound output control means (e.g., a performance control CPU 120, etc.) capable of controlling the sound output means; A movable body control means (e.g., a performance control CPU 120, etc.) capable of controlling the operation of the movable body; the light emission control means is capable of causing the light emitting means to emit light in a light emission mode of the same color as the high expectation display mode (for example, a red light emission mode, a light emission mode of a corresponding color, etc.) when the first character display (for example, a line L, etc.) is displayed in the high expectation display mode, the sound output control means is capable of, when the first character display is displayed in the high expectation display mode, outputting a sound corresponding to the high expectation display mode from the sound output means (for example, when the dialogue L is displayed in a red display mode, outputting a sound corresponding to the color red, etc.); The movable body control means is capable of moving the movable body when the first character display is displayed in the high expectation display mode (for example, when the line L is displayed in a red display mode, the movable body SKY004 moves, etc.).

[0015] According to this feature, the execution of the chance-up effect can be clearly communicated to the player, thereby increasing the player's interest in the game.

[0016] The gaming machine of form 1-3 is the gaming machine according to form 1-1. The first character display is displayed in a moving manner (for example, displayed while moving, etc.).

[0017] According to this feature, the first character display can attract more attention, and interest in the game can be increased.

[0018] The gaming machine of form 1-4 is a gaming machine according to any one of forms 1-1 to 1-3, The display time of the first character display is longer than the display time of the second character display (for example, the display time of the first line of dialogue L (SKY007) is designed to be longer than the display time of the line S (SKY006)).

[0019] According to this feature, the first character display can attract more attention, and interest in the game can be increased.

[0020] (Features: SKY form)

[0021] (SKY2021-1151) The gaming machine type 2-1 is A gaming machine that can be controlled to an advantageous state for a player (e.g., a jackpot, etc.), A performance execution means capable of executing a performance (for example, a performance control CPU 120, etc.); A display means (for example, an image display device 5, etc.), The effect execution means is capable of executing a specific effect (e.g., Story Reach A, Story Reach B, etc.) that suggests that the game will be controlled to the advantageous state, The specific performance is composed of a first performance part (e.g., (2-11) to (2-11), etc.) and a second performance part (e.g., (2-22) to (2-36), etc.), The display means includes: A predetermined display (e.g., a line L, etc.) related to the specific performance can be displayed according to the progress of the specific performance, The predetermined display can be displayed multiple times during the execution of the first performance part (for example, (2-11) to (2-11), etc.), The predetermined display can be displayed multiple times during the execution of the second performance part (for example, (2-22) to (2-36), etc.), The display mode of the predetermined display includes a basic display mode (e.g., white, etc.) and a high expectation display mode (e.g., red or a corresponding color, etc.) that is more likely to be selected when the game is controlled to the advantageous state than the basic display mode, The display pattern of the predetermined display in the first performance part includes a first pattern in which the predetermined display is displayed multiple times by the basic display mode (for example, the dialogue L is displayed in a white display mode, etc.), and a second pattern in which the predetermined display is displayed multiple times including the high expectation display mode (for example, the dialogue L changes from a white display mode to a red display mode, etc.), When the predetermined display is displayed according to the first pattern in the first performance part (for example, the dialogue L is displayed in the white display mode (2-11) to (2-11), etc.), the predetermined display is displayed multiple times in the basic display mode in the subsequent second performance part (for example, the dialogue L is displayed in the white display mode (2-22) to (2-36), etc.), and when the predetermined display is displayed according to the second pattern in the first performance part (for example, the dialogue L changes from the white to the red display mode (2-11) to (2-11), etc.), the predetermined display is displayed multiple times including the high expectation display mode in the subsequent second performance part (for example, the dialogue L changes from the white to the red display mode (2-22) to (2-36), etc.).

[0022] According to this feature, the predetermined display shown in the first presentation part is displayed again in the second presentation part, making the predetermined display more likely to leave an impression on the player, thereby enhancing the presentation effect of the specific presentation.

[0023] The gaming machine of aspect 2-2 is the gaming machine according to aspect 2-1, The display time of the specified display (e.g., line L displayed for the second time) displayed in the second performance part is shorter than that of the specified display (e.g., line L displayed for the first time) displayed in the first performance part.

[0024] According to this feature, a predetermined display that has been displayed once is displayed again, thereby enabling the player to recognize that the predetermined display is an important display, and by shortening the display time when it is displayed for the second time, the change can be made smooth.

[0025] A light emitting means (e.g., a main lamp, a frame lamp, etc.); A light emission control means (e.g., a performance control CPU 120, etc.) capable of controlling the light emission means; Audio output means (e.g., speakers 8L and 8R); A sound output control means (e.g., a performance control CPU 120, etc.) capable of controlling the sound output means, The light emission control means When the predetermined display is displayed in the high expectation display mode in the first performance part, the light emitting means can be made to emit light in a light emitting mode of the same color as the high expectation display mode (for example, a red light emitting mode, a light emitting mode of a corresponding color, etc.); When the predetermined display is displayed in the high expectation display mode in the second performance part, the light emitting means can be caused to emit light in a light emitting mode corresponding to the second predetermined part (for example, a white light emitting mode flashing at high speed, etc.); The sound output control means When the predetermined display is displayed in the high expectation display mode in the first performance part, a sound (e.g., specific sound 1, specific sound 3, etc.) corresponding to the high expectation display mode can be output from the sound output means, When the specified display is displayed in the high expectation display mode in the second performance part, it is possible to output a sound corresponding to the second specified part (e.g., specific sound 2, etc.) from the sound output means.

[0026] According to this feature, in the first performance part, the predetermined display can be focused on, and in the second performance part, the second predetermined part and the predetermined display can be focused on at the same time.

[0027] The gaming machine of form 2-4 is a gaming machine according to any one of forms 2-1 to 2-3, In the second performance part, the predetermined display and a character image related to the specific performance are displayed alternately (for example, the ally character 004IWC02 and the line L are displayed alternately, etc.).

[0028] According to this feature, by displaying the predetermined display while sandwiching the character in the second performance part, the association between the character and the predetermined display can be strengthened, thereby increasing interest in the game.

[0029] The gaming machine of form 2-5 is a gaming machine according to any one of forms 2-1 to 2-4, In the second performance part, the predetermined display is displayed in a swaying manner (for example, a display while swaying quickly up and down and left and right, etc.).

[0030] According to this feature, by adding movement to the re-displayed predetermined display, it is possible to make it more memorable.

[0031] (Features: SKY form)

[0032] (SKY2021-1152) The gaming machine of type 3-1 is A gaming machine that can be controlled to an advantageous state for a player (e.g., a jackpot, etc.), A performance execution means capable of executing a performance (for example, a performance control CPU 120, etc.); A display means (e.g., an image display device 5, etc.); A display control means (for example, a performance control CPU 120, etc.), The effect execution means is capable of executing a specific effect (e.g., story reach A, story reach B, etc.) that notifies the player that the advantageous state is being controlled, The specific performance when announcing the result of being controlled to the advantageous state (for example, announcing whether it is a big hit or a miss, etc.) is composed of a common part until the result is announced (for example, the story reach performance (2-10) to (2-36) before the result is announced, etc.) and a special result announcement part that announces the result (for example, the story reach is a big hit (2-37) to (2-48), etc.), The specific performance when informing the result that the advantageous state is not controlled is composed of the common part (for example, the performance of the story reach before the result is announced (2-10) to (2-36), etc.) and a predetermined result announcement part that announces the result (for example, the story reach is not successful 2-49 to 2-54, etc.), The display control means During execution of the common part, a character is displayed in the center of the display means (e.g., second ally character 004IWC02, etc.), a special display is displayed at the edge of the display means, and a character display is displayed so as to be superimposed on the special display (e.g., a display area image SKY005 is displayed at the edge of the screen, and a line S is displayed superimposed thereon, etc.); During the execution of the special result notification part, a character is displayed at the center and end of the display means, and a character display is displayed at the end of the display means (for example, second ally character 004IWC02 and a line S, etc.); During execution of the specified result notification part, a character is displayed in the center of the display means, the special display is displayed at the edge of the display means, and a text display is displayed so as to be superimposed on the special display (for example, the second ally character 004IWC02 and the display area image SKY005 are displayed at the edge of the screen, and the dialogue S is displayed superimposed, etc.).

[0033] According to this feature, in a particular performance, the display area in which the character and text display are displayed changes depending on whether or not the performance is controlled to be in an advantageous state, thereby making it possible to visually clearly indicate whether or not the performance is controlled to be in an advantageous state.

[0034] The gaming machine of aspect 3-2 is the gaming machine according to aspect 3-1, In the common part, the character display superimposed on the special display is displayed in the same position as the character display displayed in the special result notification part and the specified result notification part (for example, the positions of the epilogue lines S for a jackpot and a miss are the same, etc.).

[0035] According to this feature, by displaying the characters in the same position, the characters can be easily viewed.

[0036] The gaming machine of aspect 3-3 is the gaming machine according to aspect 3-1 or aspect 3-2, The character display includes a first character display (e.g., serif L, etc.) and a second character display (e.g., serif S, etc.), During execution of the common part, a character and a first character display (e.g., second ally character 004IWC02 and a line L, etc.) are displayed in the center of the display means, a special display is displayed at an end of the display means, and a second character display is displayed so as to be superimposed on the special display (e.g., a display area image SKY005 is displayed, and a line S is displayed superimposed, etc.); The first character display is a character display corresponding to the content of the second character display (for example, the content of line L and line S are related to each other).

[0037] According to this feature, the flow of the presentation can be made to look smooth by displaying related characters.

[0038] The gaming machine of form 3-4 is the gaming machine according to forms 3-1 to 3-3, The display mode of the character display includes a basic display mode (e.g., white, etc.) and a high expectation display mode (e.g., red or a corresponding color, etc.) that is more likely to be selected when the game is controlled to the advantageous state than the basic display mode, When the second character display is displayed in the high expectation display mode, when the first character display is displayed, the first character display can be displayed in the basic display mode (for example, when the display mode of the line S changes due to a chance-up performance, the display mode of the line L does not change, etc.).

[0039] According to this feature, it is possible to draw attention to the character display displayed in the first display area and the character display displayed in the second display area separately.

[0040] The gaming machine of form 3-5 is the gaming machine according to form 3-1 to form 3-4, The display mode of the character display includes a basic display mode (e.g., white, etc.) and a high expectation display mode (e.g., red or a corresponding color, etc.) that is more likely to be selected when the game is controlled to the advantageous state than the basic display mode, When the second character display is displayed in the basic display mode, when the first character display is displayed in the high expectation display mode, the second character display can continue to be displayed in the basic display mode (for example, when line S is displayed in a white display mode, line L can be displayed in the same display mode, etc.).

[0041] According to this feature, it is possible to draw attention to the character display displayed in the first display area and the character display displayed in the second display area separately.

[0042] (Features: SKY form)

[0043] (SKY2021-1153) The gaming machine type 4-1 is A gaming machine that can be controlled to an advantageous state for a player (e.g., a jackpot, etc.), A performance execution means (e.g., a performance control CPU, etc.) capable of executing a performance; A display means (e.g., an image display device 5, etc.); A display control means (for example, a CPU for controlling performance, etc.), the effect execution means is capable of executing a specific effect (e.g., story reach A, story reach B, etc.) suggesting that the game will be controlled to the advantageous state, and a predetermined effect (e.g., battle reach, etc.) suggesting that the game will be controlled to the advantageous state, The expectation level controlled to the advantageous state is different when the specific performance is executed and when the predetermined performance is executed (for example, the expectation level of a jackpot is different between a story reach and a battle reach), The display control means The first character display (for example, a line S during a story reach) can be displayed during the execution of the specific performance, A second character display (for example, a line S during a battle reach) can be displayed during the execution of the predetermined performance, During execution of the specific performance, a character is displayed in the center of the display means, a special display is displayed at an end of the display means, and the first character display is displayed so as to be superimposed on the special display (for example, a display area image SKY005 is displayed at the end of the screen, and a line S is displayed superimposed thereon, etc.); During execution of the predetermined performance, a character can be displayed at the center and ends of the display means, and the second character display can be displayed at the ends of the display means (for example, displaying the second ally character 004IWC02 and the line S during a battle reach, etc.); The first character display and the second character display have the same size and are displayed at a common display position at the end of the display means (for example, the line S of a story reach and the line S of a battle reach are the same size and displayed at the same position, etc.).

[0044] According to this feature, by differentiating the way the characters and text displays are displayed in the predetermined presentation and the specific presentation, it is possible to provide a gaming machine that does not tire the player.

[0045] The gaming machine of aspect 4-2 is the gaming machine according to aspect 4-1, The result notification effect of the specific effect when notifying the result that the advantageous state is controlled (for example, an epilogue effect notifying the result of a jackpot) is composed of a common notification part (for example, the epilogue effect of (3-36) to (3-38)) that notifies the result that the advantageous state is controlled and a specific result notification part (for example, the epilogue effect of (3-39) to (3-48)), When announcing the result that the game will be controlled to the advantageous state, the result notification presentation of the specified presentation is composed of the common notification part (for example, the epilogue presentation of (1-24) to (1-26)) and a specified result notification part (for example, the epilogue presentation of (1-27) to (1-37)).

[0046] According to this feature, by making some of the presentations announcing a jackpot common to all players, it is easier to communicate to the player that he or she has won a jackpot.

[0047] The gaming machine of aspect 4-3 is the gaming machine according to aspect 4-1 or aspect 4-2, Before executing the result notification performance, a motion prompt performance (for example, pressing a button) can be executed, By executing the action prompting performance, the common notification part can be executed.

[0048] According to this feature, an epilogue presentation is performed after the button display, so that anticipation for the button presentation can be built up, increasing interest in the game.

[0049] The gaming machine of aspect 4-4 is the gaming machine according to aspect 4-1, During the execution of the specific performance, a first character display (e.g., a line S) and a special character display can be displayed, the special character representation is a character representation larger than the first character representation; During execution of the specific performance, the character and the special character display are displayed in the center of the display means.

[0050] According to this feature, the presentation executed in the first display area can be made more lively, increasing interest in the game.

[0051] The gaming machine of aspect 4-5 is the gaming machine according to aspect 4-1, The display mode of the first character display includes a basic display mode (e.g., white, etc.) and a high expectation display mode (e.g., red, etc.) that is selected more frequently when the game is controlled to be in a more advantageous state than the basic display mode, The display mode of the second character display includes a basic display mode (e.g., white, etc.) and a high expectation display mode (e.g., red, etc.) that is more likely to be selected when the game is controlled to be in a more advantageous state than the basic display mode, The display mode of the first character display displayed in the specific performance and the second character display displayed in the predetermined performance is common (for example, both can be displayed in white or red).

[0052] This feature allows you to immediately determine whether sharing will increase your chances.

[0053] The gaming machine of aspect 4-6 is the gaming machine according to aspect 4-1, When the specific performance is executed, there is a higher expectation of being controlled into an advantageous state than when the predetermined performance is executed (for example, a story reach has a higher expectation of a jackpot than a battle reach).

[0054] According to this feature, a specific effect with a high probability of winning is displayed with text superimposed on the special display, so that the difference from the predetermined effect is clear and the player does not get bored.

[0055] (Features: SKY form)

[0056] (SKY2021-1154) The gaming machine type 5-1 is A gaming machine that can be controlled to an advantageous state for a player (e.g., a jackpot, etc.), A performance execution means capable of executing a performance (for example, a performance control CPU 120, etc.); A display means (for example, an image display device 5, etc.), The effect execution means is capable of executing a specific effect (e.g., Story Reach A, Story Reach B, etc.) that suggests that the game will be controlled to the advantageous state, The display means includes: A first character (e.g., a first ally character 004IWC01, etc.) and a second character (e.g., a second ally character 004IWC02, etc.) can be displayed during the execution of the specific performance, A character display (e.g., a line L, etc.) related to the first character can be displayed according to the progress of the specific performance, A character display (e.g., a line L, etc.) related to the second character can be displayed according to the progress of the specific performance, The character display can be displayed in a plurality of colors; The plurality of colors includes a first color (e.g., white), a second color (e.g., red), a third color (e.g., purple), and a fourth color (e.g., green), the third color is a color corresponding to the first character (for example, the color corresponding to the first ally character 004IWC01 is purple, etc.); The fourth color is a color corresponding to the second character (for example, the color corresponding to the second ally character 004IWC02 is green, etc.), The first color and the second color are not colors corresponding to the first character and the second character (for example, white and red are not colors corresponding to characters, etc.), When the character display is displayed in the second color, the expectation of being controlled to the advantageous state is higher than when the character display is displayed in the first color (for example, red has a higher expectation of a jackpot than white, etc.), When the character display is displayed in the third color, the expectation of being controlled to the advantageous state is higher than when the character display is displayed in the first color and when the character display is displayed in the second color (for example, purple has a higher expectation of a jackpot than white or red, etc.), When the text display is displayed in the fourth color, there is a higher probability of being controlled into the advantageous state than when the text display is displayed in the first color and when the text display is displayed in the second color (for example, there is a higher probability of a jackpot being won with green than with white or red).

[0057] According to this feature, by making the color corresponding to the character have a higher chance of winning than the other chance-up red color, not only can a color thought to have a lower chance of winning than red become a color with a higher chance of winning, but also the color of the character and the character itself can be focused on.

[0058] (SKY2021-1154) The gaming machine type 5-2 is A gaming machine that can be controlled to an advantageous state for a player (e.g., a jackpot, etc.), A performance execution means capable of executing a performance (for example, a performance control CPU 120, etc.); A display means (for example, an image display device 5, etc.), The effect execution means is capable of executing a first specific effect (e.g., story reach A, etc.) and a second specific effect (e.g., story reach B, etc.) that suggest that the game will be controlled to the advantageous state, The display means includes: The first character can be displayed during the execution of the first specific performance (for example, the first ally character 004IWC01 can be displayed during the execution of the story reach A, etc.), A second character can be displayed during the execution of the second specific performance (for example, a third ally character SKY010 can be displayed during the execution of story reach B, etc.), A character display related to the first character can be displayed according to the progress of the first specific performance (for example, a line L, etc.); A character display related to the second character can be displayed according to the progress of the second specific performance (for example, a line L, etc.); The character display can be displayed in a plurality of colors; The plurality of colors includes a first color (e.g., white), a second color (e.g., red), a third color (e.g., purple), and a fourth color (e.g., blue), the third color is a color corresponding to the first character (for example, the color corresponding to the first ally character 004IWC01 is purple, etc.); The fourth color is a color corresponding to the second character (for example, the corresponding color of the third ally character SKY010 is blue, etc.), The first color and the second color are not colors corresponding to the first character and the second character (for example, white and red are not colors corresponding to characters, etc.), When the character display is displayed in the second color, the expectation of being controlled to the advantageous state is higher than when the character display is displayed in the first color (for example, the expectation of a jackpot is higher in red than in white), When the character display is displayed in the third color, the expectation of being controlled to the advantageous state is higher than when the character display is displayed in the first color and when the character display is displayed in the second color (for example, purple has a higher expectation of a jackpot than white or red, etc.), When the text display is displayed in the fourth color, there is a higher probability of being controlled into the advantageous state than when the text display is displayed in the first color and when the text display is displayed in the second color (for example, there is a higher probability of a jackpot being won with blue than with white or red).

[0059] According to this feature, by making the color corresponding to the character have a higher chance of winning than the other chance-up red color, not only can a color thought to have a lower chance of winning than red become a color with a higher chance of winning, but also the color of the character and the character itself can be focused on.

[0060] The gaming machine of form 5-3 is the gaming machine according to form 5-1 and form 5-2, When the character display is displayed in the third color, the first character corresponding to the third color is displayed (for example, when the dialogue L is displayed in purple, the first ally character 004IWC01 is displayed).

[0061] According to this feature, the association between the character and the color of the letters can be enhanced, which increases interest in the game.

[0062] The gaming machine of form 5-4 is the gaming machine according to form 5-1 and form 5-2, Sound output means (e.g., speakers 8L and 8R); A sound output control means (e.g., a performance control CPU 120, etc.) capable of controlling the sound output means, The sound output control means is capable of causing the sound output means to output a sound corresponding to the third color (for example, output specific sound 3) when the text display is displayed in the third color during execution of the first specific performance.

[0063] According to this feature, it is possible to inform the player of the change to the third color and to draw his / her attention to the fact that the color has changed to the third color.

[0064] The gaming machine of form 5-5 is the gaming machine according to form 5-1 and form 5-2, A light emitting means (e.g., a main lamp, a frame lamp, etc.); A light emission control means (e.g., a performance control CPU 120, etc.) capable of controlling the light emission means, The light emission control means is capable of causing the light emission means to emit light in a light emission pattern of the same color as the third color when the text display is displayed in the third color during execution of the first specific performance (for example, emitting light in purple when the dialogue L is displayed in purple).

[0065] According to this feature, the association between the character and the color of the lamp can be enhanced, increasing interest in the game.

[0066] The gaming machine of aspect 5-6 is the gaming machine according to aspect 5-2, The second character is not displayed in the first specific performance, and the fourth color display mode corresponding to the second character is not used as the color of the text display in the first specific performance (for example, in story reach A, dialogue is not displayed in a blue display mode).

[0067] According to this feature, it is possible to prevent a player from mistaking that a chance-up effect has been executed.

[0068] (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.

[0069] (Configuration of Pachinko Machine 1, etc.) Fig. 1 is a front view of a pachinko gaming machine 1, showing the layout of the main components. The pachinko gaming machine (gaming machine) 1 is broadly composed of a gaming board (gauge board) 2 that constitutes the gaming board surface, and a gaming machine frame (base frame) 3 that supports and fixes the gaming board 2. A gaming area is formed on the gaming board 2, and gaming balls as gaming media are shot into this gaming area by a predetermined ball shooting device.

[0070] In addition, the "variable display" of the special symbol means, for example, displaying multiple types of special symbols in a variable manner (the same applies to other symbols described later). The variations include updating the display of multiple symbols, scrolling the display of multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. In the variation of the special symbol or the normal symbol described later, multiple types of special symbols or normal symbols are updated and displayed. In the variation of the decorative symbol described later, multiple types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. In addition, the variation also includes a mode in which a certain symbol is displayed in a flashing manner. At the end of the variable display, a predetermined special symbol is displayed stationarily (also called derived or derived display) as a display result (the same applies to the variable display of other symbols described later). In addition, the variable display may be expressed as a variable display or a variation.

[0071] In addition, the special pattern variably displayed on the first special pattern display device 4A is also called the "first special pattern", and the special pattern variably displayed on the second special pattern display device 4B is also called the "second special pattern". In addition, a special pattern game using the first special pattern is also called the "first special pattern game", and a special pattern game using the second special pattern is also called the "second special pattern game". In addition, there may be only one type of special pattern display device that variably displays the special pattern.

[0072] An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display device) or an organic EL (electro luminescence) display, and displays various effect images. The image display device 5 may be composed of a projector and a screen. The image display device 5 displays various effect images.

[0073] For example, on the screen of the image display device 5, in synchronization with the first special game or the second special game, a plurality of types of decorative patterns (such as patterns showing numbers, etc.) different from the special pattern are variably displayed as decorative identification information. Here, in synchronization with the first special game or the second special game, decorative patterns are variably displayed (for example, scrolled up and down or updated) in each of the "left", "center", and "right" decorative pattern display areas 5L, 5C, and 5R. The special game and the variable display of decorative patterns executed in synchronization are collectively referred to simply as variable display.

[0074] A display area for displaying a pending display corresponding to a variable display whose execution is pending and an active display corresponding to a variable display being executed may be provided on the screen of the image display device 5. The pending display and the active display are collectively referred to as a variable display-compatible display corresponding to the variable display.

[0075] 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.

[0076] A first hold indicator 25A and a second hold indicator 25B, each of which includes a plurality of LEDs, are provided at predetermined positions on the game board 2. The first hold indicator 25A displays the first hold memory number by the number of lit LEDs. The second hold indicator 25B displays the second hold memory number by the number of lit LEDs.

[0077] 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.

[0078] The winning ball device 6A forms a first start winning hole that is always kept in a constant open state so that a game ball can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning hole, a predetermined number of prize balls (for example, three balls) are paid out and a first special game can be started.

[0079] The variable winning ball device 6B (normal electric device) forms a second start winning hole that changes between a closed state and an open state by a solenoid 81 (see FIG. 3). The variable winning ball device 6B is, for example, an electric tulip-type device having a pair of movable pieces, and when the solenoid 81 is in an off state, the movable pieces are in a vertical position, so that the tip of the movable pieces approaches the winning ball device 6A, and the second start winning hole is in a closed state in which the game ball does not enter (also referred to as the second start winning hole being in a closed state). On the other hand, when the solenoid 81 is in an on state, the movable pieces of the variable winning ball device 6B are in a tilted position, so that the second start winning hole is in an open state in which the game ball can enter (also referred to as the second start winning hole being in an open state). When a game ball enters the second start winning hole, a predetermined number of prize balls (for example, three) are paid out and the second special game can be started. In addition, the variable winning ball device 6B may be any device that can be changed between a closed state and an open state, and is not limited to one equipped with an electric tulip-type device.

[0080] At predetermined positions on the game board 2 (in the example shown in FIG. 1, three positions at the lower left of the game area and one position above the variable winning ball device 6B), general winning openings 10 that are always kept in a constant open state by a predetermined ball receiving member are provided. 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.

[0081] 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 FIG. 3), and the large winning opening door forms the large winning opening as a specific area that changes between an open state and a closed state.

[0082] As an example, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door (for the special electric device) is in the OFF state, the large prize opening door closes the large prize opening, and the game ball cannot enter (pass) through the large prize opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door is in the ON state, the large prize opening door opens the large prize opening, and the game ball can easily enter the large prize opening.

[0083] When a game ball enters the large prize opening, a predetermined number of game balls (for example, 14 balls) are paid out as prize balls. When a game ball enters the large prize opening, more prize balls are paid out than when a game ball enters the first start prize opening, the second start prize opening, or the general prize opening 10, for example.

[0084] The entry of a game ball into each winning port including the general winning port 10 is also called a "winning". In particular, the winning into the start port (first start winning port, second start winning port) is also called a start winning.

[0085] A normal symbol display 20 is provided at a predetermined position on the game board 2 (the lower left of the game area in the example shown in FIG. 1). As an example, the normal symbol display 20 is made up of a 7-segment LED or the like, and performs variable display of normal symbols as multiple types of normal identification information different from special symbols. The normal symbols are represented by numbers indicating "0" to "9" or lighting patterns such as "-". The normal symbols may include a pattern in which all LEDs are turned off. Such variable display of normal symbols is also called a normal symbol game.

[0086] A passing gate 41 through which the gaming ball can pass is provided to the right of the image display device 5. When the gaming ball passes through the passing gate 41, a regular game is executed.

[0087] A regular symbol reserved display 25C is provided below the regular symbol display 20. The regular symbol reserved display 25C is configured to include, for example, four LEDs, and displays the regular symbol reserved memory number, which is the number of regular symbol games that are reserved for execution, by the number of lit LEDs.

[0088] In addition to the above features, the surface of the game board 2 is provided with a windmill that changes the direction and speed of the game balls and numerous obstacle nails. At the bottom of the game area, there is an outlet that takes in game balls that do not enter any of the winning holes.

[0089] 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 in the gaming machine frame 3, and frame lamps 9b are provided on the left and right of the main lamp 9a so as to surround the game area. Furthermore, an attacca lamp 9c is provided near the special variable winning ball device 7 on the gaming board 2. Places that emit light under the control of the CPU, such as the main lamp 9a and the frame lamps, are collectively referred to as decorative light-emitting bodies.

[0090] A movable body 32 (described later) that operates according to the performance is provided at a predetermined position on the game board 2 (above the image display device 5 in FIG. 1). The movable body 32 is also provided with a movable body lamp 9d. The movable body lamp 9d and the above-mentioned main lamp 9a, frame lamp 9b, and attacca lamp 9c may be collectively referred to as the game effect lamp 9. The main lamp 9a, frame lamp 9b, attacca lamp 9c, and movable body lamp 9d are each configured to include an LED.

[0091] At the lower right position of the game machine frame 3, there is provided a ball-hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a game ball toward the game area by the ball-hitting device.

[0092] At a predetermined position of the gaming machine frame 3 below the game area, a ball supply tray (upper tray) is provided to hold (store) gaming balls dispensed as prize balls or game balls lent by a predetermined ball lending machine so that they can be supplied to the ball launching device. In addition to the upper tray, the gaming machine frame 3 may be provided with a payout section (ball supply tray) from which prize balls are paid out when the upper tray is full.

[0093] A stick controller 31A that can be held and tilted by a player is attached to a predetermined position of the gaming machine frame 3 below the playing area. The stick controller 31A is provided with a trigger button that can be pressed by a player. The operation of the stick controller 31A is detected by a controller sensor unit 35A (see FIG. 3).

[0094] A push button 31B that allows a player to perform a predetermined instruction operation by pressing it or the like is provided at a predetermined position of the gaming machine frame 3 below the gaming area. The operation of the push button 31B is detected by a push sensor 35B (see FIG. 3).

[0095] 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.

[0096] 2 is a rear perspective view of the pachinko game machine 1. The main board 11 housed in a board case 201 is mounted on the rear of the pachinko game machine 1. The main board 11 is provided with a setting key 51 and a setting changeover switch 52. The setting key 51 functions as a lock switch for switching to a setting change state or a setting confirmation state. The setting changeover switch 52 functions as a setting switch for changing settings such as the probability of winning a jackpot and the ball payout rate in the setting change state. The setting key 51 and the setting changeover switch 52 may be attached to the outside of the main board 11, for example, at a predetermined position on the power supply board 17.

[0097] 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 surface of the game board 2 is viewed with the game machine frame 3 open.

[0098] The display monitor 29 can display winning information such as consecutive win ratio, winning combination ratio, and base. The consecutive win ratio is the ratio of the number of winning balls that have entered the large winning port (attacker) to the total number of winning balls. The winning combination ratio is the ratio of the number of winning balls that have entered the second start winning port (electric chute) and the number of winning balls that have entered the large winning port (attacker) to the total number of winning balls. The base is the ratio of the total number of winning balls to the number of game balls shot out. When in a setting change state or a setting confirmation state, the display monitor 29 can display the setting values ​​in the pachinko game machine 1. When in a setting change state or a setting confirmation state, the display monitor 29 may display the setting values ​​to be changed or confirmed.

[0099] When the gaming machine frame 3 is closed, the setting key 51 and the setting changeover switch 52 cannot be operated from the front side of the pachinko gaming machine 1. A glass door frame 3a having a glass window is rotatably provided in the gaming machine frame 3, and the gaming area can be opened and closed by the glass door frame 3a. When the glass door frame 3a is closed, the gaming area can be seen through the glass window.

[0100] In the pachinko gaming machine 1, a security cover 50A is attached to the right end of the outer frame 1a formed in a vertically long rectangular frame shape. When the gaming machine frame 3 is closed, the security cover 50A covers the right side of the board case 201, including the setting key 51 and the setting changeover switch 52, from the rear side. The security cover 50A is a substantially L-shaped member including a short piece 50Aa and a long piece 50Ab, and may be made of a transparent synthetic resin.

[0101] (Outline of game progress) The game ball is launched toward the game area by the player rotating the ball hitting operation handle 30 provided on the pachinko game machine 1. When the game ball passes through the passing gate 41, a normal game is started by the normal symbol display 20. If the game ball passes through the passing gate 41 during the period during which the previous normal game is being played (if the game ball passes through the passing gate 41 but the normal game based on the passing cannot be played immediately), the normal game based on the passing is put on hold up to a predetermined upper limit number (for example, 4).

[0102] In this normal game, if a specific normal symbol (normal winning symbol) is displayed, the display result of the normal symbol will be "normal winning". On the other hand, if a normal symbol other than the normal winning symbol (normal losing symbol) is displayed as the confirmed normal symbol, the display result of the normal symbol will be "normal losing". When it becomes "normal winning", an opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period of time (the second start winning port is opened).

[0103] When a game ball enters a first start winning hole formed in the winning ball device 6A, a first special symbol game is started by the first special symbol display device 4A.

[0104] 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.

[0105] Furthermore, if the game ball enters (wins) the start winning hole during the period when the special game is being played or during the period when the game is controlled to the jackpot game state described below (if a start winning occurs but the special game based on the start winning cannot be played immediately), the execution of the special game based on that entry will be put on hold up to a specified upper limit number (for example, 4).

[0106] In the special game, if a specific special symbol (a jackpot symbol, for example, "7"; the actual symbol varies depending on the jackpot type described below) is displayed as a confirmed 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 stopped symbol, it is a "loss". Note that the "loss" in this pachinko game machine 1 includes a "loss with time reduction" that is controlled to a high base state (time reduction state) from the next variable display without going through a jackpot game.

[0107] 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.

[0108] In the jackpot game state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined manner. This open state continues until either a predetermined period (for example, 29 seconds or 1.8 seconds) has elapsed or the number of game balls entering the large prize opening reaches a predetermined number (for example, 9), whichever comes first. The predetermined period is the upper limit period during which the large prize opening can be opened in one round, and is hereinafter also referred to as the upper limit period of opening. Such a cycle in which the large prize opening is opened is called a round (round game). In the jackpot game state, the round can be repeatedly executed until the predetermined upper limit number of times (15 times or 2 times) is reached.

[0109] In the jackpot game state, the player can get prize balls by making the game ball enter the big prize hole. Therefore, the jackpot game state is advantageous to the player. The more rounds in the jackpot game state, and the longer the upper limit period, the more advantageous it is for the player.

[0110] In addition, a jackpot type is set for a "jackpot". For example, a plurality of types of opening modes of the jackpot entrance (number of rounds or maximum opening period) and game states after the jackpot game state (normal state, time-saving state, probability change state, etc.) are prepared, and the jackpot type is set according to these. As the jackpot type, a jackpot type in which many prize balls can be obtained, a jackpot type in which few prize balls can be obtained, or a jackpot type in which almost no prize balls can be obtained may be provided.

[0111] 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.

[0112] In the time-saving state, control (time-saving control) is executed to shorten the average special symbol fluctuation time (period during which the special symbol fluctuates) more than in the normal state. In the time-saving state, control (high opening control, high base control) is also executed to make it easier for the game ball to enter the second start winning hole by shortening the average regular symbol fluctuation time (period during which the regular symbol fluctuates) more than in the normal state and by improving the probability of a "regular symbol hit" in the regular symbol game more than in the normal state. The time-saving state is an advantageous state for the player because it is a state in which the fluctuation efficiency of the special symbols (especially the second special symbol) is improved.

[0113] In the probability variable state (probability variable state), in addition to time-saving control, probability variable control is executed to make the probability of the display result being a "jackpot" higher than in the normal state. The probability variable state is an even more advantageous state for the player, since it is a state in which the fluctuation efficiency of special symbols is improved and it is easier to get a "jackpot".

[0114] The time-saving state or the probability of winning state continues until one of the end conditions is met first, such as the execution of a specified number of special games or the start of the next big win game state. The end condition of the state in which a specified number of special games have been executed is also called the number-cut (number-cut time-saving, number-cut probability of winning, etc.).

[0115] The normal state refers to a game state other than advantageous states such as a jackpot game state that is advantageous to the player, and special states such as a time-saving state and a special probability state, and is a state in which the pachinko game machine 1, such as the probability that the display result in the normal game will be a "normal hit" and the probability that the display result in the special game will be a "jackpot", is controlled in the same way as the initial setting state of the pachinko game machine 1 (for example, when a system reset is performed and the specified return process is not executed after the power is turned on).

[0116] The state in which the probability variable control is being executed is also called the high probability state, and the state in which the probability variable control is not being executed is also called the low probability state. The state in which the time-saving control is being executed is also called the high base state, and the state in which the time-saving control is not being executed is also called the low base state. Combining these, the time-saving state is also called the low probability / high base state, the probability variable state is the high probability / high base state, and the normal state is the low probability / low base state. The high probability state and the low base state are also called the high probability low base state.

[0117] The game state may change based on the game ball passing through a specific area (for example, a specific area in a big prize hole) during the big win game state. For example, when the game ball passes through a specific area, the game state may be controlled to a probability variable state after the big win game state.

[0118] (Progress of the performance, etc.) In the pachinko game machine 1, various effects (effects to notify the progress of the game or to liven up the game) are executed according to the progress of the game. The effects are described below. The effects are performed by displaying various effect images on the image display device 5, but in addition to or instead of the display, the effects may be performed as sound output from the speakers 8L and 8R, turning on or off the game effect lamp 9, operating the movable body 32, or using any effect device including some or all of these.

[0119] As an effect executed according to the progress of the game, in response to the start of the first special symbol game or the second special symbol game, the variable display of the decorative symbols is started in the "left", "center" and "right" decorative symbol display areas 5L, 5C and 5R provided in the image display device 5. At the timing when the display result (also called the determined special symbol) in the first special symbol game or the second special symbol game is stopped and displayed, the determined decorative symbol (combination of three decorative symbols) which is the display result of the variable display of the decorative symbols is also stopped and displayed (derived).

[0120] During the period from when the variable display of the decorative symbols starts to when it ends, the state of the variable display of the decorative symbols may become a predetermined reach state (a reach is achieved). Here, the reach state refers to a state in which the decorative symbols that have not yet been stopped and displayed on the screen of the image display device 5 continue to be variable displayed when the decorative symbols that have been stopped and displayed form part of a jackpot combination described later.

[0121] In addition, when the reach state is reached during the variable display of the decorative symbols, the reach effect is executed. In the pachinko game machine 1, a plurality of types of reach effects are executed, each of which has a different probability (also called the probability of a big win or the probability of a big win) of the display result (the display result of the special game or the display result of the variable display of the decorative symbols) becoming a "big win" according to the performance mode. The reach effects include, for example, a normal reach and an SP reach, which has a higher probability of a big win than a normal reach.

[0122] When the display result of the special game is a "jackpot," a fixed decorative pattern that is a predetermined jackpot combination is derived as a display result of the variable display of decorative patterns on the screen of the image display device 5 (the display result of the variable display of decorative patterns is a "jackpot"). As an example, the same decorative patterns (for example, "7") are displayed stopped on a predetermined effective line in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R.

[0123] In the case of a "probability jackpot" that is controlled to a probability jackpot state after the end of the jackpot game state, odd numbered decorative symbols (e.g., "7") are displayed in a line, and in the case of a "non-probability jackpot (normal jackpot)" that is not controlled to a probability jackpot state after the end of the jackpot game state, even numbered decorative symbols (e.g., "6") may be displayed in a line. In this case, odd numbered decorative symbols are also called probability jackpot symbols, and even numbered decorative symbols are also called non-probability jackpot symbols (normal symbols). After a reach state is reached with a non-probability jackpot symbol, a promotion effect that finally results in a "probability jackpot" may be executed.

[0124] When the display result of the special game is a "miss," the state of the variable display of the decorative pattern does not become a reach state, and a fixed decorative pattern of a non-reach combination (also called a "non-reach miss") may be displayed as a static result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern becomes a "non-reach miss"). Also, when the display result is a "miss," after the state of the variable display of the decorative pattern becomes a reach state, a fixed decorative pattern of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination may be displayed as a static result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern becomes a "reach miss").

[0125] The effects that the pachinko game machine 1 can execute include displaying the variable display compatible display (reserved display or active display). In addition, as other effects, for example, a preview effect that predicts the jackpot reliability is executed during the variable display of the decorative pattern. The preview effects include a preview effect that predicts the jackpot reliability in the variable display being executed, and a look-ahead preview effect that predicts the jackpot reliability in the variable display before execution (variable display whose execution is reserved). As a look-ahead preview effect, an effect that changes the display mode of the variable display compatible display (reserved display or active display) to a mode different from normal may be executed.

[0126] In addition, in the image display device 5, a pseudo consecutive performance may be executed in which a single variable display appears to be multiple variable displays by temporarily stopping the decorative pattern during the variable display and then resuming the variable display.

[0127] During the jackpot game state, a jackpot game performance is executed to notify the player of the jackpot game state. As the jackpot game performance, a performance to notify the player of the number of rounds or a promotion performance to show that the value of the jackpot game state is increasing may be executed.

[0128] Also, for example, when a special game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer waiting demo performance is executed).

[0129] (Board configuration) The pachinko gaming machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and the like, as shown in Fig. 3. In addition, various boards, such as a payout control board, an information terminal board, and a launch control board, are arranged on the back of the pachinko gaming machine 1. Furthermore, a power supply board 17 is also equipped. The various control boards are not only electronic circuit boards such as printed wiring boards on which conductor patterns are formed and on which electrical components can be mounted, but also electronic circuit mounting boards configured to realize specific electrical functions by mounting electrical components on the electronic circuit board.

[0130] A power switch 91 is connected to the power supply board 17, and by operating the power supply switch 91 (turning it ON), power from an AC power source such as an external power source such as a commercial power source, 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).

[0131] The main board 11 is the main control board, and has the function of controlling the progress of the above-mentioned games in the pachinko game machine 1 (execution of special games (including management of reserved games), execution of regular games (including management of reserved games), 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.

[0132] 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.

[0133] The CPU 103 executes the program stored in the ROM 101 to perform processing to control the progress of the game (processing to realize the functions of the main board 11). At this time, various data stored in the ROM 101 (variation patterns described below, performance control commands described below, data on various tables referenced when making various decisions described below, etc.) are used, and the RAM 102 is used as the main memory. The RAM 102 is a backup RAM in which the stored contents are saved for a predetermined period of time even if the power supply to the pachinko game machine 1 is stopped in part or in whole. Incidentally, all or part of the program stored in the ROM 101 may be expanded in the RAM 102 and executed on the RAM 102.

[0134] The random number circuit 104 counts numerical data indicating various random numbers (game random numbers) used when controlling the progress of a game in an updatable manner. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).

[0135] 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).

[0136] The switch circuit 110 takes in detection signals (such as a detection signal indicating that a game ball has passed or entered and the switch has been turned on) from various switches for detecting game balls (the gate switch 21, the start port switch (the first start port switch 22A and the second start port switch 22B), and the count switch 23) and transmits them to the game control microcomputer 100. The transmission of the detection signal indicates that the game ball has passed or entered.

[0137] 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, a watchdog timer built-in IC, and a system reset IC. The power-off signal is turned off when a predetermined power supply voltage used in the pachinko game machine 1 exceeds a predetermined value, and is turned on when the period during which the predetermined power supply voltage is below the predetermined value continues for a power-off reference time or longer. The clear signal is turned on in response to, for example, a pressing operation on a clear switch 92 provided on the power supply board 17.

[0138] The solenoid circuit 111 transmits solenoid drive signals (for example, signals to turn on the solenoid 81 and the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for the normal electric role and the solenoid 82 for the big prize opening door.

[0139] 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.

[0140] As part of controlling the progress of the game, the main board 11 (game control microcomputer 100) supplies presentation control commands (commands that specify (notify) the progress of the game, etc.) to the presentation control board 12 in accordance with the progress of the game. The presentation control commands output from the main board 11 are relayed by the relay board 15 and supplied to the presentation control board 12. The presentation control commands include, for example, commands that specify various determination results in the main board 11 (for example, the display results of the special game (including the type of big win), the variable pattern used when executing the special game (described in detail later)), the status of the game (for example, the start or end of the variable display, the opening status of the big win port, the occurrence of a win, the number of reserved memories, the game status), the occurrence of an error, etc.

[0141] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances according to the progress of the game, including various notifications such as driving the movable body 32, notifying errors, and notifying of power outage recovery) based on the received performance control commands.

[0142] 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.

[0143] The performance control CPU 120 executes a program stored in the ROM 121 to perform processing for executing a performance (processing for realizing the above-mentioned functions of the performance control board 12, including determining the performance to be executed) together with the display control unit 123. At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.

[0144] The performance control CPU 120 may also instruct the display control unit 123 to execute a performance based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals that are output when an operation by a player is detected and that appropriately indicate the content of the operation).

[0145] The display control unit 123 includes a video display processor (VDP), a character generator ROM (CGROM), a video RAM (VRAM), etc., and executes a performance based on a performance execution instruction from the performance control CPU 120.

[0146] The display control unit 123 supplies a video signal corresponding to the effect to be executed to the image display device 5 based on an instruction to execute the effect from the effect control CPU 120, thereby causing the image display device 5 to display an effect image. The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 and a lamp signal (a signal designating the on / off state of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the effect image and to turn on / off the game effect lamp 9. The display control unit 123 also supplies a signal for operating the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.

[0147] The audio control board 13 is equipped with various circuits for driving the speakers 8L, 8R, and drives the speakers 8L, 8R based on the sound designation signal, causing the speakers 8L, 8R to output the sound designated by the sound designation signal.

[0148] The lamp control board 14 is equipped with various circuits for driving the game effect lamps 9, and drives the game effect lamps 9 based on the lamp signal, turning the game effect lamps 9 on and off in the manner specified by the lamp signal. In this way, the display control unit 123 controls the sound output and the on / off of the lamps.

[0149] 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.

[0150] The random number circuit 124 counts numerical data indicating various random numbers (random numbers for performance) used to execute various performances in an updatable manner. The random numbers for performance may be updated by the performance control CPU 120 executing a predetermined computer program (updated by software).

[0151] The I / O 125 mounted on the performance control board 12 is composed of an input port for inputting performance control commands transmitted, for example, from the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, lamp signals).

[0152] Sub-substrates, such as the performance control substrate 12, the sound control substrate 13, and the lamp control substrate 14, other than the main substrate 11, are also called sub-substrates. As in the pachinko game machine 1, multiple sub-substrates may be provided for different functions, or one sub-substrate may be configured to have multiple functions.

[0153] (operation) Next, the operation (function) of the pachinko gaming machine 1 will be described.

[0154] (Main operations of main board 11) First, a description will be given of the main operations of the main board 11. When power supply to the pachinko game machine 1 is started, the game control microcomputer 100 is started, and the game control main process is executed by the CPU 103. Fig. 4 is a flowchart showing the game control main process executed by the CPU 103 in the main board 11.

[0155] In the game control main process shown in Fig. 4, the CPU 103 first sets interrupts to be prohibited (step S1). Then, necessary initial settings are performed (step S2). The initial settings include setting a stack pointer, register settings for built-in devices (CTC (counter / timer circuit), parallel input / output port, etc.), and setting the RAM 102 to be accessible.

[0156] Next, it is determined whether the recovery condition is satisfied (step S3). The recovery condition can be satisfied when the clear signal is in the OFF state, backup data is present, and the backup RAM is normal. When the power supply to the pachinko game machine 1 is started, if the clear switch provided on the power supply board 17 is pressed, for example, a clear signal in the ON state is input to the game control microcomputer 100. If such a clear signal in the ON state is input, it is sufficient to determine in step S3 that the recovery condition is not satisfied. The backup data may be stored in the RAM 102, which is the backup RAM for game control. In step S3, it is sufficient to check or inspect the presence or absence of backup data, the presence or absence of data errors, and the like, and determine whether the recovery condition can be satisfied.

[0157] If the restoration condition is met (step S3; Yes), a restoration process (step S4) is executed, followed by a setting confirmation process (step S5). The restoration process in step S4 sets a working area based on the contents stored in RAM 102. By setting a working area using the backup data stored in RAM 102, the game state when the power supply was stopped is restored, and if, for example, a special symbol was fluctuating, it is sufficient if the fluctuating special symbol can be resumed from the state before the stoppage.

[0158] If the recovery condition is not satisfied (step S3; No), an initialization process (step S6) is executed, and then a setting change process (step S7) is executed. The initialization process in step S6 includes a clear process for clearing flags, counters, and buffers stored in the RAM 102, and initial values ​​are set in the working area by executing the clear process.

[0159] In the setting confirmation process of step S5, it is determined whether a predetermined setting confirmation condition is satisfied. The setting confirmation condition is satisfied, for example, when the power supply is started, the detection signal from the door open sensor 90 is in the ON state and the setting key 51 is turned ON. The setting confirmation process of step S5 is executed when the recovery condition including the clear signal being in the OFF state is satisfied in step S3. Therefore, the setting confirmation condition can be satisfied when the clear signal is in the OFF state, so the setting confirmation condition can also include the clear signal being in the OFF state.

[0160] When the setting confirmation condition is satisfied in the setting confirmation process of step S5, the pachinko gaming machine 1 enters a setting confirmation state in which the setting values ​​set therein can be confirmed, and a setting confirmation start command is sent from the main board 11 to the performance control board 12. In the setting confirmation state, the setting values ​​set in the pachinko gaming machine 1 can be confirmed by displaying them on the display monitor 29. When the setting confirmation state is to be ended, a setting confirmation end command is sent from the main board 11 to the performance control board 12.

[0161] When the pachinko game machine 1 is in the setting confirmation state, it may be in a game stop state in which the progress of the game in the pachinko game machine 1 is stopped. In the game stop state, the launch of the game ball by the operation of the ball hitting operation handle, the detection of the game ball by various switches, etc. are stopped, and the first special symbol display device 4A, the second special symbol display device 4B, and the normal symbol display device 20 may be controlled to stop displaying a losing symbol or the like, or to display a symbol corresponding to a game stop state other than a losing symbol. When the setting confirmation state ends, the game stop state associated with it may also end.

[0162] In the setting change process of step S7, it is determined whether or not a predetermined setting change condition is satisfied. The setting change condition is satisfied, for example, when the power supply is started, the detection signal from the door open sensor 90 is in the ON state and the setting key 51 is turned ON. The setting change condition may include the clear signal being in the ON state.

[0163] When the setting change condition is satisfied in the setting change process of step S7, the pachinko game machine 1 enters a setting change state in which the setting value set therein can be changed, and a setting change start command is sent from the main board 11 to the performance control board 12. In the setting change state, the setting value is displayed on the display monitor 29, and the numerical value displayed on the display monitor 29 is updated and displayed in sequence every time the operation of the setting change switch 52 is detected. After that, based on the setting key 51 being turned off by an attendant of the game parlor or the like, the setting value displayed on the display monitor 29 is stored (updated and stored) in the backup area of ​​the RAM 102, and the display monitor 29 is turned off. When the setting change state is to be ended, a setting change end command is sent from the main board 11 to the performance control board 12.

[0164] When the pachinko gaming machine 1 is in the setting change state, the pachinko gaming machine 1 may be in a game stop state, similarly to when it is in the setting confirmation state. When the setting change state ends, the game stop state associated with it may also end.

[0165] 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.

[0166] The clear signal is turned on by, for example, pressing a clear switch provided on the power supply board 17. Therefore, when the power supply is started, if the detection signal from the door open sensor 90 is on and the setting key 51 is on, if the clear switch is on, the initialization process of step S6 and the setting change process of step S7 are executed to control the device to the setting change state, and if the clear switch is off, the recovery process of step S4 and the setting confirmation process of step S5 are executed to control the device to the setting confirmation state. When the power supply is started, if the detection signal from the door open sensor 90 is off or the setting key 51 is off, if the clear switch is on, the initialization process of step S6 is executed but the device is not controlled to the setting change state, and if the clear switch is off, the recovery process of step S4 is executed but the device is not controlled to the setting confirmation state.

[0167] After executing the setting confirmation process or the setting change process, the CPU 103 executes a random number circuit setting process to initialize the random number circuit 104 (step S8). Then, the register of the CTC built into the game control microcomputer 100 is set so that a timer interrupt is generated periodically at a predetermined time (for example, 2 ms) (step S9), and the interrupt is permitted (step S10). After that, a loop process is started. After that, an interrupt request signal is sent from the CTC to the CPU 103 at a predetermined time (for example, 2 ms), and the CPU 103 can execute the timer interrupt process periodically.

[0168] When the CPU 103 that has executed such a game control main process receives an interrupt request signal from the CTC and accepts the interrupt request, it executes a game control timer interrupt process shown in the flowchart of Fig. 5. When the game control timer interrupt process shown in Fig. 5 is started, the CPU 103 first executes a predetermined switch process to determine whether or not detection signals have been received from various switches such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23 via the switch circuit 110 (step S21). Next, by executing a predetermined main side error process, it performs an abnormality diagnosis of the pachinko game machine 1, and makes it possible to generate a warning if necessary according to the diagnosis result (step S22). After that, by executing a predetermined information output process, it outputs data such as jackpot information (information indicating the number of jackpots), start information (information indicating the number of start winnings), and probability fluctuation information (information indicating the number of times the game has entered a probability variable state) that are supplied to a hall management computer installed outside the pachinko game machine 1 (step S23).

[0169] Following the information output process, a game random number update process is executed to update at least a part of the game random numbers used on the main board 11 side by software (step S24). After this, the CPU 103 executes a special symbol process process (step S25). The CPU 103 executes the special symbol process process at each timer interruption, thereby realizing the execution and reservation management of the special symbol game, the control of the big win game state, the control of the game state, and the like.

[0170] Following the special symbol process, the normal symbol process is executed (step S26). The CPU 103 executes the normal symbol process at each timer interruption, enabling the execution and reservation management of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passing gate 41), and the opening control of the variable winning ball device 6B based on the "normal symbol hit". The normal symbol game is executed by driving the normal symbol display 20, and the number of reserved normal symbols is displayed by lighting the normal symbol reservation display 25C.

[0171] After the normal symbol process processing is executed, as part of the game control timer interrupt processing, processing when a power outage occurs, processing for paying out prize balls, etc. may be executed. After that, the CPU 103 executes a command control processing (step S27). The CPU 103 may set a performance control command for transmission in each of the above processes. In the command control processing of step S27, a process is performed to transmit the performance control command set for transmission to a sub-side control board such as the performance control board 12. After the command control processing is executed, the interrupt is permitted and then the game control timer interrupt processing is terminated.

[0172] Fig. 6 is a flow chart showing an example of the special symbol process executed in step S25 shown in Fig. 5. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).

[0173] In the start winning judgment process, a process is executed to detect the occurrence of a start winning, store reserved information in a predetermined area of ​​the RAM 102, and update the reserved memory number. When a start winning occurs, a random number value for determining the display result (including the type of big win) and the variation pattern is extracted and stored as reserved information. In addition, a process for predicting and judging the display result and the variation pattern based on the extracted random number value may be executed. After the reserved information and the reserved memory number are stored, a transmission setting is performed to transmit a performance control command for specifying the judgment result such as the occurrence of a start winning, the reserved memory number, and the predictive judgment to the performance control board 12. The performance control command at the time of the start winning thus transmitted and set is transmitted from the main board 11 to the performance control board 12, for example, after the special pattern process is completed, by executing the command control process of step S27 shown in FIG. 5.

[0174] After executing the start winning judgment process in step S101, the CPU 103 selects and executes one of the processes in steps S110 to S120 according to the value of the special symbol process flag provided in the RAM 102. In each process (steps S110 to S120) of the special symbol process, a transmission setting is performed to transmit a performance control command corresponding to each process to the performance control board 12.

[0175] The normal special symbol processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this normal special symbol processing, a determination is made as to whether or not to start the first special symbol game or the second special symbol game based on the presence or absence of reserved information. In addition, in the normal special symbol processing, based on a random number value for determining the display result, whether or not the display result of the special symbol or the decorative symbol is to be a "jackpot" and the type of jackpot if it is a "jackpot" are determined (pre-determined) before the display result is derived and displayed. Furthermore, in the normal special symbol processing, a determined special symbol (either a jackpot symbol or a losing symbol) to be stopped and displayed in the special symbol game is set in response to the determined display result. After that, the value of the special symbol process flag is updated to "1", and the normal special symbol processing is terminated. In addition, the special symbol game using the second special symbol may be executed with priority over the special symbol game using the first special symbol (also called special symbol 2 priority consumption). In addition, the order in which the game balls enter the first start winning port and the second start winning port may be stored, and the conditions for starting the special game may be established in the order in which the balls enter the first start winning port (also called "winning order consumption").

[0176] When making various decisions based on random numbers, various tables (tables in which decision values ​​compared with random numbers are assigned to decision results) stored in ROM 101 are referenced. The same is true for other decisions in main board 11 and various decisions in performance control board 12. In performance control board 12, various tables are stored in ROM 121.

[0177] The variation pattern setting process of step S111 is executed when the value of the special chart process flag is "1". This variation pattern setting process includes a process of determining the variation pattern to one of multiple types using a random number value for determining the variation pattern based on a pre-determined result of whether the display result is a "jackpot". In the variation pattern setting process, when the variation pattern is determined, the value of the special chart process flag is updated to "2", and the variation pattern setting process ends.

[0178] The variation pattern specifies the execution time of the special chart game (special chart variation time) (which is also the execution time of the variable display of the decorative patterns), the manner of the variable display of the decorative patterns (presence or absence of a reach, etc.), and the content of the presentation during the variable display of the decorative patterns (type of reach presentation, etc.), and is also called the variable display pattern.

[0179] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2". This special symbol variation process includes a process for setting the first special symbol display device 4A and the second special symbol display device 4B to vary the special symbol, and a process for measuring the elapsed time since the special symbol started to vary. In addition, a determination is made as to whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. Then, when the elapsed time since the special symbol started to vary has reached the special symbol variation time, the value of the special symbol process flag is updated to "3", and the special symbol variation process is terminated.

[0180] The special symbol stop process in step S113 is executed when the value of the special symbol process flag is "3". This special symbol stop process includes a process for setting the first special symbol display device 4A and the second special symbol display device 4B to stop the variation of the special symbol and to stop displaying (deriving) the confirmed special symbol that is 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". If the display result is a "miss", when the time-saving state or the probability variable state is controlled and the end of the number-cutting is established, the game state is also updated. When the value of the special symbol process flag is updated, the special symbol stop process ends.

[0181] The pre-opening process of step S114 is executed when the value of the special pattern process flag is "4". This pre-opening process of the jackpot includes a process for setting the large prize opening to an open state by starting the execution of a round in the jackpot game state based on the display result being "jackpot". When the large prize opening is opened, a process for supplying a solenoid drive signal to the solenoid 82 for the large prize opening door is executed. At this time, for example, depending on the type of jackpot, the open upper limit period for opening the large prize opening and the upper limit execution number of rounds are set. When these settings are completed, the value of the special pattern process flag is updated to "5" and the pre-opening process of the jackpot is completed.

[0182] The jackpot opening process in step S115 is executed when the value of the special pattern process flag is "5". This jackpot opening process includes a process of measuring the elapsed time since the jackpot opening was opened, and a process of determining whether it is time to return the jackpot opening from the open state to the closed state based on the measured elapsed time and the number of game balls detected by the count switch 23. When the jackpot opening is returned to the closed state, a process of stopping the supply of the solenoid drive signal to the solenoid 82 for the jackpot opening door is executed, and then the value of the special pattern process flag is updated to "6", and the jackpot opening process is terminated.

[0183] The post-opening process of step S116 is executed when the value of the special chart process flag is "6". This post-opening process includes a process for determining whether the number of times the round in which the large prize entrance is opened has been executed has reached the set upper limit number of times, and a process for setting to end the jackpot game state when the upper limit number of times has been reached. When the number of times the round has been executed has not reached the upper limit number of times, the value of the special chart process flag is updated to "5", while when the number of times the round has been executed has reached the upper limit number of times, the value of the special chart process flag is updated to "7". When the value of the special chart process flag is updated, the post-opening process of the jackpot ends.

[0184] The jackpot end process in step S117 is executed when the value of the special chart process flag is "7". This jackpot end process includes a process of waiting until a waiting time corresponding to the period during which an ending performance is executed as a performance operation that notifies the end of the jackpot game state has elapsed, and a process of making various settings for starting the probability change control or time-saving control in response to the end of the jackpot game state. When such settings are made, the value of the special chart process flag is updated to "0", and the jackpot end process is terminated.

[0185] (Main operations of the performance control board 12) Next, the main operations of the performance control board 12 will be described. When the performance control board 12 receives a supply of power voltage from a power supply board or the like, the performance control CPU 120 starts up and executes the performance control main process as shown in the flowchart of Fig. 9. When the performance control main process shown in Fig. 9 starts, the performance control CPU 120 first executes a predetermined initialization process (step S71), clearing the RAM 122, setting various initial values, and setting registers of the CTC (counter / timer circuit) mounted on the performance control board 12. It also executes an initial operation control process (step S72). In the initial operation control process, control is executed to perform the initial operation of the movable body 32, such as control to drive the movable body 32 to return it to the origin position and control to perform a predetermined operation check.

[0186] Then, it is determined whether the timer interrupt flag is on or not (step S73). The timer interrupt flag is set to the on state every time a predetermined time (for example, 2 milliseconds) elapses, for example, based on the register setting of the CTC. At this time, if the timer interrupt flag is off (step S73; No), the process of step S73 is repeatedly executed and the process waits.

[0187] In addition, on the side of the performance control board 12, an interrupt occurs for receiving a performance control command from the main board 11, in addition to a timer interrupt that occurs every time a predetermined time has elapsed. This interrupt occurs, for example, when the performance control INT signal from the main board 11 becomes ON. When an interrupt occurs due to the performance control INT signal becoming ON, the performance control CPU 120 automatically sets the interrupt to be prohibited, but if a CPU that does not automatically become interrupt prohibited is used, it is desirable to issue an interrupt prohibition command (DI command). In response to an interrupt due to the performance control INT signal becoming ON, the performance control CPU 120 executes, for example, a predetermined command reception interrupt process. In this command reception interrupt process, the performance control command is taken in from a predetermined input port that receives a control signal transmitted from the main board 11 via the relay board 15, among the input ports included in the I / O 125. The performance control command taken in at this time is stored in a performance control command reception buffer provided in, for example, the RAM 122. After that, the performance control CPU 120 sets the interrupt to be permitted, and then ends the command reception interrupt process.

[0188] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to an off state (step S74), and a command analysis process is executed (step S75). In the command analysis process, for example, various performance control commands transmitted from the game control microcomputer 100 of the main board 11 and stored in the performance control command reception buffer are read, and then setting and control corresponding to the read performance control command are performed. For example, the read performance control command is stored in a predetermined area of ​​the RAM 122, or a reception flag provided in the RAM 122 is turned on so that which performance control command was received and the contents specified by the performance control command can be confirmed by the performance control process process. In addition, when the performance control command specifies the game state, the display control unit 123 may be instructed to display a background corresponding to the game state.

[0189] After executing the command analysis process in step S75, the performance control process is executed (step S76). In the performance control process, for example, the control of operating various performance devices is performed, such as the display operation of the performance image in the display area of ​​the image display device 5, the sound output operation from the speakers 8L and 8R, the lighting operation of the decorative light-emitting bodies such as the game effect lamp 9 and the decorative LED, and the driving operation of the movable body 32. In addition, the control contents of the performance operations using various performance devices are judged, determined, set, etc. according to the performance control command transmitted from the main board 11.

[0190] 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.

[0191] Fig. 10 is a flow chart showing an example of the processing executed in step S76 of Fig. 9 as the performance control process. In the performance control process shown in Fig. 10, the performance control CPU 120 first executes a look-ahead notice setting process (step S161). In the look-ahead notice setting process, for example, a judgment, decision, setting, etc. for executing the look-ahead notice performance is performed based on the performance control command at the time of the start winning transmitted from the main board 11. In addition, a process for displaying the reserved display is executed based on the reserved memory number specified from the performance control command.

[0192] After executing the process of step S161, the performance control CPU 120 selects and executes one of the processes of steps S170 to S175 described below, depending on the value of a performance process flag provided in the RAM 122, for example.

[0193] The variable display start waiting process in step S170 is executed when the value of the performance process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether or not to start variable display of the decorative pattern in the image display device 5 based on whether or not a command specifying the start of variable display has been received from the main board 11. If it is determined that variable display of the decorative pattern in the image display device 5 is to be started, the value of the performance process flag is updated to "1" and the variable display start waiting process is terminated.

[0194] The variable display start setting process in step S171 is a process executed when the value of the performance process flag is "1". In this variable display start setting process, the display result of the variable display of the decorative pattern (determined decorative pattern), the mode of the variable display of the decorative pattern, whether or not various performances such as reach performance and various notice performances are executed, the mode and execution start timing are determined based on the display result and the variation pattern specified by the performance control command. Then, a performance control pattern (a collection of control data for instructing the display control unit 123 to execute a performance) reflecting the determined result is set. After that, based on the set performance control pattern, the display control unit 123 is instructed to start execution of the variable display of the decorative pattern, the value of the performance process flag is updated to "2", and the variable display start setting process is terminated. The display control unit 123 starts the variable display of the decorative pattern in the image display device 5 according to the instruction to start execution of the variable display of the decorative pattern.

[0195] The variable display performance process in step S172 is a process executed when the performance process flag is "2". In this variable display performance process, the performance control CPU 120 instructs the display control unit 123 to display a performance image based on the performance control pattern set in step S171 on the display screen of the image display device 5, to drive the movable body 32, to output voice and sound effects from the speakers 8L and 8R by outputting a command (sound effect signal) to the voice control board 13, and to turn on / off / blink the game effect lamp 9 and the decorative LED by outputting a command (illumination signal) to the lamp control board 14, thereby executing various performance controls during the variable display of the decorative pattern. After performing such performance control, for example, in response to the fact that an end code indicating the end of the variable display of the decorative pattern is read from the performance control pattern, or in response to the fact that a command specifying the stop display of the fixed decorative pattern is received from the main board 11, the fixed decorative pattern, which is the display result of the decorative pattern, is stopped and displayed. When the final decorative pattern is stopped and displayed, the value of the performance process flag is updated to "3", and the performance process during variable display is terminated.

[0196] The special winning waiting process of step S173 is a process executed when the value of the performance process flag is "3". In this special winning waiting process, the performance control CPU 120 judges whether or not a performance control command that specifies the start of a big win game state has been received from the main board 11. Then, when a performance control command that specifies the start of a big win game state is received, the value of the performance process flag is updated to "4". Also, when a command that specifies the start of a big win game state is not received and the waiting time for receiving the command has elapsed, it is judged that the display result in the special game was "miss", and the value of the performance process flag is updated to the initial value "0". When the value of the performance process flag is updated, the special winning waiting process is terminated.

[0197] The big win performance processing in step S174 is a processing executed when the performance process flag value is "6". In this big win performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the big win gaming state, for example, and executes various performance controls in the big win gaming state based on the set content. In addition, in the big win performance processing, for example, in response to receiving a command from the main board 11 specifying that the big win gaming state is to be ended, the value of the performance process flag is updated to "5", which is a value corresponding to the ending performance processing, and the big win performance processing is ended.

[0198] The ending performance process in step S175 is executed when the performance process flag is set to "7". In this ending performance process, the performance control CPU 120 sets a performance control pattern corresponding to the end of a big win game state, for example, and executes various performance controls for the ending performance at the end of the big win game state based on the set contents. After that, the value of the performance process flag is updated to the initial value "0", and the ending performance process is terminated.

[0199] (Variations of the basic explanation) This invention is not limited to the pachinko gaming machine 1 described in the basic description above, and various modifications and applications are possible without departing from the spirit of the present invention.

[0200] The pachinko game machine 1 described above is a payout type game machine that pays out a predetermined number of game media as a prize when a prize is won, but it may also be an enclosed type game machine that encloses game media and awards points when a prize is won.

[0201] Only one type of pattern (for example, a symbol showing "-") may be displayed during the variable display of the special pattern, and the variable display may be performed by repeatedly displaying and extinguishing the pattern. Furthermore, even if the pattern is displayed during the variable display, the pattern may not be displayed when the variable display is stopped (the symbol showing "-" may not be displayed as a display result).

[0202] In the above basic explanation, a pachinko gaming machine 1 has been shown as the gaming machine, but the present invention can also be applied to slot machines (e.g., slot machines equipped with one or more of big bonus, regular bonus, RT, AT, ART, CZ (hereinafter referred to as bonus, etc.)) that can play a game in which medals are inserted and a predetermined bet amount is set, multiple types of symbols are rotated in response to the player's operation of the control lever, and when the symbols are stopped in response to the player's operation of the stop button, a specific combination of symbols is formed, and a predetermined number of medals is paid out to the player.

[0203] The programs and data for implementing the present invention are not limited to being distributed or provided to the computer device, etc., included in the pachinko gaming machine 1 by a removable recording medium, but may be distributed by being pre-installed in a storage device of the computer device, etc. Furthermore, the programs and data for implementing the present invention may be distributed by being downloaded from another device on a network connected via a communication line, etc., by providing a communication processing unit.

[0204] The game may be executed not only by inserting a removable recording medium, but also by temporarily storing a program and data downloaded via a communication line or the like in an internal memory or the like, and directly using hardware resources of another device on a network connected via a communication line or the like. Furthermore, the game may be executed by exchanging data with another computer device or the like via a network.

[0205] In this specification, expressions of comparison of various ratios such as the performance ratio (such as "high", "low", "different", etc.) may include one being a ratio of "0%". For example, it also includes one being a ratio of "0%" and the other being a ratio of "100%" or a ratio less than "100%".

[0206] This gaming machine may be controlled to a time-saving state B (also called a rescue time-saving state or rescue time-saving) among a plurality of types of time-saving states when the next jackpot does not occur even if the variable display is executed a predetermined number of times (900 times in this example) in a low probability state after the power is turned on (when the RAM clear process is executed) or after the occurrence of a jackpot. This rescue time-saving state is provided to rescue players who have played for a long period of time but have not won a jackpot (for example, to reduce investment in games), and in this example, it is a game state called "play time".

[0207] In this embodiment, when the multiple types of jackpots are controlled to jackpot A, 110 variable displays are performed in the time-saving state A (low probability / high base state) among the multiple types of time-saving states, so the number of variable displays remaining from the end of the time-saving state A to the arrival of the rescue time-saving state is 790, while when the multiple types of jackpots are controlled to either jackpot B or jackpot C, 110 variable displays are performed in the probability variable state (high probability / high base state), so the number of variable displays remaining from the end of the probability variable state to the arrival of the rescue time-saving state is 900. Also, in this embodiment, the number of variable displays in the time-saving state B (low probability / high base state) based on the value of the rescue time-saving count counter becoming "0" is 1100.

[0208] In this embodiment, in the variable display when the rescue time reduction is reached, a shutter image is displayed on the entire screen of the image display device 5, thereby reducing the visibility of the first background image corresponding to the normal state that was displayed as the background image in the variable display before the rescue time reduction is reached, and then a third background image corresponding to the rescue time reduction is displayed as the background image.

[0209] In this embodiment, the left side of the image display device 5 on the game board 2 of the pachinko game machine 1 is formed in a left game area where game balls can flow down, and the right side of the image display device 5 on the game board 2 is formed in a right game area where game balls can flow down. A game ball weakly shot by the launching device flows down a first path in the left game area, and a game ball strongly shot by the launching device flows down a second path in the right game area.

[0210] In this embodiment, the special variable winning ball device 7 has a first large winning opening and a second large winning opening formed along the flow direction of the game ball. The first large winning opening can be changed between an open state where the game ball can enter and a closed state where the game ball cannot enter by driving a large winning opening door (not shown) to open and close by driving a solenoid. The second large winning opening can be changed between an open state where the game ball can enter and a closed state where the game ball cannot enter by driving a large winning opening door (not shown) to open and close by driving a solenoid.

[0211] Furthermore, a first count switch 069SG023A capable of detecting a gaming ball is provided in the first large prize opening, and a second count switch 069SG023B capable of detecting a gaming ball is provided in the second large prize opening.

[0212] In other words, game balls flowing down the left game area (first path) can win in the general winning port 10 and the first start winning port formed by the winning ball device 6A, and game balls flowing down the right game area (second path) can win in the second start winning port formed by the variable winning ball device 6B, the general winning port 10, and the first large winning port or second large winning port formed by the special variable winning ball device 7, and can also pass through the passing gate 41.

[0213] In addition, the switch circuit 110 in this embodiment is connected to a first count switch 069SG023A, a second count switch 069SG023B, and a big win start switch 069SG024 built into the big win start gate 069SG042.

[0214] A plurality of obstacle nails are arranged between the winning ball device 6A and the variable winning ball device 6B and the special variable winning ball device 7. For this reason, a game ball flowing down the left game area cannot win a prize in the second start winning hole or the large winning hole, and a game ball flowing down the right game area cannot win a prize in the first start winning hole.

[0215] As shown in FIG. 9, at a predetermined position (for example, the lower left position of the game area) of the game board 2 of the pachinko game machine 1 in this embodiment, there are a first special symbol display device 069SG004A capable of variable display of the first special symbol, a second special symbol display device 069SG004B capable of variable display of the second special symbol, a first reserved indicator 069SG025A capable of displaying the first reserved memory number, a second reserved indicator 069SG025B capable of displaying the second reserved memory number, a normal symbol display device 069SG020 capable of variable display of normal symbols, a normal reserved indicator 069SG025C capable of displaying the normal reserved memory number, a jackpot indicator 069SG025B capable of displaying the jackpot indicator, and a special symbol display device 069SG025C capable of displaying the jackpot indicator. A game information display unit is provided in which a round indicator 069SG131 capable of displaying the number of rounds (type of jackpot) of the jackpot game during play, a right hit lamp 069SG132 which lights up in a game state in which a game ball is shot toward the right game area, such as a jackpot game state, a high probability / high base state (probability change state), or a low probability / high base state (time-saving state), a probability change lamp 069SG133 which lights up when the game is in a high probability / high base state (probability change state), and a time-saving lamp 069SG134 which lights up in a high probability / high base state (probability change state) and a low probability / high base state (time-saving state) are arranged together. Note that, when the game state is in a normal state, the right hit lamp 069SG132 exceptionally lights up from the timing when the variable display stops if the variable display result is a jackpot.

[0216] As shown in Figure 9, the main board 11 is equipped with an information output circuit for outputting game information (signals) to an external device such as a management computer of the gaming center in which the pachinko game machine 1 is installed, via a terminal board not shown.

[0217] In this embodiment, the second large prize opening is provided with a V prize opening and a discharge outlet downstream of the V prize opening. A variable V prize opening device (V lid) is provided upstream of the V prize opening. The variable V prize opening device is changed between a closed state and an open state by a solenoid. In other words, the game ball flowing down the second large prize opening can pass through the V prize opening when the variable V prize opening device is in an open state, and cannot pass through the V prize opening and flows down to the discharge outlet when the variable V prize opening device is in a closed state.

[0218] As shown in FIG. 9, the main board 11 is provided with a V switch 069SG023B1 capable of detecting, via a switch circuit 110, that a gaming ball has passed through a V entry port provided downstream of the second large entry port, and an ejection switch 069SG023B2 capable of detecting that a gaming ball has passed through an ejection port.

[0219] Also, the performance control board 12 is connected to a vibration motor 61 built into the push button 31B and a movable body motor 207 for operating the movable body 32. Also, the lamp control board 14 is connected to a right hit LED069SG031 for encouraging a right hit operation, a first special symbol LED069SG032 that lights up during the variable display of the first special symbol, a second special symbol LED069SG033 that lights up during the variable display of the second special symbol, a first reserved LED069SG034A that lights up when the first reserved memory number is 1 to 2, and a first reserved LED069SG035A that lights up when the first reserved memory number is 3 to 4. 69SG034B, a second hold LED069SG035A which lights up when the second hold memory number is 1 to 2, a second hold LED069SG035B which lights up when the second hold memory number is 3 to 4, a button LED 62 built into the push button 31B, a movable body LED 208 built into the movable body 32, and frame LEDs 9L1 to 9L12, 9R1 to 9R12 provided on the gaming machine frame 3 are connected to it.

[0220] FIG. 10(A) is an explanatory diagram illustrating a random number value counted on the side of the main board 11. As shown in FIG. 10(A), in this embodiment, on the side of the main board 11, in addition to the random number value MR1 for determining the result of the special chart display, the random number value MR2 for determining the type of big win, the random number value MR3 for determining the variation pattern, the random number value MR4 for determining the result of the normal chart display, and the random number value MR5 for determining the initial value of MR4 are controlled so as to be countable. In addition, in order to enhance the effect of the game, random number values ​​other than these may be used. These random number values ​​MR1 ​​to MR5 may be counted by updating by software using different random counters in the CPU 103, or may be updated by the random number circuit 104. The random number circuit 104 may be built in the microcomputer 100 for game control, or may be configured as a random number circuit chip different from the microcomputer 100 for game control. Such random numbers used to control the progress of the game are also called game random numbers.

[0221] In this embodiment, the random number values ​​MR1 ​​to MR5 are respectively used as values ​​within the ranges shown in Figure 10 (A), but the present invention is not limited to this, and the ranges of these random number values ​​MR1 ​​to MR5 may be made different depending on the setting values ​​set in the pachinko game machine 1.

[0222] In the game control microcomputer 100, the CPU 103 executes a program read from the ROM 101 and uses the RAM 102 as a work area to execute various processes for controlling the progress of the game in the pachinko game machine 1. In addition, the CPU 103 executes a random number generation program to generate all of the various random numbers used on the main board 11 side.

[0223] In the ROM 101 provided in the game control microcomputer 100, in addition to the program for game control, various table data used to control the progress of the game are stored. For example, the ROM 101 stores table data constituting a plurality of judgment tables prepared for the CPU 103 to make various judgments and decisions. The ROM 101 also stores table data constituting a plurality of control pattern tables used by the CPU 103 to output various control signals from the main board 11, and a variation pattern judgment table that stores a plurality of types of variation patterns that become the variable display mode of each pattern in the variable display of special patterns, normal patterns, etc.

[0224] 10B shows an example of the configuration of the special chart display result judgment table stored in the ROM 101. As the special chart display result judgment table, a common special chart display result judgment table is used for the first special chart and the second special chart, but the present invention is not limited to this, and individual special chart display result judgment tables may be used for the first special chart and the second special chart.

[0225] The special pattern display result determination table is a table which is referenced to determine whether or not to control the variable display result to a jackpot game state as a "jackpot" before a determined special pattern which is a variable display result is derived and displayed in a special pattern game using a first special pattern by the first special pattern display device 4A or a special pattern game using a second special pattern by the second special pattern display device 4B, based on a random number value MR1 for determining the special pattern display result.

[0226] In the special chart display result determination table, a numerical value (determination value) to be compared with the random number value MR1 for determining the special chart display result is assigned to the special chart display result of "jackpot" or "miss" depending on whether the game state of the pachinko game machine 1 is a normal state or a time-saving state (low probability state), or a probability change state (high probability state).

[0227] In the special chart display result judgment table, the table data indicating the judgment value to be compared with the random number value MR1 for judging the special chart display result is judgment data assigned to the decision result of whether or not to control the special chart display result to a jackpot game state as a "jackpot". In the special chart display result judgment table, when the game state is a probability variable state (high probability state), more judgment values ​​are assigned to the special chart display result of a "jackpot" than when the game state is a normal state or a time-saving state (low probability state). As a result, in the probability variable state (high probability state) in which the probability variable control is performed in the pachinko game machine 1, the probability of determining that the special chart display result is a "jackpot" and that the game state is controlled to a jackpot game state is higher (about 1 / 80.02) than the probability of determining that the special chart display result is a "jackpot" and that the game state is controlled to a jackpot game state when the game state is a normal state or a time-saving state (low probability state) (about 1 / 319.68). That is, in the special chart display result judgment table, judgment data is assigned to the decision result of whether or not to control to a jackpot game state so that when the game state in the pachinko game machine 1 is in a special probability state (high probability state), the probability of deciding to control to a jackpot game state is higher than when it is in a normal state or a time-saving state.

[0228] The judgment tables stored in ROM101 include, in addition to the first special symbol display result judgment table and the second special symbol display result judgment table shown in FIG. 7, a jackpot type judgment table (for the first special symbol) shown in FIG. 10 (C1), a jackpot type judgment table (for the second special symbol) shown in FIG. 10 (C2), as well as a fluctuation pattern judgment table, a normal symbol display result judgment table (not shown), a normal symbol fluctuation pattern determination table (not shown), and the like.

[0229] In addition, the pachinko game machine 1 of this embodiment is configured so that the probability of winning a jackpot (ball payout rate) does not change depending on the set value, but it may also be configured so that the probability of winning a jackpot (ball payout rate) changes depending on the set value.

[0230] (Big hit type determination table) 10(C1) and 10(C2) are explanatory diagrams showing a jackpot type determination table (for the first special symbol) and a jackpot type determination table (for the second special symbol) stored in the ROM 101. Of these, FIG. 10(C1) is a table for determining a jackpot type using reserved memory based on a game ball winning the first start winning slot (i.e., when the first special symbol is variably displayed). Also, FIG. 10(C1) is a table for determining a jackpot type using reserved memory based on a game ball winning the second start winning slot (i.e., when the second special symbol is variably displayed).

[0231] The jackpot type determination table is a table that is referenced when a determination is made to make the variable display result a jackpot pattern, to determine the type of jackpot as one of jackpot A to jackpot C based on a random number (MR2) for determining the jackpot type.

[0232] Here, the jackpot type in this embodiment will be explained with reference to Fig. 10(D). In this embodiment, the jackpot types are jackpot A, jackpot B, and jackpot C, which are controlled for a maximum of 110 variable displays after the end of the jackpot game state. In addition, these jackpots A, B, and C are also jackpots in which the probability variable control is executed for a maximum of 110 variable displays after the end of the jackpot game by the game ball entering the V winning port after entering the second winning port in the first round of the jackpot game state.

[0233] In this embodiment, the open state of the variable V winning ball device (V lid) includes a short open state (e.g., 0.1 seconds) in which the open state is short, and a long open state (e.g., 15 seconds) in which the open state is long. In the first round of the jackpot game state, the variable V winning ball device is in the short open state for the big win A, and in the first round of the jackpot game state, the variable V winning ball device is in the long open state for the big win B and big win C.

[0234] The jackpot game state by "jackpot A" is a normal opening jackpot that changes the second large prize winning port to an opening state advantageous to the player in the first round, and changes the first large prize winning port to an opening state advantageous to the player in the second to sixth rounds. Also, in "jackpot A", since the variable V prize winning ball device is in a short opening state in the first round, it is extremely difficult to make the game ball win the V prize winning port, and it is not expected that the probability variable control will be executed, so it is a substantial normal jackpot.

[0235] The jackpot game state by "jackpot B" is a normal opening jackpot that changes the second large prize winning hole to an opening state advantageous to the player in the first round, and changes the first large prize winning hole to an opening state advantageous to the player in the second to sixth rounds. Also, in "jackpot B", since the variable V prize winning ball device is in a long opening state in the first round, it is extremely easy to make the game ball win the V prize winning hole, and it is expected that the probability variable control will be executed, so it is a substantial probability variable jackpot.

[0236] The jackpot game state by "jackpot C" is a normal opening jackpot that changes the second large prize winning hole to an opening state advantageous to the player in the first round, and changes the first large prize winning hole to an opening state advantageous to the player in the second to tenth rounds. Also, in "jackpot C", since the variable V prize winning ball device is in a long opening state in the first round, it is extremely easy to make the game ball win the V prize winning hole, and it is expected that the probability variable control will be executed, so it is a substantial probability variable jackpot.

[0237] In this embodiment, an example is shown in which there are three types of jackpots, jackpot A to jackpot C, but the present invention is not limited to this, and there may be two or less types of jackpots, or four or more types of jackpots.

[0238] Also, as shown in Fig. 10(C1), in the jackpot type determination table (for the first special symbol), of the range of 0 to 299 for the MR2 determination value, 0 to 149 is assigned to the jackpot A, and 150 to 299 is assigned to the jackpot B. On the other hand, as shown in Fig. 10(C2), in the jackpot type determination table (for the second special symbol), of the range of 0 to 299 for the MR2 determination value, 0 to 99 is assigned to the jackpot B, and 100 to 299 is assigned to the jackpot C.

[0239] That is, in this embodiment, when the variable special symbol is the first special symbol, the game ball is likely to enter the V winning hole in the first round of the jackpot game state with a probability of 50%, so that both the probability variable control and the time-saving control are implemented after the jackpot game ends. Furthermore, when the variable special symbol is the second special symbol, the game ball is likely to enter the V winning hole in the first round of the jackpot game state with a probability of 100%, so that both the probability variable control and the time-saving control are implemented after the jackpot game ends.

[0240] In this example, even if the jackpot A is hit, it is possible to win the V prize when the V lid is in a short open state, but this is extremely rare, so in the case of the jackpot A, it is explained as not winning the V prize and the variable probability control is not executed. Also, even if the jackpot B or jackpot C is hit, it is possible but extremely rare that the V lid cannot win the V prize when it is in a long open state, so in the case of the jackpot B or jackpot C, it is explained as winning the V prize and the variable probability control is executed.

[0241] In addition, in this embodiment, the type of jackpot is determined using MR2, which is a random number value for determining the type of jackpot, but the present invention is not limited to this, and the type of jackpot may also be determined using MR1, which is a random number value for determining the result of special chart display.

[0242] In addition, in this embodiment, for example, as the jackpot type for the second special pattern, a form having jackpots B and C in which 110 times of special jackpot control and time-saving control can be executed after the end of the jackpot game state has been exemplified, but the present invention is not limited to this, and for example, a jackpot D in which time-saving control is executed 1009 times (special jackpot state: 110 times + time-saving state A: 899 times) after the end of the jackpot game state may be provided, and by doing so, it is almost certain that the next jackpot will be won, which increases interest, and even if a jackpot does not occur in the special jackpot state of 110 times after the end of jackpot D and the special jackpot control ends, after no jackpot occurs in the special jackpot state A (low probability / high base state), 899 variable displays are executed, and then only one variable display is executed in the normal state, and control is further performed to the time-saving state B (rescue time-saving state) described later, which increases interest.

[0243] (Time reduction) FIG. 11 is an explanatory diagram for explaining the number of time-saving times for each transition trigger. As shown in FIG. 11, in this example, if a jackpot A occurs and the game ball does not enter the probability variable area, (1) the time-saving control is performed 110 times, and (2) the low probability control is performed 110 times, and the game enters the time-saving state A (in this example, the time-saving state is controlled to a battle rush (BATTLE RUSH) with 110 times of time-saving times. Also, if either a jackpot B or a jackpot C occurs and the game ball enters the probability variable area, (1) the time-saving control is performed 110 times, and (2) the probability variable state is controlled to an extreme battle rush (EXTREME BATTLE RUSH) with 110 times of time-saving times. In addition, if 900 variable displays are performed in a low probability state without being controlled to a jackpot, (1) time-saving control is performed 1100 times, and (2) low probability control is performed 1100 times, and the game is controlled to time-saving state B (in this example, 1100 times of time-saving, YU·1100 BATTLE RUSH (YU·1100 BATTLE RUSH)). However, even if 900 fluctuations are performed again in a low probability state without being controlled to a jackpot after the end of time-saving state B, the game will not be controlled to time-saving state B again based on this.

[0244] In addition, when a losing symbol with time reduction is stopped and displayed in the normal state, (1) the time reduction control is performed 1100 times, and (2) the low probability control is performed 1100 times, so that the state may be controlled to a time reduction state B (in this example, a play 1100 battle rush with 1100 times of time reduction). In this case, even if a losing symbol with time reduction is stopped and displayed in a high base state (probability change state, time reduction state), the transition control of the game state is not performed (the state is not controlled to a time reduction state with 1100 times of time reduction). This is to avoid reducing the degree of relief for the player. For example, if a configuration is adopted in which the state is controlled to a probability change state where a winning jackpot is likely to occur and a losing symbol with time reduction is stopped and displayed, the state is controlled from an advantageous state to an unfavorable state for the player, which is not preferable. Therefore, the game state controlled when the time-saving losing symbol is stopped and displayed is the normal state, and the game state is controlled to the time-saving state of 1,100 times.

[0245] The rescue time-saving achievement rate is the rate at which the game is controlled to the time-saving state via the rescue time-saving. The time-saving state via the rescue time-saving is controlled by performing variable display n times (900 times in this example) without being controlled to the big win game state, so the rescue time-saving achievement rate K can be calculated as follows.

[0246] K = {(1-ML)^n} x 100

[0247] (K = rescue time reduction achievement rate, ML = jackpot probability, n = variable display count) Specifically, for example, if the jackpot probability ML in this embodiment is about 1 / 319, the rescue time reduction achievement rate K is 5.9%. In addition, in the case of a gaming machine that allows the setting value to be set, if the rescue time reduction achievement rate is set to be higher as the jackpot probability is set to a lower value, the player can be rescued even if the jackpot probability is set to a low value.

[0248] (Fluctuation pattern) 12 to 15 are explanatory diagrams showing specific examples of the fluctuation pattern determination table in the present embodiment.

[0249] Figure 12 shows: (A) a specific example of a deviation variation pattern determination table when the number of reserved memories in the normal state is 0 to 2; (B) a specific example of a deviation variation pattern determination table when the number of reserved memories is 3; and (C) a specific example of a big win variation pattern determination table when the number of reserved memories is 0 to 3.

[0250] As shown in FIG. 12(A), in the deviation variation pattern determination table when the number of reserved memories is 0 to 2, 9850 determination values are assigned to non-reach B, 50 determination values are assigned to SP reach A, 50 determination values are assigned to SP reach B, and 50 determination values are assigned to SP reach C. Also, as shown in FIG. 12(B), in the deviation variation pattern determination table when the number of reserved memories is 3, 9850 determination values are assigned to shortened non-reach B, 50 determination values are assigned to SP reach A, 50 determination values are assigned to SP reach B, and 50 determination values are assigned to SP reach C.

[0251] On the other hand, as shown in FIG. 12(C), in the big win variation pattern determination table when the number of reserved memories is 0 to 3, 100 determination values are assigned to SP non-pass B, 2000 determination values are assigned to SP reach A, 3600 determination values are assigned to SP reach B, and 4300 determination values are assigned to SP reach C. In this way, the big win expectation degree increases in the order of SP reach A (battle reach) < SP reach B (story reach A) < SP reach C (story reach B). By doing so, it is possible to pay attention to the reach effect of the development destination.

[0252] Figure 13 shows: (A) a specific example of a deviation variation pattern determination table when the number of reserved memories in the probability variation state is 0; (B) a specific example of a deviation variation pattern determination table when the number of reserved memories is 1 to 3; and (C) a specific example of a big win variation pattern determination table when the number of reserved memories is 0 to 3.

[0253] As shown in Fig. 13(A), in the fluctuation pattern determination table for a miss when the reserved memory number is 0, 9500 judgment values ​​are assigned to non-reach A, 200 judgment values ​​are assigned to SP reach C, and 300 judgment values ​​are assigned to SP reach D. Also, as shown in Fig. 13(B), in the fluctuation pattern determination table for a miss when the reserved memory number is 1 to 3, 8500 judgment values ​​are assigned to shortened non-reach A, 1000 judgment values ​​are assigned to non-reach A, 200 judgment values ​​are assigned to SP reach C, and 300 judgment values ​​are assigned to SP reach D.

[0254] On the other hand, as shown in Figure 13 (C), in the fluctuation pattern judgment table for a jackpot when the number of reserved memories is 0, 500 judgment values ​​are assigned to SP non-via A, 8,000 judgment values ​​are assigned to SP reach C, and 1,500 judgment values ​​are assigned to SP reach D.

[0255] In addition, Figure 14 shows (A) a specific example of a fluctuation pattern determination table for a miss when the number of reserved memories in time-saving state A is 0, (B) a specific example of a fluctuation pattern determination table for a miss when the number of reserved memories is 1 to 3, and (C) a specific example of a fluctuation pattern determination table for a jackpot when the number of reserved memories is 0 to 3.

[0256] As shown in Fig. 14(A), in the fluctuation pattern determination table for a miss when the reserved memory number is 0, 9500 judgment values ​​are assigned to non-reach A, and 500 judgment values ​​are assigned to SP reach E. Also, as shown in Fig. 14(B), in the fluctuation pattern determination table for a miss when the reserved memory number is 1 to 3, 9000 judgment values ​​are assigned to shortened non-reach A, 500 judgment values ​​are assigned to non-reach A, and 500 judgment values ​​are assigned to SP reach E.

[0257] On the other hand, as shown in Figure 14 (C), in the fluctuation pattern judgment table for a jackpot when the number of reserved memories is 0 to 3, 500 judgment values ​​are assigned to SP non-via A, and 9,500 judgment values ​​are assigned to SP reach E.

[0258] In addition, Figure 15 shows (A) a specific example of a fluctuation pattern determination table for a miss when the number of reserved memories in time-saving state B (rescue time-saving state) is 0, (B) a specific example of a fluctuation pattern determination table for a miss when the number of reserved memories is 1 to 3, and (C) a specific example of a fluctuation pattern determination table for a jackpot when the number of reserved memories is 0 to 3.

[0259] As shown in Fig. 15(A), in the fluctuation pattern determination table for a miss when the reserved memory number is 0, 9700 judgment values ​​are assigned to non-reach A, and 300 judgment values ​​are assigned to SP reach D. Also, as shown in Fig. 15(B), in the fluctuation pattern determination table for a miss when the reserved memory number is 1 to 3, 9700 judgment values ​​are assigned to super-shortened non-reach, and 300 judgment values ​​are assigned to SP reach D.

[0260] On the other hand, as shown in FIG. 15(C), in the fluctuation pattern determination table for the jackpot when the reserved memory number is 0 to 3, 10,000 determination values ​​are assigned to the SP reach D.

[0261] As shown in Figures 13(A) and 13(B), in the high probability state, when the number of reserved memories is 0, the average time of the variable display time of the variable pattern for a losing jackpot that can be determined is approximately 8.2 seconds {((7s x 95) + (40s x 2) + (25s x 3)) ÷ 100 = 8.2}, and when the number of reserved memories is 1 to 3, the average time of the variable display time of the variable pattern for a losing jackpot that can be determined is approximately 4.8 seconds {((3s x 85) + (7s x 10) + (40s x 2) + (25s x 3)) ÷ 100 = 4.8}.

[0262] Here, assuming that when the special probability state starts, the first variable display has a pending memory number of 0, and that the 2nd to 110th variable displays have a pending memory number of 1 to 3, the average variable display time of the variable pattern for a miss that can be determined in the special probability state is approximately 4.83 seconds {(8.2 + (4.8 × 109)) ÷ 110 = 4.83}.

[0263] Also, as shown in FIG. 13(C), the average time of the variable display time of the variable pattern for a jackpot that can be determined in the high probability state when the number of reserved memories is 0 to 3 is approximately 51.1 seconds {((22 s × 5) + (55 s × 80) + (40 s × 15)) ÷ 100 = 51.1}, so the average time of the variable display time of the variable pattern for a jackpot that can be determined in the high probability state is approximately 51.1 seconds.

[0264] As shown in Figures 14(A) and (B), in time-saving state A, when the number of pending memories is 0, the average variable display time of the variable display pattern for a miss that can be determined is approximately 9.15 seconds {((7s x 95) + (50s x 5)) ÷ 100 = 9.15}, and when the number of pending memories is 1 to 3, the average variable display time of the variable display pattern for a miss that can be determined is approximately 5.55 seconds {((3s x 90) + (7s x 5) + (50s x 5)) ÷ 100 = 5.55}.

[0265] Here, assuming that when time-saving state A begins, the first variable display has a pending memory number of 0, and the 2nd to 110th variable displays have a pending memory number of 1 to 3, the average variable display time of the variable pattern for a miss that can be determined in time-saving state A is approximately 5.58 seconds {(9.15 + (5.55 × 109)) ÷ 110 = 5.58}.

[0266] Also, as shown in FIG. 14(C), the average variable display time of the variable pattern for a jackpot that can be determined when the number of reserved memories is 0 to 3 in the time-saving state A is approximately 62.8 seconds {((22 s × 5) + (55 s × 95)) ÷ 100 = 62.85}.

[0267] As shown in Figures 15(A) and (B), in time-saving state B, when the number of pending memories is 0, the average variable display time of the variable display pattern for a miss that can be determined is approximately 7.54 seconds {((7s x 97) + (25s x 3)) ÷ 100 = 7.54}, and when the number of pending memories is 1 to 3, the average variable display time of the variable display pattern for a miss that can be determined is approximately 2.205 seconds {((1.5s x 97) + (25s x 3)) ÷ 100 = 2.205}.

[0268] Here, assuming that when time-saving state B begins, the first variable display has a pending memory number of 0, and the 2nd to 1100th variable displays have a pending memory number of 1 to 3, the average variable display time of the variable pattern for a miss that can be determined in time-saving state B is approximately 2.2 seconds {(7.54 + (2.205 × 1099)) ÷ 1100 = 2.20985}.

[0269] Also, as shown in FIG. 15(C), since the average time of the variable display time of the variable pattern for a jackpot that can be determined in the time-saving state B when the number of reserved memories is 0 to 3 is approximately 40 seconds, the average time of the variable display time of the variable pattern for a jackpot that can be determined in the time-saving state B is approximately 40 seconds.

[0270] In this way, when the number of reserved memories is 0, the number of possible variation patterns for a miss is three for the special state, two for the time-saving state A, and two for the time-saving state B. When the number of reserved memories is 1 to 3, the number of possible variation patterns for a miss is four for the special state, three for the time-saving state A, and two for the time-saving state B.

[0271] In addition, the average variable display time of the determinable losing fluctuation pattern is 4.83 seconds in the special state, 5.58 seconds in the time-saving state A, and 2.2 seconds in the time-saving state B.

[0272] In addition, when the number of reserved memories is 0 to 3, the number of variable patterns for a jackpot that can be determined is three for the special state, two for the time-saving state A, and one for the time-saving state B. In addition, the average variable display time of the determinable jackpot fluctuation pattern is 51.1 seconds in the special state, 62.8 seconds in time-saving state A, and 40 seconds in time-saving state B.

[0273] In other words, the number of types of determinable loss-time fluctuation patterns decreases in the order of the special probability state, the time-saving state A, and the time-saving state B (special probability state > time-saving state A > time-saving state B), and the average time of the variable display time of the determinable loss-time fluctuation patterns decreases in the order of the special probability state, the time-saving state A, and the time-saving state B (special probability state > time-saving state A > time-saving state B).

[0274] In addition, the types of variable patterns for big wins that can be determined decrease in the order of the probability variable state, time-saving state A, and time-saving state B (probability variable state > time-saving state A > time-saving state B), and the average time of the variable display time of the variable patterns for big wins that can be determined decreases in the order of the probability variable state, time-saving state A, and time-saving state B (probability variable state > time-saving state A > time-saving state B). Thus, the time-saving state B has fewer types of variable patterns and a shorter variable display period than the probability variable state and time-saving state A. In other words, a monotonous and efficient variable display is performed.

[0275] In addition, the number of types of miss fluctuation patterns and the number of types of jackpot fluctuation patterns that can be determined are shown as being greater in the special state than in the time-saving state A, but the number may be greater in the time-saving state A than in the special state, or may be the same in the special state and the time-saving state A.

[0276] In addition, the various variation pattern determination tables shown in Figures 12 to 15 are used in common for the first special symbol and the second special symbol. In particular, in the time-saving state B, the variation pattern determination table shown in Figure 15 is used in common for the first special symbol and the second special symbol, so that even if the first start winning occurs in the time-saving state B, the number of possible variation pattern types is smaller than in the probability variable state and the time-saving state A, and the average time of the variable display time is shorter, so that a monotonous and efficient variable display is performed.

[0277] In addition, different variation pattern determination tables may be used for the first special symbol and the second special symbol. In addition, when a V winning occurs in the jackpot game state by "jackpot A", the game state is controlled to a probability variable state in which probability variable control and time-saving control are executed after the end of the jackpot game state, similar to "jackpot B" and "jackpot C", so the fluctuation pattern is determined using the fluctuation pattern determination table shown in FIG. 13. In addition, when a V winning does not occur in the jackpot game state by "jackpot B" or "jackpot C", the game state is controlled to a time-saving state A in which only time-saving control is executed after the end of the jackpot game state, similar to "jackpot A", so the fluctuation pattern is determined using the fluctuation pattern determination table shown in FIG. 14. In other words, the fluctuation pattern determination table does not use a fluctuation pattern determination table according to the jackpot type, but rather uses a fluctuation pattern determination table linked to the state after the end of the jackpot game state, since an irregular state may occur in the jackpot game state.

[0278] In other words, in a gaming machine that can be controlled to a certain variable state after the end of a favorable state (e.g., a jackpot gaming state) based on the passing of a gaming ball through a specific area (e.g., a V entry port, etc.) in the jackpot gaming state, if a V entry occurs in the jackpot gaming state in which a V entry is possible, the machine is controlled to the certain variable state after the end of the jackpot gaming state, while if a V entry does not occur in the jackpot gaming state in which a V entry is possible, the machine is controlled to the first time-saving state after the end of the jackpot gaming state, and if a V entry does not occur in the jackpot gaming state in which a V entry is difficult, the machine is controlled to the second time-saving state after the end of the jackpot gaming state, in which the first time-saving state and the second time-saving state are a common time-saving state, it is preferable that the variable display period of 1 in the first time-saving state and the second time-saving state is shorter than the variable display period of 1 in time-saving state B of this embodiment.

[0279] (Fluctuation pattern without reach) In this embodiment, the variation pattern without a reach ("shortened non-reach A, shortened non-reach B", "ultra shortened non-reach", "non-reach A, non-reach B", "non-SP A, non-SP B") is a variation pattern in which a combination of decorative symbols indicating that the reach is not established after the variable display starts and the variable display result is a "miss" or "jackpot" is stopped and displayed. "shortened non-reach A, shortened non-reach B", "ultra shortened non-reach", "non-reach A, non-reach B", and "non-SP A, non-SP B" are collectively referred to simply as "non-reach" or "non-reach variation pattern". Incidentally, "non-SP A, non-SP B" is a non-reach variation pattern for a jackpot that is a jackpot without the establishment of a reach or SP reach.

[0280] In this embodiment, among the fluctuation patterns not involving a reach, when the fluctuation pattern is determined to be a "non-reach A" fluctuation pattern, the variable display period is 7000 ms, when the fluctuation pattern is determined to be a "non-SP via A" fluctuation pattern, the variable display period is 7000+15000 ms, when the fluctuation pattern is determined to be a "non-reach B" fluctuation pattern, the variable display period is 12000 ms, when the fluctuation pattern is determined to be a "non-SP via B" fluctuation pattern, the variable display period is 12000+15000 ms, when the fluctuation pattern is determined to be a "shortened non-reach A" fluctuation pattern, the variable display period is 3000 ms, when the fluctuation pattern is determined to be a "shortened non-reach B" fluctuation pattern, the variable display period is 5000 ms, and when the fluctuation pattern is determined to be an "ultra-shortened non-reach" fluctuation pattern, the variable display period is 1500 ms. Among these, the "super-shortened non-reach" variation pattern is a variation pattern that can be determined only in the time-shortened state B, and has a shorter variable display period than any of the variation patterns determined when the game is controlled in other game states in which time-shortened control is executed (time-shortened state A, special probability state).

[0281] (Fluctuating pattern with SP reach) In this embodiment, in the variation pattern with the SP reach ("SP reach A", "SP reach B", "SP reach C", "SP reach D", "SP reach E"), after the reach state is established, the SP reach performance is executed as a rock-paper-scissors performance (SP reach A) in which the ally character and the enemy character play rock-paper-scissors to notify whether or not the jackpot has been won, or a battle performance (SP reach B to E) in which the ally character and the enemy character play a battle to notify whether or not the jackpot has been won, and the final display result is fixed and stopped after the rock-paper-scissors performance or the battle performance ends. Here, if the final display result is a "miss", a performance (defeat performance) in which the ally character is defeated by the enemy character is executed. On the other hand, if the final display result is a "jackpot", a performance (victory performance) in which the ally character wins against the enemy character is executed, or a performance (defeat performance) in which the ally character is defeated by the enemy character is executed, and then a performance (revival performance) in which the ally character revives and wins against the enemy character is executed.

[0282] Incidentally, the "variation pattern without reach" is a variation pattern in which the state of the variable display of the decorative pattern does not become a predetermined reach state and a variable display result is displayed. Incidentally, even if there is a reach tease such as a "reach notice" described later, it includes a variation pattern in which the variable display result is displayed without finally becoming a reach state. Also, the "variation pattern with SP reach" is a variation pattern in which the state of the variable display of the decorative pattern becomes a predetermined reach state, and then the reach performance develops and the SP reach performance is executed, and then the display result is displayed.

[0283] In addition, the SP reach jackpot fluctuation pattern (SP reach A to E) includes a variable display part in which a variable display of a decorative pattern is executed, and a post-performance part in which the number of balls expected to be awarded in the jackpot game state is notified in a specific manner after the victory performance and revival performance of the variable display part have ended.

[0284] The variable display period of the variable display part is 45000ms for SP reach A, 80000ms for SP reach B, 40000ms for SP reach C, 25000ms for SP reach D, and 50000ms for SP reach E, and differs for each type of SP reach A to E. On the other hand, the execution period of the post-performance part is 15000ms, which is common to SP reach A to E. In this embodiment, the post-performance part is assigned a predetermined period (for example, 15000ms) in the variable display period, but the predetermined period may be different depending on the type of SP reach. Also, a fanfare period in a jackpot game state may be assigned to the post-performance part.

[0285] In this embodiment, all fluctuation patterns involving a reach are set as SP reach fluctuation patterns, and an example is given of a form in which a normal reach fluctuation pattern is not set, but the present invention is not limited to this, and a normal reach fluctuation pattern may be set.

[0286] (Main control command) FIG. 16(A) is an explanatory diagram showing an example of the contents of a main control command in this embodiment. The main control command is, for example, two bytes in structure, with the first byte indicating MODE (command classification) and the second byte indicating EXT (command type). The first bit (bit 7) of the MODE data is always set to "1", and the first bit of the EXT data is set to "0". Note that the command format shown in FIG. 16(A) is only an example, and other command formats may be used. Also, in this example, the control command is composed of two control signals, but the number of control signals constituting the control command may be one, or may be three or more.

[0287] In the example shown in FIG. 16(A), the command 8001H is a first variable display start command that specifies the start of variable display in a special symbol game using the first special symbol in the first special symbol display device 4A. The command 8002H is a second variable display start command that specifies the start of variable display in a special symbol game using the second special symbol in the second special symbol display device 4B. The command 81XXH is a variable pattern designation command that specifies the variable pattern (variation time) of the decorative symbols and the like that are variably displayed in the "left", "middle", and "right" decorative symbol display areas 5L, 5C, and 5R in the image display device 5 in response to the variable display of the special symbol in the special symbol game. Here, XXH indicates an unspecified hexadecimal number, and may be any value that is arbitrarily set according to the instruction contents by the performance control command. In addition, in the variable pattern designation command, different EXT data is set according to the designated variable pattern and the like.

[0288] Command 8C00H is a variable display result designation command, which is a presentation control command that designates a variable display result such as a special pattern or a decorative pattern. In the variable display result designation command, for example, as shown in FIG. 16(B), different EXT data is set according to the determination result (predetermined result) of whether the variable display result is a "miss" or a "jackpot" ("miss with time reduction"), and the determination result (jackpot type determination result) of which of several types of jackpot types should be used when the variable display result is a "jackpot."

[0289] In the variable display result designation command, for example, as shown in FIG. 16(B), command 8C00H is a first variable display result designation command in which the variable display result is "miss". Command 8C01H is a second variable display result designation command that notifies the pre-determined result and the jackpot type determination result that the variable display result is "jackpot" and the jackpot type is "jackpot A". Command 8C02H is a third variable display result designation command that notifies the pre-determined result and the jackpot type determination result that the variable display result is "jackpot" and the jackpot type is "jackpot B". Command 8C03H is a fourth variable display result designation command that notifies the pre-determined result and the jackpot type determination result that the variable display result is "jackpot" and the jackpot type is "jackpot C". Command 8FXXH is a pattern confirmation command that stops (confirms) the variable display of decorative patterns in each of the "left," "middle," and "right" decorative pattern display areas 5L, 5C, and 5R on the image display device 5, and specifies the pattern confirmation period until the next variable display begins.

[0290] For example, as shown in Fig. 16(C), the command 8F00H is a command for specifying a symbol A that ends the variation of the special symbol and sets the symbol determination period to 0.5 seconds. The command 8F01H is a command for specifying a symbol B that ends the variation of the special symbol and sets the symbol determination period to 20 seconds.

[0291] In this embodiment, (i) when the rescue time reduction is reached after the RAM clear process is executed, and (ii) when the rescue time reduction is reached after 900 variable displays after a big win, a symbol determination command with different EXT data set is transmitted in the rescue time reduction reaching variation. Specifically, (i) when the rescue time reduction is reached after the RAM clear process is executed, a symbol determination A command is transmitted in which the symbol determination period is 0.5 seconds in the rescue time reduction reaching variation. Also, (ii) when the rescue time reduction is reached after 900 variable displays after a big win, a symbol determination B command is transmitted in which the symbol determination period is 20 seconds in the rescue time reduction reaching variation.

[0292] The command 95XXH is a game state designation command that designates the current game state of the pachinko game machine 1. In the game state designation command, for example, different EXT data is set according to the current game state of the pachinko game machine 1. As a specific example, the command 9500H is a first game state designation command corresponding to a game state in which time-saving control is not performed (low base state, normal state), and the command 9501H is a second game state designation command corresponding to a game state in which time-saving control is performed (high base state, time-saving state).

[0293] Command E1XXH is a remaining time-saving number notification command that notifies the remaining number of time-saving control times in the time-saving state (time-saving state A) excluding the rescue time-saving. Command E2XXH is a remaining probability variable number notification command that notifies the remaining probability variable control times in the probability variable state.

[0294] The command F100H is a right-hit LED on notification command that notifies the right-hit LED069SG031 to light up. The command F101H is a right-hit LED off notification command that notifies the right-hit LED069SG031 to light up.

[0295] Command 91XXH is a command to specify the number of times to shorten the time of recovery, and is a performance control command that converts the value of the time-saving counter to a hexadecimal number when the power is restored. In the command to specify the number of times to shorten the time of recovery, different EXT data is set according to each digit (1st digit, 2nd digit, 3rd digit, 4th digit) of the value (4-digit value) of the time-saving counter when the power is restored, as shown in FIG. 16(D). In the recovery time reduction count designation command, for example, as shown in FIG. 16(D), commands 9100H to 910FH are recovery time reduction count designation 1 commands that designate the first digit of the value of the recovery time reduction count. Commands 9110H to 911FH are recovery time reduction count designation 2 commands that designate the second digit of the value of the recovery time reduction count. Commands 9130H to 913FH are recovery time reduction count designation 3 commands that designate the third digit of the value of the recovery time reduction count. Commands 9140H to 914FH are recovery time reduction count designation 4 commands that designate the fourth digit of the value of the recovery time reduction count.

[0296] Command 94XXH is a rescue time reduction number designation command, which is a performance control command that designates the remaining variable display number (126 times or less) until the rescue time reduction occurs. In the rescue time reduction number designation command, for example, as shown in FIG. 16(E), different EXT data is set according to the remaining variable display number (126 times or less) until the rescue time reduction occurs. In the rescue time reduction count designation command, for example, as shown in FIG. 16(E), command 9400H is a rescue time reduction count A designation command that designates that the rescue time reduction has been reached. Command 9401H is a rescue time reduction count B designation command that designates that 1 to 125 times remain until the rescue time reduction is reached. Command 947EH is a rescue time reduction count C designation command that designates that 126 times remain until the rescue time reduction is reached. Command 947FH is a rescue time reduction count D designation command that designates that 127 times or more remain until the rescue time reduction is reached.

[0297] Command 96XXH is a rescue time reduction number 2 designation command, which is a performance control command that designates the remaining number of variable display times (in units of 100) until rescue time reduction occurs. In the rescue time reduction number 2 designation command, for example, a value according to the remaining number of variable display times (in units of 100) until rescue time reduction occurs is set in the EXT data of the rescue time reduction number 2 designation command. For example, if the remaining number of variable display times until rescue time reduction occurs is 100 times, command 9601H is sent as the rescue time reduction number 2 designation command, and if the remaining number of variable display times is 700 times, command 9607H is sent as the rescue time reduction number 1 designation command. Command 9F00(H) is a customer waiting demonstration display designation command that designates a customer waiting demonstration.

[0298] (Game control main processing) 17 is a flowchart showing the game control main process in this embodiment. In this example, the processes in steps S1 to S7, S8 to S9, and S10 to S12 are similar to those shown in FIG.

[0299] In this example, when a performance control command instructing recovery from power outage is sent in step S7, the CPU 103 checks the value of a rescue time reduction counter for counting the remaining number of variable display times until the rescue time reduction occurs, sets the current value of the rescue time reduction counter to a hexadecimal number, and controls the transmission of a rescue time reduction number designation command upon recovery to the performance control CPU 120 (step 069SGS0013).

[0300] Next, the CPU 103 sets a value according to the current value of the rescue time reduction counter and controls to transmit a rescue time reduction number designation command to the performance control CPU 120 (step 069SGS0014). For example, if the current value of the rescue time reduction counter is 1 to 125 times, the CPU 103 controls to transmit a command 9401H as the rescue time reduction number designation command. Therefore, in this example, if the RAM clear process is not executed when the gaming machine is turned on and the recovery process is executed, the rescue time reduction number designation command is transmitted and the remaining variable display number until the current rescue time reduction is notified.

[0301] In this example, when the power is restored, a command for specifying the number of times to shorten the time for restoration and a command for specifying the number of times to shorten the time for restoration are sent separately from the command at the time of restoration, but the present invention is not limited to such an embodiment. For example, the EXT data of the command at the time of restoration (for example, a command for specifying power-on) sent in step S7 may be configured to be set to a value corresponding to the remaining number of times until the time for restoration is shortened.

[0302] In addition, when RAM clearing is requested in step S3, when there is no backup data in step S4, or when an abnormality occurs in the backup RAM in step S5, a clearing process is performed on the area including the area of ​​the rescue time reduction counter in the initialization process of step S8.

[0303] Also, when the CPU 103 transmits a presentation control command instructing initialization in step S9, it sets the rescue time reduction counter to "900" (step 069SGS0015). Therefore, in this example, if the RAM clear process is executed when the gaming machine is powered on, the rescue time reduction counter is set to "900". That is, in this example, if the RAM clear process is executed when the gaming machine is powered on and no jackpot occurs even after 900 variable displays are executed, rescue time reduction is implemented and the game machine is controlled to time reduction state B. Note that, in this example, the presentation control command instructing initialization transmitted in step S9 corresponds to the initial value ("900") set in the rescue time reduction counter, so the CPU 103 can specify the initial value to be set in the rescue time reduction counter based on the transmission of the presentation control command instructing initialization.

[0304] Next, the CPU 103 checks the value of the rescue time reduction counter (in this example, it is "900"), sets the current value of the rescue time reduction counter converted to a hexadecimal number, and controls the transmission of a rescue time reduction count designation command during recovery to the performance control CPU 120 (step 069SGS0016).

[0305] In this way, the setting of the rescue time reduction counter is performed before the timer interrupt processing, which is the processing for progressing the game, is executed, so that the variable display does not start before the rescue time reduction counter is set, and therefore the number of times until the rescue time reduction can be performed can be reliably managed.

[0306] In this example, the rescue time reduction counter is set to "900" when the RAM clear process is executed when the gaming machine is powered on, but the present invention is not limited to this, and the rescue time reduction counter may be configured not to be initialized when the RAM clear process is executed. If configured in this way, the game can be started from the state where the rescue time reduction counter value of the previous day continues, so that the investment amount until the rescue time reduction is reached can be reduced, and the configuration can be made so as not to be disadvantageous to the player.

[0307] Furthermore, when configured as described above, the system may be configured so that the initial setting of the rescue time reduction counter is not performed only when the clear switch is detected to be on (step S3; Yes) and the RAM clear process is executed, and so that the initial setting of the rescue time reduction counter is performed when a RAM abnormality is detected (steps S4, S5; No) and the RAM clear process is executed.

[0308] (Time-saving flag, special flag) In this embodiment, when any of the conditions for controlling to the time-saving state is satisfied, the time-saving flag can be set. There are two types of time-saving flag: time-saving flag A and time-saving flag B. In the following description, erasing (or clearing) the flag may be described as resetting the flag. The time-saving flag A is set when the game is controlled to the time-saving state A via the jackpot A. This time-saving flag A is set when the jackpot game state of the jackpot A ends, and is erased when the time-saving state A ends (when a jackpot occurs during the time-saving state A, or when the 110 times of time-saving control end and the game is controlled to the normal state).

[0309] The time-saving flag B is set when the game is in the time-saving state B controlled via the rescue time-saving function. This time-saving flag B is set when 900 variable displays that do not result in a jackpot pattern are executed after the RAM is cleared, or when 900 variable displays that do not result in a jackpot pattern are executed in a low probability state after the jackpot game state ends, and is erased when the time-saving state B ends (when a jackpot occurs during the time-saving state B, when the 1100-time time-saving control ends and the game is controlled to the normal state, etc.). The probability variable flag is set when the game is controlled to the probability variable state. In this embodiment, if a V is won in the first round of a jackpot game, the game state is controlled to the probability variable state when the jackpot game ends, and the probability variable flag is set accordingly. This probability variable flag is erased when the probability variable state ends (when a jackpot occurs during the probability variable state, when the 110th probability variable control is executed and the game is controlled to the normal state, etc.). For example, when it is judged as YES in step 069SGS69A of FIG. 19 described later, the probability variable flag is erased based on the fact that it is the 110th time since the variable display has been controlled to the probability variable state.

[0310] (Special pattern normal processing) FIG. 18 and FIG. 19 are flow charts showing the normal special symbol processing (step S110) in the special symbol processing. In the normal special symbol processing, the CPU 103 checks the value of the total reserved memory number (step 069SGS51). Specifically, the count value of the total reserved memory number counter for counting the total number of the first reserved memory number and the second reserved memory number is checked. If the total reserved memory number is not 0, the CPU 103 checks whether the second reserved memory number is 0 or not (step 069SGS52). Specifically, the CPU 103 checks whether the value of the second reserved memory number counter for counting the second reserved memory number is 0 or not. If the second reserved memory number is not 0, the CPU 103 sets data indicating "second" to the special symbol pointer (a flag indicating whether the special symbol processing is being performed for the first special symbol or the second special symbol) (step 069SGS53). If the second reserved memory number is 0 (that is, if only the first reserved memory number is accumulated), the CPU 103 sets data indicating "first" to the special symbol pointer (step 069SGS54).

[0311] In this embodiment, the processing of steps 069SGS52 to S54 is executed, so that the variable display of the second special symbol is executed with priority over the variable display of the first special symbol. In other words, the second start condition for starting the variable display of the second special symbol is controlled to be established with priority over the first start condition for starting the variable display of the first special symbol.

[0312] In addition, the present invention is not limited to the embodiment shown in this example, and may be configured, for example, to execute the variable display of the first special pattern and the variable display of the second special pattern in the order in which the game balls enter the first start winning port and the second start winning port.

[0313] Next, the CPU 103 reads out each random number stored in the storage area in the RAM 102 corresponding to the reserved memory number=1 indicated by the special symbol pointer, and stores it in the random number buffer area of ​​the RAM 102 (step 069SGS55). Specifically, when the special symbol pointer indicates "first", the CPU 103 reads out each random number stored in the storage area in the first reserved memory number buffer corresponding to the first reserved memory number=1, and stores it in the random number buffer area of ​​the RAM 102. Also, when the special symbol pointer indicates "second", the CPU 103 reads out each random number stored in the storage area in the second reserved memory number buffer corresponding to the second reserved memory number=1, and stores it in the random number buffer area of ​​the RAM 102.

[0314] Then, the CPU 103 subtracts one from the count value of the reserved memory number counter pointed to by the special symbol pointer, and shifts the contents of each storage area (step 069SGS56). Specifically, when the special symbol pointer points to "first", the CPU 103 subtracts one from the count value of the first reserved memory number counter, and shifts the contents of each storage area in the first reserved memory number buffer. Also, when the special symbol pointer points to "second", the CPU 103 subtracts one from the count value of the second reserved memory number counter, and shifts the contents of each storage area in the second reserved memory number buffer. That is, when the special symbol pointer indicates "1st", the CPU 103 stores each random number stored in the storage area corresponding to the first reserved memory number = n (n = 2, 3, 4) in the first reserved memory number buffer of the RAM 102 in the storage area corresponding to the first reserved memory number = n-1. Also, when the special symbol pointer indicates "2nd", the CPU 103 stores each random number stored in the storage area corresponding to the second reserved memory number = n (n = 2, 3, 4) in the second reserved memory number buffer of the RAM 102 in the storage area corresponding to the second reserved memory number = n-1.

[0315] Therefore, the order in which the random number values ​​stored in the respective storage areas corresponding to each first pending memory number (or each second pending memory number) are extracted always matches the order of the first pending memory number (or second pending memory number) = 1, 2, 3, 4.

[0316] Then, the CPU 103 decreases the value of the total reserved memory number by 1. That is, the count value of the total reserved memory number counter is decreased by 1 (step 069SGS57). The CPU 103 stores the value of the total reserved memory number counter before the count value is decreased by 1 in a predetermined area of ​​the RAM 102.

[0317] Next, the CPU 103 reads the random number for hit determination from the random number buffer area (step 069SGS61) and executes the jackpot determination module (step 069SGS62). In this case, the CPU 103 reads the random number for hit determination extracted in the start winning determination process (step S101) and stored in advance in the first reserved memory buffer or the second reserved memory buffer, and performs the jackpot determination. The jackpot determination module is a program that executes a process to compare a predetermined jackpot determination value with the random number for hit determination, and decides that a jackpot has occurred if they match. That is, it is a program that executes the process of jackpot determination. In this case, if the probability variable flag indicating that the game is in a probability variable state is not set (if the game is in a low probability state), the CPU 103 performs the jackpot determination using the jackpot determination value for low probability. Also, if the probability variable flag is set (if the game is in a high probability state), the CPU 103 performs the jackpot determination using the jackpot determination value for high probability. When the value of the random number for determining a win matches any of the big win determination values, the CPU 103 determines that the special symbol is a big win.

[0318] If it is determined that the jackpot is a jackpot (step 069SGS63; Yes), the CPU 103 sets a jackpot flag indicating that the jackpot is a jackpot (step 069SGS64). Then, the CPU 103 determines the type of the jackpot to be the type (jackpot A, jackpot B, jackpot C) corresponding to the value that matches the value of the type determination random number stored in the random number buffer area (step 069SGS65). In this case, the CPU 103 reads out the type determination random number extracted in the start winning determination process (step S101) and stored in the first reserved memory buffer or the second reserved memory buffer in advance, and determines the type of the jackpot. Then, the process proceeds to step 069SGS70. On the other hand, if it is not determined that the jackpot is a jackpot (step 069SGS63; No), the process proceeds to step 069SGS66. In this example, by performing normal special pattern processing, a rescue time-saving condition (reducing the value of the rescue time-saving counter to "0") for controlling to rescue time-saving regardless of the variable display result (jackpot, miss) can occur. In this example, the time-saving state A is set based on the occurrence of a jackpot A, and the time-saving state B is set based on the occurrence of no next jackpot even after the variable display has been completed a predetermined number of times (900 times in this example), but it is assumed that the variable display result of the variable display for which the rescue time-saving condition is established will be a jackpot. Therefore, when the variable display result of the variable display for which the rescue time-saving condition is established is a jackpot, the time-saving state A is set based on the jackpot.

[0319] Next, the CPU 103 checks whether the value of a time-saving counter for counting the number of times variable display is executed during the time-saving state is 0 (step 069SGS66). If the value of the time-saving counter is not 0, the CPU 103 subtracts 1 from the value of the time-saving counter (step 069SGS67), and checks whether the value of the time-saving counter after the subtraction is 0 (step 069SGS68). If the value of the time-saving counter after the subtraction is 0, the CPU 103 sets a time-saving end flag indicating that the time-saving state is to end when the variable display ends (step 069SGS69).

[0320] In this example, steps 069SGS66 to 069SGSS69 are executed before the counting process of the variable display number until the time reduction after step 069SGS71, but the present invention is not limited to such a processing mode. For example, the time reduction counter may be configured to be decremented after the counting process of the variable display number until the time reduction after step 069SGS71. In this case, for example, in the case of a variable display that is a time reduction for relief, if the time reduction counter is set to "110" (see step 069SGS172) and then the decrement process is executed, the value of the time reduction counter is decremented by 1 extra, so that the time reduction counter may be configured to be incremented by 1 again after the decrement process in the case of a variable display that is a time reduction for relief. Also, the time reduction counter may be configured to be set to "111", which is 1 more than the time reduction counter, in advance.

[0321] Next, the CPU 103 checks whether the probability variable flag is set (step 069SGS69A). If the probability variable flag is set (i.e., if the probability variable state is in), the process proceeds to step 069SGS84. In this example, by executing the process of step 069SGS69A, if the probability variable state is in, the process of steps 069SGS70 and after (particularly the process of step 069SGSS71) is not performed, so that even if the variable display is executed when the game state is in the probability variable state (in this example, during the extreme battle rush), the value of the rescue time reduction counter is not decremented. If the probability variable flag is not set (i.e., if the game state is not in the probability variable state), the process proceeds to step 069SGSS70.

[0322] In this embodiment, when the probability variable flag is set, the process proceeds to step 069SGS84 without executing the processes after step 069SGSS70, but the present invention is not limited to this form. When the probability variable flag is set, the process proceeds to step 069SGSS70, but the process of step 069SGSS71 may not be executed. That is, the value of the rescue time reduction counter is not updated, but a rescue time reduction number designation command or rescue time reduction number 2 designation command corresponding to the value of the unupdated rescue time reduction counter may be transmitted.

[0323] Next, the CPU 103 judges whether the value of the rescue time reduction counter is 0 (step 069SGS70; Yes). If the value of the rescue time reduction counter is 0 (step 069SGS70; Yes), the process proceeds to step 069SGS84. If the value of the rescue time reduction counter is 0 at this point, it means that the game has already been controlled to the time reduction state (time reduction state B) via the rescue time reduction (the game is controlled to the time reduction state B, or the game is controlled to the normal state after 1100 fluctuations in the time reduction state B), and a jackpot, which is the trigger for setting the rescue time reduction counter to 900, has not occurred. If the value of the rescue time reduction counter is not 0 (step 069SGS70; No), the value of the rescue time reduction counter is decremented by 1 (step 069SGS71). Also, in this example, by executing the processing of step 069SGS71, the value of the rescue time reduction counter is updated uniformly regardless of whether the variable display of the first special pattern is executed or the variable display of the second special pattern is executed.

[0324] Next, CPU103 checks whether the value of the rescue time reduction counter after subtraction is 127 or more (step 069SGS72). If the value of the rescue time reduction counter after subtraction is 126 or less (step 069SGS72; No), CPU103 sets a value corresponding to the value of the rescue time reduction counter in EXT data, and performs control to send a rescue time reduction number designation command to performance control CPU120 (step 069SGS73). For example, if the value of the rescue time reduction counter is 1, CPU103 performs control to send command 9401H as the rescue time reduction number designation command. Also, if the value of the rescue time reduction counter is 126, CPU103 performs control to send command 947EH as the rescue time reduction number designation command.

[0325] Next, CPU 103 checks whether the value of the rescue time reduction counter after subtraction is 0 or not (step 069SGS74). If the value of the rescue time reduction counter after subtraction is not 0, the process proceeds to step 069SGS84. If the value of the rescue time reduction counter after subtraction is 0, CPU 103 sets a rescue time reduction determination flag indicating that the rescue time reduction has occurred and that control will be made to time reduction state B at the end of the fluctuation (step 069SGS75). Then, the process proceeds to step 069SGS84.

[0326] On the other hand, if the value of the rescue time reduction counter after subtraction is 127 or more (step 069SGS72; Yes), the CPU 103 sets 7FH uniformly as EXT data and controls to transmit the command 957FH as a rescue time reduction number designation command to the performance control CPU 120 (step 069SGS76). Next, the CPU 103 checks whether the remaining variable display number until the rescue time reduction is a number in units of 100 (in this example, 100, 200, 300, 400, 500, 600, 700, or 800) (step 069SGS77). Whether the remaining variable display number until the rescue time reduction is a number in units of 100 can be determined by checking the value of the rescue time reduction counter. If the remaining number of variable display times until the rescue time reduction is reached is in units of 100, CPU 103 sets a value corresponding to the value of the rescue time reduction counter in EXT data, and performs control to transmit a rescue time reduction number 2 designation command to performance control CPU 120 (step 069SGS78). For example, if the value of the rescue time reduction counter is 100, CPU 103 performs control to transmit command 9601H as the rescue time reduction number 2 designation command. Also, if the value of the rescue time reduction counter is 800, CPU 103 performs control to transmit command 9608H as the rescue time reduction number 2 designation command. Then, the process proceeds to step 069SGS84. In this example, the game control microcomputer 100 (specifically, the CPU 103) counts the number of remaining variable displays until the rescue time reduction and transmits the rescue time reduction number designation command or the rescue time reduction number 2 designation command, but the present invention is not limited to such an embodiment. For example, the CPU 120 for effect control may be configured to count the number of remaining variable displays until the rescue time reduction and execute the later-described hype effect or countdown effect. In addition, for example, if the rescue time reduction counter is set (to "900") at the time when the rescue time reduction occurs so that rescue time reductions can occur consecutively, the rescue time reduction number designation command or the rescue time reduction number 2 designation command may be sent only the first time the rescue time reduction occurs, and the rescue time reduction number designation command or the rescue time reduction number 2 designation command may not be sent the second or subsequent time the rescue time reduction occurs.

[0327] Next, the CPU 103 determines the special symbol to be stopped according to the result of the determination of the jackpot type (step 069SGS84). In this case, for example, if it is determined to be a jackpot A, the special symbol is determined to be stopped as "2", if it is determined to be a jackpot B, the special symbol is determined to be stopped as "3", if it is determined to be a jackpot C, the special symbol is determined to be stopped as "7", and if it is determined to be a miss, the special symbol is determined to be stopped as "-". The CPU 103 also stores the determined special symbol in a stop symbol storage area provided in the RAM 102 (step 069SGS85).

[0328] Then, the CPU 103 updates the value of the special symbol process flag to a value corresponding to the variable pattern setting process (step S111) (step SGS86).

[0329] (Special pattern stop processing) 20 is a flow chart showing the special symbol stop process (step S113) in the special symbol process. In the special symbol stop process, the CPU 103 first subtracts 1 from the value of the symbol determination period timer (step 069SGS131), and checks whether the value of the symbol determination period timer after subtraction is 0 (step 069SGS132).

[0330] If the value of the pattern determination period timer after subtraction is not 0 (i.e., the determined display period of the stopped pattern of the first special pattern or the second special pattern has not yet ended), the special pattern stop process is ended. If the value of the pattern determination period timer after subtraction is 0 (i.e., the determined display period of the stopped pattern of the first special pattern or the second special pattern has ended), the CPU 103 checks whether the big win flag is set (step 069SGS133). If the big win flag is set, the CPU 103 clears the probability change flag, the time-saving flag A, the time-saving flag B, the rescue time-saving decision flag, and the time-saving count counter for counting the number of times the variable display is executed during the time-saving state (step 069SGS134). Next, the CPU 103 sets the rescue time reduction counter to "900" (step 069SGS135). Therefore, in this example, the rescue time reduction counter is set to "900" in response to a jackpot, and if the next jackpot does not occur even after executing 900 variable displays in the low probability state after the jackpot game ends, rescue time reduction is performed and the game is controlled to the time reduction state B.

[0331] In this example, the process of step 069SGS135 is executed to set the rescue time reduction counter to "900" at the start of the fanfare period of the jackpot when the jackpot is won, but the present invention is not limited to this. For example, the rescue time reduction counter may be set to "900" during a round of the jackpot game, or may be configured to set the rescue time reduction counter to "900" at the start or end of the ending period of the jackpot game.

[0332] Next, the CPU 103 performs control to start lighting the right hit lamp 069SG132 (step 069SGS136). Also, the CPU 103 performs control to transmit a right hit LED lighting notification command to notify the lighting of the right hit LED 069SG031 to the performance control CPU 120 (step 069SGS137).

[0333] Next, the CPU 103 controls to send a jackpot start command to the performance control CPU 120 (step 069SGS138). Next, the CPU 103 sets a timer for time before the large prize opening for measuring the time before the large prize opening (fanfare time) until the first large prize opening 069SG007A and the second large prize opening 069SG007B are controlled to be in the open state (step 069SGS139). Then, the CPU 103 updates the value of the special symbol process flag to a value corresponding to the jackpot opening pre-processing (step S144) (step 069SGS140).

[0334] If the big win flag is not set (step 069SGS133; No), the CPU 103 checks whether the rescue time-shortening determination flag is set (step 069SGS170). If the rescue time-shortening determination flag is set, the CPU 103 resets the rescue time-shortening determination flag (step 069SGS171). If the rescue time-shortening determination flag is set, the CPU 103 sets the time-shortening flag B and controls the game to the time-shortening state (step 069SGS171A). Then, the time-shortening counter is set to "1100" (step 069SGS172).

[0335] Also, the CPU 103 performs control to transmit a time-saving state B designation command to the performance control CPU 120 (step 069SGS174). Also, the CPU 103 performs control to start lighting the right hit lamp 069SG132 (step 069SGS174A), and performs control to transmit a right hit LED lighting notification command to notify the lighting of the right hit LED 069SG031 to the performance control CPU 120 (step 069SGS174B). After that, the process proceeds to step 069SGS175.

[0336] In this example, when the rescue time reduction occurs, the time reduction state is simply controlled to B, and the rescue time reduction counter is not set, but the present invention is not limited to this. For example, the rescue time reduction state may be controlled to B when the rescue time reduction occurs, and the rescue time reduction counter may be set (set to "900"). With such a configuration, it is possible to continuously generate rescue time reductions, and once a rescue time reduction occurs, the time reduction state can be configured to continue until a jackpot occurs. In addition, in this example, the rescue time reduction counter is set to "900", and the value of the rescue time reduction counter is subtracted by 1 each time variable display is executed, and rescue time reduction is generated based on the value of the rescue time reduction counter becoming "0", but the present invention is not limited to such an embodiment. For example, the rescue time reduction counter may be configured to be set to "0", and the value of the rescue time reduction counter is added by 1 each time variable display is executed, and rescue time reduction is generated based on the value of the rescue time reduction counter becoming "900".

[0337] In this example, the process of step 069SGS172 is executed to set the number of time-saving times to 1100, which is greater than the number of variable display times (900) until the time-saving time relief occurs, but this is not limited to the above. For example, the time-saving time counter may be set to a value equal to or less than "900" in step 069SGS172.

[0338] Also, in step 069SGS172, values ​​corresponding to the number of times of time reduction of a plurality of types may be set in the time reduction counter. For example, the time reduction counter may be set to "110" when the first time of the rescue time reduction, and may be set to "1100" when the second time of the rescue time reduction.

[0339] Also, for example, the number of time-saving times may be determined by performing a lottery process based on random numbers, and in step 069SGS172, a value corresponding to the number of time-saving times determined by the lottery process may be set in the time-saving times counter. In this case, for example, the number of time-saving times may be determined to be 110 times with a 10% probability, and 1100 times with a 90% probability. When the number of time-saving times is determined by a lottery process, the number of time-saving times may be determined by using a type-determining random number used to determine the jackpot type and the time-saving type, or may be determined by using a dedicated random number.

[0340] If the rescue time-saving determination flag is not set in step 069SGS170, the CPU 103 checks whether the time-saving end flag is set (step 069SGS141). If the time-saving end flag is set, the CPU 103 resets the time-saving end flag (step 069SGS142).

[0341] Next, the CPU 103 resets any of the time-saving flags that have been set (either of the time-saving flags A to B) and ends the time-saving state (step 069SGS145). Then, the CPU 103 performs control to end the illumination of the right-hit lamp 069SG132 (step 069SGS150). The CPU 103 also performs control to send a right-hit LED off notification command to the performance control CPU 120 to notify the turning off of the right-hit LED 069SG031 (step 069SGS151). The CPU 103 also performs control to send a normal state designation command (a type of game state designation command) to the performance control CPU 120 (step 069SGS152). Then, the process proceeds to step 069SGS175.

[0342] In this example, the process of steps 069SGS141 to S152 is executed to transition to the normal state at the end of the symbol determination period in the time-saving final variation and to end the right-hit notification, but this is not limited to such a case. For example, the time-saving final variation may be configured to transition to the normal state at the start of the variation or the start of the symbol determination period and to end the right-hit notification.

[0343] Also, in step 069SGS141, if the time-saving end flag is not set (step 069SGS141; No), the process proceeds to step 069SGS175.

[0344] In step 069SGS175, the CPU 103 updates the value of the special symbol process flag to a value corresponding to the special symbol normal process (step S110) (step 069SGS175).

[0345] Fig. 22 is a flow chart showing the variable display start setting process (step S171) in the performance control process shown in Fig. 8. In the variable display start setting process, the performance control CPU 120 first judges whether the first variable display start command reception flag is on or not (step 213SGS271). If the first variable display start command reception flag is on (step 213SGS271; Y), the various command data and various flags stored in association with the buffer numbers "1-0" to "1-4" of the first special chart reserved memory in the start winning time reception command buffer are shifted up by one buffer number at a time (step 213SGS272). Note that the contents of the buffer number "1-0" cannot be shifted because there is no destination to shift to, so they are erased.

[0346] Specifically, the various command data and flags stored in association with buffer number "1-1" of the first special chart reserved memory are shifted to be stored in association with buffer number "1-0", the various command data and flags stored in association with buffer number "1-2" of the first special chart reserved memory are shifted to be stored in association with buffer number "1-1", the various command data and flags stored in association with buffer number "1-3" of the first special chart reserved memory are shifted to be stored in association with buffer number "1-2", and the various command data and flags stored in association with buffer number "1-4" of the first special chart reserved memory are shifted to be stored in association with buffer number "1-3".

[0347] Also, in step 213SGS271, if the first variable display start command reception flag is off (step 213SGS271; N), it is determined whether the second variable display start command reception flag is on (step 213SGS273). If the second variable display start command reception flag is off (step 213SGS273; N), the variable display start setting process is terminated, and if the second variable display start command reception flag is on (step 213SGS273; Y), the various command data and various flags stored in association with the buffer numbers "2-0" to "2-4" of the second special chart reservation memory in the start winning time reception command buffer are shifted up by one buffer number (step 213SGS274). Note that the contents of the buffer number "2-0" cannot be shifted because there is no destination to shift to, so it is erased.

[0348] Specifically, the various command data and flags stored in association with buffer number "2-1" of the second special chart reserved memory are shifted to be stored in association with buffer number "2-0", the various command data and flags stored in association with buffer number "2-2" of the second special chart reserved memory are shifted to be stored in association with buffer number "2-1", the various command data and flags stored in association with buffer number "2-3" of the second special chart reserved memory are shifted to be stored in association with buffer number "2-2", and the various command data and flags stored in association with buffer number "2-4" of the second special chart reserved memory are shifted to be stored in association with buffer number "2-3".

[0349] After executing step 213SGS272 or step 213SGS274, the performance control CPU 120 reads out a variation pattern designation command from the variation pattern designation command storage area (step 213SGS275).

[0350] Next, the display result (stop pattern) of the decorative pattern is determined according to the data stored in the display result designation command storage area (i.e., the received display result designation command) and the variation pattern (step 213SGS276). In this case, the performance control CPU 120 determines the stop pattern of the decorative pattern according to the display result designated by the display result designation command, and stores data indicating the determined stop pattern of the decorative pattern in the decorative pattern display result storage area.

[0351] Next, the performance control CPU 120 executes a notice performance determination process (step 213SGS277) for determining whether or not to execute a notice performance in the variable display and the performance pattern of the notice performance to be executed, and a chance up performance determination process (step 213SG278) for determining whether or not to execute a chance up performance in the variable display. Then, a process table according to whether or not the chance up performance is executed and the change pattern is selected (step 213SGS286), and a process timer is started (step 213SGS287).

[0352] In addition, in the process table, display control execution data for controlling the display of the image display device 5, lamp control execution data for controlling the lighting of each LED, sound control execution data for controlling the sound output from the speakers 8L, 8R, and operation unit control execution data for controlling the operation of the push button 31B and the stick controller 31A are arranged in chronological order in correspondence with each process data n (numbered 1 to N).

[0353] Next, the performance control CPU 120 executes control of the performance device (image display device 5 as a performance component, various lamps as performance components, speakers 8L, 8R as performance components, and operation unit (push button 31B, stick controller 31A, etc.)) according to the contents of the process data 1 (display control execution data 1, lamp control execution data 1, sound control execution data 1, operation unit control execution data 1) (step 213SGS288). For example, it outputs a command to the display control unit 123 to display an image corresponding to a fluctuation pattern on the image display device 5. It also outputs a control signal (lamp control execution data) to the lamp control board 14 to control the lighting / extinguishing of various lamps. It also outputs a control signal (sound number data) to the sound control board 13 to output sound from the speakers 8L, 8R.

[0354] Then, the variable display time timer is set to a value corresponding to the variable display time specified by the variation pattern designation command (step 213SGS289). A predetermined time is also set to the variable display control timer (step 213SGS290). The predetermined time is, for example, 30 ms, and the performance control CPU 120 writes image data indicating the display state of the left, center, and right decorative patterns to the VRAM every time the predetermined time elapses, the display control unit 123 outputs a signal corresponding to the image data written to the VRAM to the image display device 5, and the image display device 5 displays an image corresponding to the signal, thereby realizing the variable display (variation) of the decorative patterns. Next, the value of the performance control process flag is updated to a value corresponding to the variable display performance process (step S172), and the variable display start setting process is terminated (step 213SGS291).

[0355] Fig. 23 is a flowchart of the advance notice performance determination process shown in Fig. 22. In the advance notice performance determination process, the performance control CPU 120 first specifies the variable display result and the fluctuation pattern (step 213SG301). Then, it is determined whether the specified fluctuation pattern is any of the shortened non-reach fluctuation patterns (PA1-2, PA1-3, PA1-4) (step 213SGS302). If the specified fluctuation pattern is any of the shortened non-reach fluctuation patterns (PA1-2, PA1-3, PA1-4) (step 213SGS302; Y), the advance notice performance determination process is terminated, and if the specified fluctuation pattern is not any of the shortened non-reach fluctuation patterns (step 213SGS302; N), the advance notice performance determination process is determined based on the specified variable display result and fluctuation pattern, and whether or not to execute the advance notice performance and the performance pattern (step 213SGS303).

[0356] The performance control CPU 120 judges whether or not it has been decided in step 213SGS303 to execute a preview performance (step 213SGS304). If it has been decided in step 213SGS303 not to execute a preview performance (step 213SGS304; N), the preview performance decision process is terminated, and if it has been decided in step 213SGS303 to execute a preview performance (step 213SGS304; Y), the decided performance pattern is stored (step 213SGS305), a preview performance start waiting timer is set, and the preview performance decision process is terminated (step 213SGS306).

[0357] Fig. 24 is a flowchart of the chance-up effect determination process shown in Fig. 22. Note that the chance-up effect in this case is an effect in which the display mode of the lines S and L displayed during the reach effect of the story reach or battle reach changes to red or a corresponding color.

[0358] In this embodiment, the serif S refers to a character display displayed at the bottom of the screen, such as SKY001 in Fig. 28 (1-11) or SKY006 in Fig. 34 (2-11). The serif L refers to a character display that is larger than the serif S and is displayed in the center of the screen, such as SKY007 in Fig. 34 (2-15).

[0359] In the chance-up effect determination process, the effect control CPU 120 first judges whether the variable display fluctuation pattern is a SP reach fluctuation pattern (step 213SGS311). If the variable display fluctuation pattern is a non-reach or normal reach fluctuation pattern (step 213SGS311; N), the chance-up effect determination process is terminated, and if the variable display fluctuation pattern is a SP reach fluctuation pattern (step 213SGS311; Y), the effect determination process judges whether the variable display fluctuation pattern is a SP reach A fluctuation pattern (step 213SGS312).

[0360] If the fluctuation pattern of the variable display is that of SP Reach A (step 213SGS312; Y), the performance control CPU 120 determines whether or not to execute a chance-up performance based on the fluctuation pattern and variable display result of the SP Reach A. If the chance-up performance is not executed in the SP Reach A (step 213SGS313; N), the chance-up performance determination process is terminated.

[0361] When executing a chance up effect in SP reach A (step 213SGS313; Y), it is decided to execute the chance up of the line S (step 213SGS314). After that, the display mode of the chance up effect of the line S is decided based on the fluctuation pattern of the SP reach A and the result of the variable display (step 213SGS315). There are white and red display modes, and the ratio at which the chance up effect is executed is described in Figures 25 and 26. After that, the chance up effect decision process ends.

[0362] Next, if the change pattern of the variable display is not the change pattern of SP reach A (step 213SGS312; N), it is determined whether or not the change pattern of the variable display is the change pattern of SP reach B (step 213SGS316).

[0363] If the fluctuation pattern of the variable display is that of SP reach B (step 213SGS316; Y), the performance control CPU 120 determines whether or not to execute a chance-up performance based on the fluctuation pattern and variable display result of the SP reach B. If the chance-up performance is not executed in the SP reach B (step 213SGS317; N), the chance-up performance determination process is terminated.

[0364] When executing a chance up performance in SP reach B (step 213SGS317; Y), first, it is determined whether or not to execute the chance up performance of the line S (step 213SGS318). When not executing the chance up performance of the line S in SP reach B (step 213SGS318; N), it is determined whether or not to execute the chance up performance of the line L (step 213SGS320). When executing the chance up performance of the line S in SP reach B (step 213SGS318; Y), the display mode of the chance up performance of the line S is determined based on the fluctuation pattern of SP reach B and the result of the variable display (step 213SGS319). There are two display modes: white and red, and the percentage at which the chance up performance is executed is described in FIG. 25 and FIG. 26.

[0365] If the chance up performance of the line S is not executed in the SP reach B (step 213SGS317; N), the display mode of the chance up performance of the line S is determined based on the fluctuation pattern and variable display result of the SP reach B (step 213SGS319), and then whether or not to execute the chance up performance of the line L is determined based on the fluctuation pattern and variable display result of the SP reach B. If the chance up performance of the line L is not executed in the SP reach B (step 213SGS320; N), the chance up performance determination process is terminated.

[0366] When executing the chance-up effect of the line L in the SP reach B (step 213SGS320; Y), the display mode of the chance-up effect of the line L is determined based on the fluctuation pattern of the SP reach B and the result of the variable display (step 213SGS321). The display mode is white or red, and the ratio at which the chance-up effect is executed is described in Figures 25 and 26. Then, the chance-up effect determination process ends.

[0367] Next, if the change pattern of the variable display is not the change pattern of SP reach B (step 213SGS316; N), it is judged whether or not the change pattern of the variable display is the change pattern of SP reach C (step 213SGS322). If the change pattern of the variable display is the change pattern of SP reach C (step 213SGS322; Y), the performance control CPU 120 decides whether or not to execute a chance-up performance based on the change pattern of the SP reach C and the variable display result. If the chance-up performance is not to be executed in the SP reach C (step 213SGS322; N), the chance-up performance decision process is terminated.

[0368] When executing a chance-up performance in SP reach C (step 213SGS322; Y), first, it is determined whether to execute the chance-up performance of the line S (step 213SGS323). When not executing the chance-up performance of the line S in SP reach B (step 213SGS323; N), it is determined whether to execute the chance-up performance of the line L (step 213SGS324). When executing the chance-up effect of the line S in the SP reach C (step 213SGS323; Y), the display mode of the chance-up effect of the line S is determined based on the fluctuation pattern of the SP reach C and the result of the variable display (step 213SGS324). The display mode is white or red, and the ratio at which the chance-up effect is executed is described in FIG. 25 and FIG. 26.

[0369] If the chance up performance of the line S is not executed in the SP reach C (step 213SGS323; N), the display mode of the chance up performance of the line S is determined based on the fluctuation pattern and variable display result of the SP reach B (step 213SGS324), and then whether or not to execute the chance up performance of the line L is determined based on the fluctuation pattern and variable display result of the SP reach B. If the chance up performance of the line L is not executed in the SP reach C (step 213SGS325; N), the chance up performance determination process is terminated.

[0370] When executing the chance-up effect of the line L in the SP reach C (step 213SGS325; Y), the display mode of the chance-up effect of the line L is determined based on the fluctuation pattern of the SP reach C and the result of the variable display (step 213SGS326). There are white and red display modes, and the ratio at which the chance-up effect is executed is described in Figures 25 and 26. Thereafter, the chance-up effect determination process ends.

[0371] Next, the timing and ratio of the chance-up effects in Figures 25 and 26 will be described. The chance-up display modes include white and red, which are common to both the line S and the line L, and a corresponding color that can only be displayed for the line L. In this way, by using a common chance-up display mode, it is possible to clearly communicate that the chance-up effect has been executed, and by having a display mode that can only display the line L, attention can be drawn to the chance-up effect of the line L.

[0372] 25 illustrates the execution rate of the chance-up effect in each reach. In this embodiment, the execution rate of the chance-up effect of the line S displayed in the battle reach is such that, in the case of a big hit, the line S is displayed in white at a rate of 20%, and in the case of a miss, the line S is displayed in white at a rate of 80%, and in the case of a miss, the line S is displayed in red at a rate of 20%.

[0373] In this embodiment, the execution rate of the chance-up effect of the line S displayed in Story Reach A and Story Reach B is the same for both, and in the case of a jackpot, the line S is displayed in white 60% of the time and in red 40% of the time. In the case of a miss, the line S is displayed in white 80% of the time and in red 20% of the time.

[0374] In this embodiment, the execution rate of the chance-up effect of the line L displayed in Story Reach A and Story Reach B is the same for both, and in the case of a jackpot, the line L is displayed in white 5% of the time, the line L is displayed in red 45% of the time, and the line L is displayed in the corresponding color 50% of the time. In the case of a miss, the line L is displayed in white 80% of the time, the line L is displayed in red 15% of the time, and the line L is displayed in the corresponding color 5% of the time.

[0375] The jackpot expectation for the display mode of the lines is designed to increase in the order of corresponding color > red > white. Also, the jackpot expectation when the chance-up performance of lines S and L is executed is designed to increase in the order of lines L > S. As a result, when comparing the jackpot expectation when line S is displayed in red and the jackpot expectation when line L is displayed in red, the jackpot expectation is higher when line L is displayed in red.

[0376] As will be described later, the display areas of the lines S and the lines L are different, and by making the size of the displayed characters and the rate of change of the display mode different, it is possible to draw attention to the character display displayed in each display area. Also, as will be described later, the corresponding color is a color corresponding to the character, and as shown in FIG. 49, the corresponding color of Mumu (the second ally character) is green, the corresponding color of Jam (the first ally character) is purple, and the corresponding color of Nana (the third ally character) is blue, and the color with the highest expectation of a jackpot among the display modes of the lines is the corresponding color. By designing in this way, not only can it be possible to overturn the color expectation of red>purple>green>blue>white, which is the concept of the gaming machine, but it is also possible to expect that the lines will be displayed in a corresponding color that corresponds to the character rather than red, and to pay attention to the color and character of the character. Also, even with the same display mode, it is possible to pay attention to the lines S and the lines L by making the expectation of a jackpot higher for the lines L than for the lines S.

[0377] Next, the timing of the chance-up performance in FIG. 26 will be described. The chance-up performance of the line S can be executed during a battle reach or a story reach. In this embodiment, the execution timing of the chance-up performance of the line S is a first timing, a second timing, and a third timing. When the line S is displayed in white (the line (white) in FIG. 25 is determined), the display mode does not change at any timing, and the line S is displayed in the first pattern (white) that remains in the white display mode, and when the line S is displayed in red (the line (red) in FIG. 25 is determined), the line S is displayed in the second pattern (red) that changes with a probability of 50% at the first timing and with a probability of 100% at the second timing. In this way, when the display mode of the character display changes, it is designed to always change at the timing (second timing) when it changes last.

[0378] The chance-up effect of the line L can be executed during story reach A or story reach B. In this embodiment, the execution timing of the chance-up effect of the line L is a first timing, a second timing, and a third timing. When the line L is displayed in white (line L (white) in FIG. 25 is determined), the display mode does not change at any timing, and the line L is displayed in the first pattern (white) that remains in the white display mode. When the line L is displayed in red (line (red) in FIG. 25 is determined), the line L changes to red with a probability of 20% at the first timing and 30% at the second timing. When dialogue L is displayed in the corresponding color (the dialogue (corresponding color) in FIG. 25 is determined), dialogue L is displayed in the third pattern (corresponding color) which changes to red with a 30% probability at the first timing and changes to the corresponding color with a 10% probability, changes to red with a 60% probability at the second timing and changes to the corresponding color with a 10% probability, and changes to the corresponding color with a 100% probability at the third timing.

[0379] In this way, the display mode of the lines is designed to always change to a pre-determined display mode at the final timing (second timing or third timing). Furthermore, the rate of change is changed depending on the timing of the change. By doing so, it is possible to further focus on the timing of chance up. Furthermore, it is designed so that the third pattern (corresponding color) in which the lines L are displayed in the corresponding color due to the chance up effect has a higher probability of changing to the red display mode at the first and second timings than the second pattern (red) in which the lines L are displayed in the red display mode due to the chance up effect. By designing it in this way, it is expected that the display mode will be more likely to become the corresponding color, and will change to the corresponding color.

[0380] (Details of Battle Reach, Figures 27 to 32) 27 to 32 are explanatory diagrams showing specific examples of the development notice performance and the battle reach. In the examples shown in Fig. 27 to 32, after a losing symbol ("327") is displayed as the display result of the previous variable display on the image display device 5 (Fig. 27(1-1)), the variable display starts (Fig. 27(1-2)).

[0381] Next, when the left and right decorative symbols reach "2" (1-3), a normal reach effect is executed in which the center decorative symbol scrolls at a slow speed, and then the image display device 5 goes white and the development notice effect starts (1-4). In the development notice effect, first the first ally character 004IWC01 appears (1-4), followed by an effect display in which the second ally character 004IWC02 appears (1-5). Next, an effect display is performed in which the word "Development" is displayed superimposed on the first ally character 004IWC01 and the second ally character 004IWC02 (1-6). Next, the first mini-character 004IWC03 is displayed to grow (1-7) superimposed on the first ally character 004IWC01, the second ally character 004IWC02, and the word "Development", and eventually an effect display is performed in which the grown first mini-characters 004IWC03 fill the screen (1-8). After that, when the battle reach begins, the grown first mini-characters 004IWC03 gradually disappear (FIG. 28(1-9)), and eventually an effect display is performed in which all the first mini-characters 004IWC03 disappear (1-10). This configuration reduces the awkwardness felt when switching from the development preview effect image to the battle reach image, and makes the series of events from the development preview effect to the battle reach look natural.

[0382] Next, a display of the second ally character 004IWC02 landing on the ground is performed, and at the same time as the display of the display, the words S (SKY001) are displayed in a white display mode (1-11), and the upper body of the second ally character 004IWC02 is enlarged and a background image including a plurality of stars corresponding to the second ally character 004IWC02 and the words S (SKY001) are displayed so as to be superimposed thereon (1-12). Next, the second ally character 004IWC02 and the second enemy character 004IWC11 face each other, and the word "VS" is displayed to indicate that a battle is about to begin (1-13). Next, a display of the second enemy character 004IWC11 attacking the second ally character 004IWC02 (specifically, emitting a beam of light from its fingertips) and the words S (SKY001) are displayed (1-14). At this time, the second ally character 004IWC02 is in a state of blocking the attack by using the middle decoration pattern "9" (or a pattern image corresponding to the middle decoration pattern "9") as a shield (1-14). Furthermore, the middle decoration pattern "9" displayed at this time is displayed larger than the dialogue S (SKY001). By doing so, the performance can be seen with more attention. Next, a performance display is performed in which an attack from the second enemy character 004IWC11 to the second ally character 004IWC02 (specifically, a ray of light output from the fingertip) destroys the middle decoration pattern "9" that was acting as a shield. At this time, the middle decoration pattern "9" is in a destroyed state (1-15). Then, the second ally character 004IWC02 is enlarged and a background image including a plurality of star shapes corresponding to the second ally character 004IWC02 is displayed (1-16). Next, an effect is displayed in which the second ally character 004IWC02 begins an attack on the second enemy character 004IWC11 (specifically, punches him) (FIG. 29 (1-17)). Then, the opposing second enemy character 004IWC11 is displayed from the front (1-18), and an effect is displayed in which the decorative pattern "1" and the words S (SKY001) appear in front of the second enemy character 004IWC11 (1-19). The decorative pattern "1" displayed at this time is displayed larger than the words S (SKY001). By doing this, the effect can be viewed with greater attention.This center decoration pattern "1" becomes a shield that prevents attacks from the second ally character 004IWC02 against the second enemy character 004IWC11. That is, an effect display is performed in which the second ally character 004IWC02 attacks (specifically, punches) this center decoration pattern "1" (1-20). When the attack by the second ally character 004IWC02 reaches the center decoration pattern "1" (specifically, hits with a fist), the center decoration pattern "1" becomes cracked (1-20) and further becomes cracked (1-21). The line S (SKY001) displayed at this time is the second ally character 004IWC02, and the line uttered by the character related to the big win (the second ally character 004IWC02) is the line S (SKY001) that is displayed last. By doing so, the player can watch the performance while expecting the character related to the big win, and the interest in the game is improved. As shown in (1-21), when the central decoration pattern "1" becomes cracked, the performance image displayed just before is displayed in a manner in which the brightness and saturation are reduced, and the cut-in performance SKY002 in which the second ally character 004IWC02 and an image of multiple stars (normal or high brightness and saturation) are superimposed and the character display SKY003 is displayed along with the cut-in performance (1-22). The character display SKY003 is a character display larger than the dialogue S and has a different font, and by making it larger than the dialogue S, the cut-in performance SKY002 and the character display SKY003 can be focused on. Then, when the image displayed by the cut-in performance is erased, the same performance display as that just before the cut-in performance (1-21) is performed again (1-23). ​​At this time, a slow-motion performance is executed in which the progress speed of the performance is changed from the normal speed to a speed slower than the normal speed. Specifically, the performance display slows down the movement speed of the fragment image 004IWG01a of the middle decoration pattern and the character displayed in stereoscopic vision. Note that while the slow-motion performance slows down the movement speed of the fragment image 004IWG01a of the middle decoration pattern and the character, the swinging movement speed of the decoration pattern in the reach mode displayed in the upper right corner of the screen and the movement speed (rotation, etc.) of the active display are not slowed down (i.e., they are not subject to the effect of the slow-motion performance).This slow motion effect corresponds to the final hype part of the battle reach, and by slowing down the progress speed of the effect, the player can pay attention to how the effect progresses, i.e., whether it progresses to an effect that notifies a big win. After that, the enlarged button display SKY009 is displayed in the screen area, and the moment that the enlarged button display SKY009 shrinks to a specified size as shown in (1-23), a gauge indicating the valid period of the button display SKY009 is displayed, and the hit / miss effect is executed when the push button 31B is pressed or when the valid period of the button display SKY009 has elapsed for a certain period (for example, 5 seconds). In this way, not only is it easy to understand the timing when the hit / miss effect is executed, but the button promotion effect can also increase the interest in the game.

[0383] If the battle reach is a jackpot, after (1-23), the movable body SKY004 moves to inform the player that it is a jackpot, and a background image of a radial pattern is displayed on the screen (Fig. 30 (1-24)). In this embodiment, the illumination control that causes the decorative illuminator to emit rainbow colors starts from the scene shown in Fig. 8-30 (1-24) to (1-26).

[0384] After that, the attack from the second ally character 004IWC02 to the second enemy character 004IWC11 becomes effective, and the middle decoration pattern "1" that was a shield is destroyed (1-27). The second enemy character 004IWC11 that received the attack is blown away, and the line S (SKY001) is displayed in a rainbow color display mode. In this example, light emission control in which the decorative light emitter emits light in rainbow colors is started from the scene shown in (1-24). For example, the decorative light emitter blinks (flashes) in rainbow colors at high speed in the scenes shown in (1-24) and (1-30), and the decorative light emitter emits light slowly in rainbow colors in the scenes shown in (1-25) to (1-29), (1-31) to (1-34). Next, the second ally character 004IWC02 is displayed rejoicing (1-28). Next, a light effect image is displayed (1-29) superimposed on the previous effect display (1-28) including the second ally character 004IWC02 and the second enemy character 004IWC11, and the light effect image is enlarged to cover the second ally character 004IWC02 and the second enemy character 004IWC11 (1-30). At this time, the light effect image is opaque, so the covered second ally character 004IWC02 and the second enemy character 004IWC11 cannot be seen.

[0385] Next, after the light effect image covers the entire screen, a performance display is performed in which the jackpot pattern "222" including the center decoration pattern "2" displayed in the normal mode appears (1-31). Then, the jackpot pattern "222" is gradually enlarged (Fig. 8-31 (1-32)), and is enlarged to cover the entire screen (1-33). After that, the jackpot pattern "222" is displayed in the same size as when the normal fluctuation before the reach is established (1-34). Next, the jackpot pattern "222" is temporarily hidden and a performance display is performed in which the text display "Completely settled" is displayed (1-35). Then, the image display device 5 goes white and the battle reach is ended, and the background image similar to that when the normal fluctuation before the reach is established is displayed and the jackpot pattern "222" is temporarily stopped (1-36). After that, the jackpot pattern "222" is stopped and displayed (1-37).

[0386] If the Battle Reach is a miss, after (1-23), the attack from the second friendly character 004IWC02 to the second enemy character 004IWC11 will not be effective, and the shield decoration pattern "1" will change from the cracked state back to the normal state without being destroyed. The dialogue S (SKY001) is displayed in a white display mode (1-38). In this example, the illumination control in which the decorative illuminator emits low-luminance white light is started from the scene shown in (1-38). Next, the second enemy character 004IWC11 with both hands raised diagonally and the dialogue S (SKY001) are displayed (1-39), and further, the middle decoration pattern "3" is displayed superimposed on the second enemy character 004IWC11 (1-40). Then, after the middle decoration pattern "3" which is a losing combination is displayed as if it is swaying, the image display device 5 goes black (1-41), and the battle reach ends. When the battle reach ends, the same background image as when the normal fluctuation before the reach was established is displayed, and the losing pattern "232" is temporarily displayed (1-42). After that, the losing pattern "232" is displayed stationary (1-43).

[0387] (Details of Story Reach A, Figures 33 to 40) Figures 33 to 40 are explanatory diagrams showing specific examples of the development notice presentation and story reach A. Figures 33 (2-1) to (2-8) have the same presentation as Figures 27 (1-1) to (1-8).

[0388] In (2-9), the first mini-characters 004IWC03 that multiplied in (2-8) gradually disappear (2-9), and eventually, a performance is displayed in which all of the first mini-characters 004IWC03 have disappeared, and the title of Story Reach A is displayed (2-10). This configuration reduces the sense of incongruity when switching from the development preview performance image to the Story Reach A image, and makes the series of events from the development preview performance to Story Reach A look natural.

[0389] After the title of Story Reach A is displayed as in (2-10), the performance of Story Reach A begins. From (2-9) to (2-36) and (2-49) to (2-52), a black display area image SKY005 is displayed at the edge of the screen due to the performance of Story Reach A, and as in (2-11), a line S (SKY006) is displayed superimposed on the display area image SKY005. In the display area image SKY005, nothing is displayed other than the image before the display area image SKY005 is displayed (e.g., 004IWC03), the line S (SKY006), the constant small symbol (e.g., ↓↓↓ in (2-9)), and the reach symbol (e.g., 2↓2 in (2-9)). The shape of the display area image SKY005 is a black rectangle, and a movie-like performance can be executed. This display method makes it possible to emphasize the line S (SKY006) on the display area image SKY005, while making the line S (SKY006) easier to see than in the case of a battle reach, and makes the difference from the battle reach clear, thereby providing a gaming machine that does not tire the player. Furthermore, since the display method is different from the battle reach and other notices, it is possible to recognize at a glance that this is a performance that can be expected to be a big hit. After the title of Story Reach A is displayed, a performance in which the second ally character 004IWC02 walks on the road is displayed in the center of the screen, and the line S (SKY006) of the second ally character 004IWC02 is displayed in accordance with the performance (2-11) to (2-14). Next, the line L (SKY007) that is larger than the line S (SKY006), the effect image SKY008 that emphasizes the line L (SKY007), and the background in the center of the screen are displayed in a white display mode (2-15). At this time, the decorative light emitter also emits light in a white mode (color). The content of line L (SKY007) is displayed in relation to line S (SKY006), and part of the lines of story reach A is displayed as line L (SKY007). In this way, by displaying some of the lines large, it is possible to leave an impression on the lines displayed large, increasing interest in the game. Also, by displaying related characters, it is possible to leave an impression on line L (SKY007) while smoothly executing the performance.Also, the font size of each character in the dialogue S (SKY006) is uniform, and the display position and the direction in which the characters are written are also uniform, but the font size of the dialogue L (SKY007) is not uniform, and the characters that are keywords (for example, "lunch") are displayed large. Furthermore, there is also the display of the dialogue L (SKY007) with the characters in a different direction, as in (2-17). By doing so, it is possible to focus more on the dialogue L (SKY007) than the dialogue S (SKY006). Also, the dialogue L (SKY007) is displayed while moving. This moving display moves at a speed that allows the player to recognize the dialogue L (SKY007), and the dialogue L (SKY007) moves outside the screen area due to the moving display, but only a part of it moves outside the screen area, and the scene switches to the next scene (2-16) before the dialogue L (SKY007) is completely removed from the display. By doing so, the player can pay more attention to the line L (SKY007) than to a still image. Also, the display of the line L (SKY007) is determined, and in this embodiment, the line L (SKY007) is displayed only when the lines are (2-15), (2-17), or (2-19). After (2-15), the first ally character 004IWC01 and the line S (SKY006) are displayed in the center of the screen (2-16), and after the first ally character 004IWC01 finishes saying the line S (SKY006) in the center of the screen, the line L (SKY007) and the effect image SKY008 that emphasizes the line L (SKY007) and the background in the center of the screen are displayed in a red display mode (2-17). At this time, the decorative illuminant also emits light in a red mode (color). When displayed in a red display mode, a specific sound 1 is output to make the player recognize that a chance up has occurred. In (2-17), the line L (SKY007), the effect image SKY008 that emphasizes the line L (SKY007), and the background in the center of the screen are displayed in red, but this is the chance-up effect described above, and it means that the chance has increased from white to red. Because it is displayed in red from the beginning, it is not possible to see the change from white to red.After that, the second ally character 004IWC02 and the line S (SKY006) are displayed in the center of the screen (2-18), and after the second ally character 004IWC02 finishes saying the line S (SKY006), the line L (SKY007) and the effect image SKY008 that emphasizes the line L (SKY007) are displayed in red in the center of the screen (2-19). After that, the second ally character 004IWC02 and the line S (SKY006) are displayed in the center of the screen (2-20) (2-21), and from (2-22) to (2-34), the images of the second ally character 004IWC02 and the line L (SKY007) that have been displayed so far ((2-15), (2-17), (2-19)) are displayed alternately. By designing in this way, not only is the relationship between the second ally character 004IWC02 and the line L (SKY007) strengthened, but also the image of the line L (SKY007) can be left with a strong impression, and the interest in the game can be improved. At this time, the image of the line L (SKY007) displayed again is displayed while quickly shaking up and down and left and right. Furthermore, the image of the line L (SKY007) displayed again is displayed in the same display mode as the display mode in which it was displayed the first time. By doing this, the line L (SKY007) displayed again can be left with a strong impression, and the player can recognize that it is the display that has been displayed again. At this time, the decorative illuminant does not emit light in a mode (color) related to the display mode of the line L (SKY007) displayed the first time, the effect image SKY008 that emphasizes the line L (SKY007), and the background in the center of the screen, and the performance is executed while the white lamp flashes at high speed. Furthermore, the sound that was output during the chance up is not output, and instead, a short specific sound 2 is designed to be output every time the screen is switched. After that, the button display SKY009 is enlarged and displayed in the screen area (2-35). At this time, the display area image SKY005 is erased and displayed. This allows you to focus on the button display.The moment the enlarged button display SKY009 shrinks to a specified size as shown in (2-36), a gauge indicating the validity period of the button display SKY009 and the display area image SKY005 are displayed, and the winning / losing effect is executed when the push button 31B is pressed or when the validity period of the button display SKY009 has elapsed for a certain period (for example, 5 seconds). By doing this, not only is it easy to understand the timing when the winning / losing effect is executed, but the button promotion effect can also increase interest in the game.

[0390] If Story Reach A is a jackpot, after (2-36), the movable body SKY004 falls, and a background image with a radiating pattern is displayed on the screen (2-37). In this embodiment, the movable body SKY004 moves while the illumination control that causes the decorative illuminator to emit rainbow colors starts from the scenes shown in (2-37) to (2-39). The epilogue performance of (2-37) to (2-39) is the same epilogue performance as the battle reach and Story Reach B described later. From this point, the display area image SKY005 is designed to be erased. By doing this, the jackpot can be celebrated on the full screen.

[0391] After that, the first ally character 004IWC01 talks to the second ally character 004IWC02, and the dialogue S (SKY006) is displayed in a rainbow display mode (2-40) to (2-42). In this example, the illumination control for the decorative illuminant to emit rainbow colors starts from the scene shown in (2-37). For example, the decorative illuminant flashes in rainbow colors at high speed in the scenes shown in (2-37) and (2-43), and the decorative illuminant slowly emits rainbow colors in the scenes shown in (2-38) to (1-42) and (2-44) to (2-46). When the dialogue S (SKY006) disappears from the screen in (2-42), the background image becomes difficult to recognize as in (2-43), and the jackpot pattern "222" appears from the center of the screen (2-43). The jackpot symbol "222" is gradually enlarged (2-44) until it covers the entire screen (2-45). After that, the jackpot symbol "222" is displayed at the same size as when the normal fluctuation before the reach is established (2-46). Then, the image display device 5 goes white and the story reach A ends, and the same background image as when the normal fluctuation before the reach is established is displayed, and the jackpot symbol "222" is temporarily stopped (2-47). After that, the jackpot symbol "222" is stopped (2-48).

[0392] In the case where the story reach A is a miss, after (2-36), a performance in which the first ally character 004IWC01 talks to the second ally character 004IWC02 is displayed, while the line S (SKY006) is displayed in a white display mode superimposed on the display area image SKY005 is displayed (2-49) to (2-50). In this example, the lighting control in which the decorative light emitter emits low-luminance white light is started from the scene shown in (2-49). Next, when the line S (SKY006) disappears from the screen in (2-50), the background image becomes difficult to recognize as in (2-43), and a performance display in which the pattern "212" appears from the center of the screen is performed in a transparent state (2-51). The transparency decreases from the transparent state, and the miss pattern can be clearly recognized (2-52). After that, the screen goes black, and the story reach A ends. When Story Reach A ends, the same background image as when the normal variation before the reach is performed is displayed, and the losing symbol "212" is temporarily displayed (2-53). After that, the losing symbol "212" is displayed (2-54).

[0393] In this embodiment, the shape of the display area image SKY005 is rectangular, but it may be any shape such as jagged or circular, and the color may not be black. In addition, the way the chance-up effect is displayed is red from the beginning, so that the change from white to red cannot be recognized, but the line L (SKY007), the effect image SKY008 that emphasizes the line L (SKY007), and the background in the center of the screen may be displayed while the change from white to red is shown to the player. In addition, when the result is notified, the background image is displayed in a state where it is difficult to recognize (3-43), but by doing so, the pattern is emphasized, making it easier for the player to recognize whether it is a big win or a loss. In addition, the display area image SKY005 is not displayed except for the image before the display area image SKY005 is displayed (for example, 004IWC03), the dialogue S (SKY006), the small symbols (for example, (2-9) ↓↓↓), and the reach symbol (for example, (2-9) 2↓2), but it is not limited to this and may be displayed as an active display. By doing so, the story reach performance can be seen while watching the display mode of the active display, and it is possible to anticipate whether or not it will be controlled to a big win. Furthermore, the display mode of the active display may be changed during the story reach performance, and when changing the display mode, the display mode may be changed from outside the display area image SKY005 or from within the display area image SKY005. By doing so, the display mode of the active display and the display area image SKY005 image can be focused on, and the interest in the game is improved.

[0394] (Details of Story Reach B, Figures 41 to 48) 41 to 48 are explanatory diagrams showing specific examples of the development notice presentation and story reach A. Figures 41 (3-1) to (3-8) have the same presentation as Figures 27 (1-1) to (1-8).

[0395] In (3-9), the first mini-characters 004IWC03 that multiplied in (3-8) gradually disappear (3-9), and eventually, a display is executed in which all of the first mini-characters 004IWC03 disappear, and the title of Story Reach B is displayed (3-10). This configuration reduces the awkwardness felt when switching from the development preview performance image to the Story Reach B image, and makes the series of events from the development preview performance to Story Reach B look natural.

[0396] After the title of Story Reach B is displayed as in (3-10), the performance of Story Reach B begins. From (3-9) to (3-35) and (3-49) to (3-52), the performance of Story Reach B displays the display area image SKY005 at the edge of the screen, and as in (3-11), it becomes an area where the dialogue S (SKY006) is displayed superimposed. The display area image SKY005 does not display anything other than the dialogue S (SKY006). By displaying the display area image SKY005, the dialogue S (SKY006) can be emphasized while being easier to see than the battle reach, which not only draws attention to the dialogue S (SKY006), but also gives the feeling of watching a movie. After the title of Story Reach B is displayed, the third ally character SKY010 and many other characters are displayed in the center of the screen, surrounding the third ally character SKY010, and the third ally character SKY010's lines S (SKY006) are displayed in accordance with the performance (3-11)~(3-13). Next, the line L (SKY007) larger than the line S (SKY006), the effect image SKY008 that emphasizes the line L (SKY007), and the background in the center of the screen are displayed in a white display mode (3-14). At this time, the decorative light source is also emitting light in a white mode (color). The content of the line L (SKY007) is displayed in relation to the line S (SKY006), and part of the line of Story Reach B is displayed as the line L (SKY007). Additionally, the font size of each character in serif S (SKY006) is consistent, and the direction in which the characters are written is also consistent, but the font size of serif L (SKY007) is not consistent, and the keyword characters are displayed larger. Furthermore, there is also serif L (SKY007) displayed with characters oriented in a different direction, as in (3-16). By doing this, it is possible to draw more attention to serif L (SKY007) than serif S (SKY006). Additionally, serif L (SKY007) is displayed while moving.This moving display moves at a speed that allows the player to recognize the line L (SKY007), and although the line L (SKY007) moves outside the screen area due to the moving display, only a portion of it moves outside the screen area, and the scene switches to the next scene (3-15) before the line L (SKY007) is completely no longer displayed. This allows the player to pay more attention to it than a still image. Also, the display of some of the lines L (SKY007) is predetermined, and in this embodiment, line L (SKY007) is displayed only for the lines (3-14), (3-16), and (3-18). After (3-14), the fourth ally character SKY011 and the line S (SKY006) are displayed in the center of the screen (3-15), and after the fourth ally character SKY011 finishes saying the line S (SKY006), the line L (SKY007) and the effect image SKY008 emphasizing the line L (SKY007) and the background in the center of the screen are displayed in a red display mode (3-16). At this time, the decorative light-emitting body also emits light in a red mode (color). When displayed in a red display mode, a specific sound 1 is output to make the player recognize that a chance up has occurred. In (3-16), the effect image SKY008 emphasizing the line L (SKY007) and the line L (SKY007) and the background in the center of the screen are displayed in a red display mode, which is the chance up performance described above, and means that the chance up has changed from white to red. Since the display is in red from the beginning, it is not possible to recognize the change from white to red. After that, the third ally character SKY010 and the line S (SKY006) are displayed in the center of the screen (2-18), and after the third ally character SKY010 finishes saying the line S (SKY006), the line L (SKY007) and the effect image SKY008 that emphasizes the line L (SKY007) and the background in the center of the screen are displayed in a display mode of the corresponding color (3-18). At this time, the decorative light-emitting body also emits light in a mode (color) of the corresponding color. When displayed in the display mode of the corresponding color, a specific sound 3 different from when the display mode of red is displayed is output to make the player aware that a chance up has occurred.(3-18) uses a color corresponding to the third ally character SKY010, whose corresponding color is blue. Furthermore, when the line L (SKY007) is displayed in the corresponding color, the image of the third ally character SKY010 is also designed to be displayed together. By doing so, it is easy to understand that it is a corresponding color, and it is more lively than other display modes, which increases the interest in playing. In (3-18), the line L (SKY007), the effect image SKY008 that emphasizes the line L (SKY007), and the background in the center of the screen are displayed in the corresponding color display mode, but this is the chance-up effect described above, which means that the chance has increased from red to the corresponding color. Since the display is in the corresponding color from the beginning, it is not possible to recognize the change from red to the corresponding color. After that, the third ally character SKY010 and the line S (SKY006) are displayed in the center of the screen, and the images of the third ally character SKY010 and the previously displayed line L (SKY007) ((3-14), (3-16), (3-18)) are alternately displayed from (3-19) (3-20), (3-21) to (3-33). By designing in this way, not only is the association between the third ally character SKY010 and the line L (SKY007) strengthened, but it is also possible to leave an impression and improve the interest in the game. At this time, the image of the line L (SKY007) that is displayed again is displayed while quickly shaking up and down and left and right. Furthermore, the image of the line L (SKY007) that is displayed again is displayed in the same display mode as when it was displayed the first time. By doing this, it is possible to leave an impression of the line L (SKY007) that is displayed again, and to recognize that it is a display that is displayed again. At this time, the decorative light does not emit light in a manner (color) related to the display manner of the first displayed line L (SKY007), the effect image SKY008 that emphasizes line L (SKY007), and the background in the center of the screen, and the performance is executed while the white lamp flashes at high speed. Furthermore, the sound that was output when the chance was up is not output, and instead, it is designed to output a short specific sound 2 every time the screen changes. After that, the button display SKY009 is enlarged and displayed in the screen area (3-34).The moment the enlarged button display SKY009 shrinks to a specified size as shown in (3-35), a gauge indicating the validity period of the button display SKY009 and a display area image SKY005 are displayed, and the winning / losing effect is executed when the push button 31B is pressed or when the validity period of the button display SKY009 has elapsed for a certain period (for example, 5 seconds). By doing this, not only is it easy to understand the timing when the winning / losing effect is executed, but the button promotion effect can also increase interest in the game.

[0397] If Story Reach B is a jackpot, after (3-35), the movable body SKY004 falls, and a background image with a radiating pattern is displayed on the screen (3-36). In this embodiment, light emission control in which the decorative light emitter emits rainbow colors begins from the scenes shown in (3-36) to (3-38). The epilogue performances from (3-36) to (3-38) are the same epilogue performances as Battle Reach and Story Reach A. From this point on, the display area image SKY005 is designed to be erased. By doing this, the jackpot can be celebrated on the full screen.

[0398] After that, the third ally character SKY010 talks to the characters displayed around him, and the dialogue S (SKY006) is displayed in a rainbow display mode, as shown in (3-39) to (3-42). In this example, the illumination control for the decorative illuminant to emit rainbow colors is started from the scene shown in (3-36). For example, the decorative illuminant flashes in rainbow colors at high speed in the scenes shown in (3-36) and (3-42), and the decorative illuminant slowly emits rainbow colors in the scenes shown in (3-37) to (3-42) and (3-44) to (3-46). When the dialogue S (SKY006) disappears from the screen in (3-42), the background image becomes difficult to recognize, as shown in (3-43), and the display of the jackpot pattern "222" appears from the center of the screen (3-43). The jackpot symbol "222" is gradually enlarged (3-44) until it covers the entire screen (3-45). After that, the jackpot symbol "222" is displayed at the same size as when the normal fluctuation before the reach is achieved is executed (3-46). Then, the image display device 5 goes white and the story reach B ends, and the same background image as when the normal fluctuation before the reach is achieved is displayed, and the jackpot symbol "222" is temporarily stopped (3-47). After that, the jackpot symbol "222" is stopped (3-48).

[0399] In the case where the story reach B is a miss, after (3-36), a performance display is executed in which the third ally character SKY010 talks to the characters displayed around it, while the dialogue S (SKY006) is displayed in a white display mode superimposed on the display area image SKY005 (3-49) to (3-50). In this example, light emission control is started in which the decorative light emitter emits low-luminance white light from the scene shown in (3-49). Next, when the dialogue S (SKY006) disappears from the screen in (3-50), the background image becomes difficult to recognize as in (3-43), and a performance display in which the pattern "212" appears from the center of the screen is executed in a transparent state (3-51). The transparency decreases from the transparent state, and the miss pattern can be clearly recognized (3-52). After that, the screen goes black, and the story reach B ends. When Story Reach B ends, the same background image as when the normal variation before the reach was executed is displayed, and the losing symbol "212" is temporarily displayed (3-53). After that, the losing symbol "212" is displayed (3-54).

[0400] In this embodiment, the shape of the display area image SKY005 is rectangular, but it may be any shape such as jagged or circular, and the color may not be black. In addition, the way the chance-up effect is displayed is red from the beginning, so that the change from white to red cannot be recognized, but the line L (SKY007), the effect image SKY008 that emphasizes the line L (SKY007), and the background in the center of the screen may be displayed while the change from white to red is shown to the player. In addition, when the result is notified, the background image is displayed in a state where it is difficult to recognize (3-43), but by doing so, the pattern is emphasized, making it easier for the player to recognize whether it is a big win or a loss. In addition, the display area image SKY005 is not displayed except for the image before the display area image SKY005 is displayed (for example, 004IWC03), the dialogue S (SKY006), the small symbols (for example, (2-9) ↓↓↓), and the reach symbol (for example, (2-9) 2↓2), but it is not limited to this and may be displayed as an active display. By doing so, the story reach performance can be seen while watching the display mode of the active display, and it is possible to anticipate whether or not it will be controlled to a big win. Furthermore, the display mode of the active display may be changed during the story reach performance, and when changing the display mode, the display mode may be changed from outside the display area image SKY005 or from within the display area image SKY005. By doing so, the display mode of the active display and the display area image SKY005 image can be focused on, and the interest in the game is improved.

[0401] In this embodiment, it is possible to execute chance-up effects as shown in FIG. 35 (2-17) and FIG. 43 (3-18), and FIG. 49 illustrates the display mode when the chance-up effect of line L (SKY007) is executed. First, the default display will be explained. The default display mode in this embodiment is displayed in white, and line L (SKY007), the effect image SKY008 that emphasizes line L (SKY007), and the background in the center of the screen are displayed in white as shown in FIG.

[0402] Next, when the display is in red for the chance-up effect, the line L (SKY007), the effect image SKY008 emphasizing the line L (SKY007), and the background in the center of the screen are displayed in red as shown in FIG.

[0403] Next, when the chance up effect is displayed in the display mode of the corresponding color, the character is displayed, and when the chance up is executed in the corresponding color of the first ally character 004IWC01, the first ally character 004IWC01 is displayed while the effect image SKY008 emphasizing the line L (SKY007) and the line L (SKY007) and the background at the center of the screen are displayed in the purple display mode corresponding to the first ally character 004IWC01. When the chance up is executed in the corresponding color of the second ally character 004IWC02, the effect image SKY008 emphasizing the line L (SKY007) and the background at the center of the screen are displayed while the second ally character 004IWC02 is displayed while the effect image SKY008 emphasizing the line L (SKY007) and the background at the center of the screen are displayed in the green display mode corresponding to the second ally character 004IWC02. When Chance Up is executed in the color corresponding to the third ally character SKY010, the third ally character SKY010 is displayed while the effect image SKY008 emphasizing the line L (SKY007) and the background in the center of the screen are displayed in the blue display mode corresponding to the third ally character SKY010. As described in FIG. 25 and FIG. 26, it is designed so that the expectation of a big win increases in the order of white → red → corresponding color, and by making the expectation of a big win higher for the corresponding color of the character than the red of other Chance Up, not only can a color that is thought to have a lower expectation of a big win than red be made a color with a higher expectation of a big win, but also the color of the character and the character itself can be focused on. Furthermore, by executing the Chance Up performance in the color corresponding to the character, the relevance between the character and the line L (SKY007) can be increased. Also, when the corresponding color of the first ally character 004IWC01 is executed, the lamp or chance up of the corresponding color of the third ally character SKY010 that is not displayed in the performance is designed not to be used. By doing so, it is possible to prevent the player from mistaking that the chance of winning the corresponding color has been increased.

[0404] FIG. 50 illustrates events that occur when the chance-up performance is performed and when it is not performed. First, we will explain the case when the chance-up performance is not performed. When the chance-up performance is not performed, no sound is output and the movable body SKY004 does not operate. Also, at this time, the decorative light-emitting body also emits light in a white mode (color).

[0405] Next, a description will be given of the execution of the chance-up performance. When the chance-up performance of the line L (SKY007) is executed, the sound is output according to the state of the chance-up, and in the case of a red chance-up, a specific sound 1 is output. The movable body SKY004 operates at the timing when the chance-up performance is executed, and falls down 25% of the movable range (the central part of the image display device 5 is 50% of the movable range of the movable body SKY004). At this time, the decorative light-emitting body also emits light in a red state (color), and the brightness is higher than that of the decorative light-emitting body that emits light when the chance-up performance is not executed. In the case of a chance-up of the color corresponding to the line L (SKY007), a specific sound 3 is output. The movable body SKY004 operates at the timing when the chance-up performance is executed, and falls down 50% of the movable range (the central part of the image display device 5 is 50% of the movable range of the movable body SKY004). At this time, the decorative illuminant also emits light in the corresponding color mode (color), and the brightness is higher than that of the decorative illuminant that emits light when the chance-up performance is executed in the red display mode. In this way, when the chance-up performance is executed, sound is output, the movable body is operated, and the decorative illuminant emits light, so that not only is it easy to tell the player that the chance-up performance has been executed, but the association between the character and the luminous color of the decorative illuminant can be enhanced. When the chance-up performance of the line S (SKY006) is executed, sound is output in the same way as the chance-up performance of the line L (SKY007), but the same specific sound as the chance-up performance of the line L (SKY007) is not output, and a predetermined sound for the line S (SKY006) is output. This predetermined sound is quieter than the specific sound, and is output at a lower volume than the line S (SKY006). By doing this, not only can the player know that the chance-up effect has been executed, but since the sound of the line S (SKY006) is louder than the predetermined sound, the line S (SKY006) becomes easier to hear, and the player can focus on the line S.

[0406] FIG. 51 and FIG. 52 are diagrams illustrating the timing of the chance-up effect of the line S (SKY006). First, the execution timing of the chance-up effect of the line S (SKY006) executed in the battle reach will be described. There are two timings for the chance-up effect executed in the battle reach. The first timing is when the line S (SKY006) of FIG. 28 (1-11) "Stop your evil deeds! Bakuchu!" is displayed, and the state when it is displayed is red. At this time, since it is displayed in red from the beginning like the line L (SKY007), it is displayed in a way that makes it impossible to recognize the state of changing from white to red. The second timing is when the chance-up effect is executed is when the line S (SKY006) of FIG. 28 (1-16) "I won't forgive you anymore!!!" is displayed, and the state when it is displayed is red. At this time, since it is displayed in red from the beginning like the line L (SKY007), it is displayed in a way that makes it impossible to recognize the state of changing from white to red.

[0407] Next, the execution timing of the chance-up effect of the line S (SKY006) executed in the story reach A will be described. There are two timings for the chance-up effect to be executed in the story reach A. The first timing is when the line S (SKY006) of FIG. 34 (2-11) "Where shall we go for lunch today?" is displayed, and the appearance when it is displayed is red. At this time, since it is displayed in red from the beginning like the line L (SKY007), it is displayed in a way that makes it impossible to recognize the change from white to red. The second timing is when the chance-up effect is executed is when the line S (SKY006) of FIG. 35 (2-21) "Let's go eat together!" is displayed, and the appearance when it is displayed is red. At this time, since it is displayed in red from the beginning like the line L (SKY007), it is displayed in a way that makes it impossible to recognize the change from white to red.

[0408] Next, the execution timing of the chance-up effect of the line S (SKY006) executed in the story reach B will be described. There are two timings for the chance-up effect executed in the story reach B. The first timing is when the line S (SKY006) of FIG. 42 (3-15) "Why..." is displayed, and the appearance when it is displayed is red. At this time, since it is displayed in red from the beginning like the line L (SKY007), it is displayed in a way that makes it impossible to recognize the change from white to red. The second timing is when the chance-up effect is executed, and the line S (SKY006) of FIG. 43 (3-20) "I want you to support me!" is displayed, and the appearance when it is displayed is red. At this time, since it is displayed in red from the beginning like the line L (SKY007), it is displayed in a way that makes it impossible to recognize the change from white to red.

[0409] In this embodiment, the chance-up effects are designed to be executed at different timings (number of seconds for the chance-up effects from the start of the effects) after the effects start. By doing so, the chance-up timing becomes difficult to understand, and the player can look forward to the chance-up effects, increasing the interest in the game.

[0410] FIG. 53 illustrates the timing of the chance-up effect of the line L (SKY007). First, the execution timing of the chance-up effect of the line L (SKY007) executed in the story reach A will be described. There are three timings for the chance-up effect executed in the story reach A. The first timing is when the line L (SKY007) of FIG. 34 (2-15) "Let's have lunch together" is displayed, and the color when it is displayed is red or the corresponding color. At this time, since it is displayed in red or the corresponding color from the beginning, it is displayed in a way that makes it impossible to recognize the change from white to red or the corresponding color. The second timing is when the chance-up effect is executed, and the line L (SKY007) of FIG. 35 (2-17) "Why...with me?" is displayed, and the color when it is displayed is red or the corresponding color. At this time, since it is displayed in red or the corresponding color from the beginning, it is displayed in a way that makes it impossible to recognize the change from white to red or the corresponding color. The third timing, when the chance-up effect is executed, is when the line L (SKY007) "Because I want to be friends with Jam" in Figure 35 (2-19) is displayed, and when it is displayed, it is in red or a corresponding color. At this time, since it is displayed in red or a corresponding color from the beginning, it is not possible to recognize the change from white to red or a corresponding color.

[0411] Next, the execution timing of the chance-up effect of the line L (SKY007) executed in the story reach B will be described. There are three timings for the chance-up effect to be executed in the story reach B. The first timing for the chance-up effect is when the line L (SKY007) of FIG. 42 (3-14) "I'm graduating" is displayed, and the color when displayed is red or the corresponding color. At this time, since it is displayed in red or the corresponding color from the beginning, it is displayed in a way that makes it impossible to recognize the change from white to red or the corresponding color. The second timing for the chance-up effect is when the line L (SKY007) of FIG. 42 (3-16) "Why are you graduating!" is displayed, and the color when displayed is red or the corresponding color. At this time, since it is displayed in red or the corresponding color from the beginning, it is displayed in a way that makes it impossible to recognize the change from white to red or the corresponding color. The third timing, when the chance-up effect is executed, is when the line L (SKY007) "Because I want to be an actress!" in Figure 43 (3-18) is displayed, and when it is displayed, it is in red or the corresponding color. At this time, since it is displayed in red or the corresponding color from the beginning, it is not possible to recognize the change from white to red or the corresponding color.

[0412] In this embodiment, the chance up effects are designed to be executed at different times after the effect starts (the number of seconds for the chance up effect after the effect starts). By doing so, the chance up timing is less obvious, allowing the player to look forward to the chance up effect and increasing interest in the game. Also, in this embodiment, when the display mode of the line S (SKY006) changes due to the chance up effect, the display mode of the line L (SKY007) does not change. Conversely, when the display mode of the line L (SKY007) changes due to the chance up effect, the display mode of the line S (SKY006) does not change. By doing so, it is possible to draw attention to the line S (SKY006) and the line L (SKY007) separately. For example, when the line S (SKY006) is changed to a red display mode by the chance up performance, the line L (SKY007) is either displayed in a red display mode by the chance up performance of the line L (SKY007) without the line S (SKY006) being changed by the chance up performance, or is displayed in a white display mode without the chance up performance being executed. Conversely, when the line L (SKY007) is changed to a red display mode by the chance up performance, the line S (SKY006) is either displayed in a red display mode by the chance up performance of the line S (SKY006) without the line L (SKY007) being changed by the chance up performance, or is displayed in a white display mode without the chance up performance being executed.

[0413] FIG. 54 illustrates the display time of line L (SKY007). The display time of line L (SKY007) is designed to be shortened each time it is displayed. This allows the performance to be executed smoothly while emphasizing the display that was displayed first. The display time is the same for both story reach A and story reach B. First, line L (SKY007) that is displayed for the first time is displayed for three seconds (for example, FIG. 34 (2-15), FIG. 34 (2-17), FIG. 34 (2-19)). Next, line L (SKY007) that is displayed for the second time is displayed for one second (for example, FIG. 35 (2-23), FIG. 36 (2-25), FIG. 36 (2-27)). Next, the line L (SKY007) displayed for the third time is displayed for 0.5 seconds (for example, FIG. 36 (2-29), FIG. 34 (2-31), FIG. 37 (2-33)). In this embodiment, the display time of the line L (SKY007) displayed for the first time is designed to be longer than the display time of the line S (SKY006). By doing so, not only can the line L (SKY007) be more noticeable than the line S (SKY006), but also, since the line L (SKY007) has a higher jackpot expectation than the line S (SKY006) when the chance-up effect is executed, it is easier to recognize whether the display mode has changed due to the chance-up effect than the line S (SKY006). In addition, the display of the line L (SKY007) displayed for the second and third times may be displayed in a position different from the line L (SKY007) displayed for the first time. By doing so, the player can naturally follow the display of the line L (SKY007) with his or her eyes.

[0414] FIG. 55 and FIG. 56 are diagrams comparing the text of the story reach and the battle reach. Both the story reach and the battle reach can display the dialogue S (SKY006), and both can be displayed in the same size and in the same display mode. In addition, the size of the dialogue S (SKY006) does not change depending on whether the epilogue is a big win or a loss, and the display position is also the same for both, and it is designed to be displayed in a rainbow display mode during a big win and in a white display mode during a loss. This makes it easier for the player to see the dialogue S (SKY006). Furthermore, with regard to the story reach, it is designed so that the display area image SKY005 disappears during a big win. This allows the player to celebrate the big win on the full screen.

[0415] FIG. 57 illustrates an example of a modified example in which the chance up effect of line L (SKY007) is managed by a scenario. When it is decided that the chance up effect will be executed, one of scenarios 2 to 4 in FIG. 57 is executed. First, scenario 1 is a scenario for when the chance up effect is not executed. Scenario 1 in which the chance up effect is not executed displays line L (SKY007), effect image SKY008 that emphasizes line L (SKY007), and the background in the center of the screen in white at the timing when the chance up effect is executed.

[0416] Next, scenario 2 is a scenario when the chance up effect is executed. In scenario 2 in which the chance up effect is executed, at the first timing when the chance up effect is executed, the line L (SKY007), the effect image SKY008 that emphasizes the line L (SKY007), and the background at the center of the screen are displayed in a white display mode. At the second timing, the line L (SKY007), the effect image SKY008 that emphasizes the line L (SKY007), and the background at the center of the screen are displayed in a red display mode. At the third timing, the line L (SKY007), the effect image SKY008 that emphasizes the line L (SKY007), and the background at the center of the screen are displayed in a red display mode.

[0417] Next, scenario 3 is a scenario when the chance up effect is executed. In scenario 3 in which the chance up effect is executed, at the first timing when the chance up effect is executed, the line L (SKY007), the effect image SKY008 that emphasizes the line L (SKY007), and the background at the center of the screen are displayed in a white display mode. At the second timing, the line L (SKY007), the effect image SKY008 that emphasizes the line L (SKY007), and the background at the center of the screen are displayed in a red display mode. At the third timing, the line L (SKY007), the effect image SKY008 that emphasizes the line L (SKY007), and the background at the center of the screen are displayed in a corresponding color display mode.

[0418] Next, scenario 4 is a scenario when the chance up effect is executed. In scenario 4 in which the chance up effect is executed, at the first timing when the chance up effect is executed, the line L (SKY007), the effect image SKY008 that emphasizes the line L (SKY007), and the background at the center of the screen are displayed in a red display mode. At the second timing, the line L (SKY007), the effect image SKY008 that emphasizes the line L (SKY007), and the background at the center of the screen are displayed in a corresponding color. At the third timing, the line L (SKY007), the effect image SKY008 that emphasizes the line L (SKY007), and the background at the center of the screen are displayed in a corresponding color.

[0419] By managing the chance-up effects in this way, the data can be stored as a single video, thereby reducing the data volume.

[0420] In addition, in the embodiment, spherical gaming balls (pachinko balls) are applied as an example of gaming media, but the gaming media is not limited to spherical gaming media and may be non-spherical gaming media such as medals.

[0421] In addition, in the embodiment, a pachinko gaming machine is applied as an example of a gaming machine, but the present invention can also be applied to a slot machine in which, for example, a game can be started by setting a predetermined number of bets for one game using gaming value, one game ends when a variable display result is derived to a variable display device that can variably display multiple types of patterns that are each identifiable, and a prize can be won depending on the variable display result derived to the variable display device.

[0422] The gaming machine of the present invention can be applied to an enclosed gaming machine in which a gaming medium is enclosed and points are awarded based on the occurrence of winning, a slot machine, etc. Also, a gaming machine capable of playing a game is not limited to a pachinko gaming machine or a slot machine, and may be a general game machine as long as it is capable of playing a game. [Explanation of symbols]

[0423] 1: Pachinko machines 4A: First special symbol display device 4B: Second special pattern display device 5: Image display device 100: Game control microcomputer 120: Performance control CPU

Claims

[Claim 1] A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A performance execution means capable of executing a performance is provided, The performance execution means includes: A specific performance can be executed to notify whether or not the advantageous state is controlled, A character can be displayed during the execution of the specific performance, A first character display, a second character display, and a third character display related to the character can be displayed according to the progress of the specific performance; a first display area capable of displaying the character and the first character display, and a second display area capable of displaying the second character display without displaying the character; The specific performance includes an introduction part until the result of the control of the advantageous state is notified, and a result notification part that notifies the result of the control of the advantageous state. In the introduction part, the first character display and the second character display can be displayed, In the result notification part, the third character display can be displayed, The first character representation is larger than the second character representation; the display mode of the first character display includes a basic display mode and a high expectation display mode that is selected more frequently than the basic display mode when the game is controlled to the advantageous state; The display mode of the second character display includes the basic display mode and the high expectation display mode, the display mode of the third character display is a result notification mode corresponding to the result notification part, When controlled to the advantageous state, a rate at which the first character display is displayed in the high expectation display mode is higher than a rate at which the second character display is displayed in the high expectation display mode; a display time of the first character display displayed in the first display area is longer than a display time of the second character display displayed in the second display area; A gaming machine characterized by:

Citation Information

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