Gaming Machines

The gaming machine addresses the lack of dynamic gameplay in conventional machines by using variable display techniques to create engaging cracked image presentations and sound effects, enhancing the player's experience.

JP7675037B2Active Publication Date: 2025-05-12SANKYO CO LTD
View PDF 7 Cites 0 Cited by

Patent Information

Application Number
JP2022023540
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-02-18
Publication Date
2025-05-12
Estimated Expiration
2042-02-18

AI Technical Summary

Technical Problem

Conventional gaming machines lack the ability to enhance gameplay experience by simply displaying fragment images without providing a dynamic and engaging presentation.

Method used

A gaming machine that performs variable display by controlling the presentation pattern in response to identification information, featuring a display mechanism that shows cracked images on specific layers and allows for different display patterns and sound effects to create an advantageous player state.

Benefits of technology

The machine enhances gameplay excitement by offering different display patterns and sound effects, creating a more engaging and advantageous player experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007675037000001
    Figure 0007675037000001
  • Figure 0007675037000002
    Figure 0007675037000002
  • Figure 0007675037000003
    Figure 0007675037000003
Patent Text Reader

Abstract

To provide a game machine capable of enhancing interest in a game.SOLUTION: A game machine includes: game control means (a game control microcomputer 100) for controlling progress of a game; performance control means (a performance control CPU 120) for controlling a performance; and a liquid crystal indicator (an image display device 5). The performance control means displays a glass plate image on the liquid crystal indicator and executes a cracking performance for cracking the glass plate image according to a performance control command transmitted from the game control means.SELECTED DRAWING: Figure 1
Need to check novelty before this filing date? Find Prior Art

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] Some conventional gaming machines are capable of executing a step-up presentation in which the image displayed on a liquid crystal display device is changed in stages, in which the display screen of the liquid crystal display device is likened to glass, and a crack is displayed on the display screen (a glass plate as an image that foreshadows cracking), and then a number of images of broken pieces are displayed as if the display screen had been broken (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2020-127593 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, in Patent Document 1, since it is only possible to execute an effect of simply displaying fragment images, there is a problem in that it is not possible to increase interest in the game.

[0005] The present invention has been made in consideration of such problems, and has an object to provide a gaming machine that can increase interest in gaming. [Means for solving the problem]

[0006] The gaming machine according to claim 1 of the present invention comprises: A gaming machine that can be controlled to a favorable state for a player by performing a variable display of a performance pattern in response to the variable display of identification information, A display means is provided, The display means is A cracked image can be displayed in a specific display layer; A special image related to a variable display, which is an image different from the performance pattern, can be displayed in a special display layer having a higher priority than the specific display layer; As display patterns of the cracked image, there are a first pattern in which the cracked image is displayed after displaying a suggestive image suggesting that the cracked image will be displayed, and a second pattern in which the cracked image is displayed without displaying the suggestive image, A cracked image according to a first pattern can be displayed in a normal state, The crack image by the second pattern is not displayed, In a special state in which the average period of the variable display period is shorter than that in the normal state, a cracked image in the second pattern can be displayed, and the cracked image in the first pattern is not displayed, The degree of expectation that is controlled to an advantageous state when a cracked image is displayed by the first pattern is different from the degree of expectation that is controlled to an advantageous state when a cracked image is displayed by the second pattern (see Figures 27, 29(C), 30, and 32). When a cracked image is displayed according to a first pattern, a predetermined sound corresponding to the cracked image is output, whereas when a cracked image is displayed according to a second pattern, the predetermined sound is not output. It is characterized by the following. According to this feature, the degree of expectation of being controlled to an advantageous state differs depending on the display pattern of the cracked image, so that the display pattern of the cracked image can draw attention.

[0007] 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]

[0008] [Figure 1] 1 is a front view showing an gaming machine according to an embodiment. [Diagram 2] 1 is a configuration diagram showing various control boards etc. installed in a pachinko gaming machine. [Diagram 3] FIG. 2 is an explanatory diagram showing the contents of a VRAM. [Figure 4] FIG. 2 is an explanatory diagram showing the contents of a VRAM. [Diagram 5]FIG. 2 is an explanatory diagram showing a layer configuration. [Figure 6] 13A and 13B are diagrams illustrating examples of performance control commands. [Figure 7] FIG. 2 is an explanatory diagram showing each random number. [Figure 8] FIG. 13 is an explanatory diagram showing a display result determination table. [Figure 9] 1A is an explanatory diagram showing a jackpot type determination table, and FIG. 1B is an explanatory diagram showing jackpot types. [Figure 10] (A) is an explanatory diagram of the fluctuation pattern in the normal state, and (B) is an explanatory diagram of the fluctuation pattern in the time-saving state or the special state. [Figure 11] 13(A) to 13(F) are explanatory diagrams of the fluctuation pattern determination table. [Figure 12] FIG. 2 is an explanatory diagram showing a data retention area for game control. [Figure 13] (A) is an explanatory diagram showing the data holding area for performance control, and (B) is an explanatory diagram showing the command buffer received at the time of starting winning. [Figure 14] 13 is a flowchart showing an example of a game control main process. [Figure 15] 13 is a flowchart showing an example of a timer interrupt process for game control. [Figure 16] 13 is a flowchart showing an example of a special symbol process. [Figure 17] 13 is a flowchart showing an example of a start winning determination process. [Figure 18] 13A is a flowchart showing an example of a process for determining a random number value when a prize is won, and FIG. 13B is a diagram showing variable categories. [Figure 19] 13 is a flowchart showing an example of normal special symbol processing. [Figure 20] 13 is a flowchart showing an example of a variation pattern setting process. [Figure 21] 13 is a flowchart showing an example of a special symbol stopping process. [Figure 22] A flowchart showing an example of a jackpot end process. [Diagram 23] 13 is a flowchart showing an example of a performance control main process. [Figure 24] 13 is a flowchart showing an example of a performance control process. [Diagram 25] An explanatory diagram of whether or not a pending display effect is executed and the determination ratio of the effect pattern. [Figure 26] 13 is a flowchart showing an example of a variable display start setting process. [Figure 27] 10A is a flowchart showing an example of a variable display start setting process, and FIG. 10B is an explanatory diagram of a determination ratio for whether or not to execute the continuous breaking effect in a normal state. [Figure 28] (A) is a flowchart showing an example of a dialogue preview performance setting process, (B) is an explanatory diagram of whether or not a dialogue preview performance is executed in the normal state and the performance pattern determination ratio, and (C) is an explanatory diagram of the performance pattern. [Figure 29] (A) is an explanatory diagram of whether or not a background change is performed and the presentation pattern determination ratio of the background change presentation, (B) is an explanatory diagram of whether or not a reach suggestion presentation is performed and the presentation pattern determination ratio, and (C) is an explanatory diagram of whether or not a cut-in presentation is performed and the presentation pattern determination ratio. [Diagram 30] This is an explanatory diagram of the content of the effects that can be executed in the normal state and the performance patterns of the broken effects. [Diagram 31] This is an explanatory diagram of the content of the effects that can be executed in the normal state and the performance patterns of the broken effects. [Diagram 32] This is an explanatory diagram of the content of the effects that can be executed in the time-saving state and the special state, and the performance patterns of the breaking effects. [Diagram 33] This is an explanatory diagram of the approximate execution timing and execution period for each variation pattern of each performance. [Diagram 34] This is an explanatory diagram of the approximate execution timing and execution period for each variation pattern of each performance. [Diagram 35] This is an explanatory diagram of the approximate execution timing and execution period for each variation pattern of each performance. [Diagram 36]This is an explanatory diagram of the approximate execution timing and execution period for each variation pattern of each performance. [Figure 37] A diagram showing the flow of presentation in Super Reach α. [Figure 38] A diagram showing the flow of presentation in Super Reach α. [Figure 39] A diagram showing the flow of presentation in Super Reach α. [Diagram 40] A diagram showing the flow of presentation in Super Reach β. [Diagram 41] A diagram showing the flow of presentation in Super Reach β. [Diagram 42] A figure showing details of an example of the operation of the first consecutive breaking performance. [Diagram 43] A figure showing details of an example of the operation of the second consecutive breaking performance. [Diagram 44] A figure showing details of an example of the operation of a dialogue preview performance. [Diagram 45] A figure showing details of an example of the operation of background change performance A. [Figure 46] A figure showing details of an example of the operation of background change performance A. [Figure 47] A figure showing details of an example of the operation of background change presentation B. [Figure 48] A figure showing details of some examples of the operation of pseudo consecutive performances. [Figure 49] A figure showing details of an example of the operation of a reach suggestion performance. [Figure 50] A figure showing details of an example of the operation of a reach suggestion performance. [Figure 51] A figure showing details of an example of the operation of a weak development performance. [Figure 52] A figure showing details of an example of some of the operations in the strong development performance A. [Figure 53] A figure showing details of an example of the operation of strong development performance B. [Figure 54] A figure showing details of an example of the operation of strong development performance B. [Figure 55] A figure showing details of an example of a cut-in performance. [Figure 56]A figure showing details of an example of the operation of the result notification presentation when the variable display result is a jackpot. [Figure 57] A figure showing details of an example of the operation of the result notification presentation when the variable display result is a jackpot. [Figure 58] A figure showing details of an example of the operation of the result notification presentation when the variable display result is a miss. [Figure 59] This is an explanatory diagram for comparing the details of each performance. [Figure 60] This is an explanatory diagram for comparing the details of each performance. [Figure 61] This is a timing chart showing details of the first consecutive break effect and the second consecutive break effect. [Figure 62] 13 is a timing chart showing details of the dialogue preview performance. [Figure 63] 13 is a timing chart showing details of background change performance A. [Figure 64] 13 is a timing chart showing details of background change performance B. [Figure 65] 13 is a timing chart showing details of the pseudo consecutive performance. [Figure 66] This is a timing chart showing details of the reach suggestion performance. [Figure 67] This is a timing chart showing details of the weak development performance. [Figure 68] This is a timing chart showing details of strong development performance A. [Figure 69] This is a timing chart showing details of strong development performance B. [Figure 70] 13 is a timing chart showing details of a cut-in effect. [Figure 71] 13 is a timing chart showing details of the result notification presentation. [Figure 72] FIG. 13 is an explanatory diagram showing the speed change of fragment images in each performance. [Figure 73] FIG. 13 is a diagram showing a crack pattern in a crack effect. [Figure 74] 11A to 11C are diagrams showing display examples of each crack pattern. [Figure 75]13A and 13B are diagrams showing display examples with and without a whiteout image in crack pattern A. [Figure 76] 13A and 13B are diagrams showing display examples with and without a whiteout image in crack pattern B. [Figure 77] 13A and 13B are diagrams showing display examples with and without a whiteout image in crack pattern C. [Figure 78] 13A and 13B are diagrams showing display examples with and without a whiteout image in crack pattern D. [Figure 79] 13A and 13B are diagrams showing display examples with and without a whiteout image in crack pattern E. [Figure 80] 13A and 13B are diagrams showing display examples with and without a whiteout image in crack pattern F. [Figure 81] 13A and 13B are diagrams showing display examples with and without a whiteout image in crack pattern G. [Figure 82] FIG. 13A shows a pseudo consecutive effect, and FIG. 13B shows a fragment image displayed in a cut-in effect. [Figure 83] (A) shows a fragment image displayed in background change performance A, and (B) shows a fragment image displayed in strong development performance B. [Figure 84] FIG. 1 is a diagram showing a first modified example of the present invention. [Figure 85] FIG. 13 is a diagram showing a second modified example of the present invention. [Figure 86] FIG. 13 is a diagram showing a third modified example of the present invention. [Figure 87] FIG. 13 is a diagram showing a fourth modified example of the present invention. [Figure 88] FIG. 13 is a diagram showing a fifth modified example of the present invention. [Figure 89] FIG. 13 is a diagram showing a sixth modified example of the present invention. [Figure 90] FIG. 13 is a diagram showing a seventh modified example of the present invention. [Figure 91] FIG. 13 is a diagram showing an eighth modified example of the present invention. [Figure 92] FIG. 13 is a diagram showing a ninth modified example of the present invention. [Figure 93] FIG. 13 is a diagram showing a ninth modified example of the present invention. [Figure 94] FIG. 17 is a diagram showing a tenth modified example of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS A gaming machine according to an embodiment of the present invention will be described below.

[0010] [Form 1-1] The gaming machine of type 1-1 is, A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means; A performance execution means, The means of performance execution are: It is possible to execute a predetermined effect that suggests that the game will be controlled to an advantageous state, It is possible to execute a specific effect that is different from the predetermined effect and suggests that the effect will be controlled to an advantageous state, The display means is A crack precursor image can be displayed in a predetermined display layer; The fragment image can be displayed in a specific display layer having a higher priority than the predetermined display layer, Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; The predetermined effect includes a first predetermined part that displays a cracking precursor image, and a second predetermined part that displays a plurality of fragment images corresponding to the cracking precursor image, The specific effect is an effect in which a plurality of fragment images are displayed in a period shorter than the period from when a crack precursor image is displayed in a predetermined effect to when a fragment image corresponding to the crack precursor image is displayed, The execution timing is different between the specified performance and the specific performance. before the first predetermined part is executed and after the fragment image in the second predetermined part is displayed, the type of background image displayed in the display layer having a lower priority than the predetermined display layer is different; The type of background image displayed in a display layer having a lower priority than the specific display layer is different before the specific performance is executed and after the fragment image in the specific performance is displayed (see Figures 33 to 36, 45, 46, 52, 63, and 68). It is characterized by the following. According to this feature, since the predetermined effect in which a crack precursor image and a fragment image are displayed and the specific effect in which a fragment image is displayed without displaying a crack precursor image can be executed at different times, it is possible to surprise the player at various times; furthermore, since the types of background images are different before and after the fragment image is displayed in both the predetermined effect and the specific effect, even in effects in which fragment images are similarly displayed, different impressions can be suitably given, thereby increasing interest in the game.

[0011] [Form 1-2] The gaming machine of type 1-2 is Both a predetermined performance and a specific performance can be executed in one variable display, When a specific performance is executed without a predetermined performance, the expectation of being controlled to an advantageous state is higher than when a specific performance is executed without a predetermined performance (see Figures 33 to 36). It is characterized by the following. According to this feature, it is possible to draw attention to the execution status of the predetermined performance and the specific performance, thereby increasing interest.

[0012] [Form 1-3] The gaming machines of types 1-3 are as follows: The background image includes a first background image and a second background image that is more advantageous than the first background image; The first predetermined part can be executed while the first background image is displayed, The second background image is displayed during the execution of the second predetermined part, The second background image can be displayed even when a second background projection effect different from the predetermined effect is executed, When the second background image is displayed by the predetermined effect, the expectation of being controlled to an advantageous state is higher than when the second background image is displayed by the second background teasing effect (see FIG. 30). It is characterized by the following. According to this feature, interest can be heightened by drawing attention to whether the second background image is displayed through the predetermined effect or the second background preview effect.

[0013] [Form 1-4-1] The gaming machine of type 1-4-1 is In one variable display, both a predetermined performance and a specific performance can be executed, The predetermined effect is an effect that can be executed before the decoration identification information becomes a reach state, The specific performance is a performance that can be executed after the decoration identification information becomes a reach state, When a predetermined performance is performed before the execution of a specific performance, the expectation of being controlled to an advantageous state is higher than when the predetermined performance is not performed (see Figures 33 to 36). It is characterized by the following. According to this feature, interest can be increased by making the player expect that both the predetermined effect and the specific effect will be executed.

[0014] [Form 1-4-2] The gaming machine of type 1-4-2 is The predetermined effect is an effect that can be executed before the decoration identification information becomes a reach state, The specific performance is a performance that can be executed after the decoration identification information becomes a reach state, the background image includes a first background image before the decoration identifying information is in a reach state, a second background image before the decoration identifying information is in a reach state and more advantageous than the first background image, a third background image after the decoration identifying information is in a reach state, and a fourth background image after the decoration identifying information is in a reach state and more advantageous than the third background image, The fragment image in the second predetermined part is displayed together with a second background image; The fragment image in the specific performance is displayed together with the fourth background image (see Figures 45, 46, 52, 63, and 68). It is characterized by the following. According to this feature, it is possible to draw attention to the relationship between the predetermined effect, the specific effect, and the background image, thereby increasing interest.

[0015] [Form 1-4-3] The gaming machine of type 1-4-3 is the fragment image in the second predetermined part is an image in a transparent mode through which at least a part of the second background image in a superimposed relationship can be recognized; The fragment image in the specific performance is a transparent image that allows recognition of at least a part of the fourth background image that is superimposed thereon (see Figures 59, 60, and 73). It is characterized by the following. According to this feature, the effect of the second predetermined part and the specific performance can be improved.

[0016] [Form 1-4-4] The gaming machine of type 1-4-4 is The fragment image is capable of performing a rotational movement; When the image of the fragment is rotated to a first angle, it becomes possible to recognize at least a part of the second background image superimposed on the image of the fragment; When the rotation operation causes the fragment image to be at the second angle, it becomes difficult to recognize at least a portion of the second background image that is superimposed on the fragment image (see Figures 83 and 89). It is characterized by the following. This feature can enhance the dramatic effect when the fragment images are displayed.

[0017] [Form 1-4-5] The gaming machine of type 1-4-5 is When a first fragment image among the plurality of fragment images is at a first angle, a second fragment image among the plurality of fragment images is at a second angle (see FIG. 83 and FIG. 89 ); It is characterized by the following. This feature can enhance the dramatic effect when the fragment images are displayed.

[0018] [Form 1-5] The gaming machines of types 1-5 are as follows: The fragment image in the second predetermined part and the fragment image in the specific performance are displayed in a manner that moves in a plurality of directions including at least the predetermined direction and the specific direction in common; A fragment image displayed in a manner moving in a specific direction takes a longer time to disappear from the display area of ​​the display means than a fragment image displayed in a manner moving in a predetermined direction (see FIG. 84). It is characterized by the following. This feature can enhance the dramatic effect when the fragment images are displayed.

[0019] [Form 1-6] The gaming machines of types 1-6 are as follows: the fragment image in the second predetermined part is displayed in a manner of moving without a change in speed throughout a display period of the fragment image, The fragment images in the specific performance are displayed in a manner that does not involve any change in speed throughout the display period of the fragment images (see FIG. 72). It is characterized by the following. According to this feature, the fragment images can be displayed naturally.

[0020] [Form 1-7-1] The gaming machine of type 1-7-1 is The fragment image in the second predetermined part and the fragment image in the specific performance are displayed in a manner that moves in a plurality of directions including at least the predetermined direction and the specific direction in common; The period required for the fragment image in the second predetermined part and the fragment image in the specific performance to be hidden in the display area of ​​the display means is the same (see FIG. 75 and FIG. 80). It is characterized by the following. According to this feature, the correlation between the predetermined effect and the specific effect is increased, thereby enhancing the effects of both effects.

[0021] [Form 1-7-2] The gaming machine of type 1-7-2 is The visibility of the fragment images that are displayed moving in a specific direction differs between when the display starts and the timing before the fragment images are hidden in the display area of ​​the display means (see Figures 75 and 80). It is characterized by the following. This feature can enhance the dramatic effect when the fragment images are displayed.

[0022] [Form 1-7-3] The gaming machine of type 1-7-3 is A fragment image that moves in a specific direction in a specific performance takes a longer time to disappear from the display area of ​​the display means than a fragment image that moves in a specific direction in a predetermined performance (see FIG. 84). It is characterized by the following. According to this feature, the fragment images can be displayed naturally.

[0023] [Form 1-8] The gaming machines of types 1-8 are: The fragment image in the second predetermined part and the fragment image in the specific performance can rotate, The number of rotational actions performed from when a first fragment image among the plurality of fragment images in the second predetermined part is displayed until it is hidden in the display area of ​​the display means is the same as the number of rotational actions performed from when a second fragment image among the plurality of fragment images in the specific performance is displayed until it is hidden in the display area of ​​the display means (see Figures 83 and 89). It is characterized by the following. According to this feature, the correlation between the predetermined effect and the specific effect is increased, thereby enhancing the effects of both effects.

[0024] [Form 2-1] The gaming machine of type 2-1 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means; A performance execution means, The means of performance execution are: It is possible to execute a predetermined effect that suggests that the game will be controlled to an advantageous state, It is possible to execute a specific effect that is different from the predetermined effect and suggests that the effect will be controlled to an advantageous state, The display means is A crack precursor image can be displayed in a predetermined display layer; The fragment image can be displayed in a specific display layer having a higher priority than the predetermined display layer, Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; The predetermined effect includes a first predetermined part that displays a cracking precursor image, and a second predetermined part that displays a plurality of fragment images corresponding to the cracking precursor image, The specific effect is an effect in which a plurality of fragment images are displayed in a period shorter than the period from when a crack precursor image is displayed in a predetermined effect to when a fragment image corresponding to the crack precursor image is displayed, The display means is capable of displaying an effect image at a first timing when a transition is made from a first predetermined part to a second predetermined part and at a second timing when a fragment image in a specific performance is displayed; During a display period of the effect image, it is difficult to view the image fragments over a first period, and the image fragments can be viewed over a second period after the first period has elapsed (see FIGS. 45, 46, 52, 63, and 68). It is characterized by the following. According to this feature, since the predetermined effect of displaying a crack precursor image and a fragment image, and the specific effect of displaying a fragment image without displaying a crack precursor image, can be executed at different times, it is possible to surprise the player at various times, and furthermore, the sense of incongruity felt when a fragment image is displayed by an effect image is reduced, allowing the predetermined effect and the specific effect to be executed preferably.

[0025] [Form 2-2] The gaming machine of type 2-2 is The effect image displayed at the first timing and the effect image displayed at the second timing have the same display period (see Figs. 63 and 68). It is characterized by the following. According to this feature, the correlation between the predetermined effect and the specific effect is increased, thereby enhancing the effects of both effects.

[0026] [Form 2-3] The gaming machine of type 2-3 is The execution period of the first predetermined part is longer than the execution period of the second predetermined part, The display period of the effect image is shorter than the execution period of the first predetermined part and the execution period of the second predetermined part (see FIG. 63). It is characterized by the following. According to this feature, the display of the fragment images can be started without creating an awkward feeling by using the effect image.

[0027] [Form 2-4] The gaming machine of type 2-4 is The display pattern of the effect image is the same between the first timing and the second timing (see Figs. 45, 46, and 52). It is characterized by the following. According to this feature, the correlation between the predetermined effect and the specific effect is increased, thereby enhancing the effects of both effects.

[0028] [Form 3-1] The gaming machine of type 3-1 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means; A performance execution means, The means of performance execution are: It is possible to execute a predetermined effect that suggests that the game will be controlled to an advantageous state, It is possible to execute a specific effect that is different from the predetermined effect and suggests that the effect will be controlled to an advantageous state, The display means is A crack precursor image can be displayed in a predetermined display layer; The fragment image can be displayed in a specific display layer having a higher priority than the predetermined display layer, Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; The predetermined effect includes a first predetermined part that displays a cracking precursor image, and a second predetermined part that displays a plurality of fragment images corresponding to the cracking precursor image, The specific effect is an effect in which a plurality of fragment images are displayed in a period shorter than the period from when a crack precursor image is displayed in a predetermined effect to when a fragment image corresponding to the crack precursor image is displayed, The execution timing is different between the specified performance and the specific performance. the fragment image in the second predetermined part is displayed in a manner of moving without a change in speed throughout a display period of the fragment image, In a specific performance, the fragment images are displayed in a manner in which they change and move from a first speed to a second speed over the display period of the fragment images (see Figures 48, 55, 65, 70, and 72). It is characterized by the following. According to this feature, since the predetermined effect in which a crack precursor image and a fragment image are displayed and the specific effect in which a fragment image is displayed without displaying a crack precursor image can be executed at different times, it is possible to surprise the player at various times; furthermore, since the speed at which the fragment images are moved is different between the predetermined effect and the specific effect, even effects in which fragment images are similarly displayed can give different impressions in a suitable manner, thereby increasing interest in the game.

[0029] [Form 3-2] The gaming machine of type 3-2 is In one variable display, a predetermined performance can be performed multiple times, while a specific performance can be performed once; When the predetermined performance is executed multiple times, the expectation of being controlled to an advantageous state is higher than when the predetermined performance is executed once, When a specific performance is executed once, the expectation of being controlled to an advantageous state is higher than when a predetermined performance is executed multiple times (see Figures 33 to 36). The gaming machine is characterized by the above. According to this feature, it is possible to draw attention to the execution status of the predetermined performance and the specific performance, thereby increasing interest.

[0030] [Form 3-3] The gaming machine of type 3-3 is A specific color effect image can be displayed in common at a first timing when the first predetermined part transitions to a second predetermined part and at a second timing when a fragment image in a specific performance is displayed; The display pattern of the effect image is different between the first timing and the second timing (see FIG. 48(C) and FIG. 55(C)). The gaming machine is characterized by the above. According to this feature, the display pattern of the effect image can be made different between the predetermined effect and the specific effect, thereby increasing interest.

[0031] [Form 3-4-1] The gaming machine of type 3-4-1 is The fragment images in the specific performance are displayed in a manner moving at a first speed during a first period from the start of display to a specific timing during the display period, and are displayed in a manner moving at a second speed during a second period from the specific timing to when the fragment images are no longer displayed in the display area of ​​the display means; The second period is longer than the first period (see Figure 72). It is characterized by the following. This feature can enhance the dramatic effect when the fragment images are displayed.

[0032] [Form 3-4-2] The gaming machine of type 3-4-2 is An effect image can be displayed at the timing when the fragment image in the specific performance is displayed, The display period of the effect image overlaps with the first period but does not overlap with the second period (see Figures 70, 72, and 81). It is characterized by the following. This feature can prevent the effect of a particular presentation from being reduced.

[0033] [Form 3-5] The gaming machine of type 3-5 is The fragment image in the second predetermined part and the fragment image in the specific performance can rotate, The number of rotational actions performed from when a first fragment image among the plurality of fragment images in the second predetermined part is displayed until it is not displayed in the display area of ​​the display means is greater than the number of rotational actions performed from when a second fragment image among the plurality of fragment images in the specific performance is displayed until it is not displayed in the display area of ​​the display means (see FIG. 89 ); It is characterized by the following. This feature can enhance the dramatic effect when the fragment images are displayed.

[0034] [Form 4-1] The gaming machine of type 4-1 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means; A performance execution means, The means of performance execution are: It is possible to execute a predetermined effect that suggests that the game will be controlled to an advantageous state, It is possible to execute a specific effect that is different from the predetermined effect and suggests that the effect will be controlled to an advantageous state, The display means is A crack precursor image can be displayed in a predetermined display layer; The fragment image can be displayed in a specific display layer having a higher priority than the predetermined display layer, Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; The predetermined effect includes a first predetermined part that displays a cracking precursor image, and a second predetermined part that displays a plurality of fragment images corresponding to the cracking precursor image, The specific effect is an effect in which a plurality of fragment images are displayed in a period shorter than the period from when a crack precursor image is displayed in a predetermined effect to when a fragment image corresponding to the crack precursor image is displayed, The execution timing is different between the specified performance and the specific performance. The fragment image in the second predetermined part is an image in a non-transparent manner that makes it difficult to recognize at least a part of the background image in an overlapping relationship, The fragment image in a specific performance is a transparent image that allows recognition of at least a portion of the background image that is superimposed on it (see Figures 48, 55, 59, 60, 65, 70, and 82). It is characterized by the following. According to this feature, since the predetermined effect in which a crack precursor image and a fragment image are displayed and the specific effect in which a fragment image is displayed without displaying a crack precursor image can be executed at different times, it is possible to surprise the player at various times; furthermore, since the display manner of the fragment image differs between the predetermined effect and the specific effect, even effects in which fragment images are similarly displayed can give a suitably different impression, thereby increasing interest in the game.

[0035] [Form 4-2] The gaming machine of type 4-2 is The specific effect is an effect including displaying a special image together with the fragment image, In a specific performance, the fragment image and the special image are in a superimposed relationship, A first fragment image among the plurality of fragment images in a specific performance is an image in a transparent form through which at least a part of a background image can be recognized; The second fragment image among the plurality of fragment images in the specific effect is a transparent image through which at least a part of the special image can be recognized; The third fragment image among the multiple fragment images in the specific effect is a transparent image that allows recognition of at least a part of the background image and at least a part of the special image (see FIG. 82). It is characterized by the following. According to this feature, by varying the display mode of the fragment images for each performance, the performance effect of each performance can be enhanced.

[0036] [Form 4-3-1] The gaming machine of type 4-3-1 is The fragment images in certain effects can rotate. When the first fragment image is rotated to a first angle, it becomes possible to recognize at least a part of the background image that is superimposed on the first fragment image; When the first fragment image is rotated to the second angle, it becomes difficult to recognize at least a part of the background image that is superimposed on the first fragment image (see Figures 83 and 89). It is characterized by the following. This feature can enhance the dramatic effect when the fragment images are displayed.

[0037] [Form 4-3-2] The gaming machine of type 4-3-2 is In a specific performance, when a first fragment image among the multiple fragment images is at a first angle, a second fragment image among the multiple fragment images is at a second angle (see Figures 83 and 89). It is characterized by the following. This feature can enhance the dramatic effect when the fragment images are displayed.

[0038] [Form 5-1] The gaming machine of type 5-1 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means; A performance execution means, The means of performance execution are: It is possible to execute a predetermined effect that suggests that the game will be controlled to an advantageous state, It is possible to execute a specific effect that is different from the predetermined effect and suggests that the effect will be controlled to an advantageous state, The display means is A crack precursor image can be displayed in a predetermined display layer; The fragment image can be displayed in a specific display layer having a higher priority than the predetermined display layer, Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; The predetermined effect includes a first predetermined part that displays a cracking precursor image, and a second predetermined part that displays a plurality of fragment images corresponding to the cracking precursor image, The specific effect is an effect in which a plurality of fragment images are displayed in a period shorter than the period from when a crack precursor image is displayed in a predetermined effect to when a fragment image corresponding to the crack precursor image is displayed, The execution timing is different between the specified performance and the specific performance. The fragment image in the second predetermined part and the fragment image in the specific performance are displayed in a manner that moves in a plurality of directions including at least the predetermined direction and the specific direction in common; A fragment image displayed in a manner moving in a specific direction takes a longer time to disappear from the display area of ​​the display means than a fragment image displayed in a manner moving in a predetermined direction (see Figures 48, 55, 65, and 70). It is characterized by the following. According to this feature, the predetermined effect in which a crack precursor image and a fragment image are displayed, and the specific effect in which a fragment image is displayed without displaying a crack precursor image can be executed at different times, thereby allowing the player to be surprised at various times; furthermore, while the direction in which the fragment images move is the same in the predetermined effect and the specific effect, the period of time required for them to disappear is different, so that even effects in which fragment images are similarly displayed can give different impressions in a suitable manner, thereby increasing interest in the game.

[0039] [Form 5-2] The gaming machine of type 5-2 is The visibility of the fragment images that are displayed moving in a specific direction differs between when the display starts and the timing before the fragment images are hidden in the display area of ​​the display means (see Figures 77 and 81). It is characterized by the following. This feature can enhance the dramatic effect when the fragment images are displayed.

[0040] [Form 5-3] The gaming machine of type 5-3 is A fragment image that moves in a specific direction in a specific performance takes a longer time to disappear from the display area of ​​the display means than a fragment image that moves in a specific direction in a predetermined performance (see FIG. 84). It is characterized by the following. According to this feature, a difference can be created between the predetermined presentation and the specific presentation, and interest can be increased by providing a variety of presentation methods.

[0041] [Form 5-4] The gaming machine of type 5-4 is All of the fragment images in the second predetermined part are hidden in a manner that they move toward the outside of the display area of ​​the display means (for example, see FIG. 83(A)). A first fragment image among the fragment images in the specific performance is hidden in a manner that moves toward the outside of the display area of ​​the display means, A second fragment image, which is different from the first fragment image among the fragment images in the specific performance, is hidden before moving outside the display area of ​​the display means (for example, see FIG. 83(B)). It is characterized by the following. According to this feature, the way in which the fragment images are displayed can be differentiated between the predetermined presentation and the specific presentation, thereby increasing interest.

[0042] [Form 6-1] The gaming machine of form 6-1 is, A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means; A performance execution means, The means of performance execution are: It is possible to execute a predetermined effect that suggests that the game will be controlled to an advantageous state, It is possible to execute a specific effect that is different from the predetermined effect and suggests that the effect will be controlled to an advantageous state, The display means is The object image can be displayed in the special display layer; A crack precursor image can be displayed in a predetermined display layer having a higher priority than the special display layer, The fragment image can be displayed in a specific display layer having a higher priority than the predetermined display layer, Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; The predetermined effect includes a first predetermined part that displays an object image and displays a crack precursor image of a first crack pattern according to the movement of the object image, a second predetermined part that changes the crack precursor image from the first crack pattern to a second crack pattern according to the movement of the object image, and a third predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, The specific effect is an effect in which an object image is displayed, and in response to a movement of the object image, a plurality of fragment images are displayed in a period shorter than a period from when a crack precursor image of a first crack form is displayed in a predetermined effect until a fragment image corresponding to the crack precursor image is displayed; The execution timing is different between the specified performance and the specific performance. After the second predetermined part is executed, the third predetermined part is executed or not executed, The period from when the crack precursor image of the second crack type is displayed to when the fragment image is displayed in the predetermined performance is longer than the period from when the object image is displayed to when the fragment image is displayed in the specific performance, In the third predetermined part, the fragment image requires a first period from when it is displayed until it is hidden in the display area of ​​the display means; In a specific performance, a second period different from the first period is required from when the fragment image is displayed until when it is hidden in the display area of ​​the display means (see Figures 49 to 51, Figures 59, 60, 66, and 67). It is characterized by the following. According to this feature, since the predetermined effect in which a crack precursor image and a fragment image are displayed and the specific effect in which a fragment image is displayed without displaying a crack precursor image can be executed at different times, it is possible to surprise the player at various times; furthermore, since the period from when the object image is displayed to when the fragment image is displayed, as well as the display period of the fragment image, differs between the predetermined effect and the specific effect, even effects in which fragment images are displayed similarly can give different impressions in an appropriate manner, thereby increasing interest in the game.

[0043] [Form 6-2] The gaming machine of form 6-2 is The second predetermined part has a longer execution period than the first predetermined part (see Figures 59, 60, 65, and 70). It is characterized by the following. According to this feature, it is possible to prevent the interest of a given presentation from decreasing due to a monotonous presentation structure.

[0044] [Form 6-3] The gaming machine of type 6-3 is When the second predetermined part is executed and then the third predetermined part is not executed, a fourth predetermined part can be executed in which a crack precursor image of the second crack pattern is continuously displayed for a period longer than the display period of the fragment image in the third predetermined part (see FIG. 66). It is characterized by the following. According to this feature, it is possible to preferably indicate that the third predetermined part is not executed.

[0045] [Form 6-4-1] The gaming machine of type 6-4-1 is The predetermined effect is an effect in which the decoration identification information is in a reach state, a first pattern in which a predetermined effect is executed and the decoration identification information is in a reach state, and a second pattern in which the predetermined effect is not executed and the decoration identification information is in a reach state, When the variable display is performed according to the first pattern, the expectation of being controlled to an advantageous state is higher than when the variable display is performed according to the second pattern (see FIG. 66). It is characterized by the following. According to this feature, it is possible to draw attention to the execution of a predetermined performance, thereby enhancing interest.

[0046] [Form 6-4-2] The gaming machine of type 6-4-2 is In one variable display, both a predetermined performance and a specific performance can be executed, The specific performance can be executed after the third predetermined part is executed, When the third predetermined part is executed before the execution of the specific performance, the expectation of being controlled to an advantageous state is higher than when it is not executed (see Figures 33 to 36). It is characterized by the following. According to this feature, it is possible to draw attention to the execution of the third predetermined part in the predetermined performance, thereby enhancing interest.

[0047] [Form 6-5] The gaming machine of type 6-5 is A specific color effect image can be displayed in common at a first timing when the second predetermined part transitions to a third predetermined part and at a second timing when a fragment image in a specific performance is displayed; The display pattern of the effect image is different between the first timing and the second timing (see FIG. 49(G) and FIG. 51(D)). It is characterized by the following. According to this feature, the display pattern of the effect image can be made different between the predetermined effect and the specific effect, thereby increasing interest.

[0048] [Form 6-6] The gaming machine of form 6-6 is The predetermined effect is an effect in which the decoration identification information is in a reach state, The decoration identification information of the reach state can be highlighted in the third predetermined part, In the third predetermined part, the period during which the decoration identifying information in the reach state is highlighted is longer than the period during which the fragment image is displayed (see Fig. 50(I) to Fig. 50(K)). It is characterized by the following. According to this feature, it is possible to conveniently indicate that a reach state has been reached.

[0049] [Form 6-7-1] The gaming machine of type 6-7-1 is A motion emphasis image can be displayed in the first predetermined part in response to a motion of the object image, It is possible to display it in a display layer having a higher priority than the specific display layer, A motion-emphasized image is displayed at the same time as the display of the crack precursor image of the crack pattern starts (see FIG. 49(D)). It is characterized by the following. According to this feature, the crack precursor image can be changed to a cracked state without creating an unnatural appearance.

[0050] [Form 6-7-2] The gaming machine of type 6-7-2 is A small fragment image can be displayed along with the motion-enhanced image; The display period of the small fragment image is longer than the display period of the motion-emphasized image (see FIG. 49(D)). It is characterized by the following. According to this feature, it is possible to appropriately indicate that the crack precursor image has changed to a cracked state.

[0051] [Form 6-7-3] The gaming machine of type 6-7-3 is An effect image can be displayed in the second predetermined part in response to the action of the object image; Do not display the action emphasis image when displaying the effect image (see Fig. 49(H) and Fig. 66), It is characterized by the following. According to this feature, a difference is provided between the first predetermined part and the second predetermined part, and it is possible to prevent the predetermined presentation from becoming monotonous.

[0052] [Form 6-7-4] The gaming machine of type 6-7-4 is The period required for the small fragment image in the first predetermined part and the fragment image in the third predetermined part to be hidden in the display area of ​​the display means is different (FIG. 66). It is characterized by the following. According to this feature, the fragment images are displayed differently in the first and third predetermined parts, which can increase interest.

[0053] [Form 6-8] The gaming machines of types 6-8 are as follows: The fragment image in the third predetermined part is an image in a transparent form through which at least a part of the background image in a superimposed relationship can be recognized, The fragment image in a specific performance is a non-transparent image that makes it difficult to recognize at least a part of the background image with which it is superimposed (see Figures 59, 60, and 73). It is characterized by the following. According to this feature, the display mode of the fragment images can be made different between the predetermined effect and the specific effect, thereby increasing interest.

[0054] [Form 6-9] The gaming machine of form 6-9 is the fragment image in the third predetermined part is displayed in a manner of moving without a change in speed throughout the display period of the fragment image, The fragment images in the specific performance are displayed in a manner that does not involve any change in speed throughout the display period of the fragment images (see FIG. 72). It is characterized by the following. According to this feature, the fragment images can be displayed naturally.

[0055] [Form 6-10] The gaming machines of types 6-10 are as follows: The period required from when the fragment image in the specific performance is displayed until when it disappears in the display area of ​​the display means is longer than the period required from when the fragment image in the third predetermined part is displayed until when it disappears in the display area of ​​the display means (see Figures 66 and 67). It is characterized by the following. According to this feature, a difference can be created between the predetermined presentation and the specific presentation, and interest can be increased by providing a variety of presentation methods.

[0056] [Form 7-1] The gaming machine of type 7-1 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A motion detection means capable of detecting a motion of a player; A display means; A performance execution means, The means of performance execution are: A motion promotion effect can be executed to encourage the player to perform a motion on the motion detection means, It is possible to execute a predetermined effect that suggests that the game will be controlled to an advantageous state, It is possible to execute a specific effect that is different from the predetermined effect and suggests that the effect will be controlled to an advantageous state, The display means is A crack precursor image can be displayed in a predetermined display layer; The fragment image can be displayed in a specific display layer having a higher priority than the predetermined display layer, The action prompting image can be displayed in a special display layer having a higher priority than the specific display layer, Special information regarding the variable display can be displayed in a special display layer having a higher priority than the special display layer; The predetermined effect includes a first predetermined part that displays a cracking precursor image, and a second predetermined part that displays a plurality of fragment images corresponding to the cracking precursor image, The specific effect is an effect in which a plurality of fragment images are displayed in a period shorter than the period from when a crack precursor image is displayed in a predetermined effect to when a fragment image corresponding to the crack precursor image is displayed, The execution timing is different between the specified performance and the specific performance. The action promotion effect is an effect in which an action promotion image is displayed over a valid action period, and when a player's action is detected, the display state of the action promotion image is changed from the action promotion state to the action completion state, When the action promotion image is changed from the action promotion state to the action completion state by the action promotion effect, a specific effect can be executed; During at least a portion of the execution period of the specific performance, it is possible to visually recognize both the action prompting image of the action completion mode and the fragment image in the specific performance; The display period of the fragment image in the specific performance is shorter than the display period of the action prompting image in the action prompting mode and longer than the display period of the action prompting image in the action completion mode (see Figures 45, 46, 55, 63, and 70). It is characterized by the following. According to this feature, since the predetermined effect displaying a crack precursor image and a fragment image and the specific effect displaying a fragment image without displaying a crack precursor image can be executed at different times, it is possible to surprise the player at various times and further to prevent the interest of the specific effect from decreasing due to a monotonous presentation structure.

[0057] [Form 8-1] The gaming machine of form 8-1 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means; A performance execution means, The performance execution means is capable of executing a predetermined performance suggesting that the game is controlled to be in an advantageous state, The predetermined performance includes a first predetermined performance and a second predetermined performance, The display means is A crack precursor image can be displayed in a predetermined display layer; The fragment image can be displayed in a specific display layer having a higher priority than the predetermined display layer, Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; The first predetermined effect includes a first predetermined part that displays a crack precursor image of a first crack type, and a second predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, The second predetermined effect includes a third predetermined part that displays a crack precursor image of the second crack type, and a fourth predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, The execution timing is different between the first and second predetermined performances. The first and third specified parts have different execution periods, the type of background image displayed in the display layer having a lower priority than the predetermined display layer is different before the first predetermined part is executed and when the fragment image in the second predetermined part is displayed; The type of background image displayed in a display layer having a lower priority than the predetermined display layer is different before the third predetermined part is executed and when the fragment image in the fourth predetermined part is displayed (see Figures 45, 46, 48, 63, and 65). It is characterized by the following. According to this feature, the first and second predetermined effects, which display the crack precursor image and the fragment images, can be executed at different times, making it possible to surprise the player at various times; furthermore, since the first and second predetermined effects have different types of background images before and after the fragment images are displayed, even effects that similarly display fragment images can give different impressions, thereby increasing interest in the game.

[0058] [Form 8-2] The gaming machine of form 8-2 is In the first predetermined part, the crack precursor image can be changed from a first pre-crack state to a first crack state and displayed, In the third predetermined part, the crack precursor image can be changed from the second pre-crack state to the second crack state and displayed, The period in which the crack precursor image changes from the first pre-crack state to the first crack state in the first predetermined part and the period in which the crack precursor image changes from the second pre-crack state to the second crack state in the third predetermined part are different in length (see Figures 45, 46, 48, 63, and 65). It is characterized by the following. According to this feature, it is possible to enhance the presentation effect when the crack precursor image is displayed in a cracked form.

[0059] [Form 9-1] The gaming machine of type 9-1 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means; A performance execution means, The performance execution means is capable of executing a predetermined performance suggesting that the game is controlled to be in an advantageous state, The predetermined performance includes a first predetermined performance and a second predetermined performance, The display means is A crack precursor image can be displayed in a predetermined display layer; The fragment image can be displayed in a specific display layer having a higher priority than the predetermined display layer, Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; The first predetermined effect includes a first predetermined part that displays a crack precursor image of a first crack type, and a second predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, The second predetermined effect includes a third predetermined part that displays a crack precursor image of the second crack type, and a fourth predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, The execution timing is different between the first and second predetermined performances. The first and third specified parts have different execution periods, the display means is capable of displaying an effect image at a first timing when a transition is made from the first predetermined part to the second predetermined part and at a second timing when a transition is made from the third predetermined part to the fourth predetermined part; During a display period of the effect image, it is difficult to view the image fragments over a first period, and the image fragments can be viewed over a second period after the first period has elapsed (see FIGS. 45, 46, 48, 63, and 65). It is characterized by the following. According to this feature, the first and second predetermined effects, which display the crack precursor image and the fragment images, can be executed at different times, so that the player can be surprised at various times. Furthermore, the strange feeling when the fragment images are displayed by the effect image can be reduced, so that the first and second predetermined effects can be executed preferably.

[0060] [Form 9-2] The gaming machine of type 9-2 is In the first predetermined part, the crack precursor image can be changed from a first pre-crack state to a first crack state and displayed, In the third predetermined part, the crack precursor image can be changed from the second pre-crack state to the second crack state and displayed, The period in which the crack precursor image changes from the first pre-crack state to the first crack state in the first predetermined part and the period in which the crack precursor image changes from the second pre-crack state to the second crack state in the third predetermined part are different in length (see Figures 45, 46, and 48). It is characterized by the following. According to this feature, it is possible to enhance the presentation effect when the crack precursor image is displayed in a cracked form.

[0061] [Form 10-1] The gaming machine of type 10-1 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means; A performance execution means, The performance execution means is capable of executing a predetermined performance suggesting that the game is controlled to be in an advantageous state, The predetermined performance includes a first predetermined performance and a second predetermined performance, The display means is A crack precursor image can be displayed in a predetermined display layer; The fragment image can be displayed in a specific display layer having a higher priority than the predetermined display layer, Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; The first predetermined effect includes a first predetermined part that displays a crack precursor image of a first crack type, and a second predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, The second predetermined effect includes a third predetermined part that displays a crack precursor image of the second crack type, and a fourth predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, The execution timing is different between the first and second predetermined performances. The first and third specified parts have different execution periods, the fragment image in the second predetermined part is displayed in a manner of moving without a change in speed throughout a display period of the fragment image, The image fragments in the fourth predetermined part are displayed in a manner that changes and moves from a first speed to a second speed over the display period of the image fragments (see Figs. 45, 46, 53, 54, 63, 69, and 72). It is characterized by the following. According to this feature, the first and second predetermined effects, which display the crack precursor image and the fragment images, can be executed at different times, making it possible to surprise the player at various times; furthermore, because the speed at which the fragment images are displayed moving differs between the first and second predetermined effects, even effects which similarly display fragment images can give different impressions, thereby increasing interest in the game.

[0062] [Form 10-2] The gaming machine of type 10-2 is An effect image of a specific color can be displayed in common at a first timing when the first predetermined part transitions to a second predetermined part and at a second timing when the third predetermined part transitions to a fourth predetermined part; The display pattern of the effect image is different between the first timing and the second timing (see FIG. 45(G) and FIG. 53(H)). It is characterized by the following. According to this feature, the display pattern of the effect image can be made different between the first predetermined performance and the second predetermined performance, thereby increasing interest.

[0063] [Form 10-3-1] The gaming machine of type 10-3-1 is the fragment images in the fourth predetermined part are displayed in a manner moving at a first speed over a first period from the start of display to a specific timing, and are displayed in a manner moving at a second speed over a second period from the specific timing to being hidden; The second period is longer than the first period (see Figure 72). It is characterized by the following. According to this feature, the way in which the fragment images are displayed can be made different between the first and second predetermined presentations, thereby increasing interest.

[0064] [Form 10-3-2] The gaming machine of type 10-3-2 is When the fragment image in the fourth predetermined part is displayed, an effect image can be displayed; In the fourth predetermined part, the display period of the effect image overlaps with the first period but does not overlap with the second period (see Figs. 53 and 72). It is characterized by the following. This feature can prevent the effect of a particular presentation from being reduced.

[0065] [Form 10-4] The gaming machine of form 10-4 is All of the fragment images in the second predetermined part are hidden from view by moving out of the display area of ​​the display means (see FIG. 83(A)). a first fragment image among the fragment images in the fourth predetermined part is hidden in a manner of moving toward the outside of the display area of ​​the display means; A second fragment image, which is different from the first fragment image, among the fragment images in the fourth predetermined part is hidden before moving out of the display area of ​​the display means (see FIG. 83(B)). It is characterized by the following. According to this feature, the way in which the fragment images are displayed can be made different between the first predetermined presentation and the second specific presentation, thereby increasing interest.

[0066] [Form 10-5] The gaming machine of type 10-5 is The fragment image in the second predetermined part is an image in a transparent form through which at least a part of the background image in a superimposed relationship can be recognized, The fragment image in the second predetermined part is a transparent image through which at least a part of the background image in a superimposed relationship can be recognized (see FIGS. 59, 60, and 73). It is characterized by the following. This feature can enhance the dramatic effect when the fragment images are displayed.

[0067] [Form 10-6-1] The gaming machine of type 10-6-1 is the fragment image in the second predetermined part and the fragment image in the fourth predetermined part are commonly displayed in a manner of moving in a plurality of directions including at least a predetermined direction and a specific direction; The fragment image displayed moving in a specific direction in the fourth predetermined part takes a longer time to disappear from the display area of ​​the display means than the fragment image displayed moving in a specific direction in the second predetermined part (see Figures 75 and 76). It is characterized by the following. This feature can enhance the dramatic effect when the fragment images are displayed.

[0068] [Form 10-6-2] The gaming machine of type 10-6-2 is The visibility of fragment images that move in a specific direction differs between when they start to be displayed and before they are hidden (see Figures 75 and 76). It is characterized by the following. This feature can enhance the dramatic effect when the fragment images are displayed.

[0069] [Form 10-7-1] The gaming machine of type 10-7-1 is The fragment image in the second predetermined part and the fragment image in the fourth predetermined part are capable of rotating; the number of rotational operations performed from when a first fragment image among the plurality of fragment images in the second predetermined part is displayed until it is not displayed in the display area of ​​the display means is greater than the number of rotational operations performed from when a second fragment image among the plurality of fragment images in the fourth predetermined part is displayed until it is not displayed in the display area of ​​the display means (see FIG. 89); It is characterized by the following. This feature can enhance the dramatic effect when the fragment images are displayed.

[0070] [Form 10-7-2] The gaming machine of type 10-7-2 is When the fragment image is rotated to a first angle, it becomes possible to recognize at least a part of the background image that is superimposed on the fragment image, When the fragment image is rotated to the second angle, it becomes difficult to recognize at least a part of the background image that is superimposed on the fragment image (see Figures 83 and 89). It is characterized by the following. This feature can enhance the dramatic effect when the fragment images are displayed.

[0071] [Form 10-7-3] The gaming machine of type 10-7-3 is When the first fragment image is at a first angle, the second fragment image among the plurality of fragment images is at a second angle (see Figures 83 and 89); It is characterized by the following. This feature can enhance the dramatic effect when the fragment images are displayed.

[0072] [Form 10-8] The gaming machine of form 10-8 is In one variable display, both the first predetermined performance and the second predetermined performance can be executed, The first predetermined effect is an effect that can be executed before the decoration identification information becomes a reach state, The second predetermined effect is an effect that can be executed after the decoration identification information becomes a reach state, When the first predetermined performance is executed before the execution of the second predetermined performance, the expectation of being controlled to an advantageous state is higher than when the first predetermined performance is not executed (see Figures 33 to 36). It is characterized by the following. According to this feature, it is possible to draw attention to the execution of the first predetermined performance, thereby increasing interest.

[0073] [Form 10-9] The gaming machine of form 10-9 is In the first predetermined part, the crack precursor image can be changed from a first pre-crack state to a first crack state and displayed, In the third predetermined part, the crack precursor image can be changed from the second pre-crack state to the second crack state and displayed, The period in which the crack precursor image changes from the first pre-crack state to the first crack state in the first predetermined part and the period in which the crack precursor image changes from the second pre-crack state to the second crack state in the third predetermined part are different in length (see Figures 63 and 69). It is characterized by the following. According to this feature, it is possible to enhance the presentation effect when the crack precursor image is displayed in a cracked form.

[0074] [Form 11-1] The gaming machine of type 11-1 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means; A performance execution means, The performance execution means is capable of executing a predetermined performance suggesting that the game is controlled to be in an advantageous state, The predetermined performance includes a first predetermined performance and a second predetermined performance, The display means is A crack precursor image can be displayed in a predetermined display layer; The fragment image can be displayed in a specific display layer having a higher priority than the predetermined display layer, Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; The first predetermined effect includes a first predetermined part that displays a crack precursor image of a first crack type, and a second predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, The second predetermined effect includes a third predetermined part that displays a crack precursor image of the second crack type, and a fourth predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, The execution timing is different between the first and second predetermined performances. The first and third specified parts have different execution periods, The fragment image in the second predetermined part is an image in a non-transparent manner that makes it difficult to recognize at least a part of the background image in an overlapping relationship, The fragment image in the fourth predetermined part is a transparent image through which at least a part of the background image in a superimposed relationship can be recognized (see Figs. 48, 45, 46, 65, and 63). It is characterized by the following. According to this feature, the first and second predetermined effects, which display the crack precursor image and the fragment images, can be executed at different times, making it possible to surprise the player at various times; furthermore, because the display manner of the fragment images differs between the first and second predetermined effects, even effects which similarly display fragment images can give different impressions, thereby increasing interest in the game.

[0075] [Form 12-1] The gaming machine of type 12-1 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means; A performance execution means, The performance execution means is capable of executing a predetermined performance suggesting that the game will be controlled to be in an advantageous state, The predetermined performance includes a first predetermined performance and a second predetermined performance, The display means is A crack precursor image can be displayed in a predetermined display layer; The fragment image can be displayed in a specific display layer having a higher priority than the predetermined display layer, Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; The first predetermined effect includes a first predetermined part that displays a crack precursor image of a first crack type, and a second predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, The second predetermined effect includes a third predetermined part that displays a crack precursor image of the second crack type, and a fourth predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, The execution timing is different between the first and second predetermined performances. The first and third specified parts have different execution periods, the fragment image in the second predetermined part and the fragment image in the fourth predetermined part are commonly displayed in a manner of moving in at least a plurality of directions including a predetermined direction and a specific direction; the fragment image displayed moving in a specific direction takes a longer time to disappear from the display area of ​​the display means than the fragment image displayed moving in a predetermined direction; A fragment image displayed moving in a specific direction in the fourth predetermined part takes a longer time to disappear from the display area of ​​the display means than a fragment image displayed moving in a specific direction in the second predetermined part (see Figures 45, 46, 53, 54, 63, and 69). It is characterized by the following. According to this feature, the first and second predetermined effects, which display the crack precursor image and the fragment images, can be executed at different times, allowing the player to be surprised at various times; furthermore, while the direction in which the fragment images move is the same in the predetermined effect and the specific effect, the period of time required for them to disappear is different, so that even effects that similarly display fragment images can give different impressions and increase interest in the game.

[0076] [Form 13-1] The gaming machine of type 13-1 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means; A performance execution means, The performance execution means is capable of executing a predetermined performance suggesting that the game is controlled to be in an advantageous state, The predetermined performance includes a first predetermined performance and a second predetermined performance, The display means is The object image can be displayed in the special display layer; A crack precursor image can be displayed in a predetermined display layer having a higher priority than the special display layer, The fragment image can be displayed in a specific display layer having a higher priority than the predetermined display layer, Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; The first predetermined effect includes a first predetermined part that displays an object image and displays a crack precursor image of a first crack pattern in response to a movement of the object image, a second predetermined part that changes the crack precursor image from the first crack pattern to a second crack pattern in response to a movement of the object image, and a third predetermined part that displays a plurality of fragment images corresponding to the crack precursor image. The second predetermined effect includes a fourth predetermined part that displays an object image and displays a crack precursor image of a third crack pattern in response to the movement of the object image, and a fifth predetermined part that displays a plurality of fragment images corresponding to the crack precursor image in response to the movement of the object image. The execution timing is different between the first and second predetermined performances. The first and fourth predetermined parts have different execution periods, After the second predetermined part is executed, the third predetermined part is executed or not executed, The period from the start of the second prescribed part to the transition to the third prescribed part is longer than the period from the start of the fourth prescribed part to the transition to the fifth prescribed part, In the third predetermined part, the fragment image requires a first period from when it is displayed until it is hidden in the display area of ​​the display means; In the fifth predetermined part, the fragment image requires a second period different from the first period from when it is displayed until it is hidden in the display area of ​​the display means (see Figs. 45, 46, 49, 50, 66, and 63); It is characterized by the following. According to this feature, the first and second predetermined effects, which display the crack precursor image and the fragment images, can be executed at different times, making it possible to surprise the player at various times; furthermore, since the period from when the object image is displayed to when the fragment images are displayed, and the display period of the fragment images, are different between the first and second predetermined effects, even effects that similarly display fragment images can give different impressions, thereby increasing interest in the game.

[0077] [Form 13-2] The gaming machine of type 13-2 is In the first predetermined part, the crack precursor image can be displayed in a first crack form according to the movement of the object image, In the fourth predetermined part, the crack precursor image can be changed from the third crack pre-stage state to the third crack state and displayed (see Figures 49 and 45). It is characterized by the following. According to this feature, it is possible to enhance the presentation effect when the crack precursor image is displayed in a cracked form.

[0078] [Form 14-1] The gaming machine of type 14-1 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means; A performance execution means, The performance execution means is capable of executing a predetermined performance suggesting that the game will be controlled to be in an advantageous state, The predetermined performance includes a first predetermined performance and a second predetermined performance, The display means is A crack precursor image can be displayed in a predetermined display layer; The fragment image can be displayed in a specific display layer having a higher priority than the predetermined display layer, Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; The first predetermined effect includes a first predetermined part that displays a cracking precursor image, and a second predetermined part that displays a plurality of fragment images corresponding to the cracking precursor image. The second predetermined effect includes a third predetermined part that displays a cracking precursor image, and a fourth predetermined part that displays a plurality of fragment images corresponding to the cracking precursor image. The second predetermined performance can be executed at a specific timing after the first predetermined performance is executed, The first and third predetermined parts have the same execution period, The second predetermined part and the fourth predetermined part have the same length of execution period, When executing the second predetermined performance after the first predetermined performance, the fragment image displayed in the second predetermined part is made non-displayable in the display area of ​​the display means, and then the third predetermined part is started (see Figs. 42, 43, and 61). It is characterized by the following. According to this feature, the first and second predetermined effects, which display a crack precursor image and a fragment image, can be executed consecutively, thereby continuously giving the player surprises. Furthermore, since the third predetermined part starts after the fragment image in the second predetermined part has gone invisible, it is possible to prevent a decrease in the presentation effect caused by a new crack precursor image being displayed even when a fragment image is already being displayed.

[0079] [Form 14-2] The gaming machine of type 14-2 is the fragment image in the second predetermined part and the fragment image in the fourth predetermined part are commonly displayed in a manner of moving in a plurality of directions including at least a predetermined direction and a specific direction; The position where the display of the image fragment starts is different between the second predetermined part and the fourth predetermined part (see FIG. 42, FIG. 43, FIG. 84). It is characterized by the following. According to this feature, the first predetermined presentation and the second predetermined presentation can be made different in the way the fragment images are displayed, thereby increasing interest.

[0080] [Form 14-3] The gaming machine of type 14-3 is The second predetermined part and the fourth predetermined part are capable of displaying a special image together with the fragment image in common; The special image in the second predetermined part is displayed in the first manner, The special image in the fourth predetermined part is displayed in a second manner different from the first manner (see FIG. 42(F) and FIG. 43(F)). It is characterized by the following. According to this feature, the special image is displayed differently in the first and second predetermined effects, which can enhance interest.

[0081] [Form 14-4] The gaming machine of type 14-4 is The second and fourth predetermined parts have different lengths of the display period of the fragment images, but have the same length of the display period of the special image (see FIG. 61). It is characterized by the following. According to this feature, the first predetermined presentation and the second predetermined presentation can be made different in the way the fragment images are displayed, thereby increasing interest.

[0082] [Form 14-5] The gaming machine of type 14-5 is There is a first pattern in which the second predetermined performance is executed after the first predetermined performance is executed, and a second pattern in which the second predetermined performance is not executed after the first predetermined performance is executed, The rate at which the game proceeds according to the first pattern is more advantageous than the rate at which the game proceeds according to the second pattern (see FIG. 27). It is characterized by the following. According to this feature, it is possible to draw attention to the execution of the second predetermined performance, thereby increasing interest.

[0083] [Form 14-6] The gaming machine of type 14-2 is the fragment image in the second predetermined part is displayed in a manner of moving without a change in speed throughout a display period of the fragment image, The image fragments in the fourth predetermined part are displayed in a manner that the image fragments move without any change in speed throughout the display period of the image fragments (see FIG. 72). It is characterized by the following. According to this feature, the relationship between the first predetermined performance and the second predetermined performance can be increased, thereby increasing interest.

[0084] [Form 14-7-1] The gaming machine of type 14-7-1 is An effect image of a specific color can be displayed in common at a first timing when the first predetermined part transitions to a second predetermined part and at a second timing when the third predetermined part transitions to a fourth predetermined part; The display pattern of the effect image is the same between the first timing and the second timing (see Fig. 42(C), Fig. 43(C), Fig. 61). It is characterized by the following. According to this feature, the correlation between the first predetermined performance and the second predetermined performance is increased, and the effects of both performances can be improved.

[0085] [Form 14-7-2] The gaming machine of type 14-7-2 is The effect image displayed at the first timing and the effect image displayed at the second timing have the same display period (see FIG. 61). It is characterized by the following. According to this feature, the correlation between the first predetermined performance and the second predetermined performance is increased, and the effects of both performances can be improved.

[0086] [Form 15-1] The gaming machine of type 15-1 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means; A performance execution means, The means of performance execution are: It is possible to execute a predetermined effect that suggests that the game will be controlled to an advantageous state, It is possible to execute a notification effect that notifies whether or not the game is controlled to be in an advantageous state, The display means is A crack precursor image can be displayed in a predetermined display layer; The fragment image can be displayed in a specific display layer having a higher priority than the predetermined display layer, Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; The predetermined effect includes a first predetermined part that displays a crack precursor image of a first crack type, and a second predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, When the notification effect notifies the player that the game is not controlled to the advantageous state, a crack precursor image of a second crack type is displayed, and a plurality of fragment images corresponding to the crack precursor image are displayed; the fragment image in the second predetermined part requires a first period of time until it is hidden in the display area of ​​the display means; When the notification effect notifies the player that the game is not controlled to be in an advantageous state, the fragment image requires a second period different from the first period until it is hidden in the display area of ​​the display means (see Figures 45, 46, 58, 63, and 71(B)). It is characterized by the following. According to this feature, it is possible to execute a predetermined effect in which a crack precursor image and a fragment image are displayed, thereby giving the player a sense of surprise; furthermore, by displaying the crack precursor image together with a fragment image that takes a different amount of time to disappear than the fragment image in the predetermined effect, it is possible to notify the player that the game is not being properly controlled to an advantageous state.

[0087] [Form 15-2] The gaming machine of type 15-2 is The display period of the breakage precursor image when it is notified that the ball is not controlled to the advantageous state is longer than that of the breakage precursor image in the first predetermined part (see FIG. 63). It is characterized by the following. This feature makes it possible to effectively indicate that control is not being exercised in an advantageous state.

[0088] [Form 15-3] The gaming machine of type 15-3 is Among the plurality of fragment images in the second predetermined part, there is a first fragment image having the largest display size; a second fragment image having the largest display size among the plurality of fragment images when it is notified that the game is not controlled to the advantageous state; The first fragment image is displayed in a larger size than the second fragment image (see, for example, FIG. 46(J) and FIG. 58(D)). It is characterized by the following. According to this feature, the fragment images can be displayed differently, which can enhance interest.

[0089] [Form 15-4] The gaming machine of type 15-4 is The fragment image in the second predetermined part is an image in a transparent form through which at least a part of the background image in a superimposed relationship can be recognized, When it is notified that the game is not controlled to the advantageous state, the fragment image is a transparent image through which at least a part of the background image in a superimposed relationship can be recognized (see FIG. 73). It is characterized by the following. According to this feature, the fragment images can be displayed differently, which can enhance interest.

[0090] [Form 15-5] The gaming machine of type 15-5 is The fragment image in the second predetermined part and the fragment image when it is notified that the control is not in the advantageous state are commonly displayed in a manner of moving in a plurality of directions including at least a predetermined direction and a specific direction (for example, see FIG. 75 and FIG. 77). It is characterized by the following. According to this feature, the way the fragment images are displayed can be made relevant, enhancing interest.

[0091] [Form 15-6] The gaming machine of type 15-6 is An effect image of a specific color can be displayed in common at a first timing when the first predetermined part is shifted to a second predetermined part and at a second timing when a fragment image is displayed when it is notified that the game is not controlled to an advantageous state; The display pattern of the effect image is different between the first timing and the second timing (see FIG. 45(G) and FIG. 58(C)). It is characterized by the following. According to this feature, it is possible to provide differences in the display patterns of the effect images, thereby enhancing interest.

[0092] [Form 16-1] The gaming machine of type 16-1 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means; A light emitting means; A performance execution means, The means of performance execution are: It is possible to execute a predetermined effect that suggests that the game will be controlled to an advantageous state, It is possible to execute a notification effect that notifies whether or not the game is controlled to be in an advantageous state, The display means is A crack precursor image can be displayed in a predetermined display layer; The fragment image can be displayed in a specific display layer having a higher priority than the predetermined display layer, Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; The predetermined effect includes a first predetermined part that displays a crack precursor image of a first crack type, and a second predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, When the notification effect notifies the player that the game is not controlled to an advantageous state, a crack precursor image of a second crack type can be displayed. When the crack precursor image of the first crack type is displayed, the light emitting means emits light in a first light emitting pattern; When the crack precursor image of the second crack form is displayed, the light emitting means emits light in a second light emitting pattern; The light emission of the light emitting means in the first light emitting pattern continues until the second predetermined part is executed; The light emission of the light emitting means according to the second light emission pattern continues until a predetermined condition is satisfied after the notification performance in which it is not controlled to the advantageous state ends (see FIG. 45, FIG. 46, FIG. 58, FIG. 63, FIG. 71(B)). It is characterized by the following. According to this feature, it is possible to execute a predetermined effect that displays a crack precursor image, thereby giving the player a surprise, and further, by using the crack precursor image and a second light emission pattern that continues until a predetermined condition is met after the notification effect ends, it is possible to notify the player that the reel is not being properly controlled to an advantageous state.

[0093] [Form 17-1] The gaming machine of type 17-1 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means; A performance execution means, The means of performance execution are: It is possible to execute a predetermined effect that suggests that the game will be controlled to an advantageous state, It is possible to execute a notification effect that notifies whether or not the game is controlled to be in an advantageous state, The display means is A crack precursor image can be displayed in a predetermined display layer; The fragment image can be displayed in a specific display layer having a higher priority than the predetermined display layer, Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; The predetermined effect includes a first predetermined part that displays a crack precursor image of a first crack type, and a second predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, When the notification effect notifies the player that the game is not controlled to an advantageous state, a crack precursor image of a second crack type can be displayed. The type of background image is different before the first predetermined part is executed and when the fragment image is displayed in the second predetermined part (see Figs. 45(A) to 45(F) and Figs. 46(I) to 46(K)). The display mode of the background image is different before the notification of whether or not the game will be controlled to an advantageous state and when the fragment image is displayed when it is notified that the game will not be controlled to an advantageous state (see Figures 58(A), 58(B), 58(D), 63, and 71(B)). It is characterized by the following. According to this feature, it is possible to execute a predetermined effect that displays a crack precursor image, thereby giving the player a surprise, and further, by using the crack precursor image and changing the display mode of the background image before it is notified whether or not control will be exercised in an advantageous state, it is possible to notify the player that control will not be exercised appropriately in an advantageous state.

[0094] [Form 18-1] The gaming machine of type 18-1 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A movable body, A display means; A performance execution means, The performance execution means is capable of executing a predetermined performance suggesting that the game is controlled to be in an advantageous state, The predetermined performance includes a first predetermined performance and a second predetermined performance, The display means is The object image can be displayed in the special display layer; A crack precursor image can be displayed in a predetermined display layer having a higher priority than the special display layer, The fragment image can be displayed in a specific display layer having a higher priority than the predetermined display layer, Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; The first predetermined effect includes a first predetermined part that displays an object image, a second predetermined part that displays a crack precursor image of a first crack pattern according to the movement of the object image, and a third predetermined part that displays a plurality of fragment images corresponding to the crack precursor image. The second predetermined performance includes a fourth predetermined part that displays a crack precursor image of a second crack type, a fifth predetermined part that starts a first operation of the movable body, and a sixth predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, The execution timing is different between the first and second predetermined performances. In a sixth predetermined part, the movable body starts a second action different from the first action, and the second action of the movable body ends after the fragment image becomes invisible in the display area of ​​the display means (see Figures 45, 46, 48, 63, and 65). It is characterized by the following. According to this feature, the first and second predetermined effects, which display the crack precursor image and the fragment image, can be executed at different times, making it possible to surprise the player at various times; furthermore, by displaying the crack precursor image and then operating the movable body to display the fragment image, a powerful effect can be provided.

[0095] [Form 18-2] The gaming machine of type 18-2 is In the first predetermined part, the crack precursor image can be changed from a first pre-crack state to a first crack state and displayed, In the fourth predetermined part, the crack precursor image can be changed from the second pre-crack state to the second crack state and displayed, The period in which the crack precursor image changes from the first pre-crack state to the first crack state in the first predetermined part and the period in which the crack precursor image changes from the second pre-crack state to the second crack state in the fourth predetermined part are different in length (see Figures 63 and 65). It is characterized by the following. According to this feature, it is possible to enhance the presentation effect when the crack precursor image is displayed in a cracked form.

[0096] [Form 18-3-1] The gaming machine of type 18-3-1 is An effect image of a specific color can be displayed in common at a first timing when the second predetermined part transitions to a third predetermined part and at a second timing when the fifth predetermined part transitions to a sixth predetermined part; The display pattern of the effect image is different between the first timing and the second timing (see FIG. 45(G) and FIG. 48(C)). It is characterized by the following. According to this feature, it is possible to provide differences in the display patterns of the effect images, thereby enhancing interest.

[0097] [Form 18-3-2] The gaming machine of type 18-3-2 is The first action is an action in which the movable body moves from the home position toward the advanced position, When the movable body is placed in the advanced position, the display of the effect image is started (see FIG. 48(C)). It is characterized by the following. According to this feature, by linking the movement of the movable body with the display of the effect image, a sense of unity is created, and the effect of the second predetermined presentation can be enhanced.

[0098] [Form 18-3-3] The gaming machine of type 18-3-3 is The period of the first movement of the movable body is longer than the display period of the effect image, The display period of the fragment image in the sixth predetermined part is longer than the period of the first movement of the movable body (see FIG. 65 ); It is characterized by the following. According to this feature, the effect of the second predetermined effect can be improved.

[0099] [Form 18-4] The gaming machine of type 18-4 is A suggestion effect that suggests that the movable body will be controlled to an advantageous state by operating the movable body, which is different from the second predetermined effect, can be executed; A movable body emphasizing image can be displayed in a display area superimposed on the movable body in accordance with the movement of the movable body, While a moving body emphasis image is displayed in accordance with the movement of the moving body in the suggestion performance, a moving body emphasis image is not displayed in accordance with the first movement of the moving body in the fifth predetermined part (see FIG. 65 ); It is characterized by the following. According to this feature, it is possible to prevent the effect of the second predetermined effect from being reduced by the movable body emphasis image.

[0100] [Form 19-1] The gaming machine of type 19-1 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A movable body, A display means; A performance execution means, The performance execution means is capable of executing a predetermined performance suggesting that the game is controlled to be in an advantageous state, The predetermined performance includes a first predetermined performance and a second predetermined performance, The display means is The object image can be displayed in the special display layer; A crack precursor image can be displayed in a predetermined display layer having a higher priority than the special display layer, The fragment image can be displayed in a specific display layer having a higher priority than the predetermined display layer, Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; The first predetermined effect includes a first predetermined part that displays an object image, a second predetermined part that displays a crack precursor image of a first crack pattern according to the movement of the object image, and a third predetermined part that displays a plurality of fragment images corresponding to the crack precursor image. The second predetermined performance includes a fourth predetermined part that displays a crack precursor image of the second crack type together with the first movement of the movable body, and a fifth predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, The execution timing is different between the first and second predetermined performances. In the fifth predetermined part, the movable body starts a second action different from the first action, and the second action of the movable body ends before the fragment image becomes invisible in the display area of ​​the display means (see Figures 45, 46, 56, 57, 63, and 71(A)). It is characterized by the following. According to this feature, the first and second predetermined effects, which display the crack precursor image and the fragment image, can be executed at different times, making it possible to surprise the player at various times, and furthermore, by operating the movable body to display the crack precursor image, it is possible to provide a powerful presentation.

[0101] [Form 19-2] The gaming machine of type 19-2 is In the first predetermined part, the crack precursor image can be changed from a first pre-crack state to a first crack state and displayed, In the fourth predetermined part, the crack precursor image can be changed from the second pre-crack state to the second crack state and displayed, The period in which the crack precursor image changes from the first pre-crack state to the first crack state in the first predetermined part and the period in which the crack precursor image changes from the second pre-crack state to the second crack state in the fourth predetermined part are different in length (see Figures 63 and 71). It is characterized by the following. According to this feature, it is possible to enhance the presentation effect when the crack precursor image is displayed in a cracked form.

[0102] [Form 19-3-1] The gaming machine of type 19-3-1 is An effect image of a specific color can be displayed in common at a first timing when the second predetermined part transitions to a third predetermined part and at a second timing when the fourth predetermined part transitions to a fifth predetermined part; The display pattern of the effect image is different between the first timing and the second timing (see FIG. 45(G) and FIG. 56(E)). It is characterized by the following. According to this feature, the display pattern of the effect image can be made different between the first predetermined performance and the second predetermined performance, thereby increasing interest.

[0103] [Form 19-3-2] The gaming machine of type 19-3-2 is The second action is an action in which the movable body moves from the advanced position toward the origin position, When the second action is started, the display of the effect image is started (see FIG. 56(F)). It is characterized by the following. According to this feature, by linking the movement of the movable body with the display of the effect image, a sense of unity is created, and the effect of the second predetermined presentation can be enhanced.

[0104] [Form 19-3-3] The gaming machine of type 19-3-3 is The period of the second movement of the movable body is longer than the display period of the effect image, The display period of the fragment image in the fifth predetermined part is longer than the period of the second movement of the movable body (see FIG. 71 ); It is characterized by the following. According to this feature, the effect of the second predetermined effect can be improved.

[0105] [Form 19-4] The gaming machine of type 19-4 is A suggestion effect that suggests that the movable body will be controlled to an advantageous state by operating the movable body, which is different from the second predetermined effect, can be executed; A movable body emphasizing image can be displayed in a display area superimposed on the movable body in accordance with the movement of the movable body, While a moving body emphasis image is displayed in accordance with the movement of the moving body in the suggestion performance, a moving body emphasis image is not displayed in accordance with the first movement of the moving body in the fourth predetermined part (see FIG. 71 ); It is characterized by the following. According to this feature, it is possible to prevent the effect of the second predetermined effect from being reduced by the movable body emphasis image.

[0106] [Form 20-1] The gaming machine of type 20-1 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A movable body, A display means; A performance execution means, The means of performance execution are: It is possible to execute a predetermined effect that suggests that the game will be controlled to an advantageous state, It is possible to execute a specific effect that is different from the predetermined effect and suggests that the effect will be controlled to an advantageous state, The display means is The object image can be displayed in the special display layer; A crack precursor image can be displayed in a predetermined display layer having a higher priority than the special display layer, The fragment image can be displayed in a specific display layer having a higher priority than the predetermined display layer, Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; The first predetermined effect includes a first predetermined part that displays an object image, a second predetermined part that displays a cracking precursor image according to the movement of the object image, and a third predetermined part that displays a plurality of fragment images corresponding to the cracking precursor image. The specific performance is a performance in which, in response to a first operation of the movable body, a plurality of fragment images are displayed in a period shorter than a period from when a crack precursor image is displayed in a predetermined performance to when a fragment image corresponding to the crack precursor image is displayed; The execution timing is different between the specified performance and the specific performance. In a specific performance, the movable body can execute a second action different from the first action, and the second action of the movable body is started after the fragment image is no longer displayed in the display area of ​​the display means (see Figures 45, 46, 52, 63, and 68). It is characterized by the following. According to this feature, the predetermined effect and the specific effect that display the crack precursor image and the fragment image can be executed at different times, so that the player can be surprised at various times, and further, by operating the movable body to display the fragment image without displaying the crack precursor image, a powerful effect can be provided.

[0107] [Form 20-2-1] The gaming machine of type 20-2-1 is The first action is an action in which the movable body moves from the home position toward the advanced position, When the first action is started, the display of the effect image is started (see FIG. 52(B) ). It is characterized by the following. According to this feature, by linking the movement of the movable body with the display of the effect image, a sense of unity is created, thereby enhancing the presentation effect of a particular presentation.

[0108] [Form 20-2-2] The gaming machine of type 20-2-2 is The effect image can be displayed over a display period including the first display period and the second display period, The length of the first operation period of the movable body and the length of the first display period of the effect image are substantially the same, The display period of the fragment image in the specific performance is longer than the period of the first movement of the movable body (see FIG. 68). It is characterized by the following. This feature can enhance the effect of the specific presentation.

[0109] [Form 20-3] The gaming machine of type 20-3 is It is possible to execute a suggestion effect that is different from the specific effect and suggests that the movable body will be controlled to an advantageous state by operating the movable body, A movable body emphasizing image can be displayed in a display area superimposed on the movable body in accordance with the movement of the movable body, While a moving body emphasis image is displayed in association with the movement of the moving body in the suggestive performance, a moving body emphasis image is not displayed in association with the first movement of the moving body in the specific performance (see FIG. 68), It is characterized by the following. According to this feature, it is possible to prevent the effect of a particular presentation from being reduced by the moving body emphasis image.

[0110] [Form 21-1] The gaming machine of type 21-1 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means; A performance execution means, The performance execution means is capable of executing a predetermined performance suggesting that the game is controlled to be in an advantageous state, The predetermined performance includes a first predetermined performance and a second predetermined performance, The display means is A crack precursor image can be displayed in a predetermined display layer; Special information regarding variable display can be displayed in a special display layer having a higher priority than the predetermined display layer; The first predetermined effect is an effect of displaying a crack precursor image of a first crack type, The second predetermined effect is an effect of displaying a crack precursor image of a second crack type, The execution timing is different between the first and second predetermined performances. Even if a crack precursor image of the first crack form or the second crack form is displayed, the background image can be visually recognized together with the crack precursor image, When the crack precursor image of the first crack form or the second crack form is not displayed, the image displayed in the display layer having a lower priority than the predetermined display layer is displayed with the first visibility, When the crack precursor image of the first crack form is displayed, the background image is displayed with a second visibility lower than the first visibility, When the crack precursor image of the second crack mode is displayed, an image displayed in a display layer having a lower priority than a predetermined display layer is displayed with the second visibility over a predetermined range, and is displayed with the first visibility over a specific range different from the predetermined range (see Figures 45(E), (F), 47(C), 63, and 64). It is characterized by the following. According to this feature, the first and second predetermined effects, which display crack precursor images with different crack patterns, can be executed at different times, making it possible to surprise the player at a variety of times.Furthermore, since the visibility of the background image that can be viewed together with the crack precursor image varies depending on the type of crack pattern, even effects that display the same crack precursor image can give a suitably different impression, thereby increasing interest in the game.

[0111] [Form 21-2] The gaming machine of type 21-2 is The boundary between the predetermined range and the specific range can be displayed with a third visibility higher than the first visibility and the second visibility (see the enlarged view of FIG. 47(C)). It is characterized by the following. According to this feature, the effect of the second predetermined effect can be improved.

[0112] [Form 21-3] The gaming machine of type 21-3 is A corresponding image corresponding to the variable display can be displayed in a special display layer having a higher priority than the predetermined display layer, When the crack precursor image is displayed in the second crack mode, the corresponding image is displayed superimposed on a predetermined range and is not displayed superimposed on a specific range (see FIG. 47(C)). It is characterized by the following. According to this feature, the corresponding image can be suitably displayed even during execution of the second predetermined performance.

[0113] [Form 21-4] The gaming machine of type 21-4 is The display period of the crack precursor image of the second crack type is longer than the display period of the crack precursor image of the first crack type (see FIG. 64 ). It is characterized by the following. According to this feature, the way in which the crack precursor image is displayed can be made different between the first and second predetermined effects, thereby increasing interest.

[0114] [Form 22-1] The gaming machine of type 22-1 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means; A performance execution means, The performance execution means is capable of executing a predetermined performance suggesting that the game is controlled to be in an advantageous state, The predetermined performance includes a first predetermined performance and a second predetermined performance, The display means is A crack precursor image can be displayed in a predetermined display layer; Special information regarding variable display can be displayed in a special display layer having a higher priority than the predetermined display layer; The first predetermined effect is an effect of displaying a crack precursor image of a first crack type, The second predetermined effect is an effect of displaying a crack precursor image of a second crack type, The execution timing is different between the first and second predetermined performances. The visibility of the background image is different when the crack precursor image of the first crack type is displayed and when the crack precursor image of the second crack type is displayed, The crack precursor image of the second crack type has a longer display period than the crack precursor image of the first crack type, There are several types of images of the second type of crack. The expectation of being controlled in an advantageous state is higher when a crack precursor image of the second type of the second crack pattern is displayed than when a crack precursor image of the first type of the second crack pattern is displayed (see Figures 44 to 46, 62, and 63). It is characterized by the following. According to this feature, the first and second predetermined effects, which display crack precursor images with different crack patterns, can be executed at different times, making it possible to surprise the player at various times.Furthermore, the player will pay attention to the type of crack precursor image with the second crack pattern, so that even effects that display similar crack precursor images can give a suitably different impression, thereby increasing interest in the game.

[0115] [Form 22-2] The gaming machine of type 22-2 is When a crack precursor image of the first type having the second crack pattern is displayed, the visibility of the background image displayed below the predetermined display layer is different from that when a crack precursor image of the second type having the second crack pattern is displayed (see Figures 45 and 44). It is characterized by the following. According to this feature, the crack precursor image can be displayed differently, which can increase interest.

[0116] [Form 22-3] The gaming machine of type 22-3 is The first and second predetermined effects can display an effect image of a specific color in common, The display pattern of the effect image is different between the first predetermined performance and the second timing predetermined performance (see FIG. 45 and FIG. 44). It is characterized by the following. According to this feature, it is possible to provide differences in the display patterns of the effect images, thereby enhancing interest.

[0117] [Form 23-1] The gaming machine of type 23-1 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means; A performance execution means, The means of performance execution are: It is possible to execute a predetermined effect that suggests that the game will be controlled to an advantageous state, A change effect can be executed to change the display mode of the corresponding image corresponding to the variable display, The predetermined performance includes a first predetermined performance and a second predetermined performance, The display means is A corresponding image corresponding to a variable display can be displayed in the special display layer; The first crack precursor image can be displayed in a first predetermined display layer having a higher priority than the special display layer, The second crack precursor image can be displayed on a second predetermined display layer having a lower priority than the special display layer, Special information regarding variable display can be displayed in a special display layer having a higher priority than the first predetermined display layer; The first predetermined effect is an effect of displaying a first crack precursor image, The second predetermined effect is an effect of displaying a second crack precursor image, The execution timing is different between the first and second predetermined performances. When the first crack precursor image is displayed, the visibility of the corresponding image decreases, When the second crack precursor image is displayed, the visibility of the corresponding image does not decrease, When the first predetermined performance is executed, the change performance is not executed, When the second predetermined performance is executed, a change performance can be executed (see Figs. 45 to 47, 63, 64, and 91). It is characterized by the following. According to this feature, the first predetermined effect displaying the first cracking precursor image and the second predetermined effect displaying the second cracking precursor image can be executed at different times, making it possible to surprise the player at various times; furthermore, even in effects that similarly display a cracking precursor image, the presence or absence of a display layer or a change effect differs, thereby giving a suitably different impression and increasing interest in the game.

[0118] [Form 23-2-1] The gaming machine of type 23-2-1 is The change effect is an effect in which a predetermined object image is displayed and the predetermined object image performs an action that acts on the corresponding display, thereby changing the display mode of the corresponding display; The predetermined object image can be displayed on a display layer having a lower priority than the predetermined display layer (see FIG. 91). It is characterized by the following. According to this feature, the change presentation can be executed without reducing the presentation effect of the second predetermined presentation to a minimum.

[0119] [Form 23-2-2] The gaming machine of type 23-2-2 is In response to the action of a predetermined object image, a change emphasis image can be displayed so as to be superimposed on the corresponding image in a display layer higher than the special display layer (see FIG. 91). It is characterized by the following. According to this feature, the change presentation can be preferably executed even during execution of the second predetermined presentation.

[0120] [Form 24-1] The gaming machine of type 24-1 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means; A performance execution means, The means of performance execution are: A first predetermined effect that suggests that the game will be controlled to an advantageous state can be executed, A second predetermined effect that suggests that the game is controlled to be advantageous can be executed, After the second predetermined performance is performed, a special performance can be performed. The display means is A crack precursor image can be displayed in a predetermined display layer; The fragment image can be displayed in a specific display layer having a higher priority than the predetermined display layer, Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; The first predetermined effect is an effect of displaying a crack precursor image of a first crack type and displaying a plurality of fragment images corresponding to the crack precursor image, The second predetermined effect is an effect of displaying a crack precursor image of a second crack type and displaying a plurality of fragment images corresponding to the crack precursor image, The execution timing is different between the first and second predetermined performances. The display mode of the fragment image in the first predetermined performance is different from that of the fragment image in the second predetermined performance, The fragment image in the second predetermined effect includes an image in a suggestive state that suggests that a special effect will be executed, The display period of the fragment image in the second predetermined performance is longer than the display period of the fragment image in the first predetermined performance (see Figures 45, 63, 68, 92, and 93). It is characterized by the following. According to this feature, the first and second predetermined effects, which display the crack precursor image and the fragment images, can be executed at different times, making it possible to surprise the player at various times; furthermore, the display manner of the fragment images differs between the first and second predetermined effects, and it is possible to increase the correlation between the fragment images in the second predetermined effect and the effect executed thereafter, so that even effects which similarly display fragment images can give different impressions in a suitable manner, thereby increasing interest in the game.

[0121] [Form 24-2] The gaming machine of type 24-2 is There are two special effects: Special Effects No. 1 and Special Effects No. 2. When the second special performance is executed, the expectation of being controlled in an advantageous state is higher than when the first special performance is executed, The suggestion mode includes a first suggestion mode suggesting that a first special performance will be executed and a second suggestion mode suggesting that a second special performance will be executed (see Figures 92, 93, and 94). It is characterized by the following. According to this feature, it is possible to increase the attention to the fragment image in the second predetermined presentation.

[0122] [Form 24-3-1] The gaming machine of type 24-3-1 is The fragment image in the second predetermined performance includes a suggestive mode and a transparent mode in which at least a part of a background image displayed in a layer lower than the specific display layer can be seen, The transparent fragment images are displayed more frequently than the suggestive fragment images (see FIG. 94). It is characterized by the following. According to this feature, it is possible to increase the attention to the fragment image in the second predetermined presentation.

[0123] [Form 24-3-2] The gaming machine of type 24-3-2 is The fragment image is capable of performing a rotational movement; In the second predetermined performance, the transparent fragment image has a larger rotation amount than the suggestive fragment image (see FIG. 94). It is characterized by the following. According to this feature, it is possible to increase the attention to the fragment image in the second predetermined presentation.

[0124] [Form 24-4] The gaming machine of type 24-4 is The second predetermined performance includes a first predetermined part and a second predetermined part, In the first predetermined part, a plurality of fragment images in a suggestive mode are displayed, and a plurality of fragment images in a transparent mode are displayed; In the second predetermined part, a single fragment image in a suggestive mode is displayed, and a plurality of fragment images in a transparent mode are displayed (see FIG. 93 ); It is characterized by the following. According to this feature, it is possible to increase the attention to the fragment image in the second predetermined presentation.

[0125] [Form 25] The gaming machine of type 25 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means; A performance execution means, The means of performance execution are: It is possible to execute a predetermined effect that suggests that the game will be controlled to an advantageous state, Before the predetermined performance is executed, the pre-stage performance (FIG. 52(C)) can be executed. The display means is A cracked image can be displayed in a specific display layer; Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; The predetermined effect is an effect including displaying a first state of a cracked image (FIG. 80(B1)), and then changing the cracked image from the first state to a second state (FIGS. 80(B2) to (B5)), The execution period of the first stage performance is longer than the display period of the cracked image in the first mode (see Figures 68 and 80). It is characterized by the following. According to this feature, the preliminary effects create a build-up to the crack, and the crack image of the first mode gives a sense of speed, thereby achieving a suitable crack pattern.

[0126] [Form 26] The gaming machine of type 26 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means; A performance execution means, The means of performance execution are: It is possible to execute a predetermined effect that suggests that the game will be controlled to an advantageous state, Before the predetermined performance is executed, the pre-stage performance (FIG. 52(C)) can be executed. The display means is A cracked image can be displayed in a specific display layer; Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; The predetermined effect is an effect including displaying a first state of a cracked image (FIG. 80(B1)), and then changing the cracked image from the first state to a second state (FIGS. 80(B2) to (B5)), The combined period during which the cracked image is displayed in the first mode and the second mode is longer than the execution period of the first stage performance (see Figures 68 and 80). It is characterized by the following. According to this feature, the period during which the broken image is in the first and second modes is made longer than the execution period of the first stage performance, thereby making the breaking pattern more memorable.

[0127] [Form 27] The gaming machine of type 27 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means is provided, The display means is An effect image can be displayed in the first display layer; A cracked image can be displayed on a second display layer having a lower priority than the first display layer, Special information regarding the variable display can be displayed in a third display layer having a higher priority than the first display layer; The display period of the effect image and the display period of the cracked image at least partially overlap each other, The display period of the effect image is shorter than that of the cracked image, During a display period of the effect image, it is difficult to visually recognize the cracked image over a first period, and the cracked image is visually recognized over a second period after the first period has elapsed; The second period is longer than the first period (see Figures 61 to 71 and Figures 75 to 81). It is characterized by the following. According to this feature, the effect image has a role of hiding the initial display portion of the cracked image, and while fulfilling this role, it prevents the effect image from being emphasized more than the cracked image.

[0128] [Form 28] The gaming machine of type 28 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means; A performance execution means, The performance execution means is capable of executing a predetermined performance suggesting that the game is controlled to be in an advantageous state, The display means is An effect image can be displayed in the first display layer; A cracked image can be displayed on a second display layer having a lower priority than the first display layer, Special information regarding the variable display can be displayed in a third display layer having a higher priority than the first display layer; The predetermined effect is an effect including displaying a cracked image of a first aspect and then changing the cracked image from the first aspect to a second aspect, The display means displays an effect image when displaying the cracked image of the first mode, and makes the effect image non-displayable at a timing before displaying the cracked image of the second mode (see Figs. 61 to 71 and Figs. 75 to 81). It is characterized by the following. According to this feature, the effect image hides the initial display portion of the cracked image, thereby preventing the cracked image from giving an unnatural feeling.

[0129] [Form 29] The gaming machine type 29 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means; A performance execution means, The performance execution means is capable of executing a predetermined performance suggesting that the game is controlled to be in an advantageous state, The display means is A cracked image can be displayed in a specific display layer; Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; The predetermined effect is an effect including displaying a first state of a cracked image (FIG. 79(B1)), and then changing the cracked image from the first state to a second state (FIGS. 79(B2) to (B5)), The transmittance of the broken image of the second aspect is different between the first timing and the second timing in the display period of the broken image of the second aspect (see FIG. 67 and FIG. 79 ). It is characterized by the following. According to this feature, it is possible to improve the dramatic effect when the cracked image of the second mode is displayed.

[0130] [Form 30] The gaming machine of type 30 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means; A performance execution means, The means of performance execution are: It is possible to execute a predetermined effect that suggests that the game will be controlled to an advantageous state, It is possible to execute a specific effect that suggests that the game will be controlled in an advantageous state, The display means is A cracked image can be displayed in a specific display layer; Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; The predetermined effect is an effect including displaying a cracked image of a first mode (FIG. 75(B1)), and then changing the cracked image from the first mode to a second mode (FIGS. 75(B2) to (B5)), The specific effect is an effect including displaying a cracked image of a third mode (FIG. 79(B1)), and then changing the cracked image from the third mode to a fourth mode (FIGS. 79(B2) to (B5)), The transmittance of the cracked image at a predetermined timing after the display of the cracked image of the second mode starts is different from that of the cracked image at a specific timing after the display of the cracked image of the fourth mode starts (see Figures 63, 67, 75, 79, and 83(A)). It is characterized by the following. According to this feature, it is possible to enhance the dramatic effect when the broken image of the second aspect is displayed and when the broken image of the fourth aspect is displayed.

[0131] [Form 31] The gaming machine of type 31 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means; A performance execution means, The means of performance execution are: It is possible to execute a predetermined effect that suggests that the game will be controlled to an advantageous state, It is possible to execute a specific effect that suggests that the game will be controlled in an advantageous state, The display means is A cracked image can be displayed in a specific display layer; Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; The predetermined effect is an effect that can be executed in a normal state, and includes displaying a first state of a cracked image (FIG. 75(B1)), and then changing the cracked image from the first state to a second state (FIGS. 75(B2) to (B5)). The specific effect is an effect that can be executed in a special state that is more advantageous than the normal state, and includes displaying a cracked image of a third mode (FIG. 79(B1)), and then changing the cracked image from the third mode to a fourth mode (FIGS. 79(B2) to (B5)). The transmittance of the cracked image at a predetermined timing after the display of the cracked image of the second mode starts is different from that of the cracked image at a specific timing after the display of the cracked image of the fourth mode starts (see Figures 30 to 32, 63, 67, 75, 79, and 83(A)). It is characterized by the following. According to this feature, it is possible to enhance the dramatic effect when the broken image of the second aspect is displayed and when the broken image of the fourth aspect is displayed.

[0132] [Form 32] The gaming machine of type 32 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means; A light emitting means; A light emission control means, The display means is A cracked image can be displayed in a specific display layer; A background image can be displayed on a display layer having a lower priority than the specific display layer; Special information regarding the variable display can be displayed in a display layer having a higher priority than the specific display layer; The light emission control means includes: When the cracked image is displayed, the light emission of the light emitting means is controlled using the specific brightness data table; A specific brightness data table is used to control the light emission of the light-emitting means until a specific timing in the display period of the broken image, and after the specific timing, a brightness data table corresponding to the background image is used to control the light emission of the light-emitting means (see Figs. 61 to 63 and 66). It is characterized by the following. According to this feature, it is possible to suitably control the light emission of the light emitting means when a broken image is displayed.

[0133] [Form 33] The gaming machine of type 33 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means; A sound output means, The display means is An effect image can be displayed in the first display layer; A cracked image can be displayed on a second display layer having a lower priority than the first display layer, Special information regarding the variable display can be displayed in a third display layer having a higher priority than the first display layer; The display period of the effect image and the display period of the cracked image at least partially overlap each other, The sound output means outputs a sound corresponding to the cracked image at the timing when the effect image is displayed (see Figs. 61 to 67). It is characterized by the following. This feature can enhance the dramatic effect when the cracked image is displayed.

[0134] [Form 34] The gaming machine of type 34 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means; A sound output means, The display means is A cracked image can be displayed in a specific display layer; Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; The display pattern of the cracked image includes a first pattern and a second pattern. the sound output means, when a cracked image is displayed in the first pattern, outputs a sound corresponding to the cracked image (see FIG. 61), while, when a cracked image is displayed in the second pattern, does not output a sound corresponding to the cracked image (see FIG. 68); It is characterized by the following. According to this feature, the cracked image can be displayed in a plurality of display patterns that give different impressions.

[0135] [Form 35] The gaming machine of type 35 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means; A sound output means, The display means is A cracked image can be displayed in a specific display layer; Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; The display pattern of the cracked image includes a first pattern and a second pattern. The sound output means outputs a sound corresponding to the cracked image when the cracked image is displayed in the first pattern (see FIG. 61), and outputs a sound notifying that the control is being performed in an advantageous state when the cracked image is displayed in the second pattern (see FIG. 71); It is characterized by the following. According to this feature, the cracked image can be displayed in a plurality of display patterns that give different impressions according to the gaming status.

[0136] [Form 36] The gaming machine of type 36 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means; A sound output means, The display means is A crack precursor image can be displayed in a predetermined display layer; A cracked image can be displayed in a specific display layer having a higher priority than the predetermined display layer, Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; The display pattern of the cracked image includes a first pattern and a second pattern. The crack precursor image is an image that can be displayed at a timing before the crack image is displayed when the crack image is displayed in a first pattern, the sound output means outputs a sound corresponding to the cracked image when the cracked image is displayed in the first pattern (see FIG. 61), and does not output a sound corresponding to the cracked image when the cracked image is displayed in the second pattern (see FIG. 68); It is characterized by the following. According to this feature, the cracked image can be displayed in a plurality of display patterns that give different impressions.

[0137] [Form 37] The gaming machine of type 37 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means; A sound output means, The display means is A crack precursor image can be displayed in a predetermined display layer; A cracked image can be displayed in a specific display layer having a higher priority than the predetermined display layer, Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; The sound output means is A predetermined sound can be output when the crack precursor image is displayed, A specific sound can be output when a cracked image is displayed. The specific sound output by the sound output means is a sound louder than the predetermined sound (see FIG. 88). It is characterized by the following. According to this feature, it is possible to provide a contrast between when the crack precursor image is displayed and when the cracked image is displayed, and to favorably create an impression when the cracked image is displayed.

[0138] [Form 38] The gaming machine of type 38 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means; A sound output means, The display means is The object image can be displayed in the special display layer; A crack precursor image can be displayed in a predetermined display layer having a higher priority than the special display layer, A cracked image can be displayed in a specific display layer having a higher priority than the predetermined display layer, Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; It is possible to display a cracking precursor image in conjunction with the motion display of the object image, The sound output means is When the cracking precursor image is displayed, a sound corresponding to the object image can be output; When a cracked image is displayed, a sound corresponding to the cracked image can be output (see FIG. 88). It is characterized by the following. According to this feature, it is possible to provide a contrast between when the crack precursor image is displayed and when the cracked image is displayed, and to favorably create an impression when the cracked image is displayed.

[0139] [Form 39] The gaming machine of type 39 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means is provided, The display means is A plurality of fragment images can be displayed in a specific display layer; Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; The fragment image display pattern includes a first pattern and a second pattern, In the first pattern, the amount of variation is a specific value, so that the movement speed of the fragment images of a first size in the first pattern differs from that of the fragment images of a second size smaller than the first size; In the second pattern, the amount of variation is 0, so that the motion speed of the fragment image of the third size in the second pattern is the same as that of the fragment image of the fourth size, which is smaller than the third size (see FIGS. 73 and 74). It is characterized by the following. According to this feature, the first pattern is a cracking pattern in which the animation effect varies depending on the size, with small fragment images flying quickly and large fragment images being somewhat slower and falling quickly, making it possible to show realistic movement, while the second pattern is a cracking pattern in which all fragments are affected by the animation in the same way regardless of size, flying and falling in the same way, allowing the appropriate cracking pattern to be selected depending on the scene.

[0140] [Form 40] The gaming machine of type 40 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means is provided, The display means is A fragment image can be displayed in a specific display layer; Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; The image of the debris is displayed in a falling manner from the beginning of the display, The fragment image display pattern includes a first pattern and a second pattern, The speed at which the fragment images fall differs between the first and second patterns due to the different gravity value settings (see Figures 73 and 74). It is characterized by the following. According to this feature, by varying the parameter value and varying the speed at which the fragment images fall, a variety of patterns can be created, enhancing the dramatic effect.

[0141] [Form 41] The gaming machine of type 41 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means is provided, The display means is A fragment image can be displayed in a specific display layer; Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; The fragment image display pattern includes a first pattern and a second pattern, The direction of gravity is set differently between the first and second patterns, so the direction in which the fragment images move is different (see Figures 73 and 74). It is characterized by the following. According to this feature, by varying the parameter values ​​and changing the direction in which the fragment images move, a variety of patterns can be created, enhancing the dramatic effect.

[0142] [Form 42] The gaming machine of type 42 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means is provided, The display means is A plurality of fragment images can be displayed in a specific display layer; Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; The fragment image display patterns include a first pattern, a second pattern, and a third pattern, the first pattern includes a first parameter related to displaying the fragment image and a second parameter related to displaying the fragment image; The second pattern includes a first parameter and a second parameter, The third pattern includes a first parameter and a second parameter, The first, second, and third patterns have a common value of the first parameter and different values ​​of the second parameter (see Figures 73 and 74). It is characterized by the following. According to this feature, the value of the first parameter is fixed, creating common parts for the fragment images, while the value of the second parameter is varied to create a variety of patterns, thereby making it possible to create a stable and diverse display pattern for the fragment images.

[0143] [Form 43] The gaming machine of type 43 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means is provided, The display means is A plurality of fragment images can be displayed in a specific display layer; Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; The fragment image display patterns include a first pattern, a second pattern, and a third pattern, the first pattern includes a first parameter related to displaying the fragment image and a second parameter related to displaying the fragment image; The second pattern includes a first parameter and a second parameter, The third pattern includes a first parameter and a second parameter, The first pattern and the second pattern have a common value of the first parameter and different values ​​of the second parameter, The second and third patterns have different values ​​of the first parameter and the same value of the second parameter (see Figures 73 and 74). It is characterized by the following. According to this feature, by creating common parts for the image fragments in each pattern while using different parameter values, it is possible to construct stable and diverse display patterns for the image fragments.

[0144] [Form 44] The gaming machine of type 44 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means is provided, The display means is A cracked image can be displayed in a specific display layer; Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; The display pattern of the cracked image includes a first pattern and a second pattern. The cracked image according to the first pattern can be displayed in a normal state, The cracked image according to the second pattern can be displayed in a special state that is more advantageous than the normal state, the type of background image displayed in the display layer having a lower priority than the specific display layer is different before the cracked image is displayed by the first pattern and after the cracked image is displayed by the first pattern; The type of background image displayed in the display layer having a lower priority than the specific display layer is different before the cracked image is displayed by the second pattern and after the cracked image is displayed by the second pattern (see Figures 30, 32, and 45 to 47). It is characterized by the following. According to this feature, when the cracked image is displayed in the normal state and when the cracked image is displayed in the special state, different impressions are given, thereby increasing interest.

[0145] [Form 45] The gaming machine of type 45 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means; A performance execution means, The performance execution means is capable of executing a predetermined performance suggesting that the game will be controlled to be in an advantageous state, The display means is An effect image can be displayed in the first display layer; A cracked image can be displayed on a second display layer having a lower priority than the first display layer, Special information regarding the variable display can be displayed in a third display layer having a higher priority than the first display layer; The predetermined effect is an effect including displaying a cracked image of a first aspect and then changing the cracked image from the first aspect to a second aspect, The display means is A cracked image can be displayed in a normal state and a special state that is more advantageous than the normal state; An effect image is displayed when the cracked image of the first mode is displayed, and the effect image is made non-displayed at a timing before the cracked image of the second mode is displayed (see Figs. 30, 32, 45, and 46). It is characterized by the following. According to this feature, the effect image hides the initial display portion of the cracked image, thereby preventing the cracked image from giving an unnatural feeling.

[0146] [Form 46] The gaming machine of type 46 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means is provided, The display means is A cracked image can be displayed in a specific display layer; Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; The display pattern of the cracked image includes a first pattern and a second pattern. The cracked image according to the first pattern can be displayed in a normal state, The cracked image according to the second pattern can be displayed in a special state that is more advantageous than the normal state, The crack image displayed by the first pattern and the crack image displayed by the second pattern are commonly displayed in a manner of moving in a plurality of directions including at least a predetermined direction and a specific direction; The crack image displayed by the first pattern and the crack image displayed by the second pattern move at different speeds (see Figures 30, 32, 45 to 47). It is characterized by the following. According to this feature, the presentation effect during the special state can be enhanced by using a display pattern of the cracked images that does not disrupt the tempo of the special state.

[0147] [Form 47] The gaming machine of type 47 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means is provided, The display means is A cracked image can be displayed in a specific display layer; Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; The display pattern of the cracked image includes a first pattern and a second pattern. The cracked image according to the first pattern can be displayed in a normal state, The cracked image according to the second pattern can be displayed in a special state that is more advantageous than the normal state, The degree of expectation that the player is controlled to the advantageous state when a cracked image is displayed by the first pattern is different from the degree of expectation that the player is controlled to the advantageous state when a cracked image is displayed by the second pattern (see Figures 27, 29(C), 30, and 32). It is characterized by the following. According to this feature, the degree of expectation of being controlled to an advantageous state differs depending on the display pattern of the cracked image, so that the display pattern of the cracked image can draw attention.

[0148] [Form 48] The gaming machine of type 48 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means is provided, The display means is A first type of fragment image can be displayed multiple times in a predetermined display layer; A second type of fragment image can be displayed multiple times in a specific display layer having a lower priority than the predetermined display layer, Special information regarding variable display can be displayed in a special display layer having a higher priority than the predetermined display layer; a display period of the first type of image fragment and a display period of the second type of image fragment at least partially overlap each other; The first type of fragment image is a representation of a character; The second type of fragment image is in a transparent state that allows at least a part of the background image displayed in a display layer lower than the specific display layer to be recognized (see Figures 80 and 94). It is characterized by the following. According to this feature, by overlapping the display periods of two types of fragment images with different display modes, it is possible to provide a memorable presentation.

[0149] [Form 49] The gaming machine type 49 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means is provided, The display means is A first type of fragment image can be displayed multiple times in a predetermined display layer; A second type of fragment image can be displayed multiple times in a specific display layer having a lower priority than the predetermined display layer, Special information regarding variable display can be displayed in a special display layer having a higher priority than the predetermined display layer; a display period of the first type of image fragment and a display period of the second type of image fragment at least partially overlap each other; The first type of fragment image and the second type of fragment image are displayed in different ways, The display period of the first type of fragment image is longer than the display period of the second type of fragment image (see Figures 80 and 94). It is characterized by the following. According to this feature, by overlapping the display periods of two types of fragment images with different display modes, it is possible to provide a memorable presentation.

[0150] [Form 50] The gaming machine of type 50 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A movable body, A display means, The display means is A plurality of fragment images can be displayed in a specific display layer; Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; the movable body is capable of performing an operation of superimposing the display area of ​​the display means; The display period of the fragment image and the operation period of the movable body at least partially overlap each other, The fragment images displayed in the first area, which is a display area where the movable object does not overlap, are displayed in a larger amount than the fragment images displayed in the second area, which is a display area where the movable object overlaps (see Figures 80 and 94). It is characterized by the following. According to this feature, the fragments can be displayed appropriately while the movable body overlaps with the display area of ​​the display means.

[0151] [Form 51] The gaming machine of type 51 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A movable body, A display means, The display means is A plurality of fragment images can be displayed in a specific display layer; Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; the movable body is capable of performing an operation of superimposing the display area of ​​the display means; The display period of the fragment image and the operation period of the movable body at least partially overlap each other, a first fragment image of the plurality of fragment images is displayed in a manner such that the first fragment image moves from a first region, which is a display region in which the movable object is not overlapped, to a second region, which is a display region in which the movable object is overlapped; A second image fragment of the plurality of image fragments is displayed in a manner that moves within the first area so as not to enter the second area (see FIGS. 80 and 94). It is characterized by the following. According to this feature, a fragment image that does not enter the area where the movable body overlaps allows the viewer to recognize that the object has broken, while a fragment image that passes through the area where the movable body overlaps provides a dynamic presentation.

[0152] [Form 52] The gaming machine of type 52 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A movable body, A display means, The display means is A plurality of fragment images can be displayed in a specific display layer; Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; the movable body is capable of performing an operation of superimposing the display area of ​​the display means; The display period of the fragment image and the operation period of the movable body at least partially overlap each other, Even after the movable body overlapping the display area of ​​the display means is moved to a position where it is no longer overlapping the display area, the fragment image continues to be displayed (see Figures 80 and 94). It is characterized by the following. According to this feature, while the movable body overlaps with the display area of ​​the display means, the image of the fragment can be displayed in an appropriate manner so that the image of the fragment is not overlooked.

[0153] [Form 53] The gaming machine of type 53 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means; A performance execution means, The performance execution means is capable of executing a predetermined performance suggesting that the game is controlled to be in an advantageous state, The display means is A crack precursor image can be displayed in a predetermined display layer; The fragment image can be displayed in a specific display layer having a higher priority than the predetermined display layer, Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; The predetermined effect includes a first predetermined part that displays a cracking precursor image, and a second predetermined part that displays a first type of fragment image corresponding to the cracking precursor image, The display means is capable of displaying a plurality of second type fragment images when the crack precursor image is displayed, The second type of fragment image takes a shorter period of time to disappear from the display area of ​​the display means than the first type of fragment image (see Figures 49 and 50). It is characterized by the following. According to this feature, the presentation effect of displaying the fragment images can be improved.

[0154] [Form 54] The gaming machine of type 54 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means is provided, The display means is A specific character can be displayed in the special display layer; A cracked image can be displayed in a specific display layer having a higher priority than the special display layer; Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; The display pattern of the cracked image includes a first pattern and a second pattern. The first pattern is a pattern in which a first type of cracked image is displayed in conjunction with the action of a specific character, The second pattern is a pattern in which a second type of cracked image is displayed in conjunction with the action of a specific character, before the first type of cracked image is displayed by the first pattern and after the first type of cracked image is displayed by the first pattern, the type of background image displayed in the display layer having a lower priority than the specific display layer is different; The type of background image displayed in the display layer having a lower priority than the specific display layer is different before the second type of cracked image is displayed by the second pattern and after the second type of cracked image is displayed by the second pattern (see Figures 45, 46, and 51). It is characterized by the following. According to this feature, since the specific character appears in common in the display patterns of the multiple cracked images, the specific character attracts more attention.

[0155] [Form 55] The gaming machine of type 55 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means is provided, The display means is An effect image can be displayed in the first display layer; A cracked image can be displayed on a second display layer having a lower priority than the first display layer, A specific character can be displayed on a third display layer having a lower priority than the second display layer; A fourth display layer having a higher priority than the first display layer can display special information related to the variable display; The display pattern of the cracked image includes a first pattern and a second pattern. The first pattern is a pattern in which a first type of cracked image is displayed when the specific character moves, The second pattern is a pattern in which a second type of cracked image is displayed when the specific character makes an action, The display means is When a first type of cracked image is displayed according to a first pattern, an effect image is displayed in conjunction with an action of a specific character, and the effect image is made non-displayable at a predetermined timing after the first type of cracked image is displayed; When the second type of cracked image is displayed according to the second pattern, an effect image is displayed in conjunction with the action of a specific character, and the effect image is made non-displayable at a specific timing after the second type of cracked image is displayed (see Figs. 45, 46, and 51). It is characterized by the following. According to this feature, the effect image hides the initial display portion of the cracked image, thereby preventing the cracked image from giving an unnatural feeling.

[0156] [Form 56] The gaming machine of type 56 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means is provided, The display means is A specific character can be displayed in the special display layer; The fragment image can be displayed in a specific display layer having a higher priority than the special display layer; Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; The fragment image display pattern includes a first pattern and a second pattern, The first pattern is a pattern in which a first type of fragment image is displayed in multiple images in conjunction with the movement of a specific character; The second pattern is a pattern in which a second type of fragment image is displayed in multiple images in conjunction with the action of a specific character, the first type of fragment image is displayed in a manner that changes and moves from a first speed to a second speed over a display period of the first type of fragment image; The second type of fragment image is displayed in a manner that moves without any change in speed throughout the display period of the second type of fragment image (see Figs. 45, 46, and 51); It is characterized by the following. According to this feature, the speed at which the fragment images move can be changed depending on the type of display pattern of the fragment images, thereby improving the dramatic effect.

[0157] [Form 57] The gaming machine of type 57 is A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means is provided, The display means is A specific character can be displayed in the special display layer; A cracked image can be displayed in a specific display layer having a higher priority than the special display layer; Special information regarding the variable display can be displayed in a special display layer having a higher priority than the specific display layer; The display pattern of the cracked image includes a first pattern and a second pattern. The first pattern is a pattern in which a first type of cracked image is displayed in conjunction with the action of a specific character, The second pattern is a pattern in which a second type of cracked image is displayed in conjunction with the action of a specific character, The degree of expectation that is controlled to the advantageous state is different when a cracked image is displayed by the first pattern and when a cracked image is displayed by the second pattern (see Figures 45, 46, 49, and 50). It is characterized by the following. According to this feature, the expectation for the specific character is heightened, and interest is enhanced by drawing attention to the display pattern of the cracked image after the specific character is displayed.

[0158] (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.

[0159] 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.

[0160] 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.

[0161] 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.

[0162] 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.

[0163] In addition, a display area 5S is provided in the upper left corner of the display screen (display area) of the image display device 5 for displaying a first reserved memory number (for example, the number "0"), a second reserved memory number (for example, the number "4") and a small pattern corresponding to the decorative pattern, and the small pattern is variably displayed in response to the variable display of the decorative pattern.

[0164] In addition, the first reserved memory number, the second reserved memory number, the reserved display, the small pattern, the error display (not shown) indicating an error state that has occurred in the pachinko game machine 1, the right-hit notification image that encourages the player to perform a right-hit operation, and the remaining time-saving display that shows the number of remaining times of time-saving are displayed in front of (in a higher layer) the performance images (object images) such as characters, thereby preventing the performance images from overlapping and reducing the visibility of the first reserved memory number, the second reserved memory number, the small pattern, and the error display, while the decorative patterns may be displayed behind (in a lower layer) the performance images, thereby preventing the decorative patterns from overlapping and reducing the visibility of the performance images.

[0165] The small symbol is also called the fourth symbol. The fourth symbol is displayed variably by a certain operation in a manner that is always visible on a display device such as the image display device 5 as a symbol indicating that the special symbols (first special symbol, second special symbol) are variably displayed. By variably displaying the fourth symbol, it becomes possible to recognize whether or not the decorative symbol is currently being variably displayed even if the decorative symbol is difficult to recognize, such as when a performance content including the variable display of the decorative symbol disappears from the screen for a moment, or when a performance is performed in which the movable body 32 covers all or part of the screen of the image display device 5. The performance control CPU 120 performs the variably display of the fourth symbol corresponding to the first special symbol by operating the image display device 5 based on receiving the first variable display start command. Also, the performance control CPU 120 performs the variably display of the fourth symbol corresponding to the second special symbol by operating the image display device 5 based on receiving the second variable display start command.

[0166] The lower part of the screen of the image display device 5 is provided with display areas (special symbol reserved memory display area 5U, active display area 5F) for displaying reserved displays corresponding to variable displays whose execution is reserved and active displays corresponding to variable displays that are being executed. The reserved displays and active displays are also collectively referred to as variable display-compatible displays corresponding to variable displays. In this embodiment, a special symbol reserved memory display area 5U common to the first special symbol and the second special symbol is provided, but a first special symbol reserved memory display area in which a first reserved display representing a variable display whose execution of the first special symbol is reserved is displayed, and a second special symbol reserved memory display area in which a second reserved display representing a variable display whose execution of the second special symbol is reserved may be provided separately. In this embodiment, the special symbol reserved memory display area 5U is a display area that displays a reserved display corresponding to the first special symbol when the game state is in a normal state, and is a display area that displays a reserved display corresponding to the second special symbol when the game state is in a time-saving state or a probability-changing state. Furthermore, the active display area 5F is a display area which displays an active display corresponding to a first special pattern when the game state is in a normal state, and is a display area which displays an active display corresponding to a second special pattern when the game state is in a time-saving state or a special probability state.

[0167] 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.

[0168] 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.

[0169] 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.

[0170] 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. 2). The variable winning ball device 6B is, for example, an electric device having a movable piece that can be opened and closed, and when the solenoid 81 is in the off state, the movable piece is in the upright position, so that 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 the on state, the movable piece of the variable winning ball device 6B is 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. It should be noted that the variable winning ball device 6B is not limited to the above, as long as it can be changed between a closed state and an open state.

[0171] 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.

[0172] A special variable winning ball device 7 having a large winning opening is provided between the winning ball device 6A and the variable winning ball device 6B. The special variable winning ball device 7 has a large winning opening door that is driven to open and close by a solenoid 82 (see FIG. 2), and the large winning opening door forms the large winning opening as a specific area that changes between an open state and a closed state.

[0173] 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.

[0174] 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.

[0175] 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.

[0176] 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 the special symbols. The normal symbols are represented by numbers indicating "0" to "9" or lighting patterns such as "-". The normal symbols may include a pattern in which all LEDs are turned off. Such variable display of normal symbols is also called a normal symbol game.

[0177] 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.

[0178] 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.

[0179] 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.

[0180] 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 side lamps 9b are provided on the left and right of the main lamp 9a so as to surround the playing area, and a button lamp 9e is provided below the gaming board 2. The main lamp 9a, side lamps 9b, and button lamps 9e provided in the gaming machine frame 3 are also referred to as "frame lamps."

[0181] A movable body 32 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), and the movable body 32 is provided with a movable body lamp 9d. In addition, an attacca lamp 9c is provided near the special variable winning ball device 7 on the game board 2, and a decorative lamp 9f is provided on the left side of the game board 2. The attacca lamp 9c, movable body lamp 9d, and decorative lamp 9f provided on the game board 2 are also called "board lamps." In addition, the main lamp 9a, side lamp 9b, attacca lamp 9c, movable body lamp 9d, button lamp 9e, and decorative lamp 9f may be collectively called the game effect lamp 9. In addition, the main lamp 9a, side lamp 9b, attacca lamp 9c, movable body lamp 9d, button lamp 9e, and decorative lamp 9f are configured to include LEDs (see FIG. 36). In addition, various lamps will be described later.

[0182] 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.

[0183] 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.

[0184] 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. 2).

[0185] 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. 2).

[0186] 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.

[0187] (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).

[0188] 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).

[0189] 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.

[0190] 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.

[0191] 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).

[0192] In special symbol games, if a specific special symbol (a jackpot symbol, for example, "7"; the actual symbol varies depending on the type of jackpot described below) is displayed as a confirmed special symbol, it is a "jackpot", and if a special symbol other than the jackpot symbol (a losing symbol, for example, "-") is displayed as a confirmed special symbol, it is a "miss".

[0193] 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.

[0194] In the jackpot game state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined manner. This open state continues until either a predetermined period (for example, 29 seconds or 1.8 seconds) has elapsed or the number of game balls entering the large prize opening reaches a predetermined number (for example, 9), whichever comes first. The predetermined period is the upper limit period during which the large prize opening can be opened in one round, and is hereinafter also referred to as the upper limit period of opening. Such a cycle in which the large prize opening is opened is called a round (round game). In the jackpot game state, the round can be repeated until the predetermined upper limit number of times (15 times, 2 times, etc.) is reached.

[0195] 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.

[0196] 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.

[0197] 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.

[0198] 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.

[0199] 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".

[0200] 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.).

[0201] 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).

[0202] 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.

[0203] 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.

[0204] (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.

[0205] 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).

[0206] 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.

[0207] In addition, when the reach state is reached during the variable display of the decorative symbols, a reach effect is executed. In the pachinko game machine 1, a plurality of types of reach effects are executed, each of which has a different probability (also called the probability of a big win or the probability of a big win) of the display result (the display result of the special game or the display result of the variable display of the decorative symbols) becoming a "big win" according to the performance mode. The reach effects include, for example, a normal reach and a super reach, which has a higher probability of a big win than a normal reach.

[0208] 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.

[0209] 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.

[0210] 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").

[0211] The effects that the pachinko game machine 1 can execute include displaying the variable display compatible display (reserved display or active display). In addition, as other effects, for example, a preview effect that predicts the jackpot reliability is executed during the variable display of the decorative pattern. The preview effects include a preview effect that predicts the jackpot reliability in the variable display being executed, and a pre-reading preview effect that predicts the jackpot reliability in the variable display before execution (variable display whose execution is reserved). As a pre-reading preview effect, an effect that changes the display mode of the variable display compatible display (reserved display or active display) to a mode different from the normal mode may be executed.

[0212] 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.

[0213] 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.

[0214] 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).

[0215] (Board configuration) The pachinko gaming machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and the like, as shown in Fig. 2. In addition, various 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 installed. 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.

[0216] 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).

[0217] 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 reserved management), execution of regular games (including reserved management), jackpot game status, game status, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, an output circuit 111, etc.

[0218] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and includes a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, an I / O (Input / Output port) 105, and a real-time clock 106.

[0219] 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.

[0220] 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).

[0221] 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).

[0222] 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.

[0223] 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 a control circuit 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.

[0224] The output 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.

[0225] The payout control board 006SG030 is connected to a payout device 006SG031 which is driven to pay out a predetermined number of game balls (e.g., 3, 5, 10, 15, etc.) to a player based on receiving a payout signal, and a game ball detection sensor 006SG032 which is provided in a payout passage (not shown) through which the game balls paid out by the payout device 006SG031 pass, and it is possible to stop the operation of the payout device 006SG031 depending on the state of the game ball detection signal received from the game ball detection sensor 006SG032.

[0226] Also, the payout control board 006SG030 is connected to a handle sensor 006SG034 for detecting the amount of operation by the player, and a touch ring 006SG035 (touch sensor) for detecting that the player is gripping the ball-hitting operation handle 30, and based on signals input from these sensors, the payout control board 006SG030 controls a launching device 006SG033 capable of launching game balls onto the game board 2. Also, a signal indicating whether the touch ring 006SG35 is detected or not and a signal indicating that the game ball has been launched by the launching device 006SG033 are input from the payout control board 006SG030 to the game control microcomputer 100 of the main board 11.

[0227] 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.

[0228] 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.

[0229] 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.

[0230] 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.

[0231] 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).

[0232] 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.

[0233] The display control unit 123 causes the image display device 5 to display a performance image by supplying a video signal corresponding to the performance to be executed to the image display device 5 based on an instruction to execute the performance from the performance control CPU 120. Also, a display process is performed to output image data in the display image creation area of ​​the VRAM area specified by the display register as a video signal. In this embodiment, the display image creation area and the drawing area are switched for each V blank. Therefore, drawing is performed in the area assigned as the drawing area in a certain V blank, and in the next V blank, it is switched to the display image creation area, so that the image data drawn in the previous V blank is displayed and output, and drawing is performed in the other area during that time.

[0234] 3, the display control unit 123 generates an image to be displayed on the image display device 5 by superimposing (compositing) a plurality of layers, and therefore the VRAM area is provided with a layer image drawing area for drawing and arranging the images of each layer, and a display image creation area for further superimposing (compositing) the images drawn and arranged in each layer image drawing area to generate an image to be displayed on the image display device 5. Note that each layer image drawing area has a concept of upper, middle, and lower, and the higher the layer image drawing area, the higher the display priority is set in the image display device 5, and the lower the layer image drawing area, the lower the display priority is set in the image display device 5.

[0235] As shown in FIG. 4, the VRAM area includes a layer 1 image drawing area for drawing and arranging a background image as an image of layer 1, a layer 2 image drawing area for drawing and arranging a decorative pattern as an image of layer 2, a layer 3 image drawing area for drawing and arranging an object image such as a character as an image of layer 3, a layer 4 image drawing area for drawing and arranging a precursor image of a crack (such as a glass plate image 006SG301) as described later as an image of layer 4, a glass plate image 006SG301A as an image to be broken that is displayed in place of the glass plate image 006SG301, and a broken piece image 006SG301A that will be generated when the glass plate image 006SG301A is broken as an image of layer 5. 302, a layer 6 image drawing area for drawing and arranging an action effect image described later as an image of layer 6, a layer 7 image drawing area for drawing and arranging a whiteout image 006SG303 described later as an image of layer 7, a layer 8 image drawing area for drawing and arranging an operation prompt image described later as an image of layer 8, a layer 9 image drawing area for drawing and arranging a variable display compatible display (reserved display and active display) as an image of layer 9, and a layer 10 image drawing area for drawing and arranging a small pattern (fourth pattern), the first reserved memory number, the second reserved memory number, and a right hit notification image as an image of layer 10. Also, a layer 11 image drawing area for drawing and arranging an error display may be further arranged.

[0236] The glass plate image 006SG301 drawn and placed in the layer 4 image drawing area is an image that makes the player recognize that the display area of ​​the image display device 5 has been cracked by the action of the character or movable body 32, and the glass plate image 006SG301A drawn and placed in the layer 5 image drawing area is an image that makes the player recognize that the display area of ​​the image display device 5 has been broken. The broken piece image 006SG302 is an image in which a part of the glass plate image 006SG301A is changed and displayed to emphasize to the player that the display area of ​​the image display device 5 has been broken by the action of the character or movable body 32.

[0237] The glass plate image 006SG301 is an image that is not displayed at the start timing (the timing of the glass plate image 006SG301A) of the cracking effects in the first consecutive cracking effect, the second consecutive cracking effect, the dialogue preview effect, the background change effect A, the background change effect B, the pseudo consecutive effect, the reach suggestion effect, the weak development effect, the strong development effect A, the strong development effect B, the cut-in effect, and the result notification effect, which will be described later. The glass plate image 006SG301A is also an image (image to be cracked) that is displayed in place of the glass plate image 006SG301 at the start timing (the timing of the glass plate image 006SG301A) of the cracking effects in the first consecutive cracking effect, the second consecutive cracking effect, the dialogue preview effect, the background change effect A, the background change effect B, the pseudo consecutive effect, the reach suggestion effect, the weak development effect, the strong development effect A, the strong development effect B, the cut-in effect, and the result notification effect, which will be described later.

[0238] Furthermore, as described later, the start timing of the cracking effects in the first continuous cracking effect, the second continuous cracking effect, the dialogue notice effect, the background change effect A, the background change effect B, the pseudo consecutive effect, the reach suggestion effect, the weak development effect, the strong development effect A, the strong development effect B, the cut-in effect, and the result notification effect is such that the switching between the display of the glass plate image 006SG301 and the glass plate image 006SG301A is not visible to the player due to the display of the whiteout image 006SG303. Therefore, in this embodiment, the glass plate image 006SG301 with the crack displayed can be switched to the glass plate image 006SG301A without the player noticing, so that a crack (moving display of the fragment image 006SG302) that cannot be expected from the crack displayed in the glass plate image 006SG301 can be realized, and the cracking effect can be strongly impressed on the player.

[0239] In this embodiment, an image to be displayed on the display screen of the image display device 5 can be generated by superimposing the images drawn and arranged in these layer 1 image drawing area to layer 10 image drawing area. Also, as shown in Figs. 4 and 5, the image drawn in the layer 1 image drawing area has the lowest display priority, the image drawn in the layer 2 image drawing area has a higher display priority than the image drawn in the layer 1 image drawing area, the image drawn in the layer 3 image drawing area has a higher display priority than the image drawn in the layer 2 image drawing area, the image drawn in the layer 4 image drawing area has a higher display priority than the image drawn in the layer 3 image drawing area, and the image drawn in the layer 5 image drawing area has a higher display priority than the image drawn in the layer 4 image drawing area. Images drawn in the Layer 6 image drawing area are set to have a higher display priority than images drawn in the Layer 5 image drawing area, images drawn in the Layer 7 image drawing area are set to have a higher display priority than images drawn in the Layer 6 image drawing area, images drawn in the Layer 8 image drawing area are set to have a higher display priority than images drawn in the Layer 7 image drawing area, images drawn in the Layer 9 image drawing area are set to have a higher display priority than images drawn in the Layer 8 image drawing area, and images drawn in the Layer 10 image drawing area are set to have a higher display priority than images drawn in the Layer 9 image drawing area. Also, if a Layer 11 image drawing area is further disposed in the VRAM area, images drawn in the Layer 11 image drawing area are set to have a higher display priority than images drawn in the Layer 10 image drawing area.

[0240] In other words, the image drawn in the layer 1 image drawing area is the image displayed at the lowest level in the image display device 5, the image drawn in the layer 2 image drawing area is the image displayed (priority displayed) above the image drawn in the layer 1 image drawing area in the image display device 5, the image drawn in the layer 3 image drawing area is the image displayed (priority displayed) above the image drawn in the layer 2 image drawing area in the image display device 5, the image drawn in the layer 4 image drawing area is the image displayed (priority displayed) above the image drawn in the layer 3 image drawing area in the image display device 5, the image drawn in the layer 5 image drawing area is the image displayed (priority displayed) above the image drawn in the layer 4 image drawing area in the image display device 5, The image drawn in the layer 5 image drawing area is an image displayed (preferentially displayed) above the image drawn in the layer 5 image drawing area in the image display device 5, the image drawn in the layer 7 image drawing area is an image displayed (preferentially displayed) above the image drawn in the layer 6 image drawing area in the image display device 5, the image drawn in the layer 8 image drawing area is an image displayed (preferentially displayed) above the image drawn in the layer 7 image drawing area in the image display device 5, the image drawn in the layer 9 image drawing area is an image displayed (preferentially displayed) above the image drawn in the layer 8 image drawing area in the image display device 5, and the image drawn in the layer 10 image drawing area is an image displayed (preferentially displayed) above the image drawn in the layer 9 image drawing area in the image display device 5. In addition, when a layer 11 image drawing area is further disposed in the VRAM area, the image drawn in the layer 11 image drawing area is an image displayed (preferentially displayed) above the image drawn in the layer 10 image drawing area in the image display device 5. Also, although it has been explained that there is a layer 1 image drawing area for drawing and positioning a background image, it may also be possible to have a layer 1-1 image drawing area, a layer 1-2 image drawing area, and a layer 1-3 image drawing area instead of the layer 1 image drawing area.In this case, the layer 1-1 image drawing area can draw normal background images (first background image 006SG081, sixth background image) described later, the layer 1-2 image drawing area can draw chance background images (second background image 006SG082, seventh background image), normal reach background image, super reach α background image (weak S reach performance image 006SG088), and super reach β background image (fourth background image 006SG084) described later, and the layer 1-3 image drawing area can draw background effect images (background effect image 006SG322), large It is possible to draw a hit notification background image (5th background image 006SG085), and the image drawn in the layer 1-3 image drawing area has a lower display priority in the image display device 5 than the image drawn in the layer 2 image drawing area, the image drawn in the layer 1-2 image drawing area has a lower display priority in the image display device 5 than the image drawn in the layer 1-3 image drawing area, and the image drawn in the layer 1-1 image drawing area has a lower display priority in the image display device 5 than the image drawn in the layer 1-2 image drawing area.

[0241] In this embodiment, the transmittance (transparency) of the images drawn and placed in each image drawing area is set to 0% so that when superimposed, the upper image makes the overlapping area of ​​the lower image invisible to the player; however, the present invention is not limited to this, and depending on the situation, the transmittance (transparency) of the images drawn and placed in each image drawing area may be set to a value higher than 0%, and images may be displayed transparently on the display screen of the image display device 5 or images may be temporarily hidden.

[0242] 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 mode of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the performance 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.

[0243] 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.

[0244] 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.

[0245] 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.

[0246] 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).

[0247] 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).

[0248] Sub-substrates include the performance control substrate 12, the sound control substrate 13, and the lamp control substrate 14, other than the main substrate 11. 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.

[0249] FIG. 3(A) is an explanatory diagram showing an example of the contents of a performance control command used in this embodiment. The performance control command is, for example, a two-byte configuration, 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 "0", and the first bit of the EXT data is set to "0". Note that the command format shown in FIG. 3(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.

[0250] In the example shown in FIG. 6(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 (variable time (variable display time)) of the decorative symbols (also called performance symbols) 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 specified variable pattern, etc.

[0251] Command 8CXXH 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, different EXT data is set according to the determination result (predetermined result) of whether the variable display result (also called the variable display result) is a "miss" or a "jackpot", and the determination result of which of several types of jackpot types should be selected when the variable display result is a "jackpot", as shown in FIG. 6(B).

[0252] In the variable display result designation command, for example, as shown in FIG. 6(B), command 8C00H is a first variable display result designation command indicating a pre-determined result that the variable display result is "miss". Command 8C01H is a second variable display result designation command notifying a pre-determined result and a jackpot type determination result that the variable display result is "jackpot" and the jackpot type is "variable jackpot A". Command 8C02H is a third variable display result designation command notifying a pre-determined result and a jackpot type determination result that the variable display result is "jackpot" and the jackpot type is "variable jackpot B". Command 8C03H is a fourth variable display result designation command notifying a pre-determined result and a jackpot type determination result that the variable display result is "jackpot" and the jackpot type is "variable jackpot C". Command 8C04H is a fifth variable display result designation command that notifies the pre-determined result that the variable display result is "jackpot" and the jackpot type is "non-variable jackpot" and the jackpot type determined result.

[0253] Command 8F00H is a symbol determination command that specifies the stop (determination) of the change of the decorative symbols in each of the decorative symbol display areas 5L, 5C, and 5R of "left", "middle", and "right" in the image display device 5. Command 9000H is a power-on designation command that specifies that the pachinko gaming machine 1 has been cold started (the power has been turned on with the clear switch 92 pressed (power-on with initialization)). Note that, a cold start refers to a state in which the data is initialized without restoring the data before the power-on when the power is turned on, and various processes of the gaming machine can be executed. Command 9200H is a power failure recovery designation command that specifies that the pachinko gaming machine has been hot started (the power has been turned on with the clear switch 92 not pressed (power-on without initialization)). Note that, a hot start refers to a state in which various processes of the gaming machine can be executed based on the backed-up data when the power is turned on. When a hot start is performed, initialization is not performed, so it is also called power-on without initialization. The command 95XXH is a game state designation command that designates the current game state in the pachinko game machine 1. In the game state designation command, different EXT data is set according to the current game state in the pachinko game machine 1, for example. As a specific example, the command 9500H is a first game state designation command corresponding to a game state in which neither time-saving control nor probability variable control is performed (low probability low base state, normal state), the command 9501H is a second game state designation command corresponding to a game state in which time-saving control is performed but probability variable control is not performed (low probability high base state, time-saving state), and the command 9502H is a third game state designation command corresponding to a game state in which time-saving control and probability variable control are performed (high probability high base state, probability variable state). The high probability high base state may be simply referred to as the "probability variable state".

[0254] Command A0XXH is a start of jackpot designation command (also called a "fanfare command") that designates the display of a presentation image indicating the start of a jackpot game. Command A1XXH is a large prize opening open notification command that notifies the player that the large prize opening is in an open state during a jackpot game state. Command A2XXH is a large prize opening post-open notification command that notifies the player that the large prize opening has changed from an open state to a closed state during a jackpot game state. Command A3XXH is a end of jackpot designation command that designates the display of a presentation image at the end of a jackpot game.

[0255] In the hit start designation command and the hit end designation command, for example, the same EXT data as the variable display result designation command may be set, so that different EXT data may be set according to the pre-determined result and the big win type determination result. Alternatively, in the hit start designation command and the hit end designation command, the correspondence between the pre-determined result and the big win type determination result and the set EXT data may be made different from the correspondence in the variable display result designation command. In the big win opening notification command and the big win opening after notification command, for example, different EXT data is set according to the number of rounds executed in the big win state (for example, "0" to "10") described later.

[0256] The command B100H is a first start port winning designation command that notifies that a first start condition for executing a special symbol game using a first special symbol in the first special symbol display device 4A has been established based on the occurrence of a start winning (first start winning) caused by a game ball passing through (entering) the first start winning port formed by the winning ball device 6A being detected by the first start port switch 22A. The command B200H is a second start port winning designation command that notifies that a second start condition for executing a special symbol game using a second special symbol in the second special symbol display device 4B has been established based on the occurrence of a start winning (second start winning) caused by a game ball passing through (entering) the second start winning port formed by the variable winning ball device 6B being detected by the second start port switch 22B.

[0257] The command C1XXH is a first reserved memory number notification command that notifies the first reserved memory number so that the reserved memory number of special figures can be specified. The command C2XXH is a second reserved memory number notification command that notifies the second reserved memory number so that the reserved memory number of special figures can be specified. The first reserved memory number notification command is transmitted from the main board 11 to the performance control board 12 when the first start port winning designation command is transmitted based on, for example, the first start condition being established by the game ball passing (entering) the first start winning port. The second reserved memory number notification command is transmitted from the main board 11 to the performance control board 12 when the second start port winning designation command is transmitted based on, for example, the second start condition being established by the game ball passing (entering) the second start winning port. In addition, the first pending memory number notification command and the second pending memory number notification command may be transmitted in response to the start of execution of the special game when either the first start condition or the second start condition is met (when the number of pending memories decreases).

[0258] Commands C4XXH and C6XXH are presentation control commands (commands specifying the result of judgment at the time of winning) that indicate the content of the judgment result at the time of winning. Among these, command C4XXH is a design specification command that indicates the judgment result of whether the variable display result is a "jackpot" or not and the type of jackpot (probable win, non-probable win, or sudden probability win) as the judgment result at the time of winning. In addition, command C6XXH is a variation category command that indicates the judgment result of whether the random number value for judging the variation pattern is a "non-reach", "super reach", or "other (normal reach)" variation pattern as the judgment result at the time of winning.

[0259] Instead of the first pending memory number notification command or the second pending memory number notification command, a total pending memory number notification command that notifies the total pending memory number may be sent. In other words, a total pending memory number notification command for notifying an increase (or decrease) in the total pending memory number may be used.

[0260] 6(A) are merely examples, and some of these commands may not be included, or different commands may be used instead of these commands, or different commands may be added. For example, a prize ball number notification command for specifying the number of prize balls to be paid out based on the game balls entering each winning port, a gate passage notification command for notifying that the game balls have passed through the passage gate 41, a notification command for notifying the remaining number of variable display times for which the probability variation control or time reduction control is executed, etc. may be provided.

[0261] FIG. 7 is an explanatory diagram illustrating the random number values ​​counted on the main board 11 side. As shown in FIG. 7, on the main board 11 side, the random number value MR1 for determining the special chart display result, the random number value MR2 for determining the jackpot type, the random number value MR3 for determining the variation pattern, and the random number value MR4 for determining the normal chart display result are controlled so that they can be counted. In addition, random number values ​​other than these may be used to enhance the game effect. Such random numbers used to control the progress of the game are also called game random numbers.

[0262] The random number circuit 104 may count numerical data indicating a part or all of these random number values ​​MR1 ​​to MR4. The CPU 103 may count numerical data indicating a part of the random number values ​​MR1 ​​to MR4 by updating various numerical data by software using a random counter different from the random number circuit 104, such as a random counter provided in a game control counter setting unit (not shown).

[0263] The random number value MR1 for determining the special symbol display result is a random number value used to determine whether or not to control the variable display result such as the special symbol in the special symbol game to a "jackpot" and to a jackpot game state, and takes a value in the range of, for example, "0" to "65536". The random number value MR2 for determining the jackpot type is a random number value used to determine the jackpot type when the variable display result is a "jackpot" as one of "probable jackpot A", "probable jackpot B", "probable jackpot C", and "non-probable jackpot", and takes a value in the range of, for example, "0" to "100".

[0264] The random number value MR3 for determining the variation pattern is a random number value used to determine the variation pattern in the variable display of special patterns and decorative patterns to one of several types prepared in advance, and takes a value in the range of "0" to "997", for example.

[0265] The random number value MR4 for determining the normal symbol display result is a random number value used to determine whether the variable display result in a normal symbol game by the normal symbol display device 20 is a "normal symbol hit" or a "normal symbol miss", and takes a value in the range of "3" to "13", for example.

[0266] 8 shows an example of the configuration of the display result determination table stored in the ROM 101. In the present embodiment, a display result determination table common to the first special chart and the second special chart is used as the display result determination table, but the present invention is not limited to this, and individual display result determination tables may be used for the first special chart and the second special chart.

[0267] The 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.

[0268] In the 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).

[0269] In the 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 display result judgment table 22, when the game state is a probability change state (high probability state), more judgment values ​​are assigned to the special chart display result of "jackpot" than when it is in a normal state or a time-saving state (low probability state). As a result, the probability of determining that the special chart display result is controlled to a jackpot game state as a "jackpot" is higher (about 1 / 30 in this embodiment) than the probability of determining that the special chart display result is controlled to a jackpot game state as a "jackpot" when the pachinko game is in a time-saving state (low probability state) (about 1 / 300 in this embodiment). That is, in the 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 probability variable 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.

[0270] FIG. 9(A) shows an example of the configuration of a jackpot type determination table stored in the ROM 101. The jackpot type determination table in this embodiment is a table that is referenced to determine the jackpot type as one of a plurality of types based on the random number value MR2 for jackpot type determination when it is determined that the special symbol display result is a "jackpot" and the jackpot game state is controlled. In the jackpot type determination table, a value (determination value) compared with the random number value MR2 for jackpot type determination is assigned to a plurality of types of jackpot types such as "non-variable jackpot", "variable jackpot A", "variable jackpot B", and "variable jackpot C" depending on whether the special symbol that is variably displayed (variably displayed) in the special symbol game is the first special symbol (special symbol game by the first special symbol display device 4A) or the second special symbol (special symbol game by the second special symbol display device 4B).

[0271] Here, the types of jackpots in this embodiment will be explained using Figure 9 (B).In this embodiment, the jackpot types are set to "certain variable jackpot A", "certain variable jackpot B", and "certain variable jackpot C", in which after the jackpot game state ends, special variable control and time-saving control are executed, resulting in a transition to a high-probability, high-base state, and "non-certain variable jackpot", in which after the jackpot game state ends, only time-saving control is executed, resulting in a transition to a low-probability, high-base state.

[0272] The jackpot game state by "probable jackpot A" is a normal opening jackpot in which the rounds that change the special variable winning ball device 7 to the first state that is advantageous to the player are repeated 10 times (so-called 10 rounds). On the other hand, the jackpot game state by "probable jackpot B" is a normal opening jackpot in which the rounds that change the special variable winning ball device 7 to the first state that is advantageous to the player are repeated 5 times (so-called 5 rounds). The jackpot game state by "probable jackpot C" is a normal opening jackpot in which the rounds that change the special variable winning ball device 7 to the first state that is advantageous to the player are repeated 2 times (so-called 2 rounds). Also, the jackpot game state by "non-probable jackpot" is a normal opening jackpot in which the rounds that change the special variable winning ball device 7 to the first state that is advantageous to the player are repeated 5 times (so-called 5 rounds). Therefore, "Chance jackpot A" is sometimes referred to as a 10-round (10R) chance jackpot, "Chance jackpot B" is sometimes referred to as a 5-round (5R) chance jackpot, and "Chance jackpot C" is sometimes referred to as a 2-round (2R) chance jackpot.

[0273] The variable probability control and time-saving control that are started after the end of the jackpot game state of the variable probability jackpot A to the variable probability jackpot C are ended on the condition that the state is controlled to the jackpot game state. In addition, the time-saving control that is started after the end of the non-variable probability jackpot game state is ended on the condition that the variable display is ended 100 times, or the state is controlled to the jackpot game state before the variable display is ended 100 times. Therefore, if the jackpot that occurs again is any of the variable probability jackpot A to the variable probability jackpot C, the variable probability control and time-saving control are executed again after the jackpot game state ends, so that the jackpot game state occurs continuously without going through the normal state, which is called a consecutive state. In other words, the variable probability state in this embodiment is a game state that continues until the variable display result becomes a jackpot regardless of the number of variable displays, while the time-saving state in this embodiment is a game state that is controlled to the normal state by executing the variable display 100 times unless the variable display result becomes a jackpot. For this reason, the time-saving state is also a gaming state that is controlled when a winning streak state may end.

[0274] In the example of the jackpot type determination table shown in Fig. 9(A), the allocation of the determination value to the jackpot types "probable jackpot A", "probable jackpot B", "probable jackpot C", and "non-probable jackpot" differs depending on whether the variably displayed special chart is the first special chart or the second special chart. That is, when the variably displayed special chart is the first special chart, a predetermined range of determination values ​​(values ​​in the range of "81" to "100") are assigned to the jackpot types "probable jackpot B" and "probable jackpot C" with fewer rounds, while when the variably displayed special chart is the second special chart, no determination value is assigned to the jackpot types "probable jackpot B" and "probable jackpot C". By such a setting, the ratio of determining the jackpot type to "probable jackpot B" or "probable jackpot C" with fewer rounds can be made different between the case where the jackpot type is determined to be one of a plurality of types based on the establishment of the first start condition for starting a special game using the first special symbol by the first special symbol display device 4A and the case where the jackpot type is determined to be one of a plurality of types based on the establishment of the second start condition for starting a special game using the second special symbol by the second special symbol display device 4B. In particular, in the special game using the second special symbol, the jackpot type is not determined to be "probable jackpot B" or "probable jackpot C" to control to a jackpot state with fewer rounds, so that, for example, in a game state where a game ball is likely to enter the second start winning hole formed by the variable winning ball device 6B due to the high opening control accompanying the time reduction control, frequent occurrence of a jackpot state with fewer winning balls can be avoided, and a decrease in the interest in the game can be prevented.

[0275] In addition, in the setting example of the jackpot type determination table shown in Figure 9 (A), the allocation of determination values ​​for the "non-probability variable" jackpot type is the same regardless of whether it is the first special chart special chart game or the second special chart, so the probability of a non-probability variable jackpot and the probability of a probability variable jackpot are the same regardless of whether it is the first special chart special chart game or the second special chart.

[0276] Therefore, as mentioned above, just as the allocation of judgment values ​​for "Special Variable Jackpot B" and "Special Variable Jackpot C" differs depending on whether it is the first special chart game or the second special chart, the allocation of judgment values ​​for "Special Variable Jackpot A" also differs depending on whether it is the first special chart game or the second special chart, and for "Special Variable Jackpot A", which has a larger number of rounds, it is set up so that it is easier to determine in the second special chart game than in the first special chart game.

[0277] In addition, in the case of the special chart game of the second special chart, a predetermined range of judgment values ​​different from that in the case of the special chart game of the first special chart may be assigned to the jackpot type of "probable jackpot B" or "probable jackpot C". For example, in the case of the special chart game of the second special chart, a smaller judgment value than that in the case of the special chart game of the first special chart may be assigned to the jackpot type of "probable jackpot B" or "probable jackpot C". Alternatively, regardless of whether it is the special chart game of the first special chart or the second special chart, the jackpot type may be determined by referring to common table data.

[0278] 10(A) and 10(B) show the variation patterns in this embodiment. In this embodiment, when the game state is a normal state (low probability low base state) and when the time-saving state or the probability change state (low probability high base state or high probability high base state), a plurality of variation patterns are prepared in advance for the cases where the variable display result is "miss" when the variable display state of the decorative pattern is "non-reach" and "reach", and for the case where the variable display result is "jackpot". The variation pattern corresponding to the case where the variable display result is "miss" and the variable display state of the decorative pattern is "non-reach" is called a non-reach variation pattern (also called a "non-reach miss variation pattern"), and the variation pattern corresponding to the case where the variable display result is "miss" and the variable display state of the decorative pattern is "reach" is called a reach variation pattern (also called a "reach miss variation pattern"). In addition, the non-reach fluctuation pattern and the reach fluctuation pattern are included in the miss fluctuation pattern corresponding to the case where the variable display result is "miss". The fluctuation pattern corresponding to the case where the variable display result is "jackpot" is called the jackpot fluctuation pattern.

[0279] The jackpot fluctuation pattern and the reach fluctuation pattern include a normal reach fluctuation pattern in which a reach performance of a normal reach is executed, and a super reach fluctuation pattern in which a reach performance of a super reach is executed.

[0280] In the present embodiment, when the game state is in the normal state (low probability low base state), the following patterns are provided as the super reach variation pattern: a pseudo consecutive performance including a temporary stop of a decorative symbol and a re-variable display is executed once during the variable display, and then the reach performance of the super reach α is executed via the normal reach, and the variable display result is a miss or a big hit (PA2-2, PB1-2); a variation pattern in which the reach performance of the super reach β is executed via the normal reach without executing the pseudo consecutive performance, and the variable display result is a miss or a big hit (PA2-3, PB1-3); and a variation pattern in which the reach performance of the super reach β is executed via the reach performance of the normal reach and the super reach α after the pseudo consecutive performance is executed twice, and the variable display result is a miss or a big hit (PA2-4, PB1-4). The reach performance of the super reach α in this embodiment corresponds to the weak S reach performance described later, and the reach performance of the super reach β corresponds to the strong S reach performance A and the strong S reach performance B described later.

[0281] In addition, when the game state is a time-saving state or a probability variable state (low probability high base state or high probability high base state), as the super reach variation pattern, a variation pattern (PA2-6, PB1-6) in which the reach performance of the super reach γ is executed via the normal reach, and the variable display result is a miss or a big hit, and a variation pattern (PA2-7, PB1-7) in which the reach performance of the super reach δ is executed via the normal reach, and the variable display result is a miss or a big hit are provided. In addition, the reach performance of the super reach γ in this embodiment corresponds to the weak S reach performance described later, and the reach performance of the super reach δ corresponds to the strong S reach performance A and the strong S reach performance B described later.

[0282] As shown in FIG. 10, the special chart fluctuation time of the normal reach fluctuation pattern in which the reach performance of the normal reach in this embodiment is executed is set shorter than that of the super reach fluctuation pattern.

[0283] In addition, in this embodiment, the variable display result is set to have a higher probability of becoming a "jackpot" in the order of super reach, normal reach, and non-reach, so that in the normal reach variation pattern and super reach variation pattern, the longer the special chart variation time, the higher the probability of winning.

[0284] In addition, in this embodiment, as described later, these fluctuation patterns are determined using only the random number value MR3 for determining the fluctuation pattern, but the present invention is not limited to this. For example, in addition to the random number value MR3 for determining the fluctuation pattern, a random number value for determining the type of fluctuation pattern may be provided, and the type of fluctuation pattern may first be determined from these random number values ​​for determining the type of fluctuation pattern, and then the fluctuation pattern belonging to the determined type may be determined.

[0285] 11 is an explanatory diagram of a method for determining a variation pattern in this embodiment. In this embodiment, the variation pattern determination table to be selected is changed depending on the display result of the variable display to be executed, the number of reserved memories, the game state, etc.

[0286] Specifically, as shown in Fig. 11(A) to Fig. 11(D), when the game state is normal (low base state) and the variable display result is a miss, if the reserved memory number (same type reserved memory number) of the special symbol that executes the variable display is 1 or less, the variable pattern is determined based on the miss variable pattern determination table A and the value of the random number value MR3, if the reserved memory number of the special symbol that executes the variable display is 2, the variable pattern is determined based on the miss variable pattern determination table B and the value of the random number value MR3, and if the reserved memory number of the special symbol that executes the variable display is 3, the variable pattern is determined based on the miss variable pattern determination table C and the value of the random number value MR3. Also, when the game state is time-saving state or probability variable state (high base state) and the variable display result is a miss, the variable pattern is determined based on the miss variable pattern determination table D and the value of the random number value MR3. Then, as shown in Figures 11(E) and 11(F), when the game state is normal (low base state) and the variable display result is a jackpot, the fluctuation pattern is determined based on the jackpot fluctuation pattern determination table A and the value of the random number value MR3, and when the game state is time-saving state or high probability state (high base state) and the variable display result is a jackpot, the fluctuation pattern is determined based on the jackpot fluctuation pattern determination table B and the value of the random number value MR3.

[0287] For example, as shown in FIG. 11(A), when the miss fluctuation pattern determination table A is selected, if the value of the random number value MR3 is within the range of 1 to 660, the fluctuation pattern is determined to be a non-reach miss fluctuation pattern (PA1-1) without shortening, if the value of the random number value MR3 is within the range of 661 to 900, the fluctuation pattern is determined to be a normal reach miss fluctuation pattern (PA2-1), if the value of the random number value MR3 is within the range of 901 to 970, the fluctuation pattern is determined to be a fluctuation pattern (PA2-2) in which a pseudo consecutive performance is executed once and then a normal reach results in a super reach α miss, if the value of the random number value MR3 is within the range of 971 to 990, the fluctuation pattern is determined to be a fluctuation pattern (PA2-3) in which a normal reach results in a super reach β miss, if the value of the random number value MR3 is within the range of 991 to 997, the fluctuation pattern is determined to be a fluctuation pattern (PA2-4) in which a pseudo consecutive performance is executed twice and then a normal reach and a super reach α results in a super reach β miss.

[0288] Also, as shown in FIG. 11(B), when the miss fluctuation pattern determination table B is selected, if the value of the random number value MR3 is within the range of 1 to 700, the fluctuation pattern is determined to be the shortened non-reach miss fluctuation pattern (PA1-2), if the value of the random number value MR3 is within the range of 701 to 900, the fluctuation pattern is determined to be the normal reach miss fluctuation pattern (PA2-1), if the value of the random number value MR3 is within the range of 901 to 970, the fluctuation pattern is determined to be the fluctuation pattern (PA2-2) in which the pseudo consecutive performance is executed once and then the normal reach becomes a super reach α miss, if the value of the random number value MR3 is within the range of 971 to 990, the fluctuation pattern is determined to be the fluctuation pattern (PA2-3) in which the normal reach becomes a super reach β miss, if the value of the random number value MR3 is within the range of 991 to 997, the fluctuation pattern is determined to be the fluctuation pattern (PA2-4) in which the pseudo consecutive performance is executed twice and then the normal reach and the super reach α become a super reach β miss.

[0289] Also, as shown in FIG. 11(C), when the miss fluctuation pattern determination table C is selected, if the value of the random number value MR3 is within the range of 1 to 750, the fluctuation pattern is determined to be the shortened non-reach miss fluctuation pattern (PA1-3), if the value of the random number value MR3 is within the range of 751 to 900, the fluctuation pattern is determined to be the normal reach miss fluctuation pattern (PA2-1), if the value of the random number value MR3 is within the range of 901 to 970, the fluctuation pattern is determined to be the fluctuation pattern (PA2-2) in which the pseudo consecutive performance is executed once and then the normal reach becomes a super reach α miss, if the value of the random number value MR3 is within the range of 971 to 990, the fluctuation pattern is determined to be the fluctuation pattern (PA2-3) in which the normal reach becomes a super reach β miss, if the value of the random number value MR3 is within the range of 991 to 997, the fluctuation pattern is determined to be the fluctuation pattern (PA2-4) in which the pseudo consecutive performance is executed twice and then the normal reach and the super reach α become a super reach β miss.

[0290] Also, as shown in FIG. 11(D), when the loss fluctuation pattern determination table D is selected, if the value of the random number value MR3 is within the range of 1 to 300, the fluctuation pattern is determined to be the short non-reach loss fluctuation pattern (PA1-4), if the value of the random number value MR3 is within the range of 301 to 550, the fluctuation pattern is determined to be the non-reach loss fluctuation pattern (PA2-5), and if the value of the random number value MR3 is within the range of 551 to 750, the fluctuation pattern is determined to be the non-reach loss fluctuation pattern (PA1-6). If the value of the random number value MR3 is within the range of 751 to 900, the fluctuation pattern is determined to be a normal reach miss fluctuation pattern (PA2-5), if the value of the random number value MR3 is within the range of 901 to 970, the fluctuation pattern is determined to be a normal reach via a super reach γ miss fluctuation pattern (PA2-6), and if the value of the random number value MR3 is within the range of 971 to 997, the fluctuation pattern is determined to be a normal reach via a super reach δ miss fluctuation pattern (PA2-7).

[0291] Also, as shown in FIG. 11(E), when the jackpot fluctuation pattern determination table A is selected, if the value of the random number value MR3 is within the range of 1 to 30, the fluctuation pattern is determined to be a normal reach jackpot fluctuation pattern (PB1-1), if the value of the random number value MR3 is within the range of 31 to 200, the fluctuation pattern is determined to be a fluctuation pattern (PB1-2) that results in a super reach α jackpot after one pseudo consecutive performance via a normal reach, if the value of the random number value MR3 is within the range of 201 to 500, the fluctuation pattern is determined to be a fluctuation pattern (PB1-3) that results in a super reach β jackpot via a normal reach, and if the value of the random number value MR3 is within the range of 501 to 997, the fluctuation pattern is determined to be a fluctuation pattern (PB1-4) that results in a super reach β jackpot after two pseudo consecutive performances via a normal reach and a super reach α.

[0292] Also, as shown in FIG. 11(F), when the jackpot fluctuation pattern determination table B is selected, if the value of the random number value MR3 is within the range of 1 to 100, the fluctuation pattern is determined to be a non-reach jackpot fluctuation pattern (PB1-5), if the value of the random number value MR3 is within the range of 101 to 400, the fluctuation pattern is determined to be a fluctuation pattern (PB1-6) that results in a super reach γ jackpot via a normal reach, and if the value of the random number value MR3 is within the range of 401 to 997, the fluctuation pattern is determined to be a fluctuation pattern (PB1-7) that results in a super reach δ jackpot via a normal reach.

[0293] In this embodiment, when the variable display result is a jackpot, the variable pattern is determined at a rate of 1 regardless of the type of jackpot, but the present invention is not limited to this, and the determination rate of multiple variable patterns for jackpots may be different depending on the type of jackpot. By doing so, the player can pay attention to which variable display of the variable pattern resulted in the jackpot, which can increase the interest in the game.

[0294] The RAM 102 provided in the game control microcomputer 100 shown in FIG. 2 may be a backup RAM, part or all of which is backed up by a backup power source created in a predetermined power supply board. In other words, even if the power supply to the pachinko game machine 1 is stopped, part or all of the contents of the RAM 102 are stored for a predetermined period (until the capacitor serving as the backup power source discharges and the backup power source is unable to supply power). In particular, at least the data corresponding to the game state, i.e., the control state of the game control means (such as a special chart process flag) and the data indicating the number of unpaid winning balls may be stored in the backup RAM. The data corresponding to the control state of the game control means is data necessary to restore the control state to before the occurrence of a power outage, etc., based on the data, when the power is restored after a power outage, etc. occurs. In addition, the data corresponding to the control state and the data indicating the number of unpaid winning balls are defined as data indicating the progress state of the game.

[0295] In such a RAM 102, as an area for storing various data used to control the progress of the game in the pachinko game machine 1, for example, a game control data storage area 006SG150 as shown in Fig. 12 is provided. The game control data storage area 006SG150 shown in Fig. 12 includes a first special chart reserve memory section 006SG151A, a second special chart reserve memory section 006SG151B, a normal chart reserve memory section 006SG151C, a game control flag setting section 006SG152, a game control timer setting section 006SG153, a game control counter setting section 006SG154, and a game control buffer setting section 006SG155.

[0296] The first special symbol reserve memory unit 006SG151A stores the reserved data of a special symbol game (a special symbol game using the first special symbol in the first special pattern display device 4A) in order of winning, in which a start winning (first start winning) has occurred when a game ball has passed (entered) the first start winning port formed by the winning ball device 6A.

[0297] The second special symbol reserve memory unit 006SG151B stores the reserved data of a special symbol game (a special symbol game using the second special symbol in the second special pattern display device 4B) in order of winning, in which a start winning (second start winning) has occurred when a game ball has passed (entered) the second start winning port formed by the variable winning ball device 6B.

[0298] As an example, the first special chart reserve memory unit 006SG151A associates the reserved number with the order of winning (the order of detection of the game ball) into the first start winning port, and stores numerical data indicating a random number value MR1 for determining the variable display result, a random number value MR2 for determining the type of win, and a random number value MR3 for determining the fluctuation pattern, which are extracted by the CPU 103 from the random number circuit 104, etc. based on the establishment of the first start condition when the game ball passes (enters) as reserved data until the number of memories reaches a predetermined upper limit value (for example, "4"). In addition, the second special chart reserve memory unit 006SG151B associates the reserved number with the order of winning (the order of detection of the game ball) into the second start winning port, and stores numerical data indicating the random number value MR1 for determining the variable display result, the random number value MR2 for determining the type of winning, and the random number value MR3 for determining the fluctuation pattern, which are extracted by the CPU 103 from the random number circuit 104, etc. based on the establishment of the first start condition when the game ball passes (enters) as reserved data until the number of stored data reaches a predetermined upper limit value (for example, "4").

[0299] In this way, the reserved data stored in the first special chart reserved memory unit 006SG151A or the second special chart reserved memory unit 006SG151B indicates that the execution of a special chart game using the first special chart or a special chart game using the second special chart is reserved, and becomes reserved information that makes it possible to determine whether or not a jackpot will be reached based on the variable display result (special chart display result) in these special chart games.

[0300] In this embodiment, when the pending information (first pending information) based on the establishment of the first start condition by the game ball passing through (entering) the first start winning port and the pending information (second pending information) based on the establishment of the second start winning condition by the game ball passing through (entering) the second start winning port are stored in separate pending memory units in correspondence with the pending numbers, the variable display based on the second pending memory information is executed in priority over the variable display based on the first pending information.

[0301] The regular symbol reserve memory unit 006SG151C stores reserved information for regular symbol games that have not yet been started by the regular symbol display device 20, even though the game ball has been detected by the gate switch 21. For example, the regular symbol reserve memory unit 006SG151C associates the game ball with a reserved number in the order in which it is detected by the gate switch 21, and stores, as reserved data, numerical data indicating a random number value MR4 for determining the regular symbol display result extracted by the CPU 103 from the random number circuit 104, etc., based on the passage of the game ball, until the number reaches a predetermined upper limit value (for example, "4").

[0302] The game control flag setting unit 006SG152 is provided with a plurality of types of flags whose states can be updated according to the progress of a game in the pachinko game machine 1. For example, the game control flag setting unit 006SG152 stores data indicating the value of the flag and data indicating the ON or OFF state for each of the plurality of types of flags.

[0303] The game control timer setting unit 006SG153 is provided with various timers used to control the progress of a game in the pachinko game machine 1. For example, the game control timer setting unit 006SG153 stores data indicating timer values ​​of each of a plurality of types of timers.

[0304] The game control counter setting unit 006SG154 is provided with a plurality of types of counters for counting count values ​​used to control the progress of a game in the pachinko game machine 1. For example, the game control counter setting unit 006SG154 stores data indicating the count values ​​of each of the plurality of types of counters. Here, the game control counter setting unit 006SG154 may be provided with a random counter for counting part or all of the game random numbers in a manner that allows the CPU 103 to update them by software.

[0305] In the random counter of the game control counter setting unit 006SG154, random numbers not generated by the random number circuit 104, for example, numerical data indicating random numbers MR1 ​​to MR4, are stored as random count values, and the numerical data indicating each random number value is updated periodically or irregularly according to the execution of software by the CPU 103. The software executed by the CPU 103 to update the random count value may be for updating the random count value separately from the updating operation of the numerical data in the random number circuit 104, or may be for updating the random count value by performing a predetermined process such as a scramble process or an arithmetic process on all or a part of the numerical data extracted from the random number circuit 104.

[0306] The game control buffer setting unit 006SG155 is provided with various buffers for temporarily storing data used to control the progress of a game in the pachinko game machine 1. For example, the game control buffer setting unit 006SG155 stores data indicating buffer values ​​in each of a plurality of types of buffers.

[0307] In addition to the performance control program, the ROM 121 mounted on the performance control board 12 shown in Fig. 2 stores various data tables used to control performance operations. For example, the ROM 121 stores table data constituting a plurality of judgment tables prepared for the performance control CPU 120 to make various judgments, decisions, and settings, pattern data constituting various performance control patterns, and the like.

[0308] As an example, the ROM 121 stores a performance control pattern table that stores a plurality of performance control patterns that the performance control CPU 120 uses to control performance operations by various performance devices (for example, the image display device 5, speakers 8L, 8R, game effect lamp 9, decorative LEDs, performance models, etc.). The performance control patterns correspond to various performance operations executed according to the progress of the game in the pachinko game machine 1 and are composed of data indicating the control contents. The performance control pattern table may store, for example, a performance control pattern for when a special chart is displayed variably, a notice performance control pattern, various performance control patterns, etc.

[0309] The RAM 122 mounted on the performance control board 12 shown in Fig. 2 is provided with a performance control data holding area 006SG190 as shown in Fig. 13(A) as an area for holding various data used to control performance operations. The performance control data holding area 006SG190 shown in Fig. 13(A) includes a performance control flag setting unit 006SG191, a performance control timer setting unit 006SG192, a performance control counter setting unit 006SG193, and a performance control buffer setting unit 006SG194.

[0310] The performance control flag setting unit 006SG191 is provided with a plurality of types of flags whose states can be updated according to a performance operation state, such as the display state of a performance image on the screen of the image display device 5, and a performance control command transmitted from the main board 11. For example, the performance control flag setting unit 006SG191 stores data indicating the value of the flag and data indicating the on or off state for each of the plurality of types of flags.

[0311] The performance control timer setting unit 006SG192 is provided with a plurality of types of timers used to control the progress of various performance operations, such as the display operation of a performance image on the screen of the image display device 5. For example, the performance control timer setting unit 006SG192 stores data indicating timer values ​​of each of the plurality of types of timers.

[0312] The performance control counter setting unit 006SG193 is provided with a plurality of types of counters used to control the progress of various performance operations. For example, the performance control counter setting unit 006SG193 stores data indicating the count values ​​of the respective types of counters.

[0313] The performance control buffer setting unit 006SG194 is provided with various buffers for temporarily storing data used to control the progress of various performance operations. For example, the performance control buffer setting unit 006SG194 stores data indicating buffer values ​​in each of a plurality of types of buffers.

[0314] In this embodiment, data constituting the start winning time receiving command buffer 006SG194A as shown in FIG. 13(B) is stored in a predetermined area of ​​the performance control buffer setting unit 006SG194. The start winning time receiving command buffer 006SG194A has a storage area (area corresponding to buffer numbers "1-1" to "1-4") corresponding to the maximum value of the total reserved memory number of the first special symbol reserved memory (for example, "4") and a storage area (area corresponding to buffer number "1-0") corresponding to the first special symbol being variably displayed. The start winning time receiving command buffer 006SG194A also has a storage area (area corresponding to buffer numbers "2-1" to "2-4") corresponding to the maximum value of the total reserved memory number of the second special symbol reserved memory (for example, "4") and a storage area (area corresponding to buffer number "2-0") corresponding to the second special symbol being variably displayed. When a start winning occurs in the first start winning port or the second start winning port, a set of four commands, namely, a start winning port winning designation command (first start winning port winning designation command or second start winning port winning designation command), a reserved memory number notification command (first reserved memory number notification command or second reserved memory number notification command), a pattern designation command, and a variable category command, are transmitted from the main board 11 to the performance control board 12. The storage area corresponding to the first special pattern reserved memory and the storage area corresponding to the second special pattern reserved memory in the start winning reception command buffer 006SG194A are provided with storage areas (entries) for storing these start winning port winning designation command, reserved memory number notification command, pattern designation command, and variable category command separately in the first special pattern reserved memory and the second special pattern reserved memory.

[0315] The contents of these storage areas (entries) are shifted up one by one as described below when the start condition is met and variable display of the top-level reserved memory (buffer number "1-1" or buffer number "2-1") is started, and the contents of buffer number "1-0" or buffer number "2-0", which stores the contents of the reserved memory for which the start condition is met, are cleared in the special chart hit waiting process executed when the variable display is ended.

[0316] Furthermore, in this embodiment, the start winning time receiving command buffer 006SG194A has a memory area reserved for each storage area (entry) so that a hold display flag in which a flag value corresponding to the display pattern (display mode) of the hold memory display is set, and a continuous breaking effect flag which can identify whether or not the player is the target of the continuous breaking effect described below can be stored in correspondence with each buffer number corresponding to the first special chart hold memory and the second special chart hold memory.

[0317] In addition, in the hold display effect determination process described later, if the execution of the hold display effect is not determined, "0" corresponding to the display pattern of the normal hold display is stored in the hold display flag, and if the execution of the hold display effect is determined, "1" (square (◇)) or "2" (star (☆)) corresponding to the display pattern of the hold memory display in a special mode (e.g., square (◇) or star (☆)) different from the normal display mode is set. After the hold display effect determination process is executed, the hold display update process described later is executed, so that the active display and the hold display are displayed in a display mode according to each hold display flag (e.g., if the value of the hold display flag is "0", a white circle (○), if the value of the hold display flag is "1", a square (◇), and if the value of the hold display flag is "2", a star (☆) is displayed. In addition, the value of the continuous break effect flag is set in the continuous break effect setting process (see FIG. 26) described later.

[0318] When a start winning is made to the first start winning port, the CPU 120 for controlling the performance stores the command from the top (the entry with the smallest buffer number) of the free entry corresponding to the first special symbol reserved memory of the start winning receiving command buffer 006SG194A, and when a start winning is made to the second start winning port, the CPU 120 stores the command from the top (the entry with the smallest buffer number) of the free entry corresponding to the second special symbol reserved memory of the start winning receiving command buffer 006SG194A. When a start winning is made, the start winning port designation command, the reserved memory number notification command, the pattern designation command, and the variable category command are transmitted in sequence. Therefore, when the command is received, the start winning port designation command, the reserved memory number notification command, the pattern designation command, and the variable category command are stored in sequence in the storage areas corresponding to the end "0" to "4" of the buffer numbers corresponding to the first special symbol reserved memory or the second special symbol reserved memory.

[0319] As for the commands stored in the start winning reception command buffer 006SG194A shown in FIG. 13(B), each time the variable display of the decorative pattern is started, the ones stored in the entry (entry of buffer number "1-0" or "2-0") corresponding to the reserved memory of the variable display that has just ended are deleted, and the ones stored in the entry (entry corresponding to buffer number "1-1" or "2-1") corresponding to the reserved memory of the variable display that is to start and the memory contents of the entry after the reserved memory of the variable display that is to start are shifted. For example, when the variable display of the decorative pattern of the first special pattern reserved memory is ended in the storage state shown in FIG. 13(B), each command stored in the buffer number "0" is deleted, each command stored in the buffer number "0" is shifted to the buffer number "0", each command stored in the area corresponding to the buffer number "2" is shifted to the area corresponding to the buffer number "0", and each command stored in the area corresponding to the buffer numbers "3" and "4" is shifted to the area corresponding to the buffer numbers "2" and "3". Therefore, buffer number "0" becomes an area (entry) for storing each command related to the reserved memory that is variably displayed at that time.

[0320] (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described.

[0321] (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. 14 is a flowchart showing the game control main process executed by the CPU 103 in the main board 11.

[0322] In the game control main process shown in Fig. 14, 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 ports, etc.), and setting the RAM 102 to be accessible.

[0323] 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.

[0324] If the recovery condition is met (step S3; Yes), recovery pro...

Claims

[Claim 1] A gaming machine that can be controlled to a favorable state for a player by performing a variable display of a performance pattern in response to the variable display of identification information, A display means is provided, The display means is A cracked image can be displayed in a specific display layer; A special image related to a variable display, which is an image different from the performance pattern, can be displayed in a special display layer having a higher priority than the specific display layer; The display pattern of the cracked image includes a first pattern in which the cracked image is displayed after displaying a suggestive image suggesting that the cracked image will be displayed, and a second pattern in which the cracked image is displayed without displaying the suggestive image, In a normal state, the cracked image according to the first pattern can be displayed, and the cracked image according to the second pattern is not displayed, In a special state in which an average period of a variable display period is shorter than that in the normal state, the cracked image according to the second pattern can be displayed, and the cracked image according to the first pattern is not displayed; The degree of expectation that the game will be controlled to the advantageous state when the cracked image is displayed by the first pattern is different from the degree of expectation that the game will be controlled to the advantageous state when the cracked image is displayed by the second pattern, When the cracked image is displayed by the first pattern, a predetermined sound corresponding to the cracked image is output, whereas when the cracked image is displayed by the second pattern, the predetermined sound is not output. A gaming machine characterized by:

Citation Information

Patent Citations

  • Game machine

    JP2017209415A

  • Game machine

    JP2018023805A

  • Game machine

    JP2018050883A

  • Pachinko game machine

    JP2020115911A

  • Game machine

    JP2020127593A