Gaming machine

The gaming machine improves gaming appeal by executing special performances and varying music volumes based on game states, enhancing player engagement through character voices and effects.

JP7698622B2Active Publication Date: 2025-06-25SANKYO CO LTD
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Patent Information

Application Number
JP2022187641
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-11-24
Publication Date
2025-06-25
Estimated Expiration
2042-11-24

AI Technical Summary

Technical Problem

Existing gaming machines lack enhancements in effects and music output to further enhance gaming appeal and performance.

Method used

A gaming machine that can be controlled to a favorable state for the player, featuring performance execution means to execute special performances and sound output means to output specific music pieces at varying volumes based on the game state, incorporating voices of specific characters.

Benefits of technology

The integration of character voices and varying music volumes during game states increases player engagement and enhances the overall gaming experience by attracting attention to in-game effects.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine capable of enhancing game amusement and performance effect, with regard to execution of a performance and output of music.SOLUTION: Performance execution means can execute a special performance. Sound output means can output specific music during an advantageous state. In the special performance, a part of lyrics contained in the specific music is used. The specific music includes voice corresponding to a specific character, and is output when the special performance is executed. The performance execution means can execute a predetermined performance that uses the voice corresponding to the specific character when the special performance is executed and the specific music is output. The specific music is output at a lower volume when it is output during the predetermined performance than when it is output during the advantageous state, and is output at a higher volume when it is output after the predetermined performance than when it is output during the predetermined performance.SELECTED DRAWING: Figure 8-1
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Description

Technical Field

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

Background Art

[0002] As a gaming machine, a game ball, which is a game medium, is launched into a game area by a launching device, and when the game ball wins in a winning area such as a winning hole provided in the game area, a predetermined number of prize balls are paid out to the player. Further, there is a gaming machine provided with a variable display device capable of variably displaying (also referred to as "fluctuating") identification information, and when the display result of the variable display of the identification information in the variable display device becomes a specific display result, the gaming state (the state of the gaming machine. Therefore, specifically, the state in which the gaming machine is controlled.) is changed to give a predetermined gaming value to the player (so-called pachinko machine).

[0003] Note that the gaming value means that the state of a variable winning ball device provided in the game area of the gaming machine becomes a state advantageous to a player for whom it is easy for a hit ball to win, or a right for the player to be in an advantageous state is generated, or the state in which the conditions for paying out prize balls are likely to be satisfied.

[0004] In a pachinko gaming machine, when a specific display mode determined in advance is derived and displayed as a display result of variable display of special symbols (identification information) started in a variable display device based on the winning of a game ball in a start winning opening, a "big win" occurs. Note that the derived display means finally stopping and displaying the symbols (the final stop symbols). When a big win occurs, for example, it shifts to a big win gaming state where a big winning opening is opened a predetermined number of times and it is easy for the hit balls to win. And in each opening period, when there are winnings in a predetermined number (for example, 10) of big winning openings, the big winning openings are closed. And the number of times the big winning openings are opened is fixed at a predetermined number (for example, 15 rounds). Note that for each opening, an opening time (for example, 29 seconds) is determined, and even if the number of winnings does not reach the predetermined number, the big winning openings are closed when the opening time has elapsed. Hereinafter, the opening period of each big winning opening may be referred to as a round. Also, the game in a round may be referred to as a round game.

[0005] Also, in the variable display device, symbols other than the symbol that becomes the final stop symbol (for example, the middle symbol among the left, middle, and right symbols) continue for a predetermined time and stop, swing, expand and contract or deform in a state that matches a specific display result, or a plurality of symbols fluctuate synchronously with the same symbol or the positions of the display symbols are swapped, and the state where the possibility of a big win continues before the final result is displayed (hereinafter, these states are referred to as reach states). The effect performed in such a state is called a reach effect. Also, the reach state and its state are called the reach mode. Furthermore, the variable display including the reach effect is called a reach variable display. And when the display result of the symbols variably displayed on the variable display device is not a specific display result, it is a "miss" and the variable display state ends. The player enjoys the game while looking forward to how to cause a big win.

[0006] In such a gaming machine, for example, Patent Document 1 describes outputting a music piece according to the effect being executed.

Prior Art Documents

Patent Documents

[0007] Patent Document 1 Japanese Patent Application Laid-Open No. 2019-150473 Summary of the Invention Problems to be Solved by the Invention

[0008] However, in the gaming machine described in Patent Document 1, there is room for improvement in terms of executing effects and outputting music in order to further enhance the gaming appeal and the effect of the performance.

[0009] Therefore, an object of the present invention is to provide a gaming machine capable of improving the gaming appeal and the effect of the performance with respect to the execution of effects and the output of music. Means for Solving the Problems

[0010] (A) A gaming machine that can be controlled to a favorable state advantageous to a player, performance execution means capable of executing a performance, sound output means capable of outputting sound, and the performance execution means is capable of executing a special performance, the sound output means is capable of outputting a specific music piece during the favorable state, the special performance is a performance using a part of the lyrics included in the specific music piece, the specific music piece is a music piece including a voice corresponding to a specific character, can be output when the special performance is executed, the performance execution means is capable of executing a predetermined performance using the voice corresponding to the specific character when the special performance is executed and the specific music piece is being output, the predetermined performance includes a first predetermined performance and a second predetermined performance, the specific music piece can be output at a louder volume during the first predetermined performance than during the second predetermined performance, can be output at a louder volume during the favorable state than during the first predetermined performance and the second predetermined performance, can be output at a louder volume after the first predetermined performance and after the second predetermined performance than during the first predetermined performance and the second predetermined performance. A gaming machine characterized by the above. (1)A gaming machine that can be controlled to an advantageous state (e.g., a jackpot gaming state) advantageous to a player, comprising an effect execution means (e.g., the part where the effect control CPU 120 executes the process of step S172) capable of executing an effect, and a sound output means (e.g., speakers 8L, 8R) capable of outputting sound. The effect execution means is capable of executing a special effect (e.g., a pseudo continuous effect using the lyrics shown in FIGS. 8-43(6-1')(6-2') and FIGS. 8-45(24') to FIGS. 8-46(25-1')(25-2')). The sound output means is capable of outputting a specific music piece (e.g., specific music piece B) during the advantageous state. The special effect is an effect using a part of the lyrics included in the specific music piece. The specific music piece is a music piece that includes a voice corresponding to a specific character (e.g., the ally character Mumu). When the special effect is executed (e.g., the part where specific music piece B is output from the timings of FIGS. 8-43(7') and FIGS. 8-45(24'), see FIG. 8-51), the effect execution means is capable of executing a predetermined effect (e.g., the conversation effect shown in FIGS. 8-44(12') to FIGS. 8-45(20') and the roulette effect shown in FIGS. 8-47(30') to FIGS. 8-48(40')) using the voice corresponding to the specific character when the special effect is executed and the specific music piece is being output. The specific music piece is output at a lower volume when it is output during the predetermined effect than when it is output during the advantageous state (e.g., during the jackpot game, it is output from speakers 8L, 8R at the standard volume, while during the conversation effect, it is output from speakers 8L, 8R at half of the standard volume, and during the roulette effect, it is output from speakers 8L, 8R at volume 0. See FIG. 8-55). When it is output after the predetermined effect, it is output at a higher volume than when it is output during the predetermined effect (e.g., during the conversation effect, it is output from speakers 8L, 8R at half of the standard volume, and during the roulette effect, it is output from speakers 8L, 8R at volume 0, while after their end, it is output from speakers 8L, 8R at the standard volume. See FIG. 8-55). According to such a configuration, the specific music piece is output with the voice of the specific character, and even when the specific music piece is being output, it is possible to output the voice of a specific character different from the voice of the specific character used in the specific music piece, thereby attracting attention to the effect using the voice of the specific character while outputting the specific music piece.

[0011] Furthermore, the present invention may have only the invention-specific matters described in the claims of the present invention, or may have configurations other than the invention-specific matters together with the invention-specific matters described in the claims of the present invention.

Brief Description of the Drawings

[0012]

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Mode for Carrying Out the Invention

[0013] (Basic Explanation) First, the basic configuration and control of the pachinko machine 1 (which is also the configuration and control of a general pachinko machine) will be described.

[0014] (Configuration, etc. of the pachinko machine 1) FIG. 1 is a front view of the pachinko machine 1, showing the layout of the main members. The pachinko machine (game machine) 1 is roughly composed of a game board (gauge board) 2 constituting the game board surface and a game machine frame (base frame) 3 that supports and fixes the game board 2. A game area is formed on the game board 2, and game balls as game media are launched from a predetermined ball shooting device and driven into this game area.

[0015] At a predetermined position of the game board 2 (in the example shown in FIG. 1, on the right side of the game area), a first special symbol display device 4A and a second special symbol display device 4B that perform variable display (also called a special symbol game) of a plurality of types of special identification information as special symbols (also called special figures) are provided. These are each composed of 7-segment LEDs or the like. The special symbol is represented by a lighting pattern such as a number indicating "0" to "9" or "-". The special symbol may include a pattern in which all the LEDs are turned off.

[0016] Note that the "variable display" of the special symbol means, for example, variably displaying a plurality of types of special symbols (the same applies to other symbols described later). Examples of the variation include updated display of a plurality of symbols, scroll display of a plurality of symbols, deformation of one or more symbols, enlargement / reduction of one or more symbols, etc. In the variation of the special symbol or the ordinary symbol described later, a plurality of types of special symbols or ordinary symbols are updated and displayed. In the variation of the decorative symbol described later, a plurality of types of decorative symbols are scroll-displayed or updated and displayed, or one or more decorative symbols are deformed or enlarged / reduced. Note that the variation also includes a mode of blinking display of a certain symbol. At the end of the variable display, a predetermined special symbol is stopped and displayed (also referred to as derivation or derivation display, etc.) as the display result (the same applies to the variable display of other symbols described later). Note that the variable display may be expressed as a variable display or a variation.

[0017] Note that the special symbol variably displayed in the first special symbol display device 4A is also referred to as the "first special symbol diagram", and the special symbol variably displayed in the second special symbol display device 4B is also referred to as the "second special symbol diagram". Also, the special symbol diagram game using the first special symbol diagram is referred to as the "first special symbol diagram game", and the special symbol diagram game using the second special symbol diagram is also referred to as the "second special symbol diagram game". Note that there may be one type of special symbol display device that performs the variable display of the special symbol.

[0018] An image display device 5 is provided near the center of the game area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display device), an organic EL (Electro Luminescence), etc., and displays various effect images. The image display device 5 may be composed of a projector and a screen. Various effect images are displayed on the image display device 5.

[0019] For example, on the screen of the image display device 5, in synchronization with the first special figure game and the second special figure game, variable display of a plurality of types of decorative identification information different from the special symbols (such as symbols indicating numbers, etc.) is performed. Here, in synchronization with the first special figure game or the second special figure game, the decorative symbols are variably displayed (for example, scrolled up and down or updated) in the respective decorative symbol display areas 5L, 5C, and 5R of "left", "center", and "right". Note that the special figure games executed in synchronization and the variable display of the decorative symbols are collectively referred to simply as variable display.

[0020] On the screen of the image display device 5, a display area for displaying a hold display corresponding to the variable display on hold and an active display corresponding to the variable display in progress may be provided. The hold display and the active display are collectively referred to as a variable display corresponding display corresponding to the variable display.

[0021] The number of variable displays on hold is also referred to as the hold memory number. The hold memory number corresponding to the first special figure game is also referred to as the first hold memory number, and the hold memory number corresponding to the second special figure game is also referred to as the second hold memory number. Also, the sum of the first hold memory number and the second hold memory number is also referred to as the total hold memory number.

[0022] Also, at a predetermined position of the game board 2, a first hold display device 25A and a second hold display device 25B each including a plurality of LEDs are provided. The first hold display device 25A displays the first hold memory number by the number of lit LEDs, and the second hold display device 25B displays the second hold memory number by the number of lit LEDs.

[0023] Below the image display device 5, a winning ball device 6A and a variable winning ball device 6B are provided.

[0024] The winning ball device 6A forms, for example, a first starting winning opening that is always kept in a certain open state in which game balls can enter by a predetermined ball receiving member. When a game ball enters the first starting winning opening, a predetermined number (for example, 3) of prize balls are paid out, and the first special figure game can be started.

[0025] The variable winning ball device 6B (ordinary electric accessory) forms a second starting winning opening that changes between a closed state and an open state by means of a solenoid 81 (see Fig. 2). The variable winning ball device 6B includes, for example, an electric tulip-type accessory having a pair of movable wing pieces. When the solenoid 81 is in the off state, the movable wing pieces are in the vertical position, so that the tips of the movable wing pieces approach the winning ball device 6A, and the second starting winning opening enters a closed state in which game balls do not enter (it is also said that the second starting winning opening is in the closed state). On the other hand, in the variable winning ball device 6B, when the solenoid 81 is in the on state, the movable wing pieces are in the tilted position, so that the second starting winning opening enters an open state in which game balls can enter (it is also said that the second starting winning opening is in the open state). When a game ball enters the second starting winning opening, a predetermined number (for example, three) of prize balls are paid out, and the second special figure game can be started. Note that the variable winning ball device 6B only needs to be able to change between a closed state and an open state, and is not limited to including an electric tulip-type accessory.

[0026] At predetermined positions on the game board 2 (in the example shown in Fig. 1, four positions in the lower left and right of the game area), general winning openings 10 that are always kept in a certain open state by predetermined ball receiving members are provided. In this case, when a game ball enters any of the general winning openings 10, a predetermined number (for example, ten) of game balls are paid out as prize balls.

[0027] Below the winning ball device 6A and the variable winning ball device 6B, a special variable winning ball device 7 having a large winning opening is provided. The special variable winning ball device 7 includes a large winning opening door that is driven to open and close by a solenoid 82 (see Fig. 2), and forms a large winning opening as a specific area that changes between an open state and a closed state by the large winning opening door.

[0028] As an example, in the special variable winning ball device 7, when the solenoid 82 for the large winning opening door (for the special electric accessory) is in the off state, the large winning opening door closes the large winning opening so that game balls cannot enter (pass through) the large winning opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the large winning opening door is in the on state, the large winning opening door opens the large winning opening so that game balls can easily enter the large winning opening.

[0029] When a game ball enters the big winning opening, a predetermined number (for example, 14) of game balls are paid out as prize balls. When a game ball enters the big winning opening, more prize balls are paid out than when a game ball enters, for example, the first start winning opening, the second start winning opening, or the general winning opening 10.

[0030] When a game ball enters each winning opening including the general winning opening 10, it is also referred to as "winning". In particular, winning at the starting openings (the first start winning opening, the second start winning opening) is also referred to as start winning.

[0031] A normal symbol display 20 is provided at a predetermined position of the game board 2 (in the example shown in FIG. 1, on the left side of the game area). As an example, the normal symbol display 20 is composed of, for example, 7-segment LEDs and performs variable display of normal symbols as a plurality of types of normal identification information different from special symbols. The normal symbols are represented by lighting patterns such as numbers indicating "0" to "9" and "-". The normal symbols may include a pattern in which all the LEDs are turned off. Such variable display of normal symbols is also referred to as a normal symbol game.

[0032] A passage gate 41 through which a game ball can pass is provided to the left of the image display device 5. Based on the game ball passing through the passage gate 41, a normal symbol game is executed.

[0033] Above the normal symbol display 20, a normal symbol hold display 25C is provided. The normal symbol hold display 25C is composed of, for example, 4 LEDs and displays the number of normal symbol hold memories, which is the number of normal symbol games whose execution is on hold, by the number of lit LEDs.

[0034] In addition to the above configuration, a windmill and a large number of obstacle pins for changing the flow direction and speed of the game ball are provided on the surface of the game board 2. At the bottom of the game area, an out opening is provided for taking in game balls that have not entered any of the winning openings.

[0035] At the upper left and right positions of the frame 3 for the gaming machine, speakers 8L and 8R for playing and outputting sound effects and the like are provided. Further, in the peripheral part of the gaming area, a gaming effect lamp 9 for gaming effects is provided. The gaming effect lamp 9 is configured to include an LED.

[0036] At a predetermined position (not shown in FIG. 1) of the game board 2, a movable body 32 that operates according to the presentation is provided.

[0037] At the lower right position of the frame 3 for the gaming machine, a hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a game ball toward the gaming area by a hitting and launching device is provided.

[0038] At a predetermined position of the frame 3 for the gaming machine below the gaming area, a hitting supply dish (upper dish) is provided that holds (stores) the game balls paid out as prize balls or the game balls lent out by a predetermined ball lending machine so as to be supplyable to the hitting and launching device. Below the upper dish, a hitting supply dish (lower dish) from which prize balls are paid out when the upper dish is full is provided.

[0039] At a predetermined position of the frame 3 for the gaming machine below the gaming area, a stick controller 31A that can be held by a player and tilted is attached. The stick controller 31A is provided with a trigger button that can be pressed by the player. Operations on the stick controller 31A are detected by a controller sensor unit 35A (see FIG. 2).

[0040] At a predetermined position of the frame 3 for the gaming machine below the gaming area, a push button 31B that enables a player to perform a predetermined instruction operation by pressing or the like is provided. Operations on the push button 31B are detected by a push sensor 35B (see FIG. 2).

[0041] In the pachinko gaming machine 1, a stick controller 31A and a push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but other detection means may be provided.

[0042] (Overview of Game Progression) When a player rotates the hitting operation handle 30 provided on the pachinko gaming machine 1, a game ball is launched toward the game area. When the game ball passes through the passage gate 41, a normal symbol game by the normal symbol display 20 is started. If the game ball passes through the passage gate 41 during the period of execution of the previous normal symbol game etc. (when the game ball passes through the passage gate 41 but the normal symbol game based on the passage cannot be immediately executed), the normal symbol game based on the passage is held until a predetermined upper limit number (for example, 4).

[0043] In this normal symbol game, if a specific normal symbol (winning normal symbol) stops and is displayed, the display result of the normal symbol becomes "winning normal symbol". On the other hand, as a determined normal symbol, if a normal symbol other than the winning normal symbol (losing normal symbol) stops and is displayed, the display result of the normal symbol becomes "losing normal symbol". When it becomes "winning normal symbol", opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period (the second start winning opening becomes open).

[0044] When a game ball enters the first start winning opening formed in the winning ball device 6A, a first special symbol game by the first special symbol display device 4A is started.

[0045] When a game ball enters the second start winning opening formed in the variable winning ball device 6B, a second special symbol game by the second special symbol display device 4B is started.

[0046] If a game ball enters (wins) the start winning opening during the period of execution of the special symbol game or during the period controlled to be in a big win gaming state or a small win gaming state described later (when a start win occurs but the special symbol game based on the start win cannot be immediately executed), the execution of the special symbol game based on the entry is held until a predetermined upper limit number (for example, 4).

[0047] In a special symbol game, if a specific special symbol (a jackpot symbol, e.g., "7", the actual symbol varies according to the jackpot type described later) is stopped and displayed as a confirmed special symbol, it is a "jackpot". If a predetermined special symbol different from the jackpot symbol (a minor win symbol, e.g., "2") is stopped and displayed, it is a "minor win". Also, if a special symbol different from the jackpot symbol and the minor win symbol (a losing symbol, e.g., "-") is stopped and displayed, it is a "loss".

[0048] After the display result in the special symbol game becomes a "jackpot", it is controlled to a jackpot game state as an advantageous state for the player. After the display result in the special symbol game becomes a "minor win", it is controlled to a minor win game state.

[0049] In the jackpot game state, the big winning opening formed by the special variable winning ball device 7 is opened in a predetermined manner. The open state continues until the earlier timing of the elapse of a predetermined period (e.g., 29 seconds or 1.8 seconds) and the timing when the number of game balls entering the big winning opening reaches a predetermined number (e.g., 9). The predetermined period is the upper limit period for opening the big winning opening in one round, and hereinafter is also referred to as the opening upper limit period. One cycle in which the big winning opening is in the open state like this is called a round (round game). In the jackpot game state, the round can be repeatedly executed until it reaches a predetermined upper limit number of times (15 times or 2 times).

[0050] In the jackpot game state, the player can obtain prize balls by making the game balls enter the big winning opening. Therefore, the jackpot game state is an advantageous state for the player. The more rounds there are in the jackpot game state and the longer the opening upper limit period is, the more advantageous it is for the player.

[0051] In addition, "big wins" have big win types set. For example, multiple types are prepared for the opening mode of the big winning opening (number of rounds and opening upper limit period), and the game state after the big win game state (such as the normal state, time-limited state, probability-variable state, etc. described later), and the big win type is set according to these. As the big win type, a big win type that can obtain many prize balls or a big win type with few prize balls or almost no prize balls that can be obtained may be provided.

[0052] In the small win game state, the big winning opening formed by the special variable winning ball device 7 is opened in a predetermined opening mode. For example, in the small win game state, the opening mode is the same as that in the big win game state for some big win types (the number of times the big winning opening is opened is the same as the above-mentioned number of rounds, and the closing timing of the big winning opening is also the same, etc.), and the big winning opening is in an open state. Note that, similar to the big win type, "small wins" may also be provided with small win types.

[0053] After the big win game state ends, it may be controlled to the time-limited state or the probability-variable state according to the above-mentioned big win type.

[0054] In the time-limited state, control (time-limiting control) to shorten the average special symbol variation time (the period for varying the special symbol) compared to the normal state is executed. In the time-limited 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 opening, for example, by shortening the average normal symbol variation time (the period for varying the normal symbol) compared to the normal state or by improving the probability of "normal symbol win" in the normal symbol game compared to the normal state. Since the time-limited state is a state where the variation efficiency of the special symbol (especially the second special symbol) is improved, it is an advantageous state for the player.

[0055] In the probability-variable state (probability variation state), in addition to the time-limiting control, probability-variable control to increase the probability that the display result becomes "big win" compared to the normal state is executed. Since the probability-variable state is a state where the variation efficiency of the special symbol is improved and it is easier to get a "big win" in addition, it is an even more advantageous state for the player.

[0056] The short-time state or the probability-variable state continues until any one of the end conditions, such as that a predetermined number of special figure games has been executed and that the next jackpot game state has started, is satisfied first. What has the end condition that a predetermined number of special figure games has been executed is also called "running out of times" (running out of times in the short-time state, running out of times in the probability-variable state, etc.).

[0057] The normal state is a game state other than advantageous states such as the jackpot game state advantageous to the player and special states such as the short-time state and the probability-variable state, and is a state in which the pachinko game machine 1, such as the probability that the display result in the normal figure game becomes "normal figure win" and the probability that the display result in the special figure game becomes "jackpot", is controlled in the same way as the initial setting state of the pachinko game machine 1 (for example, when a predetermined return process is not executed after power-on as in the case where a system reset is performed).

[0058] 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 short-time control is being executed is also called the high-base state, and the state in which the short-time control is not being executed is also called the low-base state. By combining these, the short-time state is also said to be the low-probability high-base state, the probability-variable state is the high-probability high-base state, the normal state is the low-probability low-base state, etc. The high-probability state and the low-base state are also called the high-probability low-base state.

[0059] After the small jackpot game state ends, the game state is not changed, and the game is continuously controlled in the game state before the display result of the special figure game becomes "small jackpot" (however, when the special figure game at the time of "small jackpot" is the special figure game of the predetermined number in the above-mentioned running out of times, the game state is naturally changed). Note that the display result of the special figure game may not be "small jackpot".

[0060] Note that the game state may change based on the fact that a game ball has passed through a specific area (for example, a specific area inside the big winning opening) during the jackpot game state. For example, when the game ball passes through the specific area, it may be controlled to the probability-variable state after the jackpot game state.

[0061] (Progress of the performance, etc.) In the pachinko gaming machine 1, various effects (effects for notifying the progress of the game or livening up the game) are executed according to the progress of the game. The following explains the said effects. Note that the said effects are performed by displaying various effect images on the image display device 5. In addition to or instead of the said display, they may be performed by voice output from the speakers 8L and 8R, and / or the lighting on / off of the game effect lamp 9, the operation of the movable body 32, etc.

[0062] As an effect executed according to the progress of the game, in the "left", "center", and "right" decorative symbol display areas 5L, 5C, and 5R provided on the image display device 5, the variable display of the decorative symbols is started corresponding to the start of the first special figure game or the second special figure game. At the timing when the display result (also referred to as the determined special symbol) is stopped and displayed in the first special figure game or the second special figure game, 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).

[0063] During the period from the start to the end of the variable display of the decorative symbols, the mode of the variable display of the decorative symbols may become a predetermined reach mode (reach is established). Here, the reach mode means, for example, a mode in which the variable display continues for the decorative symbols that have not yet been stopped and displayed when the decorative symbols stopped and displayed on the screen of the image display device 5 constitute a part of the following jackpot combination.

[0064] In addition, a reach effect is executed corresponding to the fact that the above reach mode has been achieved during the variable display of the decorative symbols. In the pachinko gaming machine 1, multiple types of reach effects are executed in which the ratio (also called jackpot reliability, jackpot expectancy) at which the display result (display result of the special figure game or display result of the variable display of the decorative symbols) becomes a "jackpot" differs according to the effect mode. Examples of the reach effect include a normal reach and a super reach with a higher jackpot reliability than the normal reach.

[0065] When the display result of the special figure game is a "big win", on the screen of the image display device 5, as the display result of the variable display of the decorative pattern, a determined decorative pattern that becomes a predetermined big win combination is derived (the display result of the variable display of the decorative pattern becomes a "big win"). As an example, the same decorative pattern (for example, "7", etc.) is aligned and stopped on predetermined effective lines in the decorative pattern display areas 5L, 5C, and 5R of "left", "middle", and "right".

[0066] In the case of a "probability-variable big win" that is controlled to the probability-variable state after the end of the big win gaming state, odd decorative patterns (for example, "7", etc.) are aligned and stopped, and in the case of a "non-probability-variable big win (normal big win)" that is not controlled to the probability-variable state after the end of the big win gaming state, even decorative patterns (for example, "6", etc.) may be aligned and stopped. In this case, odd decorative patterns are also called probability-variable patterns, and even decorative patterns are also called non-probability-variable patterns (normal patterns). After reaching the reach mode with non-probability-variable patterns, an upgrade effect that finally becomes a "probability-variable big win" may be executed.

[0067] When the display result of the special figure game is a "small win", on the screen of the image display device 5, as the display result of the variable display of the decorative pattern, a determined decorative pattern (for example, "1 3 5", etc.) that becomes a predetermined small win combination is derived (the display result of the variable display of the decorative pattern becomes a "small win"). As an example, the decorative patterns that form the chance symbols are stopped and displayed on predetermined effective lines in the decorative pattern display areas 5L, 5C, and 5R of "left", "middle", and "right". In addition, when the display result of the special figure game becomes a "big win" of some big win types (big win types in the big win gaming state in the same mode as the small win gaming state) and when it becomes a "small win", a common determined decorative pattern may be derived and displayed.

[0068] When the display result of the special figure game is "loss", the variable display mode of the decorative pattern does not become the reach mode, and as the display result of the variable display of the decorative pattern, a determined decorative pattern of a non-reach combination (also referred to as "non-reach loss") is stopped and displayed (the display result of the variable display of the decorative pattern becomes "non-reach loss"). Also, when the display result is "loss", after the variable display mode of the decorative pattern becomes the reach mode, as the display result of the variable display of the decorative pattern, a determined decorative pattern of a predetermined reach combination that is not a jackpot combination (also referred to as "reach loss") is stopped and displayed (the display result of the variable display of the decorative pattern becomes "reach loss").

[0069] The effects that the pachinko gaming machine 1 can execute also include displaying the above variable display corresponding displays (hold display and active display). Also, as other effects, for example, a preview effect for announcing the jackpot reliability is executed during the variable display of the decorative pattern. The preview effect includes a preview effect for announcing the jackpot reliability in the variable display being executed and a preview effect for previewing the jackpot reliability in the variable display before execution (the variable display whose execution is on hold). As the preview effect for previewing, an effect for changing the display mode of the variable display corresponding display (hold display and active display) to a mode different from the normal mode may be executed.

[0070] Also, in the image display device 5, a pseudo - continuous effect that makes a single variable display appear like a plurality of variable displays may be executed by temporarily stopping the decorative pattern once during the variable display of the decorative pattern and then resuming the variable display.

[0071] Even during a jackpot game state, a jackpot in-play effect that notifies of the jackpot game state is executed. As the jackpot in-play effect, an effect that notifies the number of rounds or a promotion effect indicating that the value of the jackpot game state has improved may be executed. Also, even during a minor win game state, a minor win in-play effect that notifies of the minor win game state is executed. Note that by executing a common effect during the minor win game state and the jackpot game state in some jackpot types (jackpot types of the jackpot game state in the same manner as the minor win game state, for example, jackpot types where the subsequent game state is a high-probability state), it may be made so that the player cannot tell whether it is currently in the minor win game state or the jackpot game state. In such a case, by executing a common effect after the end of the minor win game state and after the end of the jackpot game state, it may be made so that it cannot be identified whether it is a high-probability state or a low-probability state.

[0072] Also, for example, when a special figure game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer-waiting demo effect is executed).

[0073] (Substrate Configuration) The pachinko game machine 1 is equipped with, for example, a main board 11, an effect control board 12, an audio control board 13, a lamp control board 14, a relay board 15, etc. as shown in FIG. 2. In addition, on the back of the pachinko game machine 1, various boards such as a payout control board, an information terminal board, a launch control board, a power supply board, etc. are arranged.

[0074] The main board 11 is the main control board on the main side and has the function of controlling the progress of the above games in the pachinko game machine 1 (execution of a special figure game (including management of holds), execution of a normal figure game (including management of holds), jackpot game state, minor win game state, game state, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, etc.

[0075] 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, and an I / O (Input / Output port) 105.

[0076] By executing the program stored in the ROM 101, the CPU 103 performs processing for controlling the progress of the game (processing for realizing the functions of the main board 11). At this time, various data stored in the ROM 101 (data such as variable patterns described later, production control commands described later, and various tables referred to when making various determinations described later) are used, and the RAM 102 is used as the main memory. A part or all of the RAM 102 is a backup RAM whose stored content is preserved for a predetermined period even when the power supply to the pachinko machine 1 stops. Note that all or part of the program stored in the ROM 101 may be expanded to the RAM 102 and executed on the RAM 102.

[0077] The random number circuit 104 countably updates numerical data indicating various random number values (game random numbers) used when controlling the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).

[0078] The I / O 105 includes, for example, an input port to which various signals (detection signals described later) are input, and an output port for transmitting various signals (signals for controlling (driving) the first special symbol display device 4A, the second special symbol display device 4B, the normal symbol display 20, the first hold display 25A, the second hold display 25B, the normal hold display 25C, etc., solenoid drive signals).

[0079] The switch circuit 110 captures detection signals (such as detection signals indicating that a game ball has passed or entered and the switch has turned on) from various switches for detecting game balls (gate switch 21, start port switches (first start port switch 22A and second start port switch 22B), count switch 23) and transmits them to the game control microcomputer 100. By transmitting the detection signal, it means that the passage or entry of the game ball has been detected.

[0080] The solenoid circuit 111 transmits solenoid drive signals (for example, signals for turning on solenoid 81 or solenoid 82) from the game control microcomputer 100 to the solenoid 81 for normal electric accessory or the solenoid 82 for the big winning port door.

[0081] The main board 11 (game control microcomputer 100), as part of the control of the progress of the game, supplies effect control commands (commands for specifying (notifying) the progress status of the game, etc.) to the effect control board 12 according to the progress of the game. The effect control commands output from the main board 11 are relayed by the relay board 15 and supplied to the effect control board 12. The effect control commands include, for example, various determination results on the main board 11 (for example, the display results of special figure games (including the big win type), the variable patterns used when executing special figure games (details will be described later)), the status of the game (for example, the start and end of variable display, the open status of the big winning port, the occurrence of winning, the number of reserved memories, the game state), commands for specifying the occurrence of errors, etc.

[0082] The effect control board 12 is a sub - side control board independent of the main board 11, and has the function of receiving effect control commands and executing effects (various effects according to the progress of the game, including driving of the movable body 32, error notification, notification of power failure recovery, etc.) based on the received effect control commands.

[0083] Mounted on the effect control board 12 are an effect control CPU 120, a ROM 121, a RAM 122, a display control section 123, a random number circuit 124, and an I / O 125.

[0084] The dedicated CPU 120 for performance control executes, by executing the program stored in the ROM 121, processes for executing a performance together with the display control unit 123 (the processes for realizing the above functions of the performance control board 12, including determination of the performance to be executed, etc.). At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.

[0085] The dedicated CPU 120 for performance control 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 output when an operation by a player is detected, and signals appropriately indicating the operation content).

[0086] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and executes a performance based on an instruction to execute a performance from the dedicated CPU 120 for performance control.

[0087] The display control unit 123 supplies a video signal corresponding to the performance to be executed to the image display device 5 based on an instruction to execute a performance from the dedicated CPU 120 for performance control, thereby causing the image display device 5 to display a performance image. The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 or a lamp signal (a signal designating the lighting / extinguishing mode of the lamp) to the lamp control board 14 in order to perform voice output synchronized with the display of the performance image and lighting / extinguishing of the game effect lamp 9. Also, the display control unit 123 supplies a signal for operating the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.

[0088] The sound control board 13 is equipped with various circuits for driving the speakers 8L and 8R, drives the speakers 8L and 8R based on the sound designation signal, and causes the speakers 8L and 8R to output the sound designated by the sound designation signal.

[0089] The lamp control board 14 is equipped with various circuits for driving the game effect lamp 9, drives the game effect lamp 9 based on the lamp signal, and lights / extinguishes the game effect lamp 9 in the manner specified by the lamp signal. In this way, the display control unit 123 controls the audio output and the lighting / extinguishing of the lamp.

[0090] Note that the control of the audio output, the lighting / extinguishing of the lamp (such as the supply of the sound designation signal and the lamp signal), and the control of the movable body 32 (such as the supply of the signal for operating the movable body 32) may be executed by the effect control CPU 120.

[0091] The random number circuit 124 countably updates numerical data indicating various random number values (random numbers for effects) used for executing various effects. The random numbers for effects may be updated by the effect control CPU 120 executing a predetermined computer program (updated by software).

[0092] The I / O 125 mounted on the effect control board 12 includes, for example, an input port for capturing the effect control commands transmitted from the main board 11 and an output port for transmitting various signals (video signal, sound designation signal, lamp signal).

[0093] Boards other than the main board 11, such as the effect control board 12, the audio control board 13, and the lamp control board 14, are also referred to as sub-boards. A plurality of sub-boards may be provided according to function like in the pachinko game machine 1, or one sub-board may be configured to have a plurality of functions.

[0094] (Operation) Next, the operation (function) of the pachinko game machine 1 will be described.

[0095] (Main operations of the main board 11) First, the main operations of the main board 11 will be described. When power supply to the pachinko gaming machine 1 is started, the game control microcomputer 100 is activated, and the game control main process is executed by the CPU 103. FIG. 3 is a flowchart showing the game control main process executed by the CPU 103 on the main board 11.

[0096] In the game control main process shown in FIG. 3, the CPU 103 first sets the interrupt disable (step S1). Subsequently, necessary initial settings are performed (step S2). The initial settings include the setting of the stack pointer, the register settings of built-in devices (CTC (counter / timer circuit), parallel input / output port, etc.), the setting to make the RAM 102 accessible, and the like.

[0097] Next, it is determined whether the output signal from the clear switch is on (step S3). The clear switch is mounted on, for example, the power supply board. When the power is turned on with the clear switch in the on state, the output signal (clear signal) is input to the game control microcomputer 100 via the input port. If the output signal from the clear switch is on (step S3; Yes), the initialization process (step S8) is executed. In the initialization process, the CPU 103 performs a RAM clear process to clear the flags, counters, and buffers stored in the RAM 102, and sets the initial values in the work area.

[0098] Also, the CPU 103 transmits an effect control command instructing initialization to the effect control board 12 (step S9). When the effect control CPU 120 receives the effect control command, for example, on the image display device 5, a screen display is performed to notify that the initialization of the control of the gaming machine has been performed.

[0099] When the output signal from the clear switch is not on (step S3; No), it is determined whether backup data is stored in the RAM 102 (backup RAM) (step S4). When the power supply to the pachinko gaming machine 1 stops due to an unexpected power failure or the like (power interruption), the CPU 103 executes power supply stop processing immediately before becoming inoperable due to the stop of the power supply. In this power supply stop processing, a process of turning on a backup flag indicating that data is to be backed up in the RAM 102, a data protection process of the RAM 102, and the like are executed. The data protection process includes addition of an error detection code (checksum, parity bit, etc.) and a process of backing up various data. The data to be backed up includes various data for advancing the game (including various flags, states of various timers, etc.), as well as the state of the backup flag and the error detection code. In step S4, it is determined whether the backup flag is on. When the backup flag is off and no backup data is stored in the RAM 102 (step S4; No), initialization processing (step S8) is executed.

[0100] When backup data is stored in the RAM 102 (step S4; Yes), the CPU 103 performs a data check on the backed-up data (performed using an error detection code) and determines whether the data is normal (step S5). In step S5, for example, it is determined whether the data in the RAM 102 matches the data at the time of power supply stop based on a parity bit or a checksum. When it is determined that these match, it is determined that the data in the RAM 102 is normal.

[0101] When it is determined that the data in the RAM 102 is not normal (step S5; No), since the internal state cannot be restored to the state at the time of power supply stop, initialization processing (step S8) is executed.

[0102] When it is determined that the data in the RAM 102 is normal (step S5; Yes), the CPU 103 performs a recovery process (step S6) to return the internal state of the main board 11 to the state at the time of power supply stop. In the recovery process, the CPU 103 sets the work area based on the stored content of the RAM 102 (the content of the backed-up data). As a result, the game state at the time of power supply stop is restored. If the special symbol was changing at the time of power supply stop, the change of the special symbol will resume from the state before recovery by executing the game control timer interrupt process described later.

[0103] Then, the CPU 103 sends an effect control command instructing recovery from power failure to the effect control board 12 (step S7). In accordance with this, an effect control command specifying the backed-up game state before power failure or, if a special figure game was being executed, an effect control command specifying the display result of the ongoing special figure game may be sent. The same commands as those set for transmission in the special symbol process described later can be used for these commands. When the effect control CPU 120 receives an effect control command specifying recovery from power failure, it performs a screen display, for example on the image display device 5, to notify that recovery from power failure has been made or is in progress. The effect control CPU 120 may perform an appropriate screen display based on the effect control command.

[0104] After finishing the recovery process or the initialization process and sending an effect control command to the effect control board 12, the CPU 103 executes a random number circuit setting process to initialize the random number circuit 104 (step S10). Then, the register of the CTC built in the game control microcomputer 100 is set so that a timer interrupt occurs periodically every predetermined time (for example, 2 ms) (step S11), and interrupts are permitted (step S12). Thereafter, it enters a loop process. Thereafter, an interrupt request signal is sent from the CTC to the CPU 103 every predetermined time (for example, 2 ms), and the CPU 103 can execute the timer interrupt process periodically.

[0105] When the CPU 103 that has executed such game control main processing receives an interrupt request signal from the CTC and accepts the interrupt request, it executes the game control timer interrupt processing shown in the flowchart of FIG. 4. When starting the game control timer interrupt processing shown in FIG. 4, the CPU 103 first executes a predetermined switch process to determine whether detection signals are received from various switches such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23 via the switch circuit 110 (step S21). Subsequently, by executing a predetermined main-side error process, the pachinko game machine 1 is diagnosed for abnormalities, and a warning can be generated if necessary according to the diagnosis result (step S22). After that, by executing a predetermined information output process, data such as jackpot information (information indicating the number of occurrences of jackpots, etc.), start information (information indicating the number of start wins, etc.), and probability variation information (information indicating the number of times the probability variation state has occurred, etc.) supplied to a hall management computer installed outside the pachinko game machine 1 is output (step S23).

[0106] Following the information output process, a game random number update process for updating at least a part of the game random numbers used on the main board 11 side by software is executed (step S24). After that, the CPU 103 executes a special symbol process (step S25). By the CPU 103 executing the special symbol process for each timer interrupt, the execution and reservation management of the special symbol game, the control of the jackpot game state and the minor jackpot game state, the control of the game state, etc. are realized (details will be described later).

[0107] Following the special symbol process, a normal symbol process is executed (step S26). By the CPU 103 executing the normal symbol process for each timer interrupt, the execution and reservation management of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passing gate 41), the opening control of the variable prize ball device 6B based on "normal symbol win", etc. are enabled. The execution of the normal symbol game is performed by driving the normal symbol display 20, and the number of normal symbol reservations is displayed by lighting the normal symbol reservation display 25C.

[0108] After executing the normal symbol process, as part of the game control timer interrupt process, processing when a power failure occurs, processing for paying out bonus balls, etc. may be performed. After that, the CPU 103 executes command control processing (step S27). The CPU 103 may transmit and set an effect control command in each of the above processes. In the command control processing of step S27, processing for transmitting the transmitted and set effect control command to a sub-control board such as the effect control board 12 is performed. After executing the command control processing, interrupts are permitted and then the game control timer interrupt process is terminated.

[0109] FIG. 5 is a flowchart showing an example of the processing executed in step S25 shown in FIG. 4 as the special symbol process. In this special symbol process, the CPU 103 first executes start winning determination processing (step S101).

[0110] In the start winning determination process, detection of the occurrence of a start winning and processing for storing hold information in a predetermined area of the RAM 102 and updating the hold memory count are executed. When a start winning occurs, a random number value for determining a display result (including the jackpot type) and a variation pattern is extracted and stored as hold information. Also, processing for pre-reading and determining the display result and variation pattern based on the extracted random number value may be executed. After storing the hold information and the hold memory count, transmission setting for transmitting an effect control command for designating determination results such as the occurrence of a start winning, the hold memory count, and pre-reading determination to the effect control board 12 is performed. The effect control command at the time of start winning thus transmitted and set is transmitted from the main board 11 to the effect control board 12, for example, when the special symbol process ends and the command control processing of step S27 shown in FIG. 4 is executed.

[0111] After executing the start winning determination process in S101, the CPU 103 selects and executes one of the processes in steps S110 to S120 according to the value of the special drawing process flag provided in the RAM 102. In each process of the special symbol process (steps S110 to S120), transmission settings for transmitting the effect control command corresponding to each process to the effect control board 12 are made.

[0112] The special symbol normal process in step S110 is executed when the value of the special drawing process flag is "0" (initial value). In this special symbol normal process, a determination is made as to whether to start the first special drawing game or the second special drawing game based on the presence or absence of hold information. Also, in the special symbol normal process, based on the random number value for determining the display result, it is determined (predetermined) before the display result is derived and displayed whether the display result of the special symbol and the decorative symbol is a "big win" or a "small win", or the big win type in the case of a "big win". Further, in the special symbol normal process, a definite special symbol (either a big win symbol, a small win symbol, or a losing symbol) to be stopped and displayed in the special drawing game is set corresponding to the determined display result. After that, the value of the special drawing process flag is updated to "1", and the special symbol normal process ends. Note that the special drawing game using the second special drawing may be executed with priority over the special drawing game using the first special drawing (also referred to as preferential execution of special drawing 2). Also, the winning order of the game balls into the first start winning opening and the second start winning opening may be memorized, and the start conditions of the special drawing game may be made to hold in the winning order (also referred to as winning order digestion).

[0113] When making various determinations based on the random number value, various tables stored in the ROM 101 (tables in which the determination values compared with the random number value are assigned to the determination results) are referred to. The same applies to other determinations on the main board 11 and various determinations on the effect control board 12. On the effect control board 12, various tables are stored in the ROM 121.

[0114] The variable pattern setting process in step S111 is executed when the value of the special figure process flag is "1". This variable pattern setting process includes a process of determining one of a plurality of types of variable patterns using a random number value for determining the variable pattern based on a prior determination result such as whether the display result is a "big win" or a "small win". In the variable pattern setting process, when the variable pattern is determined, the value of the special figure process flag is updated to "2", and the variable pattern setting process ends.

[0115] The variable pattern specifies the execution time of the special figure game (special figure variable time) (which is also the execution time of the variable display of the decorative symbol), the mode of the variable display of the decorative symbol (such as the presence or absence of a reach), and the production content during the variable display of the decorative symbol (such as the type of reach production), and is also called a variable display pattern.

[0116] The special symbol variable process in step S112 is executed when the value of the special figure process flag is "2". This special symbol variable process includes a process of setting for varying the special symbol in the first special symbol display device 4A and the second special symbol display device 4B, a process of measuring the elapsed time since the start of the variation of the special symbol, etc. Also, a determination is made as to whether the measured elapsed time has reached the special figure variable time corresponding to the variable pattern. Then, when the elapsed time since the start of the variation of the special symbol has reached the special figure variable time, the value of the special figure process flag is updated to "3", and the special symbol variable process ends.

[0117] The special symbol stop process in step S113 is executed when the value of the special figure process flag is "3". This special symbol stop process includes processes for stopping the variation of the special symbol in the first special symbol display device 4A and the second special symbol display device 4B, and making settings for stopping the display (deriving) of the determined special symbol that is the display result of the special symbol. When the display result is "big win", the value of the special figure process flag is updated to "4". On the other hand, when the big win flag is off and the display result is "small win", the value of the special figure process flag is updated to "8". Also, when the display result is "loss", the value of the special figure process flag is updated to "0". When the display result is "small win" or "loss", and when it is under time-saving control or probability-variable control and the end of the count-down is established, the game state is also updated. When the value of the special figure process flag is updated, the special symbol stop process ends.

[0118] The pre-big win release process in step S114 is executed when the value of the special figure process flag is "4". This pre-big win release process includes processes such as starting the execution of a round in the big win game state and making settings for opening the big winning port based on the fact that the display result is "big win", etc. When opening the big winning port, a process of supplying a solenoid drive signal to the solenoid 82 for the big winning port door is executed. At this time, for example, corresponding to the type of big win, the upper limit period for opening the big winning port and the upper limit number of times of executing the round are set. When these settings are completed, the value of the special figure process flag is updated to "5", and the pre-big win release process ends.

[0119] The jackpot release in - progress process in step S115 is executed when the value of the special drawing process flag is "5". This jackpot release in - progress process includes a process of measuring the elapsed time since the big winning opening is opened, and a process of determining whether it is time to return the big winning opening from the open state to the closed state based on the measured elapsed time, the number of game balls detected by the count switch 23, etc. When returning the big winning opening to the closed state, after executing a process of stopping the supply of the solenoid drive signal to the solenoid 82 for the big winning opening door, etc., the value of the special drawing process flag is updated to "6", and the jackpot release in - progress process ends.

[0120] The post - jackpot release process in step S116 is executed when the value of the special drawing process flag is "6". This post - jackpot release process includes a process of determining whether the number of executions of the round in which the big winning opening is in the open state has reached the set upper limit number of executions, and a process of making settings for ending the jackpot game state when the upper limit number of executions is reached, etc. When the number of executions of the round has not reached the upper limit number of executions, the value of the special drawing process flag is updated to "5", while when the number of executions of the round has reached the upper limit number of executions, the value of the special drawing process flag is updated to "7". When the value of the special drawing process flag is updated, the post - jackpot release process ends.

[0121] The jackpot end process in step S117 is executed when the value of the special drawing process flag is "7". This jackpot end process includes a process of waiting until the waiting time corresponding to the period during which the ending effect as the effect operation for notifying the end of the jackpot game state is executed elapses, and a process of making various settings for starting the probability - variable control and time - shortening control corresponding to the end of the jackpot game state, etc. When such settings are made, the value of the special drawing process flag is updated to "0", and the jackpot end process ends.

[0122] The pre-small-win-opening processing in step S118 is executed when the value of the special figure process flag is "8". This pre-small-win-opening processing includes processing such as making settings to open the big winning port in the small-win gaming state based on the fact that the display result is "small win". At this time, the value of the special figure process flag is updated to "9", and the pre-small-win-opening processing ends.

[0123] The during-small-win-opening processing in step S119 is executed when the value of the special figure process flag is "9". This during-small-win-opening processing includes processing such as measuring the elapsed time since the big winning port was opened, and processing for determining whether it is time to return the big winning port from the open state to the closed state based on the measured elapsed time and the like. When the big winning port is returned to the closed state and it is the end timing of the small-win gaming state, the value of the special figure process flag is updated to "10", and the during-small-win-opening processing ends.

[0124] The small-win end processing in step S120 is executed when the value of the special figure process flag is "10". This small-win end processing includes processing such as waiting until the waiting time corresponding to the period during which the production operation for notifying the end of the small-win gaming state is executed has elapsed. Here, when the small-win gaming state ends, the gaming state in the pachinko gaming machine 1 before it became the small-win gaming state is continued. When the waiting time at the end of the small-win gaming state has elapsed, the value of the special figure process flag is updated to "0", and the small-win end processing ends.

[0125] (Main operations of the production control board 12) Next, the main operations of the effect control board 12 will be described. When the effect control board 12 receives the supply of the power voltage from the power supply board or the like, the effect control CPU 120 is activated and executes the effect control main process as shown in the flowchart of FIG. 6. When starting the effect control main process shown in FIG. 6, the effect control CPU 120 first executes a predetermined initialization process (step S71), such as clearing the RAM 122, setting various initial values, and setting the registers of the CTC (counter / timer circuit) mounted on the effect control board 12. Further, an initial operation control process is executed (step S72). In the initial operation control process, controls for performing the initial operations of the movable body 32, such as control for driving the movable body 32 back to the initial position and control for performing a predetermined operation check, are executed.

[0126] Thereafter, it is determined whether or not the timer interrupt flag is on (step S73). The timer interrupt flag is set to the on state every time a predetermined time (for example, 2 milliseconds) elapses based on the register settings of the CTC, for example. At this time, if the timer interrupt flag is off (step S73; No), the process of step S73 is repeatedly executed and the system waits.

[0127] On the side of the effect control board 12, an interrupt for receiving an effect control command from the main board 11 occurs separately from the timer interrupt that occurs every time a predetermined time elapses. This interrupt is, for example, an interrupt generated when the effect control INT signal from the main board 11 becomes on. When an interrupt is generated due to the effect control INT signal becoming on, the effect control CPU 120 automatically sets the interrupt to be disabled, but if a CPU that does not automatically enter the interrupt disabled state is used, it is desirable to issue an interrupt disable command (DI command). The effect control CPU 120 executes, for example, a predetermined command reception interrupt process in response to the interrupt generated when the effect control INT signal becomes on. In this command reception interrupt process, among the input ports included in the I / O 125, the effect control command is fetched from a predetermined input port that receives the control signal transmitted from the main board 11 via the relay board 15. The effect control command fetched at this time is stored, for example, in a buffer for receiving the effect control command provided in the RAM 122. After that, the effect control CPU 120 sets the interrupt to be enabled and then ends the command reception interrupt process.

[0128] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to be off (step S74), and command analysis processing is executed (step S75). In the command analysis processing, for example, after various effect control commands transmitted from the game control microcomputer 100 of the main board 11 and stored in the buffer for receiving the effect control command are read out, settings and controls corresponding to the read-out effect control commands are performed. For example, the read-out effect control command is stored in a predetermined area of the RAM 122 or the reception flag provided in the RAM 122 is turned on so that it can be confirmed in the effect control process processing or the like what effect control command was received and what the content specified by the effect control command is. Also, when the effect control command specifies the game state, the display control unit 123 may be instructed to display the background corresponding to the game state.

[0129] After executing the command analysis process in step S75, an effect control process is executed (step S76). In the effect control process, for example, control is performed to operate various effect devices such as the display operation of the effect image in the display area of the image display device 5, the voice output operation from the speakers 8L and 8R, the lighting operation of the decorative light emitters such as the game effect lamp 9 and the decorative LEDs, and the driving operation of the movable body 32. Also, regarding the control content of the effect operation using various effect devices, determination, decision-making, setting, etc. are performed according to the effect control commands transmitted from the main board 11 and the like.

[0130] Following the effect control process in step S76, an effect random number update process is executed (step S77), and at least a part of the effect random numbers used on the side of the effect control board 12 is updated by software. Then, the process returns to step S73. Before returning to the process of step S73, other processes may be executed.

[0131] Figure 7 is a flowchart showing an example of the process executed in step S76 of FIG. 6 as the effect control process. In the effect control process shown in FIG. 7, the effect control CPU 120 first executes a pre-announcement setting process (step S161). In the pre-announcement setting process, for example, determination, decision-making, setting, etc. for executing a pre-announcement effect are performed based on the effect control command at the start winning transmitted from the main board 11. Also, a process for displaying a hold display is executed based on the number of holds stored specified from the effect control command.

[0132] After executing the process of step S161, the effect control CPU 120 selects and executes any one of the following processes of steps S170 to S177 according to the value of the effect process flag provided in, for example, the RAM 122.

[0133] The variable display start waiting process in step S170 is a process executed when the value of the production process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether to start the variable display of the decorative pattern in the image display device 5 based on whether a command or the like for specifying the start of the variable display is received from the main board 11. When it is determined to start the variable display of the decorative pattern in the image display device 5, the value of the production process flag is updated to "1", and the variable display start waiting process ends.

[0134] The variable display start setting process in step S171 is a process executed when the value of the production process flag is "1". In this variable display start setting process, based on the display result and variation pattern specified by the production control command, the display result (determined decorative pattern) of the variable display of the decorative pattern, the mode of the variable display of the decorative pattern, the execution of various productions such as reach production and various notice productions, the mode, and the execution start timing are determined. Then, a production control pattern (a collection of control data for instructing the execution of the production to the display control unit 123) reflecting the determination result and the like is set. After that, based on the set production control pattern, the display control unit 123 is instructed to start the execution of the variable display of the decorative pattern, the value of the production process flag is updated to "2", and the variable display start setting process ends. The display control unit 123 causes the image display device 5 to start the variable display of the decorative pattern by instructing the start of the execution of the variable display of the decorative pattern.

[0135] The variable display performance process in step S172 is a process that is executed when the value of the performance process flag is "2". In this variable display performance process, the performance control CPU 120 executes various performance controls during the variable display of the decorative symbol by instructing the display control unit 123 to display a performance image based on the performance control pattern set in step S171 on the display screen of the image display device 5, driving the movable body 32, outputting a command (sound effect signal) to the audio control board 13 to output sound and sound effects from the speakers 8L and 8R, and outputting a command (decoration signal) to the lamp control board 14 to turn on / off / blink the game effect lamp 9 and the decorative LED. After performing such performance control, for example, in response to the fact that an end code indicating the end of the variable display of the decorative symbol is read from the performance control pattern, or a command specifying to stop displaying the determined decorative symbol is received from the main board 11, the determined decorative symbol that is the display result of the decorative symbol is stopped from being displayed. When the determined decorative symbol is stopped from being displayed, the value of the performance process flag is updated to "3", and the variable display performance process ends.

[0136] The special symbol hit waiting process in step S173 is a process that is executed when the value of the performance process flag is "3". In this special symbol hit waiting process, the performance control CPU 120 determines whether or not a performance control command specifying the start of a big win game state or a small win game state is received from the main board 11. When a performance control command specifying the start of a big win game state or a small win game state is received, if the command specifies the start of a big win game state, the value of the performance process flag is updated to "6". On the other hand, if the command specifies the start of a small win game state, the value of the performance process flag is updated to "4", which is a value corresponding to the small win in-game performance process. Also, when the reception waiting time for the command has elapsed without receiving a command specifying the start of a big win game state or a small win game state, it is determined that the display result in the special symbol game is "a miss", and the value of the performance process flag is updated to the initial value "0". When the value of the performance process flag is updated, the special symbol hit waiting process ends.

[0137] The small hit in-play production process in step S174 is a process executed when the value of the production control process flag is "4". In this small hit in-play production process, the production control CPU 120 sets, for example, a production control pattern corresponding to the production content in the small hit gaming state, and executes various production controls in the small hit gaming state based on the set content. Also, in the small hit in-play production process, for example, in response to receiving a command specifying the end of the small hit gaming state from the main board 11, the value of the production process flag is updated to "5", which is a value corresponding to the small hit end production, and the small hit in-play production process is ended.

[0138] The small hit end production process in step S175 is a process executed when the value of the production control process flag is "5". In this small hit end production process, the production control CPU 120 sets, for example, a production control pattern corresponding to the end of the small hit gaming state, and executes various production controls at the end of the small hit gaming state based on the set content. After that, the value of the production process flag is updated to the initial value "0", and the small hit end production process is ended.

[0139] The big hit in-play production process in step S176 is a process executed when the value of the production process flag is "6". In this big hit in-play production process, the production control CPU 120 sets, for example, a production control pattern corresponding to the production content in the big hit gaming state, and executes various production controls in the big hit gaming state based on the set content. Also, in the big hit in-play production process, for example, in response to receiving a command specifying the end of the big hit gaming state from the main board 11, the value of the production control process flag is updated to "7", which is a value corresponding to the ending production process, and the big hit in-play production process is ended.

[0140] The ending effect process in step S177 is a process executed when the value of the effect process flag is "7". In this ending effect process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the end of a big win gaming state, and executes various effect controls for the ending effect at the end of the big win gaming state based on the set content. Thereafter, the value of the effect process flag is updated to the initial value "0", and the ending effect process is terminated.

[0141] (Modification example of the basic explanation) The present invention is not limited to the pachinko gaming machine 1 described in the above basic explanation, and various modifications and applications are possible without departing from the gist of the present invention.

[0142] The pachinko gaming machine 1 in the above basic explanation was a payout type gaming machine that pays out a predetermined number of game media as prizes based on the occurrence of a winning. However, it may be an enclosed type gaming machine that encloses game media and awards points based on the occurrence of a winning.

[0143] During the variable display of the special symbol, only one type of symbol (for example, a symbol indicating "-") may be displayed, and the variable display may be performed by repeating the display and turning off of the symbol. Further, even when the symbol is displayed during the variable display, the symbol may not be displayed when the variable display stops (the symbol indicating "-" may not be displayed as the display result).

[0144] In the above basic explanation, the pachinko gaming machine 1 is shown as the gaming machine. However, the present invention is also applicable to a slot machine (for example, a slot machine equipped with one or more of big bonus, regular bonus, RT, AT, ART, CZ (hereinafter referred to as bonus, etc.)) in which medals are inserted, a predetermined number of bets are set, a plurality of types of symbols are rotated according to the operation of the operation lever by the player, and when the combination of the stopped symbols becomes a specific symbol combination when the symbols are stopped according to the operation of the stop button by the player, a predetermined number of medals are paid out to the player.

[0145] The program and data for implementing the present invention are not limited to the form of being distributed and provided by a detachable recording medium to a computer device or the like included in the pachinko gaming machine 1, and may be distributed by being installed in advance in a storage device of a computer device or the like. Further, the program and data for implementing the present invention may be distributed by being downloaded from other devices on a network connected via a communication line or the like by providing a communication processing unit.

[0146] And the execution form of the game is not limited to the one executed by attaching a detachable recording medium, but may be a form in which the program and data downloaded via a communication line or the like are once stored in an internal memory or the like and then executed, a form directly executed using the hardware resources on the other device side on a network connected via a communication line or the like, or a form in which the game is executed by exchanging data with other computer devices or the like via a network.

[0147] In addition, in this specification, the expression of comparison of various ratios such as the execution ratio of the effect (expressions such as "high", "low", "make different") may include the case where one ratio is "0%". For example, it also includes the case where one ratio is "0%" and the other ratio is "100%" or less than "100%".

[0148] (Explanation regarding the feature part 004IW) Next, the feature part 004IW of this embodiment will be described. FIG. 8-1 is a front view of the pachinko gaming machine 1 in the feature part 004IW. In the pachinko gaming machine 1 of the feature part 004IW shown in FIG. 8-1, the members with the same reference numerals as those in the pachinko gaming machine 1 shown in FIG. 1 have the same functions as the members described with reference to FIG. 1, so the description will be omitted.

[0149] In this feature section 004IW, a main lamp 9a is provided above the image display device 5 in the gaming machine frame 3, and frame lamps 9b are provided on the left and right of the main lamp 9a so as to surround the gaming area. Further, an attacker lamp 9c is provided in the vicinity of the special variable winning ball device 7 on the game board 2.

[0150] 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. 8-1). A movable body lamp 9d is provided on the movable body 32. The movable body lamp 9d, the main lamp 9a, the frame lamp 9b, and the attacker lamp 9c described above may be collectively referred to as the game effect lamp 9. Note that these main lamp 9a, frame lamp 9b, attacker lamp 9c, and movable body lamp 9d are configured to include LEDs.

[0151] A character mumu panel 004IW102 on which the character mumu, which is an ally character, is drawn (or three-dimensionally formed) is provided at the upper right position of the movable body 32 in the gaming machine frame 3. On the game board surface, an ally character mumu 004IW101 is drawn together with the character "V" 004IW100.

[0152] In this feature section 004IW, the dialogue sounds output in the pseudo continuous performance, chance up cut-in performance, and special decision button performance described later, and the singing voices of the specific music A and specific music B described later are all voices corresponding to the ally character mumu. Therefore, as shown in FIG. 8-1, even when the game is not being played by the ally character mumu panel 004IW102 formed on the gaming machine or the ally character mumu 004IW101 drawn on the gaming machine, the player can recognize the ally character mumu, thereby improving the interest when the voice corresponding to the ally character mumu is output during the performance.

[0153] FIG. 8-2 is a rear perspective view of the pachinko gaming machine 1 in the feature section 004IW. On the back of the pachinko gaming machine 1, the main board 11 housed in the board case 201 is mounted. The main board 11 is provided with a setting key 51 and a setting changeover switch 52. The setting key 51 functions as a lock switch for switching to a setting change state or a setting confirmation state. The setting changeover switch 52 functions as a setting switch for changing setting values such as the winning probability of a big win and the ball payout rate in the setting change state. The setting key 51 and the setting changeover switch 52 may be attached outside the main board 11, such as at a predetermined position on the power supply board 17.

[0154] A display monitor 29 is arranged at the center of the back surface of the main board 11, and a display changeover switch 30 is arranged on the side of the display monitor 29. The display monitor 29 may be configured using, for example, a 7-segment LED display device. The display monitor 29 and the display changeover switch 30 are arranged in the front when the back surface side of the game board 2 is visually recognized with the game machine frame 3 opened, when visually recognizing the main board 11.

[0155] The display monitor 29 can display, for example, winning information such as a consecutive ratio, a combination ratio, and a base. The consecutive ratio is the ratio of the number of winning balls due to winning in the big winning opening (attacker) among the total number of winning balls. The combination ratio is the ratio of the number of winning balls due to winning in the second start winning opening (electric chu) and the number of winning balls due to winning in the big winning opening (attacker) among the total number of winning balls. The base is the ratio of the total number of winning balls to the number of game balls launched. When in the setting change state or the setting confirmation state, the display monitor 29 can display the setting values in the pachinko gaming machine 1. The display monitor 29 only needs to be able to display setting values to be changed or confirmed, etc., when in the setting change state or the setting confirmation state.

[0156] The setting key 51 and the setting change switch 52 cannot be operated from the front side of the pachinko gaming machine 1 when the gaming machine frame 3 is in a closed state. A glass door frame 3a having a glass window is rotatably provided on the gaming machine frame 3, and the gaming area can be opened and closed by the glass door frame 3a. When the glass door frame 3a is closed, the gaming area can be seen through the glass window.

[0157] In the pachinko gaming machine 1, a security cover 50A is attached to the right end of the outer frame 1a formed in a vertically long rectangular frame shape. The security cover 50A covers the right side portion of the substrate case 201 including the setting key 51 and the setting change switch 52 from the back side when the gaming machine frame 3 is closed. The security cover 50A is a substantially L-shaped member including a short piece 50Aa and a long piece 50Ab, and may be made of a synthetic resin having transparency.

[0158] (Big win determination) Next, the big win determination of this feature part 004IW will be described. In this feature part 004IW, based on the winning determination random number, it is determined that in the low probability state, the probability of a big win is about 1 / 300, and in the high probability state, the probability of a big win is about 1 / 30.

[0159] Note that it is not limited to such a configuration. For example, depending on whether it is the case of executing the variable display of the first special symbol or the case of executing the variable display of the second special symbol, the big win probability may be made different.

[0160] Also, for example, when it is configured to be set to any one of a plurality of setting values with different degrees of advantage for the player, and when a setting confirmation process or a setting change process is executed when the pachinko gaming machine 1 is powered on, and it is possible to confirm the current setting value or change the setting value, the big win probability may be made different depending on which setting value is set.

[0161] For example, a plurality of jackpot types may be provided, each having a different degree of advantage. Specifically, depending on the jackpot type, the number of rounds in the jackpot game or the game state after the jackpot game may be different. In this case, when it is determined to be a jackpot based on the winning determination random number, the type of jackpot is determined based on the type determination random number.

[0162] (Variation pattern) Next, the variation pattern of this feature part 004IW will be described. In this feature part 004IW, when a variation pattern (main variation number shown in FIG. 8-3) is determined on the main board 11 side (also referred to as the game control side), an effect control command capable of specifying the determined variation pattern (main variation number) is transmitted to the effect control board 12 side (also referred to as the effect control side). Then, on the effect control side, by determining the execution or non-execution of various effects and the effect mode based on the variation pattern (main variation number) determined on the game control side, a sub-variation number (sub-variation numbers shown in FIGS. 8-4 to 8-7) capable of specifying the effect pattern during the variation display is determined.

[0163] First, the variation pattern (main variation number) determined on the game control side will be described. FIG. 8-3 is an explanatory diagram showing an example of the variation pattern (main variation number) determined on the game control side.

[0164] In the feature section 004IW, in the variation pattern setting process of step S111, when the display result is off, it is determined to be a variation pattern corresponding to any one of main variation number 1 (normal variation), main variation number 2 (shortened variation), main variation number 3 (pseudo consecutive spins), main variation number 4 (normal reach miss), main variation number 5 ([pseudo 2] pseudo consecutive (first time)), main variation number 6 ([pseudo 2] pseudo consecutive (first time) → SP reach A development → SP reach A miss), main variation number 7 ([pseudo 2] pseudo consecutive (first time) → SP reach B development → SP reach B miss), main variation number 8 ([pseudo 3] pseudo consecutive (first time) → pseudo consecutive (second time) → SP reach A development → SP reach A miss), main variation number 9 ([pseudo 3] pseudo consecutive (first time) → pseudo consecutive (second time) → SP reach B development → weak route → SP reach B miss), main variation number 10 ([pseudo 3] pseudo consecutive (first time) → pseudo consecutive (second time) → SP reach B development → strong route → SP reach B miss) shown in Fig. 8-3.

[0165] Also, when the display result is a big win, it is determined to be a variation pattern corresponding to any one of main variation number 12 (normal reach win), main variation number 13 ([pseudo 2] pseudo consecutive (first time) → normal reach win), main variation number 14 ([pseudo 2] pseudo consecutive (first time) → SP reach A development → SP reach A win), main variation number 15 ([pseudo 2] pseudo consecutive (first time) → SP reach B development → SP reach B win), main variation number 16 ([pseudo 3] pseudo consecutive (first time) → pseudo consecutive (second time) → SP reach A development → SP reach A win), main variation number 17 ([pseudo 3] pseudo consecutive (first time) → pseudo consecutive (second time) → SP reach B development → weak route → SP reach B win), main variation number 18 ([pseudo 3] pseudo consecutive (first time) → pseudo consecutive (second time) → SP reach B development → strong route → SP reach B win).

[0166] In the feature section 004IW, as shown in Fig. 8-3, multiple types of reach effects can be executed, and they are configured such that the jackpot expectation increases in the order of Normal Reach < SP Reach A < SP Reach B (weak route) < SP Reach B (strong route). Also, a variation pattern (main variation numbers 5 to 11, 13 to 18 shown in Fig. 8-3) is provided where the reach effect is executed after the pseudo - continuous effect is executed one or more times. The more times the pseudo - continuous effect is executed, the higher the jackpot expectation, and the higher the proportion of developing into a reach effect with a high expectation. For example, when hitting the jackpot, the proportion of determining the variation pattern in the order of main variation number 18 > main variation number 17 > main variation number 16 > main variation number 15 > main variation number 14 > main variation number 13 > main variation number 12 is increased, and when losing, the proportion of determining the variation pattern in the order of main variation number 1 (or main variation number 2) > main variation number 3 > main variation number 4 > main variation number 5 > main variation number 6 > main variation number 7 > main variation number 8 > main variation number 9 > main variation number 10 > main variation number 11 is increased, which is achieved in this way.

[0167] Note that a variation pattern table used in the low - probability state and a variation pattern table used in the high - probability state may be provided so that the variation patterns determinable in the low - probability state and the high - probability state are different, or the determination ratios of each variation pattern may be different. With such a configuration, it is possible to increase the gaming interest by providing variations in the way the effects are presented in the low - probability state and the high - probability state.

[0168] Next, the sub - variation numbers determined on the effect control side will be described. Figs. 8-4 to 8-7 are explanatory diagrams showing an example of the sub - variation numbers determined on the effect control side.

[0169] As shown in Fig. 8-4, main variation numbers 1 to 4 are associated one-to-one with sub-variation numbers 1 to 4, main variation number 9 is associated with sub-variation numbers 13 to 21, and main variation number 10 is associated with sub-variation numbers 22 to 57. That is, when the main variation number 9 is determined on the game control side, the presence or absence of execution of various effects and the effect mode are determined on the effect control side based on the main variation number 9, and thus it is determined to be any one of sub-variation numbers 13 to 21. Also, when the main variation number 10 is determined on the game control side, the presence or absence of execution of various effects and the effect mode are determined on the effect control side based on the main variation number 10, and thus it is determined to be any one of sub-variation numbers 22 to 57.

[0170] Also, as shown in Fig. 8-5, main variation number 11 is associated with sub-variation numbers 58 to 93. That is, when the main variation number 11 is determined on the game control side, the presence or absence of execution of various effects and the effect mode are determined on the effect control side based on the main variation number 11, and thus it is determined to be any one of sub-variation numbers 58 to 93.

[0171] Also, as shown in Fig. 8-6, main variation number 16 is associated with sub-variation numbers 103 to 111, and main variation number 17 is associated with sub-variation numbers 112 to 147. That is, when the main variation number 16 is determined on the game control side, the presence or absence of execution of various effects and the effect mode are determined on the effect control side based on the main variation number 16, and thus it is determined to be any one of sub-variation numbers 103 to 111. Also, when the main variation number 17 is determined on the game control side, the presence or absence of execution of various effects and the effect mode are determined on the effect control side based on the main variation number 17, and thus it is determined to be any one of sub-variation numbers 112 to 147.

[0172] Also, as shown in Fig. 8-7, main variation number 18 is associated with sub-variation numbers 148 to 183. That is, when the main variation number 18 is determined on the game control side, the presence or absence of execution of various effects and the effect mode are determined on the effect control side based on the main variation number 18, and thus it is determined to be any one of sub-variation numbers 148 to 183.

[0173] Next, the presentation modes of various presentations determined on the presentation control side will be described. FIG. 8-8 is an explanatory diagram showing an example of a presentation executed based on a variation pattern (main variation numbers 9 to 11, 16 to 17) including SP reach A development or SP reach B development.

[0174] In this feature unit 004IW, as shown in FIG. 8-8, when the variation pattern is determined to be either main variation number 9 or main variation number 16, after the first pseudo continuous presentation, the first cut-in presentation, the second pseudo continuous presentation, and the second cut-in presentation are performed, a presentation that develops into SP reach A is performed, and then a presentation that notifies whether it is a big win is performed.

[0175] Also, as shown in FIG. 8-8, when it is determined on the game control side to be either main variation number 9 or main variation number 16, the presentation control side determines whether the presentation mode of the first pseudo continuous presentation is blue or red, whether the presentation mode of the first cut-in presentation is blue or red, whether the presentation mode of the second pseudo continuous presentation is blue or red, and whether the presentation mode of the second cut-in presentation is blue or red. Then, based on the determination result, the sub-variation number is specified, and control is performed to execute the presentation based on the specified sub-variation number.

[0176] For example, based on the determination on the game control side that the main variation number is 9, if the presentation control side determines that the presentation mode of the first pseudo continuous presentation is blue, the presentation mode of the first cut-in presentation is blue, the presentation mode of the second pseudo continuous presentation is blue, and the presentation mode of the second cut-in presentation is blue, as a result, the sub-variation number 13 corresponding to the presentation mode of each presentation is specified.

[0177] Also, in this feature section 004IW, as shown in FIG. 8-8, when the variation pattern is determined to be either main variation number 10 or main variation number 17, after the first pseudo - continuous performance, the first cut - in performance, the second pseudo - continuous performance, and the second cut - in performance are carried out, a performance that develops into SP reach B is carried out. And in SP reach B, a chance - up cut - in performance (which may or may not be carried out), a performance of shifting to the weak route out of the strong route and the weak route, a final cut - in performance are carried out, and a performance for notifying whether it is a big win or not is carried out.

[0178] Also, as shown in FIG. 8-8, when it is determined on the game control side to be either main variation number 10 or main variation number 17, on the performance control side, it is determined whether the performance mode of the first pseudo - continuous performance is blue or red, whether the performance mode of the first cut - in performance is blue or red, whether the performance mode of the second pseudo - continuous performance is blue or red, whether the performance mode of the second cut - in performance is blue or red, whether to execute the chance - up cut - in performance, and whether the performance mode of the final cut - in performance in the weak route is green or red.

[0179] Also, in this feature section 004IW, as shown in FIG. 8-8, when the variation pattern is determined to be either main variation number 11 or main variation number 18, after the first pseudo - continuous performance, the first cut - in performance, the second pseudo - continuous performance, and the second cut - in performance are carried out, a performance that develops into SP reach B is carried out. And in SP reach B, a chance - up cut - in performance (which may or may not be carried out), a performance of shifting to the strong route out of the strong route and the weak route, a final cut - in performance are carried out, and a performance for notifying whether it is a big win or not is carried out.

[0180] Also, as shown in FIG. 8-8, when it is determined on the game control side to be either the main variation number 11 or the main variation number 18, on the effect control side, it is determined whether the effect mode of the first pseudo continuous effect is blue or red, whether the effect mode of the first cut-in effect is blue or red, whether the effect mode of the second pseudo continuous effect is blue or red, whether the effect mode of the second cut-in effect is blue or red, whether to execute the chance-up cut-in effect, and whether the effect mode of the final cut-in effect in the strong route is green or red.

[0181] (Variable display start setting process) Next, the variable display start setting process in the feature unit 004IW will be described. FIG. 8-9 is a flowchart showing the variable display start setting process (step S171) in the effect control process shown in FIG. 7. In the variable display start setting process, the effect control CPU 120 first reads out an effect control command from the effect control command storage area that designates the variation pattern (step 004IWS801).

[0182] Next, the effect control CPU 120 determines the display result (stopped symbol) of the decorative symbol according to the effect control command that designates the variation pattern read out in step 004IWS801 and the effect control command that designates the display result, and stores the data indicating the stopped symbol of the determined decorative symbol in the decorative symbol display result storage area (step 004IWS802).

[0183] In step 004IWS802, when the effect control CPU 120 receives an effect control command indicating the display result "miss", it determines a combination of a miss symbol where the left, middle, and right decorative symbols are completely different or a reach miss symbol where only the left and right decorative symbols (specifically, the normal decorative symbols of "1" to "6" and "8" to "9" whose normal color is white) match. Also, when the effect control CPU 120 receives an effect control command indicating the display result "big win", it determines a combination of symbols where the left, middle, and right decorative symbols (specifically, the normal decorative symbols of "1" to "6" and "8" to "9" whose normal color is white) are aligned.

[0184] Next, the production control CPU 120 checks whether it is any of the variation patterns of main variation numbers 9 to 11 and 16 to 18 (step 004IWS803). If it is not any of the variation patterns of main variation numbers 9 to 11 and 16 to 18, the process proceeds to step 004IWS811.

[0185] If it is any of the variation patterns of main variation numbers 9 to 11 and 16 to 18, the production control CPU 120 selects the production mode for the first time of the pseudo continuous production (step 004IWS804).

[0186] In this feature unit 004IW, as the production modes of the pseudo continuous production, there are provided a first production mode in which an image with a blue tone is displayed and a part of the lyrics of a specific song A, "Let's all sing!" is displayed, and a second production mode in which an image with a red tone is displayed and a part of the lyrics of a specific song A, "Let's all dance!" is displayed. Details of the specific song A will be described later.

[0187] In step 004IWS804, for example, as shown in FIGS. 8-10(A), when it is a jackpot, the first production mode is selected at a rate of 30%, and the second production mode is selected at a rate of 70%. Also, when it is a loss, the first production mode is selected at a rate of 70%, and the second production mode is selected at a rate of 30%. With such a configuration, since the rate of getting a jackpot is higher when the pseudo continuous production is executed in the second production mode than when it is executed in the first production mode, it is possible to draw attention to which production mode the pseudo continuous production is executed in.

[0188] Next, the production control CPU 120 selects the production mode for the first time of the cut-in production (step 004IWS805).

[0189] In this feature unit 004IW, as the production modes of the cut-in production, there are provided a first production mode in which an image with a blue tone is displayed and the enemy character Bakuchu is displayed, and a second production mode in which an image with a red tone is displayed and the enemy character Bingo is displayed.

[0190] In step 004IWS805, when the first performance mode of the pseudo continuous performance is determined to be the first performance mode or the second performance mode, the first performance mode of the first cut-in performance is determined at different ratios.

[0191] For example, when the first performance mode of the pseudo continuous performance is the first performance mode, as shown in FIG. 8-10(D), when hitting the jackpot, the first performance mode is selected at a ratio of 50%, and the second performance mode is selected at a ratio of 50%. Also, when losing, the first performance mode is selected at a ratio of 90%, and the second performance mode is selected at a ratio of 10%. When the first performance mode of the pseudo continuous performance is the second performance mode, as shown in FIG. 8-10(F), when hitting the jackpot, the first performance mode is selected at a ratio of 40%, and the second performance mode is selected at a ratio of 60%. Also, when losing, the first performance mode is selected at a ratio of 70%, and the second performance mode is selected at a ratio of 30%. With such a configuration, since the ratio of hitting the jackpot is higher when the cut-in performance is executed in the second performance mode than when it is executed in the first performance mode, it is possible to draw attention to which performance mode the cut-in performance is executed in.

[0192] Next, the performance control CPU 120 selects the second performance mode of the pseudo continuous performance (step 004IWS806).

[0193] In step 004IWS806, when the presentation mode of the first virtual continuous presentation is determined to be the first presentation mode and the second presentation mode, the presentation mode of the second virtual continuous presentation is determined at different ratios. For example, when the presentation mode of the first virtual continuous presentation is the first presentation mode, as shown in FIG. 8-10(B), at the time of a big win, the first presentation mode is selected at a ratio of 10%, and the second presentation mode is selected at a ratio of 90%. Also, at the time of a loss, the first presentation mode is selected at a ratio of 60%, and the second presentation mode is selected at a ratio of 40%. When the presentation mode of the first virtual continuous presentation is the second presentation mode, as shown in FIG. 8-10(C), the second presentation mode is selected at a ratio of 100% at the time of both a big win and a loss. With such a configuration, it is possible to avoid the situation where the presentation mode of the second virtual continuous presentation has a lower big win expectancy than that of the first virtual continuous presentation, so that it is possible to prevent a decrease in interest due to a decline.

[0194] Next, the presentation control CPU 120 selects the presentation mode of the second cut-in presentation (step 004IWS807).

[0195] In step 004IWS806, when the presentation mode of the second virtual continuous presentation is determined to be the first presentation mode and the second presentation mode, the presentation mode of the second cut-in presentation is determined at different ratios. For example, when the presentation mode of the second virtual continuous presentation is the first presentation mode, as shown in FIG. 8-10(E), at the time of a big win, the first presentation mode is selected at a ratio of 50%, and the second presentation mode is selected at a ratio of 50%. Also, at the time of a loss, the first presentation mode is selected at a ratio of 70%, and the second presentation mode is selected at a ratio of 30%. When the presentation mode of the second virtual continuous presentation is the second presentation mode, as shown in FIG. 8-10(G), at the time of a big win, the first presentation mode is selected at a ratio of 20%, and the second presentation mode is selected at a ratio of 80%. Also, at the time of a loss, the first presentation mode is selected at a ratio of 80%, and the second presentation mode is selected at a ratio of 20%. Note that, similar to the virtual continuous presentation, the second cut-in presentation may be prevented from having a lower big win expectancy than the first cut-in presentation.

[0196] Next, the production control CPU 120 checks whether it is a variation pattern that develops into SP reach B, that is, whether it is any of the variation patterns of main variation numbers 10 to 11, 17 to 18 (step 004IWS808). If it is not a variation pattern that develops into SP reach B, the process proceeds to step 004IWS811.

[0197] If it is a variation pattern that develops into SP reach B, that is, if it is any of the variation patterns of main variation numbers 10 to 11, 17 to 18, the production control CPU 120 selects whether to execute the chance-up cut-in effect (step 004IWS809).

[0198] In this feature section 004IW, when the production develops into SP reach B, there are cases where the chance-up cut-in effect is executed and cases where it is not executed during SP reach B. In step 004IWS809, for example, as shown in FIG. 8-11(B), at the time of a big win, no execution is selected at a rate of 10%, and execution is selected at a rate of 90%. Also, at the time of a loss, no execution is selected at a rate of 70%, and execution is selected at a rate of 30%. With such a configuration, the rate of a big win when the chance-up cut-in effect is executed is higher than when it is not executed, so it is possible to draw attention to whether the chance-up cut-in effect is executed.

[0199] As described above, in this feature section 004IW, as shown in FIG. 8-11(A), at the time of a big win, the rate of shifting to the strong route in SP reach B is high, and at the time of a loss, the rate of shifting to the weak route in SP reach B is high. Therefore, the rate of shifting to the strong route when the chance-up cut-in effect is executed is higher than when it is not executed, and the rate of a big win when shifting to the strong route is higher than when shifting to the weak route. With such a configuration, it is possible to associate whether the chance-up cut-in effect is executed with whether to shift to the weak route or the strong route, and the production effects can be enhanced mutually.

[0200] Next, the production control CPU 120 selects the production mode of the final cut-in production (step 004IWS810). Then, it proceeds to step 004IWS811.

[0201] In this feature section 004IW, when the production develops to SP reach B, the final cut-in production is executed during SP reach B. As the production mode of the final cut-in production, there are provided a first production mode in which an image with a green tone is displayed and a friendly character mumu and the character display "I can do it!" are displayed, and a second production mode in which an image with a red tone is displayed and a friendly character mumu and the character display "I will protect!" are displayed.

[0202] In step 004IWS810, depending on whether the transition is to the weak route or the strong route in SP reach B, the production mode of the final cut-in production is determined at different ratios. For example, when transitioning to the weak route, as shown in FIG. 8-11(C), at the time of a big win, the first production mode is selected at a ratio of 40%, and the second production mode is selected at a ratio of 60%. Also, at the time of a loss, the first production mode is selected at a ratio of 80%, and the second production mode is selected at a ratio of 20%. When transitioning to the strong route, as shown in FIG. 8-11(D), at the time of a big win, the first production mode is selected at a ratio of 20%, and the second production mode is selected at a ratio of 80%. Also, at the time of a loss, the first production mode is selected at a ratio of 90%, and the second production mode is selected at a ratio of 10%. With such a configuration, since the ratio of a big win when the final cut-in production is executed in the second production mode is higher than when it is executed in the first production mode, it is possible to draw attention to which production mode the final cut-in production is executed in.

[0203] Also, as shown in FIGS. 8-11(C) and (D), when transitioning to the strong route, the ratio of the second production mode being selected at the time of a big win is higher, and the ratio of the first production mode being selected at the time of a loss is lower than when transitioning to the weak route. Therefore, the big win expectancy when the second production mode is executed is high. With such a configuration, a difference can be made between the weak route and the strong route, and the interest can be enhanced.

[0204] In step 004IWS811, the effect control CPU 120 selects a process table according to the variation pattern and the content of various determined effects (step 004IWS811).

[0205] Next, the effect control CPU 120 starts the process timer in the process data 1 of the selected process table (step 004IWS812).

[0206] The process table is a table in which process data that the effect control CPU 120 refers to when executing control of the effect device is set. That is, the effect control CPU 120 controls effect devices (effect components) such as the image display device 5 according to the process data set in the process table. The process table is composed of data in which a plurality of combinations of process timer setting values, display control execution data, lamp control execution data, and sound number data are gathered. The display control execution data describes data indicating each variation mode constituting the variation mode during the variable display time (variation time) of the decorative pattern, etc. Specifically, data related to the change of the display screen of the image display device 5 is described. Also, in the process timer setting value, the variation time in that variation mode is set. The effect control CPU 120 refers to the process table and performs control to display the decorative pattern in the variation mode set in the display control execution data for the time set in the process timer setting value. Also, the process table is stored in the ROM in the effect control board 80. Also, the process table is prepared according to each variation pattern.

[0207] In addition, in the process table used when performing effect control on the variation pattern accompanied by the reach effect, process data indicating that the left symbol is stopped from being displayed when a predetermined time has elapsed since the start of the variation, and that the right symbol is stopped from being displayed when another predetermined time has elapsed, is set. Note that instead of setting the symbol to be stopped from being displayed in the process table, an image for displaying the symbol may be generated by synthesizing according to the determined stop symbol, the pseudo-reel, and the temporary stop symbol in the sliding effect.

[0208] Further, the effect control CPU 120 executes control of the effect device (image display device 5 as an effect component, various lamps as effect components, and speakers 8L and 8R as effect components) according to the content of the process data 1 (display control execution data 1, lamp control execution data 1, sound number data 1) (step 004IWS813). For example, in order to display an image corresponding to the variation pattern on the image display device 5, a command is output to the display control unit 123. Also, in order to perform lighting / extinguishing control of various lamps, a control signal (lamp control execution data) is output to the lamp control board 14. Also, in order to cause voice output from the speakers 8L and 8R, a control signal (sound number data) is output to the voice control board 13.

[0209] By executing the process of step 004IWS813, an effect corresponding to the variation pattern and the determined content is realized.

[0210] Next, the effect control CPU 120 sets a value corresponding to the variation time specified by the variation pattern command in the variation time timer (step 004IWS814).

[0211] Then, the effect control CPU 120 sets the value of the effect control process flag to a value corresponding to the variable display effect process (step S172) (step 004IWS815).

[0212] (Specific music A) Next, specific music piece A will be described. In this feature section 004IW, during the fanfare performance after the jackpot notification (see Fig. 8-35) or during the jackpot game, control is performed to output specific music piece A from speakers 8L and 8R.

[0213] Fig. 8-12 is an explanatory diagram showing the lyrics of specific music piece A. As shown in Fig. 8-12, specific music piece A is composed of an A melody section, a B melody section, a C melody section, and a refrain section. Specifically, it is composed in the order of refrain section 004IWA01, A melody section 004IWA02, B melody section 004IWA03, refrain section 004IWA04, A melody section 004IWA05, B melody section 004IWA06, refrain section 004IWA07, C melody section 004IWA08, and refrain section 004IWA09.

[0214] Also, as shown in Fig. 8-12, the singing voice that sings the lyrics of specific music piece A is composed of the voice corresponding to the ally character Mumu.

[0215] (Performance example) Next, a specific example of the performance will be described with reference to the figures. First, the performance executed before developing into SP reach A or SP reach B will be described. Figs. 8-13 to 8-17 are explanatory diagrams showing the performance executed before SP reach. Note that in any of the figures, the screen transitions in ascending order of (1), (2), and (3).

[0216] (Performance executed before SP reach) In the example shown in Figs. 8-13 to 8-17, after the off-symbol (「125」) is displayed as the display result of the previous variation display on the image display device 5 (Fig. 8-13(1)), the variation display based on any of the variation patterns of main variation numbers 10 to 11 and 17 to 18 is started (Fig. 8-13(2)).

[0217] Next, the left decorative pattern temporarily stops at "2" (Fig. 8-13(3)). Subsequently, when the right decorative pattern temporarily stops at "2" and reaches the reach state (Fig. 8-13(4)), the character display "NEXT" is displayed together with the ally character Mumu image 004IWC01 (Fig. 8-13(5)), and the first pseudo-linked performance starts. At this time, the dialogue voice "NEXT" corresponding to the ally character Mumu is output from the speakers 8L and 8R.

[0218] When the first pseudo-linked performance is executed in the first performance mode, as shown in Fig. 8-14(6-1), a blue-toned background image is displayed, and the ally character Mumu image 004IWC01, the character display "NEXT", and the character display "Let's all sing!" 004IWP01a, which is a part of the lyrics of the specific song A, are displayed. At this time, the dialogue voice "Let's all sing!" corresponding to the ally character Mumu is output from the speakers 8L and 8R.

[0219] When the first pseudo-linked performance is executed in the second performance mode, as shown in Fig. 8-14(6-2), a red-toned background image is displayed, and the ally character Mumu image 004IWC01, the character display "NEXT", and the character display "Let's all dance!" 004IWP01b, which is a part of the lyrics of the specific song A, are displayed. At this time, the dialogue voice "Let's all dance!" corresponding to the ally character Mumu is output from the speakers 8L and 8R.

[0220] Next, on the image display device 5, an effect display is performed in which the character display "×2", indicating that the pseudo-linked performance has been performed once, is zoomed out from the enlarged display state (Fig. 8-14(7)) and the whole is displayed (Fig. 8-14(8)).

[0221] Next, on the image display device 5, an effect display is performed in which the character display "×2" gradually becomes smaller and moves to the upper right of the display area (Fig. 8-14(9)(10)).

[0222] Next, in the image display device 5, the re-variation display of the decorative pattern is started (Fig. 8-15(11)), and as an operation promotion effect for prompting the operation of the push button 31B, a push button image 004IWG01 imitating the push button 31B is displayed at the center of the display area (Fig. 8-15(12)). In this example, when the operation of the push button 31B is valid, as shown in Fig. 8-15(12), a push button image 004IWG01 with a character display "PUSH" indicating that the operation of the push button 31B is valid is displayed. At the same time, a meter image indicating the remaining period of the operation valid period is displayed.

[0223] After the operation promotion effect shown in Fig. 8-15(12) is executed, when the push button 31B is pressed (or when the operation valid period elapses), the first cut-in effect is executed.

[0224] When the first cut-in effect is executed in the first effect mode, as shown in Fig. 8-15(13-1), a blue-toned background image is displayed and the first enemy character explosion chew image 004IWC11 is displayed. When the first cut-in effect is executed in the second effect mode, as shown in Fig. 8-15(13-2), a red-toned background image is displayed and the second enemy character boingo image 004IWC12 is displayed.

[0225] Next, a display is made in which the left and right decorative patterns reach the state of "2" (Fig. 8-15(14)), and then, together with the ally character mumu image 004IWC01, a character display "NEXT" is displayed (Fig. 8-15(15)), and the second pseudo-link effect is started.

[0226] When the second pseudo-link effect is executed in the first effect mode, as shown in Fig. 8-16(16-1), a blue-toned background image is displayed, and the ally character mumu image 004IWC01, the character display "NEXT", and a character display "Let's all sing!" 004IWP01a, which is a part of the lyrics of a specific song A, are displayed. At this time, the voice line "Let's all sing!" corresponding to the ally character mumu is output from the speakers 8L and 8R.

[0227] When the second pseudo continuous performance is executed in the second performance mode, as shown in Fig. 8-16(16-2), a background image with a red tone is displayed, and the ally character Mumu image 004IWC01, the character display "NEXT", and the character display "Let's dance together!" 004IWP01b, which is a part of the lyrics of the specific song A, are displayed. At this time, the voice line "Let's dance together!" corresponding to the ally character Mumu is output from the speakers 8L and 8R.

[0228] Next, on the image display device 5, an effect display is performed in which the entire image is displayed after zooming out from the state where the character display "×3", indicating that the pseudo continuous performance has been performed twice, is enlarged (Fig. 8-16(17)) (Fig. 8-16(18)). Next, on the image display device 5, an effect display is performed in which the character display "×3" gradually becomes smaller and moves to the upper right of the display area (Fig. 8-16(19)(20)).

[0229] Next, on the image display device 5, the re-variation display of the decorative pattern is started (Fig. 8-17(21)), and as an operation promotion effect for prompting the operation of the push button 31B, the push button image 004IWG01 is displayed in the center of the display area (Fig. 8-17(22)).

[0230] After the operation promotion effect shown in Fig. 8-17(22) is executed, when the push button 31B is pressed (or when the operation valid period has elapsed), the second cut-in effect is executed.

[0231] When the second cut-in effect is executed in the first performance mode, as shown in Fig. 8-17(23-1), a background image with a blue tone is displayed and the first enemy character Bakuchu image 004IWC11 is displayed. When the second cut-in effect is executed in the second performance mode, as shown in Fig. 8-17(23-2), a background image with a red tone is displayed and the second enemy character Boingo image 004IWC12 is displayed.

[0232] Next, in the image display device 5, a display is performed in which the left and right decorative symbols reach the state of "2" (Fig. 8-17(24)). After that, an explosion effect image is displayed so as to cover the decorative symbol (Fig. 8-17(25)), and a production display that develops into SP Reach A or SP Reach B is performed. When it develops into SP Reach A, it shifts to Fig. 8-18(A1), and when it develops into SP Reach B, it shifts to Fig. 8-23(B1).

[0233] (Production executed in SP Reach A) Next, the production executed in SP Reach A will be described with reference to Figs. 8-18 to 8-22. Among Figs. 8-18 to 8-22, Figs. 8-18 to 8-19 are explanatory diagrams showing the production executed in SP Reach A (specifically, from the development into SP Reach A until the decision button production is executed). Also, Figs. 8-20 to 8-21 are explanatory diagrams showing specific examples of the epilogue production executed when a big win occurs after passing through SP Reach A, and Fig. 8-22 is an explanatory diagram showing a specific example of the epilogue production executed when it fails after passing through SP Reach A. In addition, it is assumed that the screen transitions in the ascending order of (A1)(A2)(A3) in any of the figures.

[0234] When it develops into SP Reach A, in the image display device 5, after the ground is displayed, a production display is performed in which the ally character Mumu image 004IWC01 lands on the ground (Fig. 8-18(A1)(A2)). After that, the upper body of the ally character Mumu image 004IWC01 is enlarged and displayed, and a background image including a plurality of stars corresponding to the ally character Mumu image 004IWC01 is displayed (Fig. 8-18(A3)).

[0235] Next, in the image display device 5, a friendly character Mumu and an enemy character Bakuchu face each other, and a production display is performed in which an effect image that lights up between the friendly character Mumu image 004IWC01 and the first enemy character Bakuchu image 004IWC11 is displayed (Fig. 8-18(A4)). Next, in the image display device 5, a character display "Mumu VS Bakuchu" that suggests the start of a battle is enlarged and displayed superimposed on the production display of Fig. 8-18(A4), and a semi-transparent fog effect image is displayed superimposed on the character display "Mumu VS Bakuchu" (Fig. 8-18(A5)). Eventually, the character display "Mumu VS Nana" is reduced and the whole is displayed, and a production display is performed in which the fog effect image disappears (Fig. 8-18(A6)).

[0236] Next, in the image display device 5, when the fog effect image completely disappears and the character display "Mumu VS Bakuchu" disappears, a production display is performed in which the first enemy character Bakuchu image 004IWC11 attacks the friendly character Mumu image 004IWC01 (specifically, outputs a light beam from the fingertips) (Fig. 8-18(A7)). At this time, the friendly character Mumu image 004IWC01 is in a state of defending against the attack with the middle decoration pattern "9" (or a pattern image corresponding to the middle decoration pattern "9") as a shield.

[0237] In this example, the decorative patterns are displayed in the order of "1", "2", "3", "4", "5", "6", "7", "8", "9", and after "9", they are displayed in order from "1" again. In the examples shown in Figs. 8-18 to 8-22, since the left and right decorative patterns are "2" in the reach mode, the middle decorative pattern "9" displayed in Fig. 8-18(A7) is the middle decorative pattern displayed two before the middle decorative pattern "2" which is the combination of the jackpot patterns "222".

[0238] Next, an attack from the first enemy character explosion chewing image 004IWC11 to the friendly character Mumu image 004IWC01 (specifically, a light beam output from the fingertips) is shown in an effect display that destroys the decorative pattern "9" that was acting as a shield. At this time, the decorative pattern "9" is in a destroyed state (Fig. 8-18 (A8)). Then, the friendly character Mumu image 004IWC01 is enlarged and a background image including a plurality of stars corresponding to the friendly character Mumu image 004IWC01 is displayed (Fig. 8-19 (A9)).

[0239] Next, an effect display is performed in which the friendly character Mumu image 004IWC01 starts an attack on the first enemy character explosion chewing image 004IWC11 (specifically, starts punching) (Fig. 8-19 (A10)). Then, the opposing first enemy character explosion chewing image 004IWC11 is displayed from the front (Fig. 8-19 (A11)), and an effect display is performed in which the decorative pattern "1" appears in front of the first enemy character explosion chewing image 004IWC11 (Fig. 8-19 (A12)).

[0240] Note that the decorative pattern "1" displayed in Fig. 8-19 (A12) is a decorative pattern displayed one before the decorative pattern "2" which is a combination of jackpot patterns "222". Therefore, it is notified that a jackpot is achieved when the decorative pattern "1" displayed in Fig. 8-19 (A12) is destroyed and the next decorative pattern "2" is displayed.

[0241] When the attack by the friendly character Mumu image 004IWC01 reaches the decorative pattern "1" (Fig. 8-19 (A13)), an effect display is performed in which the text display "Push" and the push button image 004IWG01 in the center of the display area are reduced from an enlarged state and the whole is displayed (Fig. 8-19 (A14)(A15)). That is, a decision button effect is started prior to the win / loss notification that notifies whether it is a jackpot, and an operation promotion effect that prompts the pressing operation of the push button 31B is started.

[0242] When the display result is a big win (i.e., when it is the variation pattern of main variation number 16), when a push button 31B press operation is detected, after Fig. 8-19 (A15), a radiation pattern background image is displayed on the image display device 5, and a moving body effect is executed in which the moving body 32 moves from the initial position to the effect position in front of the image display device 5 (Fig. 8-20 (A16)). Next, the moving body 32 stops at the effect position in front of the image display device 5 for a predetermined period (Fig. 8-20 (A17)).

[0243] After that, control is performed for the moving body 32 to return from the effect position to the initial position (Fig. 8-20 (A18)), the attack from the ally character Mumu image 004IWC01 to the first enemy character Explosion Chuu image 004IWC11 becomes effective, the middle decoration pattern "1" that was the shield is destroyed, and an effect display is performed in which the first enemy character Explosion Chuu image 004IWC11 that received the attack is blown away (Fig. 8-20 (A19)).

[0244] Next, the ally character Mumu image 004IWC01 is displayed in a happy manner (Fig. 8-20 (A20)), and then, an optical effect image is displayed superimposed on the previous effect display including the ally character Mumu image 004IWC01 and the first enemy character Explosion Chuu image 004IWC11 (Fig. 8-20 (A21)), and an effect display is performed in which the optical effect image is enlarged to cover the ally character Mumu image 004IWC01 and the first enemy character Explosion Chuu image 004IWC11 (Fig. 8-20 (A22)). At this time, since the optical effect image is non-transmissive, the covered ally character Mumu image 004IWC01 and the first enemy character Explosion Chuu image 004IWC11 are in a state where they cannot be visually recognized.

[0245] Next, after the light effect image covers the entire display area, a production display is performed in which the winning symbol "222" including the middle decoration symbol "2" displayed in the normal mode appears (Fig. 8-20 (A23)). Then, the winning symbol "222" is gradually enlarged (Fig. 8-21 (A24)) and enlarged until it covers the entire display area (Fig. 8-21 (A25)). After that, the winning symbol "222" is displayed in the same size as when the normal variation before the reach was established and is displayed so as to shake 4 times (Fig. 8-21 (A26)).

[0246] Next, a production display is performed in which the winning symbol "222" is once hidden and the character display of "complete determination" is displayed (Fig. 8-21 (A27)). Then, the image display device 5 performs a whiteout and the production related to SP reach A ends, and a background image similar to that when the normal variation before the reach was established is displayed and the winning symbol "222" is temporarily stopped (Fig. 8-21 (A28)). After that, the winning symbol "222" is stopped (Fig. 8-21 (A29)). In this example, the temporary stop display is not a mode in which it is completely stopped and displayed, but a mode in which it is displayed while slightly shaking.

[0247] When the display result is a miss (that is, when it is the variation pattern of main variation number 9), after Fig. 8-19 (A15), the attack from the ally character Mumu image 004IWC01 to the first enemy character Bakachu image 004IWC11 becomes ineffective, and a production display is performed in which the middle decoration symbol "1" that was a shield changes from the cracked mode to the normal mode again without being destroyed (Fig. 8-22 (A30)).

[0248] Next, the first enemy character Bakachu image 004IWC11 in the pose of raising both hands diagonally upward is displayed (Fig. 8-22 (A31)). Then, the middle decoration symbol "1" is displayed superimposed on the first enemy character Bakachu image 004IWC11, and after the middle decoration symbol "1" that is a losing combination is displayed so as to shake 4 times, the image display device 5 performs a blackout (Fig. 8-22 (A32)) and the production related to SP reach A ends.

[0249] When the effect related to SP Reach A ends, a background image similar to that when normal fluctuations were occurring before the reach was established is displayed, and the losing symbol "212" is temporarily stopped being displayed (Fig. 8-22(A33)). After that, the losing symbol "212" is stopped being displayed (Fig. 8-22(A34)).

[0250] (Effect executed in SP Reach B) Next, the effect executed in SP Reach B will be described with reference to Figs. 8-23 to 8-34. Among Figs. 8-23 to 8-34, Figs. 8-23 to 8-25 are explanatory diagrams showing the effect executed in SP Reach B (specifically, from the development into SP Reach B until the chance-up cut-in effect is executed), Fig. 8-26 is an explanatory diagram showing a specific example of the effect related to the branch between the weak route and the strong route executed in SP Reach B. Also, Fig. 8-27 is an explanatory diagram showing a specific example of the effect executed in the weak route of SP Reach B, Figs. 8-28 to 8-29 are explanatory diagrams showing specific examples of the epilogue effect executed when a big win occurs via the weak route of SP Reach B, and Fig. 8-30 is an explanatory diagram showing a specific example of the epilogue effect executed when a loss occurs via the weak route of SP Reach B. Also, Fig. 8-31 is an explanatory diagram showing a specific example of the effect executed in the strong route of SP Reach B, Figs. 8-32 to 8-33 are explanatory diagrams showing specific examples of the epilogue effect executed when a big win occurs via the strong route of SP Reach B, and Fig. 8-34 is an explanatory diagram showing a specific example of the epilogue effect executed when a loss occurs via the strong route of SP Reach B. Note that in all the figures, the screen transitions in ascending order of (B1)(B2)(B3).

[0251] When it develops into SP Reach B, in the image display device 5, after the ground is displayed, an effect display is performed such that the third enemy character Nana image 004IWC13 lands on the ground (Figs. 8-23(B1)(B2)).

[0252] Next, in the image display device 5, a production display is performed in which the screen is switched to a white background image (Fig. 8-23(B3)), and the character display "Decisive Battle" in the center of the display area is enlarged and then reduced and displayed (Fig. 8-23(B4)(B5)). Note that the character display of "Decisive Battle" shown in Fig. 8-23(B5) is displayed in the frontmost position until the timing of Fig. 8-23(B8).

[0253] Next, in the image display device 5, a first superimposed image with a friendly character Mumu image 004IWC01 and a plurality of stars drawn on the left side and a second superimposed image with a third enemy character Nana image 004IWC13 and a plurality of broken hearts drawn on the right side are displayed with the character display "Decisive Battle" in the center of the display area in between (Fig. 8-23(B6)).

[0254] Next, in the image display device 5, a production display is performed in which the first superimposed image on the left side and the second superimposed image on the right side move left and right away from each other, and a white background area including the character display "Decisive Battle" in the center is displayed (Fig. 8-23(B7)). After that, a production display is performed in which the first superimposed image on the left side and the second superimposed image on the right side move back to their original positions (Fig. 8-23(B8)).

[0255] Next, in the image display device 5, the character display "Mumu VS Nana" is enlarged and displayed superimposed on the first superimposed image on the left side and the second superimposed image on the right side, and a semi-transparent mist effect image is displayed superimposed on the character display "Mumu VS Nana" (Fig. 8-24(B9)). Eventually, a production display is performed in which the character display "Mumu VS Nana" is reduced and displayed, and the mist effect image disappears (Fig. 8-24(B10)).

[0256] Next, in the image display device 5, an effect display is performed in which the mist effect image completely disappears and the character display "Mumu VS Nana" gradually fades (Fig. 8-24(B11)). At this time, the first superimposed image on the left and the second superimposed image on the right move left and right and are erased, and a background image for the SP reach B effect is displayed in the area where they were displayed. Thereafter, a display is performed in which the ally character Mumu image 004IWC01 and the third enemy character Nana image 004IWC13 face each other (Fig. 8-24(B12)).

[0257] Next, in the image display device 5, a character display "If you don't bring Nana to her senses!" corresponding to the lines of the ally character Mumu is displayed together with the ally character Mumu image 004IWC01 (Fig. 8-24(B13)). At this time, the line sound "If you don't bring Nana to her senses!" is output from the speakers 8L and 8R in the voice corresponding to the ally character Mumu.

[0258] Next, in the image display device 5, a character display "Mumu... I don't know such a person..." corresponding to the lines of the enemy character Nana is displayed together with the third enemy character Nana image 004IWC13 (Fig. 8-24(B14)). At this time, the line sound "Mumu... I don't know such a person..." is output from the speakers 8L and 8R in the voice corresponding to the enemy character Nana.

[0259] Next, in the image display device 5, an attack from the enemy character Nana on the ally character Mumu is started, and a production display is performed in which a character display "WATASHINI… SAKARAU… YURUSANAI" corresponding to the lines of the enemy character Nana is displayed together with the third enemy character Nana image 004IWC13 of the left fist being thrusted out (Fig. 8-24(B15)). At this time, the line voice "Mumu… SONNA YATSU… SHIRANAI" is output from the speakers 8L and 8R in the voice corresponding to the enemy character Nana. In this feature unit 004IW, the character display corresponding to the lines of the character is displayed in a mode with a white character background display in SP reach B as shown in Figs. 8-24(B13) to (B15), etc., and is displayed in a mode without a character background display in SP reach A as shown in Figs. 8-18(A2) to (A3), etc. With such a configuration, the impression of the production can be made different between SP reach A and SP reach B. Also, in SP reach B where the expectation degree of a big win is high, the player can easily recognize the lines of the character.

[0260] Next, in the image display device 5, a flame effect image is displayed around the third enemy character Nana image 004IWC13 (Fig. 8-24(B16)), and a production display is performed in which a huge spherical energy bullet is formed above the head of the third enemy character Nana image 004IWC13 (Fig. 8-25(B17)).

[0261] Next, in the image display device 5, a production display is performed in which a character display "KOREDE… OWARI DA" corresponding to the lines of the enemy character Nana is displayed (Fig. 8-25(B18)). At this time, the line voice "KOREDE… OWARI DA" is output from the speakers 8L and 8R in the voice corresponding to the enemy character Nana. is output from the speakers 8L and 8R.

[0262] Next, in the image display device 5, a production display is performed in which a character display of "Mugen Bakushinsho" is attached to the energy bullet above the head of the third enemy character Nana image 004IWC13 (Fig. 8-25(B19)).

[0263] Next, an attack is initiated from the ally character Mumu against the enemy character Nana, and a production display is performed in which the character display "Don't lose!" corresponding to the lines of the ally character Mumu is displayed along with the image 004IWC01 of the ally character Mumu thrusting out his right fist (Fig. 8-25(B20)). At this time, the voice line "Don't lose!" is output from the speakers 8L and 8R in the voice corresponding to the ally character Mumu.

[0264] Here, if it is determined not to execute the chance-up cut-in production, the same production display continues to be performed (Fig. 8-25(B21-1)). On the other hand, if it is determined to execute the chance-up cut-in production, as the chance-up cut-in production, the character display "It'll ring out!" which is a part of the lyrics in the B melody section of the specific music piece A is displayed along with the image 004IWC01 of the ally character Mumu thrusting up his left fist (Fig. 8-25(B21-2)). At this time, the voice line "It'll ring out!" is output from the speakers 8L and 8R in the voice corresponding to the ally character Mumu.

[0265] Next, in the image display device 5, a production display is performed in which only the image 004IWC01 of the ally character Mumu thrusting out his right fist is displayed (Fig. 8-25(B22)).

[0266] Next, as a production related to the branch between the weak route and the strong route in SP reach B in the image display device 5, a production display is performed in which the image 004IWC01 of the ally character Mumu with eyes closed and hands spread wide left and right is displayed (Fig. 8-26(B23)).

[0267] When transitioning to the weak route, a production display is performed in which the image 004IWC01 of the ally character Mumu remains in the same pose (Fig. 8-26(B24)). On the other hand, when transitioning to the strong route, a production display is performed in which the image 004IWC01 of the ally character Mumu with eyes open and smiling is displayed (Fig. 8-26(B’24)). After that, when transitioning to the weak route, it transitions to Fig. 8-27(B25), and when transitioning to the strong route, it transitions to Fig. 8-31(B’25).

[0268] (Performance executed in the weak route of SP Reach B) When transitioning to the weak route of SP Reach B (i.e., in the variation patterns of main variation numbers 10 and 17), on the image display device 5, an effect display is performed in which, together with the friendly character Mumu image 004IWC01 of the flight attitude, the character display "I'll take Nana back!!" corresponding to the lines of the friendly character Mumu is displayed (Fig. 8-27 (B25)). At this time, the line voice "I'll take Nana back!!" is output from the speakers 8L and 8R in the voice corresponding to the friendly character Mumu.

[0269] Next, on the image display device 5, an effect display is performed in which the character display "I'll take Nana back!!" is erased and the character display "Meme Punch" is displayed (Fig. 8-27 (B26)).

[0270] Next, on the image display device 5, an effect display is performed in which, together with the third enemy character Nana image 004IWC13, the character display "Taosarerumonoka" corresponding to the lines of the enemy character Nana is displayed (Fig. 8-27 (B27)). At this time, the line voice "Taosarerumonoka" is output from the speakers 8L and 8R in the voice corresponding to the enemy character Nana.

[0271] Next, on the image display device 5, an effect display is performed in which the spherical energy bullet formed by the enemy character Nana approaches the right fist of the friendly character Mumu (Fig. 8-27 (B28)).

[0272] Next, the final cut-in effect is executed. When the final cut-in effect is executed in the first effect mode, an effect display is performed in which a background image with a green tone is displayed and superimposed near the center of the display area of the image display device 5, and the friendly character Mumu image 004IWC01 and the character display "I can do it!" corresponding to the lines of the friendly character Mumu are superimposed and displayed (Fig. 8-27 (B29-1)). At this time, the line voice "I can do it!" is output from the speakers 8L and 8R in the voice corresponding to the friendly character Mumu.

[0273] When the final cut-in effect is executed in the second effect mode, a background image with a red tone is superimposed near the center of the display area of the image display device 5, and a character display "I'll protect!" corresponding to the dialogue of the ally character Mumu image 004IWC01 and the ally character Mumu is superimposed and an effect display is performed (Fig. 8-27(B29-2)). At this time, the dialogue voice "I'll protect!" is output from the speakers 8L and 8R in the voice corresponding to the ally character Mumu.

[0274] Next, in the image display device 5, the effect display related to the final cut-in effect disappears, and while the effect display in which the energy bullet and the right fist approach continues, a first superimposed image in which the ally character Mumu image 004IWC01 and a plurality of stars are drawn is displayed in the triangular area at the lower left of the display area, and a second superimposed image in which the third enemy character Nana image 004IWC13 and a plurality of broken hearts are drawn is displayed in the triangular area at the upper right of the display area, and an effect display is performed (Fig. 8-27(B30)). After that, if the display result is a big win, it transitions to Fig. 8-28(B31), and if the display result is a miss, it transitions to Fig. 8-30(B42).

[0275] When the display result is a big win (that is, when it is the variation pattern of main variation number 17), after Fig. 8-27(B30), in the image display device 5, an effect display in which the ally character Mumu image 004IWC01 and the character display "Nanaaaaa!" corresponding to the dialogue of the ally character Mumu are displayed together with the background image with a plurality of stars drawn is performed (Fig. 8-28(B31)). At this time, the dialogue voice "Nanaaaaa!" is output from the speakers 8L and 8R in the voice corresponding to the ally character Mumu.

[0276] Next, in the image display device 5, an effect display in which the ally character Mumu image 004IWC01 making a peace sign and the character display "It's all over now!" corresponding to the dialogue of the ally character Mumu are displayed is performed (Fig. 8-28(B32)). At this time, the dialogue voice "It's all over now!" is output from the speakers 8L and 8R in the voice corresponding to the ally character Mumu.

[0277] Next, in the image display device 5, an optical effect image is displayed superimposed on the ally character Mumu image 004IWC01 (Fig. 8-28(B33)), and an effect display is performed in which the optical effect image is enlarged to cover the ally character Mumu image 004IWC01 (Fig. 8-28(B34)). At this time, since the optical effect image is non-transmissive, the covered ally character Mumu image 004IWC01 cannot be visually recognized.

[0278] Next, in the image display device 5, after the optical effect image covers the entire display area, an effect display is performed in which the jackpot symbol "222" including the middle decoration symbol "2" appears (Fig. 8-28(B35)). Then, the jackpot symbol "222" is gradually enlarged (Fig. 8-28(B36)) and enlarged to cover the entire display area (Fig. 8-28(B37)). After that, the jackpot symbol "222" is displayed in the same size as when the normal variation before the reach was established and is displayed so as to shake four times (Fig. 8-28(B38)).

[0279] Next, in the image display device 5, an effect display is performed in which the decoration symbol disappears and the character display "Complete Resolution" is displayed (Fig. 8-29(B39)). Then, the image display device 5 goes into whiteout and the effect related to SP reach B ends, and the same background image as when the normal variation before the reach was established is displayed and the jackpot symbol "222" is temporarily stopped (Fig. 8-29(B40)). After that, the jackpot symbol "222" is stopped (Fig. 8-29(B41)).

[0280] When the display result is a miss (i.e., when it is the variation pattern of main variation number 10), after Fig. 8-27(B30), in the image display device 5, an effect display is performed in which the third enemy character Nana image 004IWC13 and a background image with the character display "DON'T INTERFERE!" corresponding to the lines of the enemy character Nana and a plurality of broken hearts are displayed (Fig. 8-30(B42)). Also at this time, the voice line "DON'T INTERFERE!" is output from the speakers 8L and 8R with the voice corresponding to the enemy character Nana.

[0281] Next, in the image display device 5, a third enemy character Nana image 004IWC13 with both hands raised is displayed (Fig. 8-30(B43)), and further, a production display is performed in which the middle decoration pattern "1" is superimposed on the third enemy character Nana image 004IWC13 and displayed (Fig. 8-30(B44)). Then, after the middle decoration pattern "1" that forms a losing combination is displayed so as to shake 5 times, the image display device 5 goes into blackout (Fig. 8-30(B45)), and the production related to SP reach B ends.

[0282] When the production related to SP reach B ends, in the image display device 5, a background image similar to that when normal fluctuations were being performed before the reach was established is displayed, and the losing pattern "212" is temporarily stopped and displayed (Fig. 8-30(B46)). After that, the losing pattern "212" is stopped and displayed (Fig. 8-30(B47)).

[0283] (Production executed in the strong route of SP reach B) When shifting to the strong route of SP reach B (that is, in the variation patterns of main variation numbers 11 and 18), in the image display device 5, a flame effect image 004IWC01a is displayed around the ally character Mumu image 004IWC01 with both hands spread, and a production display in which the character display "Don't lose, put all your strength into it!!" corresponding to the lines of the ally character Mumu is displayed is performed (Fig. 8-31(B’25)). Also at this time, the voice line "Don't lose, put all your strength into it!!" is output from the speakers 8L and 8R with the voice corresponding to the ally character Mumu.

[0284] Also, a band image including the character display "CHANCE" is displayed at the upper left and lower right of the display area of the image display device 5. This band image is continuously displayed until the scene of Fig. 8-31(B’32) immediately before the win / loss notification is performed, excluding the scene of Fig. 8-31(B’29) where the enemy character Nana is displayed upward.

[0285] Next, in the image display device 5, a huge energy bullet is output from above the head of the ally character Mumu image 004IWC01 (Fig. 8-31(B’26)), and a production display is performed in which the character display “This is the end! Nana!” corresponding to the lines of the ally character Mumu is displayed (Fig. 8-31(B’27)). At this time, the line voice “This is the end! Nana!” is output from the speakers 8L and 8R in the voice corresponding to the ally character Mumu.

[0286] Next, in the image display device 5, a production display is performed in which the energy bullet above the head of the ally character Mumu is attached with the character display “Delta Break” (Fig. 8-31(B’28)).

[0287] Next, in the image display device 5, a production display is performed in which the character display “I won't be defeated... Kats” corresponding to the lines of the enemy character Nana is displayed together with the enemy character Nana image 004IWC13 (Fig. 8-31(B’29)). At this time, the line voice “I won't be defeated... Kats” is output from the speakers 8L and 8R in the voice corresponding to the enemy character Nana.

[0288] Next, in the image display device 5, a production display is performed in which the spherical energy bullet formed by the enemy character Nana and the energy bullet output from the ally character Mumu approach each other (Fig. 8-31(B’30)).

[0289] Here, the final cut-in production is executed. When the final cut-in production is executed in the first production mode, a background image with a green tone is superimposed near the center of the display area of the image display device 5, and a production display is performed in which the ally character Mumu image 004IWC01 and the character display “I can do it!” corresponding to the lines of the ally character Mumu are superimposed (Fig. 8-31(B’31-1)). At this time, the line voice “I can do it!” is output from the speakers 8L and 8R in the voice corresponding to the ally character Mumu.

[0290] When the final cut-in effect is executed in the second effect mode, a background image with a red tone is superimposed near the center of the display area of the image display device 5, and an effect display is performed in which the ally character Mumu image 004IWC01 and the character display "I'll protect it!" corresponding to the lines of the ally character Mumu are superimposed (Fig. 8-31(B’31-2)). At this time, the voice line "I'll protect it!" is output from the speakers 8L and 8R in the voice corresponding to the ally character Mumu.

[0291] Next, in the image display device 5, the effect display related to the final cut-in effect disappears, and while the effect display of the approaching energy bullet continues, a first superimposed image in which the ally character Mumu image 004IWC01 and a plurality of stars are drawn is displayed in the triangular area at the lower left of the display area, and a second superimposed image in which the third enemy character Nana image 004IWC13 and a plurality of cracked hearts are drawn is displayed in the triangular area at the upper right of the display area (Fig. 8-31(B’32)). Then, if the display result is a big win, it transitions to Fig. 8-32(B’33), and if the display result is a miss, it transitions to Fig. 8-34(B’44).

[0292] When the display result is a big win (i.e., when it is the variation pattern of main variation number 18), after Fig. 8-31(B’32), in the image display device 5, an effect display is performed in which the ally character Mumu image 004IWC01 and the character display "Nanaaaaa!" corresponding to the lines of the ally character Mumu are displayed together with the background image with a plurality of stars drawn (Fig. 8-32(B’33)). At this time, the voice line "Nanaaaaa!" is output from the speakers 8L and 8R in the voice corresponding to the ally character Mumu.

[0293] Next, in the image display device 5, an effect display is performed in which the ally character Mumu image 004IWC01 making a peace sign and the character display "It's all over now!" corresponding to the lines of the ally character Mumu are displayed (Fig. 8-32(B’34)). At this time, the voice line "It's all over now!" is output from the speakers 8L and 8R in the voice corresponding to the ally character Mumu.

[0294] Next, in the image display device 5, an effect image of light is displayed superimposed on the ally character Mumu image 004IWC01 (Fig. 8-32(B’35)), and an effect display is performed in which the effect image of light is enlarged to cover the ally character Mumu image 004IWC01 (Fig. 8-32(B’36)). At this time, since the effect image of light is non-transmissive, the covered ally character Mumu image 004IWC01 cannot be visually recognized.

[0295] Next, in the image display device 5, after the effect image of light covers the entire display area, an effect display is performed in which the jackpot symbol "222" including the middle decoration symbol "2" appears (Fig. 8-32(B’37)). Then, the jackpot symbol "222" is gradually enlarged (Fig. 8-32(B’38)) and enlarged to cover the entire display area (Fig. 8-32(B’39)). After that, the jackpot symbol "222" is displayed in the same size as when the normal variation before the reach was established, and is displayed so as to shake 4 times (Fig. 8-32(B’40)).

[0296] Next, in the image display device 5, an effect display is performed in which the decorative symbol disappears and the character display "Complete Resolution" is displayed (Fig. 8-33(B’41)). Then, the image display device 5 goes whiteout and the effect related to SP reach B ends, and the same background image as when the normal variation before the reach was established is displayed and the jackpot symbol "222" is temporarily stopped (Fig. 8-33(B’42)). After that, the jackpot symbol "222" is stopped (Fig. 8-33(B’43)).

[0297] When the display result is a miss (that is, when it is the variation pattern of main variation number 11), after Fig. 8-31(B’32), in the image display device 5, an effect display is performed in which the third enemy character Nana image 004IWC13 and a background image with the character display "Don't... Jam!" corresponding to the lines of the enemy character Nana and a plurality of broken hearts are displayed (Fig. 8-34(B’44)). Also at this time, the voice line "Don't... Jam!" is output from the speakers 8L and 8R with the voice corresponding to the enemy character Nana.

[0298] Next, in the image display device 5, a third enemy character Nana image 004IWC13 with both hands raised is displayed (Fig. 8-34(B’45)), and further, a production display is performed in which the middle decoration pattern "1" is superimposed and displayed on the third enemy character Nana image 004IWC13 (Fig. 8-34(B’46)). Then, after the middle decoration pattern "1" that forms a losing combination is displayed so as to shake 5 times, the image display device 5 blacks out (Fig. 8-34(B’47)), and the production related to SP reach B ends.

[0299] When the production related to SP reach B ends, in the image display device 5, a background image similar to that when normal fluctuations were being performed before the reach was established is displayed, and the losing pattern "212" is temporarily stopped and displayed (Fig. 8-34(B’48)). After that, the losing pattern "212" is stopped and displayed (Fig. 8-34(B’49)).

[0300] (Fanfare production, production executed during a big win game) Next, the fanfare production executed after the big win pattern is stopped and displayed, and the production executed during the big win game will be described. Fig. 8-35 is an explanatory diagram showing a specific example of the fanfare production and the production executed during the big win game. It is assumed that the screen transitions in ascending order of (C1)(C2)(C3).

[0301] As shown in Fig. 8-21(A29), Fig. 8-29(B41), and Fig. 8-33(B’43), when the big win pattern is stopped and displayed, the fanfare production is started. In the fanfare production, first, in the image display device 5, a background image with a radiation pattern is displayed (Fig. 8-35(C1)).

[0302] Next, in the image display device 5, a production display is performed in which "ONU" among the character display "BONUS" is enlarged and displayed, and a glowing effect image is displayed around it (Fig. 8-35(C2)). Next, in the image display device 5, a production display is performed in which the entire character display "BONUS" and a glowing effect image are displayed around it (Fig. 8-35(C3)).

[0303] Next, a part of an arrow image imitating an arrow pointing rightward appears from the left side of the display area of the image display device 5 and overlaps the character display "BONUS" (that is, in a higher layer than the character display "BONUS"), and a production display is performed to move toward the right side of the display area (Fig. 8-35(C4)). The character "Right Hit" is superimposed on the arrow image, and at the time shown in Fig. 8-35(C4), a part of the arrow image and a part of the character "Right Hit" appear.

[0304] Next, in the image display device 5, when the tip of the arrow image reaches the right end of the display area (Fig. 8-35(C5)), a production display is performed to move toward the left side of the display area as if hitting the right end of the display area and bouncing back (Fig. 8-35(C6)). After that, when the rear end of the arrow image reaches the left end of the display area, a production display is performed to move toward the right side of the display area again, and when the tip of the arrow image reaches the right end of the display area (Fig. 8-35(C7)), the production display of moving toward the left side of the display area as if hitting the right end of the display area and bouncing back is repeated (Fig. 8-35(C8)).

[0305] Next, when a big win gaming state is entered and the first round of a plurality of rounds (round games) starts, as shown in Fig. 8-35(C9), three characters including the ally character Mumu are displayed in the central part of the display area of the image display device 5, a round display "ROUND1" indicating the current round number is displayed in the upper left part of the display area, a character display "Right Hit" and a rightward arrow image are displayed in the upper right part of the display area, and a production display is performed in which an acquired point display "00000" indicating the points based on the game balls paid out as bonus balls is displayed in the lower right part of the display area.

[0306] Also, during the jackpot game, since the specific music piece A is output from the speakers 8L and 8R, as shown in FIG. 8-35(C9), on the right side of the display area of the image display device 5, a character display "Specific Music Piece A" indicating the music piece being output is displayed, and on the left side of the display area, a production display is performed in which lyrics matching the singing voice of the specific music piece A being output are appropriately displayed (at the timing of FIG. 8-35(C9), the lyrics "The beginning of a happy time" and "Let's dance" are being displayed).

[0307] After that, when the final round of the jackpot game ends, as shown in FIG. 8-35(C10), in the central part of the display area of the image display device 5, three characters including the ally character Mumu are displayed in a manner of holding hands, a round display "FINAL" is displayed in the upper left part of the display area, and a production display in which a point display "00440" of the points acquired is displayed in the lower right part of the display area is performed. Also at this time, since the specific music piece A is being output from the speakers 8L and 8R, as shown in FIG. 8-35(C10), on the right side of the display area of the image display device 5, a character display "Specific Music Piece A" indicating the music piece being output is displayed, and on the left side of the display area, a production display in which lyrics matching the singing voice of the specific music piece A being output are appropriately displayed is performed (at the timing of FIG. 8-35(C10), the lyrics "Tomorrow will be better than today" and "It will be a good day" are being displayed).

[0308] (Presentation modes of the weak route and the strong route in SP Reel B) Next, the differences in the presentation modes between the weak route and the strong route in SP Reel B will be described. FIG. 8-36 is an explanatory diagram showing the differences in the presentation modes between the weak route and the strong route in SP Reel B. Among the scenes shown in FIGS. 8-36(A) to (E), FIG. 8-36(A) corresponds to FIG. 8-27(B25), FIG. 8-36(B) corresponds to FIG. 8-31(B’25), FIG. 8-36(C) corresponds to FIG. 8-28(B31), FIG. 8-36(D) corresponds to FIG. 8-32(B’33), and FIG. 8-36(E) corresponds to FIGS. 8-30(B42) and 8-34(B’44).

[0309] In the feature part 004IW, the ally character Mumu can be displayed in a normal state (Figure 8-27(B25)) without an aura as shown in Figure 8-36(A), and a special state (Figure 8-31(B’25)) with an aura 004IWC01a as shown in Figure 8-36(B). Before the route bifurcation of SP Reach B, it is displayed in the normal state, continues to be displayed in the normal state when shifting to the weak route, and is displayed in the special state when shifting to the strong route. In this example, the difference in the states of the ally character Mumu is expressed by whether it wears an aura or not. However, it is not limited to such a configuration. For example, the difference in states may be expressed between the ally character Mumu with a normal picture touch and the ally character Mumu with a drama picture touch.

[0310] As shown in Figure 8-36(A), when shifting to the weak route in SP Reach B, the character display (such as "I'm going to take Nana home!!") corresponding to the dialogue of the ally character Mumu is displayed in the first character state with font: MS Gothic, size: 24pt. As shown in Figure 8-36(B), when shifting to the strong route in SP Reach B, the character display (such as "I won't lose, putting all my strength into it!!") corresponding to the dialogue of the ally character Mumu is displayed in the second character state with font: Creative English Presence EB, size: 30pt.

[0311] Also, when a big win notification is given after passing through SP Reach B, since the state of the character display before the big win notification is continued, as shown in Figure 8-36(C), when achieving a big win after passing through the weak route of SP Reach B, the character display (such as "Nanaaaaa!") corresponding to the dialogue of the ally character Mumu is displayed in the first character state with font: MS Gothic, size: 24pt. As shown in Figure 8-36(D), when achieving a big win after passing through the strong route of SP Reach B, the character display (such as "Nanaaaaa!") corresponding to the dialogue of the ally character Mumu is displayed in the second character state with font: Creative English Presence EB, size: 30pt.

[0312] On the other hand, as shown in FIG. 8-36(E), when a disconnection notification is made via the SP reach B, regardless of the mode of character display immediately before the disconnection notification, that is, regardless of whether it passes through a weak route or a strong route, the character display corresponding to the lines of the ally character Mumu (such as "Don't... Jam!") is displayed in the first character mode with font: MS Gothic, size: 24pt.

[0313] In this feature section 004IW, the character display corresponding to the lines of the ally character Mumu is displayed in the first character mode with font: MS Gothic, size: 24pt when the ally character Mumu is displayed in the normal mode, and is displayed in the second character mode with font: Sogyo Presence EB, size: 30pt when the ally character Mumu is displayed in the special mode. With such a configuration, when the mode of the ally character Mumu changes from the normal mode to the special mode, the character display corresponding to the lines of the ally character Mumu also changes from the first character mode to the second character mode, so that the relationship between the character mode and the character display mode can be established, and the production effect can be enhanced and the game interest can be improved.

[0314] Also in this feature section 004IW, when a big win occurs via the weak route, as shown in FIGS. 8-36(A) and (C), the character displays "Nanaaaaa!" and "It's settled!" are displayed in the first character mode with the same font: MS Gothic, size: 24pt as before the epilogue production. When a big win occurs via the strong route, as shown in FIGS. 8-36(B) and (D), the character displays "Nanaaaaa!" and "It's settled!" are displayed in the second character mode with the same font: Sogyo Presence EB, size: 30pt as before the epilogue production. With such a configuration, since the mode of the character display displayed according to the mode of the ally character Mumu is continued even during the epilogue production, the production effect can be enhanced and the game interest can be improved.

[0315] Also, in this feature section 004IW, as shown in FIG. 8-31(B’25), in the strong route, the character display “Never lose! Give it your all!!” is displayed in the second presentation mode of the font: Creative English Presence EB. However, after the epilogue presentation that notifies a loss is executed, as shown in FIG. 8-34(B’44), the character display “Don't... interfere!” is displayed in the first presentation mode of the font: MS Gothic. (See FIGS. 8-36(B)(E)). With such a configuration, it is possible to suggest that a loss has occurred by the font of the character display, and draw attention to the character display.

[0316] Also, in this feature section 004IW, as a character, regardless of whether the ally character Mumu is displayed in the normal mode or the special mode, a common voice is output as the voice corresponding to the ally character Mumu. For example, although the lines of the ally character Mumu are different in FIGS. 8-27(B25) and 8-31(B’25), the line voice is output as the voice corresponding to the ally character Mumu in both cases. With such a configuration, while making the character display corresponding to the ally character Mumu different according to the mode of the ally character Mumu and drawing attention to the mode of the ally character Mumu and the character display, since a common voice is output even if the modes of the ally character Mumu are different, it is possible to make it easier to recognize that they are the same character.

[0317] Also, in this feature section 004IW, when the character display corresponding to the ally character Mumu is shown in the first character mode, the character display corresponding to the enemy character Nana is also shown in the first mode. When the character display corresponding to the ally character Mumu is shown in the second character mode, the character display corresponding to the enemy character Nana is also shown in the second character mode. For example, in the weak route, the line "Taosarerumono ka" of the enemy character Nana is shown in the first character mode with the font: MS Gothic and size: 24pt (Fig. 8-27 (B27)). In the strong route, the line "Yararenai... Katsu" of the enemy character Nana is shown in the second character mode with the font: Souei Presentation EB and size: 30pt (Fig. 8-31 (B’29)). And in the case of the font: Souei Presentation EB of the second character mode, the size is 30pt, and in the case of the font: MS Gothic of the first character mode, the size is 24pt. The display area used for the second character mode is larger than that of the first character mode. With such a configuration, even when the enemy character Nana is being displayed, the mode of the ally character Mumu can be recognized from the mode of the character display corresponding to the enemy character Nana, and the gaming interest can be enhanced.

[0318] (Timings of various sound outputs) Next, regarding the timings of various sound outputs, explanations will be given with reference to Figs. 8-37 to 8-40.

[0319] (Timings of various sound outputs before SP reach) First, the timings of various sound outputs before SP reach will be explained. Fig. 8-37 is a timing chart showing the timings of various sound outputs before SP reach. Note that the timings (1) to (25) shown in Fig. 8-37 respectively correspond to the timings in Figs. 8-13 (1) to (5), Figs. 8-14 (6-1) (6-2) to (10), Figs. 8-15 (11) to (15), Figs. 8-16 (16-1) (16-2) to (20), and Figs. 8-17 (21) to (25).

[0320] As described above, in this feature unit 004IW, it is configured to output a specific music piece A from the speakers 8L and 8R during a fanfare effect or a big win game. However, this specific music piece A may also be output from the speakers 8L and 8R during variable display. Also, in this feature unit 004IW, it is configured to be able to output BGM without singing voices from the speakers 8L and 8R during variable display. Further, in this feature unit 004IW, it is configured to be able to output voice lines corresponding to the lines of characters or narrators from the speakers 8L and 8R during variable display.

[0321] In the timing chart shown in FIG. 8-37, the ON / OFF corresponding to the voice lines, BGM, and specific music piece A are respectively shown. Here, ON indicates a state where the corresponding sound is being output from the speakers 8L and 8R at the standard volume (i.e., a state where the player can hear it), and OFF indicates a state where the corresponding sound is not being output from the speakers 8L and 8R (for example, the control process for outputting the corresponding sound is not being performed, the control process for outputting the corresponding sound is being performed but the volume is set to 0, or the control process for outputting the corresponding sound is being performed but the control process for outputting other sounds has priority and the sound is not being output from the speakers 8L and 8R, etc., such that the player cannot hear the corresponding sound). Note that the same state is shown in the timing charts of FIGS. 8-38 to 8-40 and FIGS. 8-51 to 8-55 described later.

[0322] In this feature unit 004IW, as shown in FIGS. 8-37(1)(2), the output of BGM starts at the timing when variable display starts. At this time, the specific music piece A is not being output.

[0323] Next, as shown in FIGS. 8-37(4)(5), when the character display "NEXT" is displayed together with the ally character Mumu image 004IWC01 on the image display device 5 (FIG. 8-13(5)), the voice line "NEXT" is output as a voice line corresponding to the ally character Mumu.

[0324] Next, as shown in FIGS. 8-37(5)(6-1)(6-2), when the first pseudo-sequence performance is executed, the output of the BGM is stopped and the voice of the dialogue is output. Specifically, after the output of the BGM is stopped, the voice of the dialogue is output.

[0325] When the first pseudo-sequence performance is executed in the first performance mode, at the timing of FIG. 8-37(6-1), that is, when the character display "Let's all sing!" 004IWP01a, which is a part of the lyrics of the specific song A, is displayed on the image display device 5 (FIG. 8-14(6-1)), the voice of the dialogue "Let's all sing!" is output in the voice corresponding to the ally character Mumu.

[0326] Also, when the first pseudo-sequence performance is executed in the second performance mode, at the timing of FIG. 8-37(6-2), that is, when the character display "Let's all dance!" 004IWP01b, which is a part of the lyrics of the specific song A, is displayed on the image display device 5 (FIG. 8-14(6-2)), the voice of the dialogue "Let's all dance!" is output in the voice corresponding to the ally character Mumu.

[0327] Next, as shown in FIGS. 8-37(6-1)(6-2)(7), after the voice of the dialogue of the first pseudo-sequence performance is output, the specific song A is output from the refrain section.

[0328] Specifically, when the first pseudo-sequence performance is executed in the first performance mode, at the timing shown in FIG. 8-37(6-1), the lyrics "Let's all sing!", which are the last part of the B melody section 004IWA03 of the specific song A, are output as the voice of the dialogue of the ally character Mumu, and then, at the timing shown in FIG. 8-37(7), the specific song A is output from the first "The start of a happy time" of the refrain section 004IWA04 (see FIG. 8-12).

[0329] Also, when the first pseudo - continuous performance is executed in the second performance mode, at the timing shown in Fig. 8 - 37(6 - 2), the lyrics "Let's all dance!" which are the last part of the B - melody section 004IWA06 of the specific music piece A are output as the dialogue voice of the ally character Mumu. Then, at the timing shown in Fig. 8 - 37(7), the specific music piece A is output from the first "The start of a lively time" of the refrain section 004IWA07 (see Fig. 8 - 12).

[0330] Next, as shown in Fig. 8 - 37(8), when the character display "×2" is displayed on the image display device 5 (Fig. 8 - 14(8)), the dialogue voice "×2" is output in the voice corresponding to the ally character Mumu.

[0331] Next, as shown in Fig. 8 - 37(14)(15), when the first cut - in performance ends and the reach - state decorative pattern is displayed, the output of the specific music piece A stops. When the character display "NEXT" is displayed together with the ally character Mumu image 004IWC01 on the image display device 5, the dialogue voice "NEXT" is output in the voice corresponding to the ally character Mumu. Also, after the dialogue voice "NEXT" is output, the output of the BGM starts.

[0332] Next, as shown in Fig. 8 - 37(15)(16 - 1)(16 - 2), when the second pseudo - continuous performance is executed, the output of the BGM stops and the dialogue voice is output. Specifically, after the output of the BGM stops, the dialogue voice is output.

[0333] When the second pseudo - continuous performance is executed in the first performance mode, at the timing of Fig. 8 - 37(16 - 1), that is, when the character display "Let's all sing!" 004IWP01a which is a part of the lyrics of the specific music piece A is displayed on the image display device 5 (Fig. 8 - 16(16 - 1)), the dialogue voice "Let's all sing!" is output in the voice corresponding to the ally character Mumu.

[0334] Also, when the second pseudo - continuous performance is executed in the second performance mode, at the timing shown in Fig. 8 - 37(16 - 2), that is, when the character display "Let's all dance!" 004IWP01b, which is a part of the lyrics of the specific song A, is being displayed on the image display device 5 (Fig. 8 - 16(16 - 2)), the voice line "Let's all dance!" is output in the voice corresponding to the ally character Mumu.

[0335] Next, as shown in Fig. 8 - 37(16 - 1)(16 - 2)(17), after the voice line of the second pseudo - continuous performance is output, the specific song A is output from the refrain section.

[0336] Specifically, when the second pseudo - continuous performance is executed in the first performance mode, at the timing shown in Fig. 8 - 37(16 - 1), the lyrics "Let's all sing!" at the last part of the B - melody section 004IWA03 of the specific song A are output as the voice line of the ally character Mumu, and then, at the timing shown in Fig. 8 - 37(17), the specific song A is output from the first "The start of a happy time" of the refrain section 004IWA04 (see Fig. 8 - 12).

[0337] Also, when the second pseudo - continuous performance is executed in the second performance mode, at the timing shown in Fig. 8 - 37(16 - 2), the lyrics "Let's all dance!" at the last part of the B - melody section 004IWA06 of the specific song A are output as the voice line of the ally character Mumu, and then, at the timing shown in Fig. 8 - 37(17), the specific song A is output from the first "The start of a lively time" of the refrain section 004IWA07 (see Fig. 8 - 12).

[0338] Next, as shown in Fig. 8 - 37(18), when the character display "×3" is being displayed on the image display device 5 (Fig. 8 - 16(18)), the voice line "×3" is output in the voice corresponding to the ally character Mumu.

[0339] Next, as shown in FIGS. 8-37(24)(25), when the second cut-in effect ends and the reach-shaped decorative pattern is displayed, the output of the specific music A stops, and when an explosion effect image is displayed on the image display device 5 so as to cover the decorative pattern, a voice line (for example, "development") is output in the voice corresponding to the ally character Mumu. Also, after the voice line is output, the output of the BGM starts.

[0340] In this feature unit 004IW, in the pseudo-continuous performance, "Let's all sing!" or "Let's all dance", which is a part of the lyrics of the specific music A, is displayed (see FIGS. 8-14(6-1)(6-2), FIGS. 8-16(16-1)(16-2), FIGS. 8-12). During the execution of the pseudo-continuous performance, the BGM is not output, and after a part of the lyrics is displayed by the pseudo-continuous performance, the output of the specific music A starts (see FIG. 8-37). By using the lyrics included in the specific music A in the pseudo-continuous performance in this way, the lyrics of the specific music A can be emphasized to improve the production effect, and the gaming interest can be improved by attracting attention to the specific music A and the pseudo-continuous performance.

[0341] (Timing of various sound outputs before the route branching of SP Reach B) Next, the timing of various sound outputs before branching into either the weak route or the strong route in SP Reach B will be described. FIG. 8-38 is a timing chart showing the timing of various sound outputs before the route branching of SP Reach B. Note that the timings (B1) to (B22) shown in FIG. 8-38 respectively correspond to the timings in FIGS. 8-23(B1) to (B8), FIGS. 8-24(B9) to (B16), and FIGS. 8-25(B17) to (B22).

[0342] In this feature unit 004IW, during SP Reach, BGM(A) and BGM(B) are configured to be output from the speakers 8L and 8R. BGM(A) is mainly used before the route branching and when shifting to the weak route, and BGM(B) is mainly used when shifting to the strong route and when a big win notification is given.

[0343] In the feature unit 004IW, the output of the BGM (A) starts at the timing shown in Fig. 8-38(B1), that is, the timing when it develops into the SP reach B. At this time, the BGM (B) and the specific music piece A are not output.

[0344] Next, at the timing of Fig. 8-38(B5), that is, when the character display "Showdown" is displayed on the image display device 5 (Fig. 8-23(B5)), the voice of the narrator outputs the line "Showdown".

[0345] Next, at the timing of Fig. 8-38(B10), that is, when the character display "Mumu VS Nana" is displayed on the image display device 5 (Fig. 8-24(B10)), the voice of the narrator outputs the line "Mumu VS Nana".

[0346] Next, at the timing of Fig. 8-38(B13), that is, when the character display "If you don't bring Nana to her senses!" corresponding to the line of the ally character Mumu is displayed on the image display device 5 (Fig. 8-24(B13)), the line "If you don't bring Nana to her senses!" is output in the voice corresponding to the ally character Mumu.

[0347] Next, at the timing of Fig. 8-38(B14), that is, when the character display "Mumu... I don't know such a person..." corresponding to the line of the enemy character Nana is displayed on the image display device 5 (Fig. 8-24(B14)), the line "Mumu... I don't know such a person..." is output in the voice corresponding to the enemy character Nana.

[0348] Next, at the timing of Fig. 8-38(B15), that is, when the character display "I will resist... Don't forgive me..." corresponding to the line of the enemy character Nana is displayed on the image display device 5 (Fig. 8-24(B15)), the line "I will resist... Don't forgive me..." is output in the voice corresponding to the enemy character Nana.

[0349] Next, at the timing of FIG. 8-38(B18), that is, when the character display "KOREDE... OWARIDA" corresponding to the lines of the enemy character Nana is displayed on the image display device 5 (FIG. 8-25(B18)), the voice line "KOREDE... OWARIDA" is output as a voice corresponding to the enemy character Nana.

[0350] Next, at the timing of FIG. 8-38(B20), that is, when the character display "DOKENAI!" corresponding to the lines of the ally character Mumu is displayed on the image display device 5 (FIG. 8-25(B20)), the voice line "DOKENAI!" is output as a voice corresponding to the ally character Mumu.

[0351] Next, at the timing of FIG. 8-38(B21-1), that is, when the chance-up cut-in effect is not executed and the character display "DOKENAI!" corresponding to the lines of the ally character Mumu is displayed on the image display device 5 (FIG. 8-25(B21-1)), the voice line "DOKENAI!" is output as a voice corresponding to the ally character Mumu.

[0352] On the other hand, at the timing of FIG. 8-38(B21-2), that is, when the chance-up cut-in effect is executed and the character display "HIBIKIDASU YO", which is a part of the lyrics in the B melody section of the specific music piece A, is displayed on the image display device 5 (FIG. 8-25(B21-1)), the voice line "HIBIKIDASU YO" is output as a voice corresponding to the ally character Mumu. Also, at this time, the output of BGM(A) is temporarily stopped so as not to overlap with the voice line.

[0353] In the feature section 004IW, it is possible to execute a chance-up cut-in effect during the SP reach. In the chance-up cut-in effect, the character display of "hibikidasu yo", which is a part of the lyrics of a specific music piece A, and the output of the voice line are performed (see Fig. 8-25(B21-2) and Fig. 8-38). During the chance-up cut-in effect, BGM(A) is not output, and the output of BGM(A) starts after the chance-up cut-in effect (see Fig. 8-38). By using the lyrics included in the specific music piece A in this way for the chance-up cut-in effect, the lyrics of the specific music piece A can be emphasized to improve the production effect, and the gaming interest can be improved by attracting attention to the specific music piece A and the chance-up cut-in effect. Also, since it can be executed without overlapping BGM(A), which improves the interest of the SP reach, and the chance-up cut-in effect, the gaming interest can be improved.

[0354] Also, in the feature section 004IW, as an effect using a part of the lyrics included in the specific music piece A, it is possible to execute the pseudo-continuous effect twice during one variable display, and further execute the chance-up cut-in effect during the SP reach B (see Fig. 8-8). When the pseudo-continuous effect is executed, the output of the specific music piece A starts after a part of the lyrics is displayed by the pseudo-continuous effect (see Fig. 8-37). When the chance-up cut-in effect is executed, the output of BGM(A) starts after the chance-up cut-in effect (see Fig. 8-38). By using the lyrics included in the specific music piece A in this way for the pseudo-continuous effect and the chance-up cut-in effect, the lyrics of the specific music piece A can be emphasized to improve the production effect, and the gaming interest can be improved by attracting attention to the specific music piece and the pseudo-continuous effect and the chance-up cut-in effect when necessary. Also, by executing the chance-up cut-in effect during the period when the SP reach B is being executed, it is possible to improve the attention of the SP reach B while not interfering with the output of BGM(A).

[0355] In addition, in this feature section 004IW, when a pseudo - continuous performance using lyrics and a chance - up cut - in performance are executed during a single variation display, in the pseudo - continuous performance, the lyrics "Let's all sing!" or the lyrics "Let's all dance!" are displayed, and in the chance - up cut - in performance, lyrics different from "Let's all sing!" and "Let's all dance!", that is, the lyrics "It's starting to ring!" are displayed. With such a configuration, since the same lyrics are not continuously displayed and different lyrics are displayed, the types of performances can be increased, and the gaming interest can be improved.

[0356] (Timing of various sound outputs in the weak route of SP reach B) Next, the timing of various sound outputs in the weak route of SP reach B will be described. FIG. 8 - 39 is a timing chart showing the timing of various sound outputs in the weak route of SP reach B. Note that the timings (B23) to (B47) shown in FIG. 8 - 39 respectively correspond to the timings of FIG. 8 - 26 (B23) to (B24), FIG. 8 - 27 (B25) to (B30), FIG. 8 - 28 (B31) to (B38), FIG. 8 - 29 (B39) to (B41), and FIG. 8 - 30 (B42) to (B47).

[0357] In this feature section 004IW, at the timing of FIG. 8 - 39 (B23), that is, when the performance related to the branch between the weak route and the strong route in SP reach B is being carried out (FIG. 8 - 26 (B23)), the output of BGM (A) is stopped. At this time, BGM (B) and the specific music A are also not being output.

[0358] Next, at the timing of FIG. 8 - 39 (B25), that is, when the performance related to the weak route of SP reach B is started and the character display "I'm going to take Nana home!!" corresponding to the lines of the ally character Mumu is displayed on the image display device 5 (FIG. 8 - 27 (B25)), the voice line "I'm going to take Nana home!!" is output in the voice of the ally character Mumu. Also, at this time, the output of BGM (A) is started.

[0359] Next, at the timing of Fig. 8-39(B27), that is, when the character display "TAOSARE RUMONOKA" corresponding to the lines of the enemy character Nana is displayed on the image display device 5 (Fig. 8-27(B27)), the voice line "TAOSARE RUMONOKA" is output in the voice corresponding to the enemy character Nana.

[0360] Next, the voice line related to the final cut-in effect is output in Fig. 8-39(B29-1)(B29-2). Specifically, at the timing of Fig. 8-39(B29-1), that is, when the final cut-in effect is executed in the first effect mode and the character display "I can do it!" corresponding to the lines of the ally character Mumu is displayed on the image display device 5 (Fig. 8-27(B29-1)), the voice line "I can do it!" is output in the voice of the ally character Mumu.

[0361] Also, at the timing of Fig. 8-39(B29-2), that is, when the final cut-in effect is executed in the second effect mode and the character display "I'll protect!" corresponding to the lines of the ally character Mumu is displayed on the image display device 5 (Fig. 8-27(B29-2)), the voice line "I'll protect!" is output in the voice of the ally character Mumu.

[0362] Next, at the timing from Fig. 8-39(B29-1)(B29-2) to (B30), that is, after the voice line related to the final cut-in effect is output, when the scene immediately before the pass / fail notification is displayed on the image display device 5 (Fig. 8-27(B30)), the output of the BGM(A) is stopped.

[0363] When winning the jackpot through the weak route of SP Reach B, at the timing of Fig. 8-39(B31), that is, when the character display "Nanaaaaaa!" corresponding to the lines of the ally character Mumu is displayed on the image display device 5 (Fig. 8-28(B31)), the voice line "Nanaaaaaa!" is output in the voice of the ally character Mumu.

[0364] Next, between FIGS. 8-39 (B31) and (B32), that is, from the end of the dialogue sound output in FIG. 8-39 (B31) to the start of the dialogue sound output in FIG. 8-39 (B32), BGM (B) is output. Then, after the output of BGM (B) is stopped and the sound output from speakers 8L and 8R once disappears, specific music piece A is output from the refrain section 004IWA04 (see FIG. 8-12).

[0365] Next, at the timing of FIG. 8-39 (B32), that is, when the character display "It's settled!" corresponding to the dialogue of ally character Mumu is displayed on the image display device 5 (FIG. 8-28 (B32)), the dialogue sound "It's settled!" is output in the voice of ally character Mumu.

[0366] Next, at the timing of FIGS. 8-39 (B38) and (B39), that is, when the big win symbol is displayed on the image display device 5 and the character display "Completely settled" is displayed, the output of specific music piece A is stopped.

[0367] When it becomes a miss through the weak route of SP reach B, at the timing of FIG. 8-39 (B42), that is, when the character display "Don't... interfere!" corresponding to the dialogue of enemy character Nana is displayed on the image display device 5 (FIG. 8-30 (B42)), the dialogue sound "Don't... interfere!" is output in the voice of enemy character Nana.

[0368] (Timings of various sound outputs in the strong route of SP reach B) Next, the timings of various sound outputs in the strong route of SP reach B will be described. FIG. 8-40 is a timing chart showing the timings of various sound outputs in the strong route of SP reach B. Note that the timings of (B23) to (B'49) shown in FIG. 8-40 respectively correspond to the timings of FIGS. 8-26 (B23) to (B'24), FIGS. 8-31 (B'25) to (B'32), FIGS. 8-32 (B'33) to (B'40), FIGS. 8-33 (B'41) to (B'43), and FIGS. 8-34 (B'44) to (B'49).

[0369] In the feature section 004IW, when the production related to the branching between the weak route and the strong route at the timing of FIG. 8-40 (B23), that is, at SP reach B (FIG. 8-26 (B23)) is being performed, the output of BGM (A) is stopped. At this time, BGM (B) and the specific music piece A are also not being output.

[0370] Next, at the timing of FIG. 8-40 (B’25), that is, when the production related to the strong route of SP reach B is started and the character display “I won't lose! Give it my all!!” corresponding to the lines of the ally character Mumu is displayed on the image display device 5 (FIG. 8-31 (B’25)), the line sound “I won't lose! Give it my all!!” is output in the voice of the ally character Mumu. Also at this time, the output of BGM (B) is started.

[0371] Next, at the timing of FIG. 8-40 (B’27), that is, when the character display “This is the end! Nana!” corresponding to the lines of the ally character Mumu is displayed on the image display device 5 (FIG. 8-31 (B’27)), the line sound “This is the end! Nana!” is output in the voice corresponding to the ally character Mumu.

[0372] Next, at the timing of FIG. 8-40 (B’29), that is, when the character display “I can't be defeated... Kats” corresponding to the lines of the enemy character Nana is displayed on the image display device 5 (FIG. 8-31 (B’29)), the line sound “I can't be defeated... Kats” is output in the voice corresponding to the enemy character Nana.

[0373] Next, at FIG. 8-40 (B’31-1) (B’31-2), the line sound related to the final cut-in production is output. Specifically, at the timing of FIG. 8-40 (B’31-1), that is, when the final cut-in production is executed in the first production mode and the character display “I can do it!” corresponding to the lines of the ally character Mumu is displayed on the image display device 5 (FIG. 8-31 (B’31-1)), the line sound “I can do it!” is output in the voice of the ally character Mumu.

[0374] Also, at the timing of Fig. 8-40 (B’31-2), that is, when the final cut-in effect is executed in the second effect mode and the character display "I'll protect!" corresponding to the lines of the ally character Mumu is displayed on the image display device 5 (Fig. 8-31 (B’31-2)), the voice line "I'll protect!" is output as the voice of the ally character Mumu.

[0375] Next, at the timing from Fig. 8-40 (B’31-1) (B’31-2) to (B’32), that is, when the scene immediately before the pass / fail notification is displayed on the image display device 5 after the voice line related to the final cut-in effect is output (Fig. 8-31 (B’32)), the output of the BGM (B) is stopped.

[0376] When a big win is achieved through the strong route of SP Reach B, at the timing of Fig. 8-40 (B’33), that is, when the character display "Nanaaaaa!" corresponding to the lines of the ally character Mumu is displayed on the image display device 5 (Fig. 8-32 (B’33)), the voice line "Nanaaaaa!" is output as the voice of the ally character Mumu.

[0377] Next, between Fig. 8-40 (B’33) and (B’34), that is, from the end of the output of the voice line in Fig. 8-40 (B’33) to the output of the voice line in Fig. 8-40 (B’34), the BGM (B) is output. Then, after the output of the BGM (B) is stopped and the sound output from the speakers 8L and 8R is once cut off, the specific music A is output from the refrain section 004IWA04 (see Fig. 8-12).

[0378] Next, at the timing of Fig. 8-40 (B’34), that is, when the character display "It's settled!" corresponding to the lines of the ally character Mumu is displayed on the image display device 5 (Fig. 8-32 (B’34)), the voice line "It's settled!" is output as the voice of the ally character Mumu.

[0379] Next, at the timing of FIGS. 8-40(B’40)(B’41), that is, when the jackpot symbol is displayed on the image display device 5 and the character display “COMPLETE DECISION” is displayed, the output of the specific music A is stopped.

[0380] When it fails through the strong route of SP reach B, at the timing of FIG. 8-40(B’44), that is, when the character display “STOP THE OBSTRUCTION!” corresponding to the lines of the enemy character Nana is displayed on the image display device 5 (FIG. 8-34(B’44)), the voice line “STOP THE OBSTRUCTION!” is output as the voice of the enemy character Nana.

[0381] (Modification example) Next, a modification example of this feature part 004IW will be described. In this modification example, a configuration different from the example described with reference to FIGS. 8-1 to 8-40 will be mainly described, and the description of the same configuration will be omitted.

[0382] In this modification example, an interaction performance in which characters talk to each other is executed instead of the first cut-in performance, and a roulette performance in which any one is selected from a plurality of items is executed instead of the second cut-in performance.

[0383] Also, in this modification example, specific music B is used instead of specific music A, and control is performed to output specific music B from speakers 8L and 8R during the fanfare performance after the jackpot notification or during the jackpot game.

[0384] FIG. 8-41 is an explanatory diagram showing the lyrics of specific music B. As shown in FIG. 8-41, specific music B is composed of an A melody section, a B melody section, and a refrain section. Specifically, it is composed in the order of A melody section 004IWB01, B melody section 004IWB02, refrain section 004IWB03, A melody section 004IWB04, B melody section 004IWB05, refrain section 004IWB06, and refrain section 004IWB07.

[0385] Also, as shown in FIG. 8-41, the singing voice that sings the lyrics of specific music B is composed of the voice corresponding to the ally character Mumu.

[0386] (Performance example) Next, specific examples of the effects in the modified example will be described with reference to the drawings. First, the effects executed before developing into SP Reach A or SP Reach B will be described. FIGS. 8-42 to 8-48 are explanatory diagrams showing the effects executed before SP Reach in the modified example. In all of the figures, it is assumed that the screen transitions in ascending order of (1’), (2’), and (3’).

[0387] (Effects executed before SP Reach in the modified example) In the examples shown in FIGS. 8-42 to 8-48, after a deviation symbol (「125」) is displayed as the display result of the previous variable display on the image display device 5 (FIG. 8-42(1’)), variable display based on any of the variable patterns of main variable numbers 10 to 11 and 17 to 18 is started (FIG. 8-42(2’)).

[0388] Next, the left decorative symbol temporarily stops at 「2」 (FIG. 8-42(3’)). Subsequently, when the right decorative symbol temporarily stops at 「2」 and reaches the reach state (FIG. 8-42(4’)), the character display 「NEXT」 is displayed together with the ally character Mumu image 004IWC01 (FIG. 8-42(5’)), and the first pseudo continuous effect is started. At this time, the voice line 「NEXT」 corresponding to the ally character Mumu is output from the speakers 8L and 8R.

[0389] When the first pseudo continuous effect is executed in the first effect mode, as shown in FIG. 8-43(6-1’), a background image with a blue tone is displayed, and the ally character Mumu image 004IWC01, the character display 「NEXT」, and the character display 「It's a game of wits」 004IWP03a, which is a part of the lyrics of the specific song B, are displayed. At this time, the voice line 「It's a game of wits」 corresponding to the ally character Mumu is output from the speakers 8L and 8R.

[0390] When the first virtual continuous performance is executed in the second performance mode, as shown in Fig. 8-43(6-2’), a background image with a red tone is displayed, and the ally character Mumu image 004IWC01, the character display "NEXT", and the character display "This is the decisive moment" 004IWP03b, which is a part of the lyrics of the specific song B, are displayed. At this time, the voice line "This is the decisive moment" corresponding to the ally character Mumu is output from the speakers 8L and 8R.

[0391] Next, on the image display device 5, an effect display is performed in which the character display "×2", indicating that the virtual continuous performance has been performed once, is zoomed out from the enlarged display state (Fig. 8-43(7’)) so that the whole is displayed (Fig. 8-43(8’)).

[0392] Next, on the image display device 5, an effect display is performed in which the character display "×2" gradually becomes smaller and moves to the upper right of the display area (Fig. 8-43(9’)(10’)).

[0393] Next, on the image display device 5, the re-variation display of the decorative pattern is started (Fig. 8-44(11’)), and the conversation performance is started.

[0394] When the conversation performance is started, on the image display device 5, the background image becomes darker, and the first conversation panel used for the conversation performance appears (Fig. 8-44(12’)), and an effect display is performed in which the first conversation panel rotates from the back side to the front side and moves from the back side of the screen to the front side (Fig. 8-44(13’)).

[0395] Next, on the image display device 5, the rotation and movement of the first conversation panel 004IWD01, which includes the ally character Mumu image 004IWC01 and the character display "What suits me?", corresponding to the lines of the ally character Mumu, stop, and an effect display is performed in which it is displayed in the center of the display area (Fig. 8-44(14’)(15’)). At this time, the voice line "What suits me?" corresponding to the ally character Mumu is output from the speakers 8L and 8R.

[0396] Next, in the image display device 5, the first conversation panel 004IWD01 is reduced in size and moves to the upper side of the display area, and at the same time, an effect display is performed in which the second conversation panel 004IWD02 appears from the left side of the display area (Fig. 8-44(16’)).

[0397] Next, in the image display device 5, an effect display is performed in which the second conversation panel 004IWD02 including the character jam image 004IWC02 and the character display "The suit looks great on you!" corresponding to the lines of the character jam moves from the left side to the center of the display area and stops (Fig. 8-44(17’)(18’)). At this time, the voice line "The suit looks great on you!" corresponding to the character jam is output from the speakers 8L and 8R.

[0398] Next, in the image display device 5, the first conversation panel 004IWD01 is erased, the second conversation panel 004IWD02 is reduced in size and moves to the upper side of the display area, and at the same time, an effect display is performed in which the third conversation panel 004IWD03 appears from the left side of the display area (Fig. 8-45(19’)).

[0399] Next, in the image display device 5, an effect display is performed in which the third conversation panel 004IWD03 including the ally character mumu image 004IWC01 and the character display "Thank you! I'll keep wearing it!" corresponding to the lines of the ally character mumu moves from the left side to the center of the display area and stops (Fig. 8-45(20’)). At this time, the voice line "Thank you! I'll keep wearing it!" corresponding to the ally character mumu is output from the speakers 8L and 8R. Then, the conversation effect ends.

[0400] Next, in the image display device 5, the effect display related to the conversation effect ends, and the display of the decorative pattern starts to change again (Fig. 8-45(21’)), and an effect display is performed in which the left and right decorative patterns reach the state of "2" (Fig. 8-45(22’)).

[0401] Next, in the image display device 5, the character display "NEXT" is displayed together with the ally character Mumu image 004IWC01 (Fig. 8-45(23')), and further, a push button image 004IWG01 imitating the push button 31B, a meter image, and the character display "Love and battle" which is a part of the lyrics of the B melody section of the specific music piece B are displayed for an effect display (Fig. 8-45(24')). At this time, the voice line "Love and battle" corresponding to the ally character Mumu is output from the speakers 8L and 8R. That is, an operation promotion effect for prompting the operation of the push button 31B is executed.

[0402] After the operation promotion effect shown in Fig. 8-45(24') is executed, when the push button 31B is pressed (or when the operation valid period has elapsed), the second pseudo continuous performance is executed.

[0403] When the second pseudo continuous performance is executed in the first performance mode, as shown in Fig. 8-46(25-1'), a background image with a blue tone is displayed, and the ally character Mumu image 004IWC01, the character display "NEXT", and the character display "It's a game of wits" 004IWP03a which is a part of the lyrics of the specific music piece B are displayed. At this time, the voice line "It's a game of wits" corresponding to the ally character Mumu is output from the speakers 8L and 8R.

[0404] When the second pseudo continuous performance is executed in the second performance mode, as shown in Fig. 8-46(25-2'), a background image with a red tone is displayed, and the ally character Mumu image 004IWC01, the character display "NEXT", and the character display "This is the decisive moment" 004IWP03b which is a part of the lyrics of the specific music piece B are displayed. At this time, the voice line "This is the decisive moment" corresponding to the ally character Mumu is output from the speakers 8L and 8R.

[0405] Next, in the image display device 5, an effect display is performed in which the text display "x3", indicating that the pseudo-linked performance has been performed twice, is zoomed out from the enlarged display state (Fig. 8-46(26')) to display the whole (Fig. 8-46(27')). Next, in the image display device 5, an effect display is performed in which the text display "x3" gradually becomes smaller and moves to the upper right of the display area (Fig. 8-46(28')(29')).

[0406] Next, in the image display device 5, the re-variation display of the decorative pattern is started, and the roulette performance is started.

[0407] When the roulette performance is started, in the image display device 5, an effect display is performed in which the background image becomes darker and the text display "Mumu's Gurgling Roulette" is displayed (Fig. 8-47(30')). At this time, the voice of the narrator, the line "Mumu's Gurgling Roulette", is output from the speakers 8L and 8R.

[0408] Next, in the image display device 5, an effect display is performed in which the ally character Mumu image 004IWC01 with both hands raised is displayed (Fig. 8-47(31')). At this time, the line corresponding to the ally character Mumu (for example, "Mumu's Gurgling Roulette") is output from the speakers 8L and 8R.

[0409] Next, in the image display device 5, an effect display is performed in which the roulette image 004IWG02 including the items "Miss", "Good Chance", "SP Reach", and "Blazing Heat" is displayed (Fig. 8-47(32')).

[0410] Next, in the image display device 5, an effect display is performed in which the state where only the item "SP Reach" of the roulette image 004IWG02 is lit (Fig. 8-47(32')), the state where only the item "Miss" is lit (Fig. 8-47(33')), the state where only the item "Blazing Heat" is lit (Fig. 8-47(34')), and the state where only the item "Good Chance" is lit (Fig. 8-47(35')) are repeated a plurality of times.

[0411] Next, in the image display device 5, an effect display is performed that stops and is selected in a state where only the item "SP Reach" of the roulette image 004IWG02 is lit (Fig. 8-47(36')), a state where none of the items are lit (Fig. 8-47(37')), a state where only the item "SP Reach" is lit (Fig. 8-48(38')), a state where none of the items are lit (Fig. 8-48(39')), and then stops in a state where only the item "SP Reach" is lit (Fig. 8-48(40')).

[0412] Next, in the image display device 5, the re-variation display of the decorative pattern is started (Fig. 8-48(41')), and an effect display is performed in which the left and right decorative patterns reach the state of "2" (Fig. 8-48(42')).

[0413] Next, in the image display device 5, an explosion effect image is displayed so as to cover the decorative pattern (Fig. 8-48(43')), and an effect display is performed that develops into SP Reach A or SP Reach B.

[0414] Note that the conversation effect is not limited to the mode shown in this modification example. For example, a plurality of effect modes with different conversation partners and contents are provided, and depending on which effect mode is executed, the ratio of executing an effect with a high expectation degree after the conversation effect and the jackpot expectation degree may be different.

[0415] Also, the roulette effect is not limited to the mode shown in this modification example. For example, a plurality of effect modes with different numbers of roulette items, item contents, and finally selected items are provided, and depending on which effect mode is executed, the ratio of executing an effect with a high expectation degree after the roulette effect and the jackpot expectation degree may be different.

[0416] (Effect executed in the weak route of SP Reach B in the modification example) Next, the effect executed in the weak route of SP Reach B in the modification example will be described. Fig. 8-49 is an explanatory diagram showing the effect executed in the weak route of SP Reach B in the modification example.

[0417] In the modified example shown in Fig. 8-49, when the final cut-in effect similar to (B29-1)(B29-2)~(B30) shown in Fig. 8-27 is executed and ends, in the image display device 5, a zoom-out effect is performed from the state where the push button image 004IWG01 and the character display "Push it" are enlarged (Fig. 8-49(B30α1)) to display the whole (Fig. 8-49(B30α2)). Also at this time, the voice line "Push it" is output from the speakers 8L and 8R in the voice corresponding to the ally character Mumu. That is, an operation promotion effect by the decision button effect is executed.

[0418] Then, after the operation promotion effect by the decision button effect shown in Fig. 8-49(B30α2) is executed, when the push button 31B is pressed (or when the operation valid period has elapsed), if the display result is a big win, it transitions to Fig. 8-28(B31), and if the display result is a loss, it transitions to Fig. 8-30(B42).

[0419] (Effect executed in the strong route of SP reach B in the modified example) Next, the effect executed in the strong route of SP reach B in the modified example will be described. Fig. 8-50 is an explanatory diagram showing the effect executed in the strong route of SP reach B in the modified example.

[0420] In the modified example shown in Fig. 8-50, when the final cut-in effect similar to (B’31-1)(B’31-2)~(B’32) shown in Fig. 8-31 is executed and ends, the decision button effect is executed, and either a normal decision button effect or a special decision button effect using a part of the lyrics of the specific song B is executed. In this modified example, it is configured such that the ratio of getting a big win is higher when the special decision button effect is executed than when the normal decision button effect is executed.

[0421] When the normal decision button effect is executed, in the image display device 5, a zoom-out effect display is performed from the state where the push button image 004IWG01 and the character display "Push it" are enlarged and displayed (Fig. 8-50 (B’32α1)) until the whole is displayed (Fig. 8-50 (B’32α2)). At this time, the dialogue voice "Push it" corresponding to the ally character Mumu is output from the speakers 8L and 8R.

[0422] When the special decision button effect is executed, in the image display device 5, a zoom-out effect display is performed from the state where the push button image 004IWG01 and the character display "This is the decisive point", which is a part of the lyrics of the B melody section of the specific song B, are enlarged and displayed (Fig. 8-50 (B’32β1)) until the whole is displayed (Fig. 8-50 (B’32β2)). At this time, the dialogue voice "This is the decisive point" corresponding to the ally character Mumu is output from the speakers 8L and 8R.

[0423] Then, after the operation promotion effect by the decision button effect shown in Fig. 8-50 (B’32α2) or the special decision button effect shown in Fig. 8-50 (B’32β2) is executed, when the push button 31B is pressed (or when the operation valid period has elapsed), if the display result is a big win, it transitions to Fig. 8-32 (B’33), and if the display result is a loss, it transitions to Fig. 8-34 (B’44).

[0424] (Timing of various sound outputs in the modified example) Next, the timing of various sound outputs in the modified example will be described with reference to Figs. 8-51 to 8-54.

[0425] (Timing of various sound outputs before SP reach in the modified example) First, the timings of various sound outputs before SP reach in the modified example will be described. FIGS. 8-51 to 8-52 are timing charts showing the timings of various sound outputs before SP reach in the modified example. Note that the timings (1') to (25'-1)(25'-2) shown in FIG. 8-51 and (26') to (43') in FIG. 8-52 respectively correspond to the timings (1') to (5') in FIG. 8-42, (6-1')(6-2') to (10') in FIG. 8-43, (11') to (18') in FIG. 8-44, (19') to (24') in FIG. 8-45, (25-1')(25-2') to (29') in FIG. 8-46, (30') to (37') in FIG. 8-47, and (38') to (43') in FIG. 8-48.

[0426] As described above, in the modified example of this feature section 004IW, it is configured to output the specific music piece B from the speakers 8L and 8R during the fanfare performance or the big win game. However, this specific music piece B may also be output from the speakers 8L and 8R during the variable display. Also, in this modified example, when the roulette performance is being executed, the roulette performance BGM can be output from the speakers 8L and 8R. Note that in the modified example of this feature section 004IW as well, it is configured to be able to output a BGM without singing voices from the speakers 8L and 8R during the variable display, and it is configured to be able to output the voice corresponding to the lines of the character or narrator from the speakers 8L and 8R during the variable display.

[0427] In the modified example of this feature section 004IW, as shown in FIGS. 8-51(1')(2'), the output of the BGM starts at the timing when the variable display starts. At this time, the specific music piece B is not output.

[0428] Next, as shown in FIGS. 8-51(4')(5'), when the character display "NEXT" is displayed together with the ally character Mumu image 004IWC01 on the image display device 5 (FIG. 8-42(5')), the voice line "NEXT" is output as the voice corresponding to the ally character Mumu.

[0429] Next, as shown in FIG. 8-51(5’)(6-1’)(6-2’), when the first pseudo-linked performance is executed, the output of the BGM is stopped and the voice of the dialogue is output. Specifically, after the output of the BGM is stopped, the voice of the dialogue is output.

[0430] When the first pseudo-linked performance is executed in the first performance mode, at the timing of FIG. 8-51(6-1’), that is, when the character display "It's a bluff" 004IWP03a, which is a part of the lyrics of the specific song B, is displayed on the image display device 5 (FIG. 8-43(6-1’)), the dialogue voice "It's a bluff" is output in the voice corresponding to the ally character Mumu.

[0431] Also, when the first pseudo-linked performance is executed in the second performance mode, at the timing of FIG. 8-51(6-2’), that is, when the character display "This is the decisive point" 004IWP03b, which is a part of the lyrics of the specific song B, is displayed on the image display device 5 (FIG. 8-43(6-2’)), the dialogue voice "This is the decisive point" is output in the voice corresponding to the ally character Mumu.

[0432] Next, as shown in FIG. 8-51(6-1’)(6-2’)(7’), after the dialogue voice of the first pseudo-linked performance is output, the specific song B is output from the refrain section.

[0433] Specifically, when the first pseudo-linked performance is executed in the first performance mode, at the timing shown in FIG. 8-51(6-1’), "It's a bluff", which is a part of the lyrics of the B melody section 004IWB02 (see FIG. 8-41) of the specific song B, is output as the dialogue voice of the ally character Mumu, and then, at the timing shown in FIG. 8-51(7’), the specific song B is output from the refrain section 004IWB03 (see FIG. 8-41).

[0434] Also, when the first pseudo - continuous performance is executed in the second performance mode, at the timing shown in FIG. 8 - 51(6 - 2’), “This is the decisive moment”, which is a part of the lyrics of the B - melody section 004IWB05 of the specific music piece B (see FIG. 8 - 41), is output as the dialogue voice of the ally character Mumu. Then, at the timing shown in FIG. 8 - 51(7’), the specific music piece B is output from the refrain section 004IWB06 (see FIG. 8 - 41).

[0435] Next, as shown in FIG. 8 - 51(8’), when the character display “×2” is displayed on the image display device 5 (FIG. 8 - 43(8’)), the dialogue voice “×2” is output in the voice corresponding to the ally character Mumu.

[0436] Next, as shown in FIG. 8 - 51(12’), when the conversation performance starts, the volume of the specific music piece B output from the speakers 8L and 8R becomes lower than the standard volume and continues until the timing when the conversation performance shown in FIG. 8 - 51(20’) ends.

[0437] Next, at the timing shown in FIG. 8 - 51(15’), that is, when the character display “What suits me?” corresponding to the dialogue of the ally character Mumu is displayed on the image display device 5 (FIG. 8 - 44(15’)), the dialogue voice “What suits me?” is output in the voice corresponding to the ally character Mumu.

[0438] Next, at the timing shown in FIG. 8 - 51(17’), that is, when the character display “A suit suits you!” corresponding to the dialogue of the character jam is displayed on the image display device 5 (FIG. 8 - 44(17’)), the dialogue voice “A suit suits you!” is output in the voice corresponding to the ally character Mumu.

[0439] Next, at the timing shown in FIG. 8 - 51(20’), that is, when the character display “Thank you! I'll wear it from now on!” corresponding to the dialogue of the ally character Mumu is displayed on the image display device 5 (FIG. 8 - 45(20’)), the dialogue voice “Thank you! I'll wear it from now on!” is output in the voice corresponding to the ally character Mumu.

[0440] Next, as shown in Fig. 8-51(22’)(23’), when the conversation performance ends and the reach state decorative pattern is displayed, the output of the specific music piece B stops, and when the character display "NEXT" is displayed together with the ally character Mumu image 004IWC01 on the image display device 5, the voice line "NEXT" is output in the voice corresponding to the ally character Mumu. Also, after the voice line "NEXT" is output, the output of the BGM starts.

[0441] Next, as shown in Fig. 8-51(24’), when the production display operation promotion production, in which the character display "Love and Battle" which is a part of the lyrics of the B melody section of the specific music piece B is displayed, is executed prior to the second time of the pseudo-continuous production (Fig. 8-45(24’)), the output of the BGM stops, and the voice line "Love and Battle" is output in the voice corresponding to the ally character Mumu. Also at this time, the output of the specific music piece B starts (for example, it may start from the refrain section, or it may start from the same B melody section so that the singing voice of the specific music piece to be output matches the voice line).

[0442] When the second time of the pseudo-continuous production is executed in the first production mode, at the timing of Fig. 8-51(16-1’), that is, when the character display "It's a Trick" 004IWP03a which is a part of the lyrics of the B melody section of the specific music piece B is displayed on the image display device 5 (Fig. 8-46(16-1’)), the voice line "It's a Trick" is output in the voice corresponding to the ally character Mumu.

[0443] Also, when the second time of the pseudo-continuous production is executed in the second production mode, at the timing of Fig. 8-51(16-2’), that is, when the character display "This is the Decisive Point" 004IWP03b which is a part of the lyrics of the B melody section of the specific music piece B is displayed on the image display device 5 (Fig. 8-46(16-2’)), the voice line "This is the Decisive Point" is output in the voice corresponding to the ally character Mumu.

[0444] In the modification example, although the output of the specific music piece B starts at the timing of FIG. 8-51(24’), when the output starts from the same B melody section so that the singing voice and the dialogue voice of the specific music piece match, the refrain section of the specific music piece B will be output after the dialogue voice of the second pseudo continuous performance is output.

[0445] Specifically, when the second pseudo continuous performance is executed in the first performance mode, at the timing shown in FIG. 8-51(25-1’), "It's a game" which is a part of the lyrics of the B melody section 004IWB02 of the specific music piece B (see FIG. 8-41) is output as the dialogue voice of the ally character Mumu, and then, at the timing shown in FIG. 8-52(26’), the refrain section 004IWB03 of the specific music piece B (see FIG. 8-41) is output.

[0446] Also, when the second pseudo continuous performance is executed in the second performance mode, at the timing shown in FIG. 8-51(25-2’), "This is the decisive point" which is a part of the lyrics of the B melody section 004IWB05 of the specific music piece B (see FIG. 8-41) is output as the dialogue voice of the ally character Mumu, and then, at the timing shown in FIG. 8-52(26’), the refrain section 004IWB06 of the specific music piece B (see FIG. 8-41) is output.

[0447] Next, as shown in FIG. 8-52(27’), when the character display "×3" is displayed on the image display device 5 (FIG. 8-46(27’)), the dialogue voice "×3" is output in the voice corresponding to the ally character Mumu.

[0448] Next, as shown in FIG. 8-52(30’), when the roulette performance starts, the volume of the specific music piece B output from the speakers 8L, 8R becomes 0, while the output of the roulette performance BGM starts and continues until the timing when the roulette performance shown in FIG. 8-52(41’) ends.

[0449] Also, at the timing shown in Fig. 8-52(30’), that is, when the character display "Mumu's Gurgling Roulette" is displayed on the image display device 5 (Fig. 8-47(30’)), the voice line "Mumu's Gurgling Roulette" is output in the narrator's voice.

[0450] Next, at the timing shown in Fig. 8-52(31’), that is, when the ally character Mumu image 004IWC01 with both hands raised is displayed on the image display device 5 (Fig. 8-47(31’)), the voice line "Mumu's Gurgling Roulette" is output in the voice corresponding to the ally character Mumu.

[0451] Next, as shown in Fig. 8-52(41’), when the roulette effect ends, while the volume of the specific music piece B output from the speakers 8L and 8R becomes the standard volume, the output of the roulette effect BGM is stopped.

[0452] Next, as shown in Fig. 8-51(42’), when the roulette effect ends and the reach state decorative symbol is displayed, the output of the specific music piece B is stopped, and when an explosion effect image is displayed on the image display device 5 so as to cover the decorative symbol, a voice line (e.g., "Development") is output in the voice corresponding to the ally character Mumu. Also, after the voice line is output, the output of the BGM is started.

[0453] (Timings of various sound outputs in the weak route of SP Reach B in the modified example) Next, the timings of various sound outputs in the weak route of SP Reach B in the modified example will be described. Fig. 8-53 is a timing chart showing the timings of various sound outputs in the weak route of SP Reach B in the modified example. Note that the timings (B29-1)(B29-2)~(B47) shown in Fig. 8-53 respectively correspond to the timings of Fig. 8-49 (B29-1)(B29-2)~(B30α2), Fig. 8-28 (B31)~(B38), Fig. 8-29 (B39)~(B41), and Fig. 8-30 (B42)~(B47).

[0454] In a modified example of the feature unit 004IW, the dialogue sound related to the final cut-in effect is output in FIGS. 8-53 (B29-1) and (B29-2). Specifically, at the timing of FIG. 8-53 (B29-1), that is, when the final cut-in effect is executed in the first effect mode and the character display "I can do it!" corresponding to the dialogue of the ally character Mumu is displayed on the image display device 5 (FIG. 8-49 (B29-1)), the dialogue sound "I can do it!" is output as the voice of the ally character Mumu.

[0455] Also, at the timing of FIG. 8-53 (B29-2), that is, when the final cut-in effect is executed in the second effect mode and the character display "I'll protect!" corresponding to the dialogue of the ally character Mumu is displayed on the image display device 5 (FIG. 8-49 (B29-2)), the dialogue sound "I'll protect!" is output as the voice of the ally character Mumu.

[0456] Next, at the timing of FIG. 8-53 (B30α2), that is, when the decision button effect is executed and the character display "Press it" is displayed (FIG. 8-49 (B30α2)), the output of BGM (A) is stopped, and then the dialogue sound "Press it" is output as the voice of the ally character Mumu.

[0457] When a big win occurs through the weak route of SP reach B, at the timing of FIG. 8-53 (B31), that is, when the character display "Nanaaaaa!" corresponding to the dialogue of the ally character Mumu is displayed on the image display device 5 (FIG. 8-28 (B31)), the dialogue sound "Nanaaaaa!" is output as the voice of the ally character Mumu.

[0458] Next, between FIGS. 8-53 (B31) and (B32), that is, from the end of the dialogue sound output in FIG. 8-53 (B31) to the start of the dialogue sound output in FIG. 8-53 (B32), BGM (B) is output. Then, after the output of BGM (B) is stopped and the sound output from speakers 8L and 8R once disappears, specific music piece B is output from the climax section (see FIG. 8-41). For example, if the second pseudo continuous performance is executed in the first performance mode and the character display and dialogue sound output of a part of the lyrics "It's a deal" in the B melody section 004IWB02 of specific music piece B are being performed, then specific music piece B is output from the climax section 004IWB03. If the second pseudo continuous performance is executed in the second performance mode and the character display and dialogue sound output of a part of the lyrics "This is the decisive moment" in the B melody section 004IWB05 of specific music piece B are being performed, then specific music piece B may be output from the climax section 004IWB06.

[0459] Next, at the timing of FIG. 8-53 (B32), that is, when the character display "It's settled!" corresponding to the dialogue of ally character Mumu is displayed on the image display device 5 (FIG. 8-28 (B32)), the dialogue sound "It's settled!" is output in the voice of ally character Mumu.

[0460] Next, at the timing of FIGS. 8-53 (B38) and (B39), that is, when the big win symbol is displayed on the image display device 5 and the character display "Completely resolved" is displayed, the output of specific music piece B is stopped.

[0461] If it fails through the weak route of SP reach B, then at the timing of FIG. 8-53 (B42), that is, when the character display "Don't interfere!" corresponding to the dialogue of enemy character Nana is displayed on the image display device 5 (FIG. 8-30 (B42)), the dialogue sound "Don't interfere!" is output in the voice of enemy character Nana.

[0462] (Timing of various sound outputs in the strong route of SP reach B in the modified example) Next, the timings of various sound outputs in the strong route of SP reach B in the modified example will be described. FIG. 8-54 is a timing chart showing the timings of various sound outputs in the strong route of SP reach B. Note that the timings of (B'31-1), (B'31-2),..., (B'49) shown in FIG. 8-54 correspond to the timings of (B'31-1), (B'31-2),..., (B'32α2), (B'32β2) in FIG. 8-50, (B'33),..., (B'40) in FIG. 8-32, (B'41),..., (B'43) in FIG. 8-33, and (B'44),..., (B'49) in FIG. 8-34, respectively.

[0463] In the modified example of this feature part 004IW, the serif sound related to the final cut-in effect is output at (B'31-1) and (B'31-2) in FIG. 8-54. Specifically, at the timing of (B'31-1) in FIG. 8-54, that is, when the final cut-in effect is executed in the first effect mode and the character display "I can do it!" corresponding to the lines of the ally character Mumu is displayed on the image display device 5 (FIG. 8-50 (B'31-1)), the serif sound "I can do it!" is output in the voice of the ally character Mumu.

[0464] Also, at the timing of (B'31-2) in FIG. 8-54, that is, when the final cut-in effect is executed in the second effect mode and the character display "I'll protect it!" corresponding to the lines of the ally character Mumu is displayed on the image display device 5 (FIG. 8-50 (B'31-2)), the serif sound "I'll protect it!" is output in the voice of the ally character Mumu.

[0465] Next, at the timing of (B'32α2) in FIG. 8-53, that is, when the normal decision button effect is executed and the character display "Press it" is displayed (FIG. 8-50 (B'32α2)), the output of BGM (B) is stopped, and then the serif sound "Press it" is output in the voice of the ally character Mumu.

[0466] Also, at the timing of Fig. 8-53 (B’32β2), that is, when the special decision button effect is executed and the character display of a part of the lyrics of the B melody section 004IWB05 of the specific song B, "This is the decisive moment", is displayed (Fig. 8-50 (B’32β2)), the output of the BGM (B) is stopped, and then, the voice of the ally character Mumu utters the line "This is the decisive moment".

[0467] When winning the jackpot through the strong route of SP reach B, at the timing of Fig. 8-54 (B’33), that is, when the character display "Nanaaaaa!" corresponding to the line of the ally character Mumu is displayed on the image display device 5 (Fig. 8-32 (B’33)), the voice of the ally character Mumu utters the line "Nanaaaaa!".

[0468] Next, between Fig. 8-54 (B’33) and (B’34), that is, from the end of the output of the voice line in Fig. 8-54 (B’33) to the start of the output of the voice line in Fig. 8-54 (B’34), the BGM (B) is output. Then, after the output of the BGM (B) is stopped and the sound output from the speakers 8L and 8R disappears once, the specific song B is output from the refrain section (see Fig. 8-41).

[0469] For example, when the character display and voice line output of a part of the lyrics of the B melody section 004IWB05 of the specific song B, "This is the decisive moment", are performed by the special decision button effect, the specific song B is output from the refrain section 004IWB06.

[0470] Next, at the timing of Fig. 8-54 (B’34), that is, when the character display "It's settled!" corresponding to the line of the ally character Mumu is displayed on the image display device 5 (Fig. 8-32 (B’34)), the voice of the ally character Mumu utters the line "It's settled!".

[0471] Next, at the timing of Fig. 8-54 (B’40)(B’41), that is, when the jackpot symbol is displayed on the image display device 5 and the character display "Completely resolved" is displayed, the output of the specific song B is stopped.

[0472] If it deviates through the strong route of SP reach B, at the timing of FIG. 8-54 (B'44), that is, when the character display "Jamao... Suruna!" corresponding to the lines of the enemy character Nana is displayed on the image display device 5 (FIG. 8-34 (B'44)), the voice line "Jamao... Suruna!" is output as the voice of the enemy character Nana.

[0473] In this feature section 004IW, as an effect using a part of the lyrics included in the B melody section of the specific song A or the specific song B, it is possible to execute a pseudo-continuous effect, a chance-up cut-in effect, and a special decision button effect. After these effects are executed, the refrain section of the specific song A or the specific song B is output.

[0474] For example, as shown in FIGS. 8-14(6-1)(6-2), FIGS. 8-16(16-1)(16-2), after the character display and voice output of "Let's all sing!" and "Let's all dance", which are part of the lyrics of the B melody section of specific piece of music A, are performed as a pseudo-continuous performance, the refrain section of specific piece of music A is output at the timings of FIGS. 8-14(7) and FIGS. 8-16(17) (see FIG. 8-37). Also, for example, as shown in FIG. 8-25(B21-2), after the character display and voice output of "It's starting to ring", which is part of the lyrics of the B melody section of specific piece of music A, are performed as a chance-up cut-in performance, the refrain section of specific piece of music A is output at the timings of FIGS. 8-28(B32) and FIGS. 8-32(B’34) (see FIG. 8-39). Also, for example, as shown in FIGS. 8-43(6-1’)(6-2’), FIGS. 8-46(25-1’)(25-2’), after the character display and voice output of "It's a bluff" and "This is the decisive point", which are part of the lyrics of the B melody section of specific piece of music B, are performed as a pseudo-continuous performance, the refrain section of specific piece of music B is output at the timings of FIGS. 8-43(7’) and FIGS. 8-46(26’) (see FIG. 8-51). Also, for example, as shown in FIG. 8-50(B’32β2), after the character display and voice output of "This is the decisive point", which is part of the lyrics of the B melody section of specific piece of music B, are performed as a special decision button performance, the refrain section of specific piece of music B is output at the timing of FIG. 8-32(B’34) (see FIG. 8-54). With such a configuration, the trigger for outputting specific piece of music A or specific piece of music B becomes a pseudo-continuous performance, a chance-up cut-in performance, or a special decision button performance, enabling attention to be focused on the lyrics of specific piece of music A or specific piece of music B, and as a result, enabling attention to be focused on specific piece of music A or specific piece of music B.

[0475] In this feature section 004IW, as an operation promotion effect using the lyrics of the specific song B, a pseudo - continuous effect (Fig. 8 - 45(24')) in which character display and voice output of the lyrics such as "Love and battle" and "It's a game of wits" and "The decisive moment", which are part of the lyrics of the specific song B, are performed, and a special decision button effect (Fig. 8 - 50(B'32β2)) in which character display and voice output of the lyrics "The decisive moment", which is part of the lyrics of the specific song B, are performed can be executed. When these effects are executed, the specific song B is output. For example, the specific song B is output at the timing of Fig. 8 - 45(24') (see Fig. 8 - 51). Also, for example, after the scene of Fig. 8 - 50(B'32β2), the specific song B is output at the timing of Fig. 8 - 32(B'34) (see Fig. 8 - 54). In this way, by using the operation promotion effect using the lyrics, while improving the interest in the timing of promoting the player's operation, the operation promotion effect and the specific song B can be connected, and the effect can be shown smoothly.

[0476] Also in this feature section 004IW, as shown in Fig. 8 - 12 and Fig. 8 - 41, the singing voices included in the specific song A and the specific song B are composed of voices corresponding to the ally character Mumu. And as shown in Fig. 8 - 37, Fig. 8 - 38, Fig. 8 - 51, and Fig. 8 - 54, when character display and voice output of a part of the lyrics of the specific song A or the specific song B are performed in the pseudo - continuous effects (6 - 1)(6 - 2)(16 - 1)(16 - 2)(6 - 1')(6 - 2')(25 - 1')(25 - 2'), the voice of the ally character Mumu is output as the voice of the line. With such a configuration, since the voice of the line output in the pseudo - continuous effect, the chance - up cut - in effect, and the special decision button effect and the singing voices of the specific song A and the specific song B are voices corresponding to the ally character Mumu, it is possible to easily connect those effects and the specific song A or the specific song B.

[0477] In addition, in this feature section 004IW, when a part of the lyrics of specific song A or specific song B is displayed in a pseudo-continuous performance, a chance-up cut-in performance, or a special decision button performance, the lyrics before the singing lyrics of specific song A or specific song B output after the display are displayed. Also, in a pseudo-continuous performance, a chance-up cut-in performance, or a special decision button performance, the lyrics included in the B melody section of specific song A or specific song B are used instead of the lyrics included in the A melody section, and when these performances are executed, the refrain section of specific song A or specific song B is output.

[0478] For example, when the first pseudo-continuous performance is executed in the first performance mode, the character display and voice output of the lyrics "Let's all sing!" of the B melody section 004IWA03 of specific song A are performed at the timing shown in Fig. 8-37(6-1), and specific song A is output from "The beginning of a happy time" of the refrain section 004IWA04 at the timing shown in Fig. 8-37(7) (see Fig. 8-12). Also, for example, when the first pseudo-continuous performance is executed in the second performance mode, the character display and voice output of the lyrics "Let's all dance!" of the B melody section 004IWA06 of specific song A are performed at the timing shown in Fig. 8-37(6-2), and specific song A is output from "The beginning of a lively time" of the refrain section 004IWA07 at the timing shown in Fig. 8-37(7) (see Fig. 8-12).

[0479] Also, for example, when a chance-up cut-in performance is executed, the character display and voice output of the lyrics "It will start to ring" of the B melody section 004IWA03 of specific song A are performed at the timing of Fig. 8-38(B21-2), and specific song A is output from "The beginning of a happy time" of the refrain section 004IWA04 at the timing of Fig. 8-39(B32) or Fig. 8-40(B’34) (see Fig. 8-12).

[0480] For example, when the first pseudo - continuous performance is executed in the first performance mode in the modification example, at the timing shown in FIG. 8 - 51(6 - 1’), the character display of the lyrics "It's a game" of the B - melody section 004IWB02 of the specific music piece B and the output of the voice - over are performed, and at the timing shown in FIG. 8 - 51(7’), the specific music piece B is output from "It's simple" of the refrain section 004IWB03 (see FIG. 8 - 41). Also, when the first pseudo - continuous performance is executed in the second performance mode in the modification example, at the timing shown in FIG. 8 - 51(6 - 2’), the character display of the lyrics "This is the decisive point" of the B - melody section 004IWB05 of the specific music piece B and the output of the voice - over are performed, and at the timing shown in FIG. 8 - 51(7’), the specific music piece B is output from "Passionate words" of the refrain section 004IWB06.

[0481] For example, at the timing of FIG. 8 - 51(24’), the character display of the lyrics "Love and battle" of the B - melody section 004IWB02 of the specific music piece B and the output of the voice - over are performed by the operation - promoting performance. At the timing of FIG. 8 - 51(25’ - 1), the character display of the lyrics "It's a game" of the B - melody section 004IWB02 of the specific music piece B and the output of the voice - over are performed by the second pseudo - continuous performance in the first performance mode. At the timing of FIG. 8 - 53(B32) or FIG. 8 - 54(B’34), the specific music piece B is output from "It's simple" of the refrain section 004IWB03.

[0482] For example, at the timing of FIG. 8 - 51(24’), the character display of the lyrics "Love and battle" of the B - melody section 004IWB05 of the specific music piece B and the output of the voice - over are performed by the operation - promoting performance. At the timing of FIG. 8 - 51(25’ - 2), the character display of the lyrics "This is the decisive point" of the B - melody section 004IWB05 of the specific music piece B and the output of the voice - over are performed by the second pseudo - continuous performance in the second performance mode. At the timing of FIG. 8 - 53(B32) or FIG. 8 - 54(B’34), the specific music piece B is output from "Passionate words" of the refrain section 004IWB06.

[0483] For example, at the timing of FIG. 8-50 (B’32β2), the character display of the lyrics “This is the decisive moment” of the B melody section 004IWB05 of the specific song B and the output of the voice of the dialogue are performed, and at the timing of FIG. 8-54 (B’34), the specific song B is output from “Passionate words” of the refrain section 004IWB06.

[0484] Also, in this feature section 004IW, when the lyrics of the specific song A or the specific song B are displayed in the pseudo-continuous performance (6-1)(6-2)(16-1)(16-2)(6-1’)(6-2’), the chance-up cut-in performance (B21-2), or the special decision button performance (B’32β2), the lyrics are output in the voice of the ally character Mumu, and during that time, the specific song A and the specific song B are not output (see FIGS. 8-37, 8-38, 8-51, and 8-54). With such a configuration, the voice output in the pseudo-continuous performance, the chance-up cut-in performance, and the special decision button performance can be emphasized, and a performance with a clear rhythm can be realized.

[0485] Next, the outline of various sound outputs in the modified example will be described. FIG. 8-55 is a timing chart showing the output outline of the BGM, the specific song B, and the roulette performance BGM among various sound outputs in the modified example. The timings shown in (6-1’)(6-2’), (12’) to (20’)(22’), and (24’)(30’) to (40’)(41’)(42’) in FIG. 8-55 correspond to the timings of FIGS. 8-43 (6-1’)(6-2’), 8-44 (12’) to (18’), 8-45 (19’) to (20’)(22’)(24’), 8-47 (30’) to (37’), and 8-48 (38’) to (40’)(41’)(42’), respectively. In addition, as sound outputs, in addition to the BGM, the specific song B, and the roulette performance BGM, the output of the voice of the dialogue is performed, but the description is omitted in FIG. 8-55.

[0486] As shown in FIG. 8-55 (6-1’)(6-2’), after the voice of the dialogue of the first pseudo-continuous performance is output, the specific song B is output from the refrain section.

[0487] In the example shown in Fig. 8-55, the first time the pseudo-sequence performance is executed in the first performance mode, at the timing shown in Fig. 8-55(6-1’), a part of the lyrics of the B melody section 004IWB02 of the specific song B (see Fig. 8-41), "It's all about strategy", is output as the dialogue of the ally character Mumu. After that, the specific song B is output from "It's easy, don't overthink it, just be straightforward" in the refrain section 004IWB03 (see Fig. 8-41).

[0488] Next, as shown in Fig. 8-55(12’), when the conversation performance starts, the volume of the specific song B output from the speakers 8L and 8R becomes lower than the standard volume and continues until the conversation performance ends.

[0489] Next, as shown in Fig. 8-55(20’), when the conversation performance ends, the volume of the specific song B output from the speakers 8L and 8R becomes the standard volume.

[0490] Next, as shown in Fig. 8-55(22’), when the conversation performance ends and the reach state decorative pattern is displayed, the output of the specific song B stops.

[0491] Next, as shown in Fig. 8-55(24’), prior to the second time the pseudo-sequence performance is executed, when the production display operation promotion performance in which the character display "Love and battle" which is a part of the lyrics of the B melody section of the specific song B is displayed is executed (Fig. 8-45(24’)), the dialogue "Love and battle" is output as the voice corresponding to the ally character Mumu. Also at this time, the specific song B is output from "It's easy" in the refrain section 004IWB03 (see Fig. 8-41).

[0492] Next, as shown in Fig. 8-55(30’), when the roulette performance starts, the volume of the specific song B output from the speakers 8L and 8R becomes 0, while the output of the roulette performance BGM starts, and this state continues until the roulette performance ends.

[0493] Next, as shown in FIG. 8-55(41’), when the roulette performance ends, the volume of the specific music piece B output from the speakers 8L and 8R becomes the standard volume, while the output of the roulette performance BGM stops. At this time, the specific music piece B is output from “Let's create a wonderful time from now on” in the refrain section 004IWB03 (see FIG. 8-41).

[0494] In this example, as shown in FIGS. 8-55(30’) to (41’), during the period when the roulette performance is being executed, the volume of the specific music piece B output from the speakers 8L and 8R becomes 0, but the control process for outputting the specific music piece B continues to be executed during this period. For example, the control process for outputting the specific music piece B is being performed but is set to volume 0, or the control process for outputting the roulette performance BGM takes precedence and is not output from the speakers 8L and 8R, etc., so that the player cannot hear the specific music piece B. Therefore, during the period when the roulette performance is being executed, the control process for outputting the part of the refrain section 004IWB03 “Don't think too hard. It's your true feeling to be straightforward. You've just started yet” of the specific music piece B (see FIG. 8-41) is being performed, and when the roulette performance ends, the refrain section 004IWB03 “Let's create a wonderful time from now on” of the specific music piece B is output from the speakers 8L and 8R at the standard volume.

[0495] Next, as shown in FIG. 8-55(42’), when the roulette performance ends and a winning decorative symbol is displayed, the output of the specific music piece B stops, and when an explosion effect image is displayed on the image display device 5 to cover the decorative symbol, a voice line (e.g., “Development”) is output in the voice corresponding to the ally character Mumu. Also, after the voice line is output, the output of the BGM starts.

[0496] In the feature section 004IW, the specific piece of music B is a piece of music that includes voices corresponding to the ally character Mumu, and is output when a pseudo-continuous performance using the lyrics of the specific piece of music B is executed (for example, the part where the specific piece of music B is output from the timings of FIGS. 8-43(7') and 8-45(24'), see FIG. 8-51). And the specific piece of music B is output at a lower volume when it is output during a conversation performance or a roulette performance using the voices corresponding to the ally character Mumu than when it is output during a big win game, and is output at a higher volume when it is output after the conversation performance or the roulette performance than when it is output during the conversation performance or the roulette performance. For example, during a big win game, it is output from the speakers 8L and 8R at the standard volume, while during a conversation performance, it is output from the speakers 8L and 8R at half of the standard volume, and during a roulette performance, it is output from the speakers 8L and 8R at volume 0 (see FIG. 8-55). Also, for example, during a conversation performance, it is output from the speakers 8L and 8R at half of the standard volume, and during a roulette performance, it is output from the speakers 8L and 8R at volume 0, while after their completion, it is output from the speakers 8L and 8R at the standard volume (see FIG. 8-55). With such a configuration, it is possible to draw attention to a conversation performance or a roulette performance using the voice of the ally character Mumu while outputting the specific piece of music B that includes voices corresponding to the ally character Mumu.

[0497] Next, the execution ratio of the performance patterns in the modified example will be described. FIG. 8-56 is an explanatory diagram showing an overview of the execution ratio of each performance pattern in the modified example. FIG. 8-56 shows an overview of the execution ratio of each performance pattern when the pseudo-continuous performance is executed twice and develops into SP reach B (that is, when it is determined to be any of the variation patterns of main variation numbers 10 to 11, 17 to 18).

[0498] In the example shown in FIG. 8-56, the sixth performance pattern that executes the performances in the order of shifting to the strong route → the final cut-in performance of the second performance mode (red) → the special decision button performance using lyrics > the fifth performance pattern that executes the performances in the order of shifting to the strong route → the final cut-in performance of the first performance mode (green) → the special decision button performance using lyrics > the fourth performance pattern that executes the performances in the order of shifting to the strong route → the final cut-in performance of the second performance mode (red) → the normal decision button performance > the third performance pattern that executes the performances in the order of shifting to the strong route → the final cut-in performance of the first performance mode (green) → the normal decision button performance > the second performance pattern that executes the normal decision button performance by shifting to the weak route → the final cut-in performance of the second performance mode (red) > the first performance pattern that executes the normal decision button performance by shifting to the weak route → the final cut-in performance of the first performance mode (green) are configured so that the probability of a big win increases in this order.

[0499] Also, in the example shown in FIG. 8-56, when the chance-up cut-in performance is executed, the ratio of becoming the first performance pattern or the second variation pattern at the losing time is higher than when the chance-up cut-in performance is not executed, and the ratio of becoming the third performance pattern to the sixth variation pattern is lower. Therefore, it is configured so that the big win expectation is high when the third performance pattern to the sixth variation pattern are executed. With such a configuration, it is possible to draw attention to whether the chance-up cut-in performance is executed or not, and in what performance mode each performance is executed thereafter, and the interest can be enhanced.

[0500] As described above, the present feature section 004IW discloses the configurations of the gaming machines shown in (means 1) to (means 20) shown below.

[0501] (Means 1) A gaming machine capable of performing variable display and controllable to an advantageous state (e.g., jackpot gaming state) advantageous to the player, comprising an effect execution means capable of executing an effect (e.g., the part where the effect control CPU 120 executes processes such as step S172) and a sound output means capable of outputting sound (e.g., speakers 8L, 8R). The effect execution means is capable of executing a special effect (e.g., pseudo continuous effect) suggesting that it is controlled to the above-mentioned advantageous state, and capable of executing the special effect multiple times during one variable display (e.g., the pseudo continuous effect can be executed 2 times during one variable display. Refer to FIGS. 8-3 and 8-8). The sound output means is capable of outputting a specific music piece (e.g., specific music piece A) during the advantageous state and capable of outputting a predetermined music piece (e.g., BGM) not including singing voice during one variable display. The special effect is an effect using a part of the lyrics included in the specific music piece, and includes an effect in which a part of the lyrics included in the specific music piece is displayed as character display (e.g., "Let's all sing!" or "Let's all dance", which are parts of the lyrics of specific music piece A, are displayed. Refer to FIGS. 8-14(6-1)(6-2), FIGS. 8-16(16-1)(16-2), and FIG. 8-12). As character display, there are a first character display (e.g., "Let's all sing!") and a second character display (e.g., "Let's all dance"). When either the first character display or the second character display is displayed, the specific music piece is output (e.g., the output of specific music piece A starts at the timings of FIGS. 8-14(7) and FIGS. 8-16(17). Refer to FIG. 8-37). During the special effect, the predetermined music piece is not output (e.g., during the period from FIGS. 8-14(6-1)(6-2) to (7) and FIGS. 8-16(16-1)(16-2) to (17) where the pseudo continuous effect is executed, the BGM is not output. Refer to FIG. 8-37). When the second character display is displayed, the ratio of being controlled to a more advantageous state is higher than when the first character display is displayed (e.g., at jackpot, "Let's all dance" is selected at a higher ratio than "Let's all sing!". Refer to FIG. 8-10). When the special effect is executed multiple times during one variable display, the second character display is displayed at a higher ratio in the later executed special effect than in the earlier executed special effect (e.g., in the second pseudo continuous effect, "Let's all dance" is selected at a higher ratio than in the first pseudo continuous effect. Refer to FIGS. 8-10(A) to (C)). According to such a configuration, by using the lyrics included in a specific piece of music for a special effect, the lyrics of the specific piece of music can be emphasized to improve the effect of the performance, and the gaming interest can be improved by attracting attention to the specific piece of music and the special effect.

[0502] A gaming machine that can be controlled to an advantageous state (e.g., a jackpot gaming state) advantageous to the player, comprising an effect execution means capable of executing an effect (e.g., a part where the effect control CPU 120 executes processes such as step S172) and a sound output means capable of outputting sound (e.g., speakers 8L, 8R). The effect execution means can execute a specific effect (e.g., SP reach B) that can notify being controlled to an advantageous state, and can execute a special effect (e.g., chance-up cut-in effect. Refer to FIG. 8-25(B21-2)) that suggests being controlled to an advantageous state during the specific effect. The sound output means can output a specific music piece (e.g., specific music piece A) during the advantageous state, and can output a predetermined music piece (BGM(A)) different from the specific music piece during the specific effect (e.g., BGM(A) is output during the period from FIG. 8-23(B1) to FIG. 8-26(B23) within the period when SP reach B is executed. Refer to FIG. 8-38). The special effect is an effect that uses a part of the lyrics included in the specific music piece, and includes an effect where a part of the lyrics included in the specific music piece is output as sound (e.g., "It's starting to ring" which is a part of the lyrics of specific music piece A is output from speakers 8L, 8R. Refer to FIG. 8-25(B21-2), FIG. 8-38). When the special effect is being executed during the specific effect, the predetermined music piece is not output (e.g., BGM(A) is not output at the timing of FIG. 8-25(B21-2). Refer to FIG. 8-38). After the special effect is executed, the output of the predetermined music piece is started (e.g., when shifting from the scene of FIG. 8-25(B21-2) where the chance-up cut-in effect is being executed to the scene of FIG. 8-25(B22) after the chance-up cut-in effect, the output of BGM(A) is started. Refer to FIG. 8-38). The proportion of being controlled to an advantageous state when the special effect is executed during the specific effect is higher than when the special effect is not executed during the specific effect (e.g., the execution proportion of the chance-up cut-in effect is high during a jackpot. Refer to FIG. 8-11(B)). According to such a configuration, by using the lyrics included in the specific music piece for the special effect, the lyrics of the specific music piece can be emphasized to improve the effect of the effect, and the gaming interest can be improved by attracting attention to the specific music piece and the special effect. Also, since the predetermined music piece for improving the interest of the specific effect and the special effect can be executed without overlapping, the gaming interest can be improved.

[0503] (Means 3) A gaming machine capable of performing variable display and controllable to an advantageous state (e.g., jackpot gaming state) advantageous to the player, comprising an effect execution means capable of executing an effect (e.g., the part where the effect control CPU 120 executes processes such as step S172, etc.) and a sound output means capable of outputting sound (e.g., speakers 8L, 8R). The effect execution means is capable of executing a specific effect (e.g., SP reach B) capable of notifying that it is controlled to an advantageous state, and is capable of executing a special effect (e.g., pseudo continuous effect or chance up cut-in effect) suggesting that it is controlled to an advantageous state, and is capable of executing the special effect multiple times during one variable display, and is capable of being executed during the period when the specific effect is being executed and during the period before the period when the specific effect is being executed (e.g., during one variable display, the pseudo continuous effect can be executed 2 times, and further, the chance up cut-in effect can be executed during SP reach B. Refer to Fig. 8-8). The sound output means is capable of outputting a specific music piece (e.g., specific music piece A) during the advantageous state, and is capable of outputting a predetermined music piece (BGM(A)) different from the specific music piece during the specific effect. The special effect is an effect using a part of the lyrics included in the specific music piece. When the special effect is executed during the period when the specific effect is being executed, after the special effect is executed, the predetermined music piece is output (e.g., when transitioning from the scene of Fig. 8-25(B21-2) where the chance up cut-in effect is being executed to the scene of Fig. 8-25(B22) after the chance up cut-in effect, the output of BGM(A) is started. Refer to Fig. 8-38). When the special effect is executed during the period before the period when the specific effect is being executed, after the special effect is executed, the specific music piece is output (e.g., when transitioning from the scenes of Fig. 8-14(6-1)(6-2), Fig. 8-16(16-1)(16-2) where the pseudo continuous effect is being executed to the scenes of Fig. 8-14(7), Fig. 8-16(17) after the pseudo continuous effect, the output of specific music piece A is started. Refer to Fig. 8-37). According to such a configuration, by using the lyrics included in a specific piece of music for a special effect, the lyrics of the specific piece of music can be emphasized to improve the effect of the performance, and the gaming interest can be improved by attracting attention to the specific piece of music and the special effect where necessary. In addition, while improving the attention level of the specific effect by executing the special effect during the period when the specific effect is being executed, it is possible to prevent the output of the predetermined piece of music from being disturbed.

[0504] A gaming machine that can be controlled to an advantageous state (e.g., a big win gaming state) advantageous to the player, comprising an effect execution means (e.g., the part where the effect control CPU 120 executes processes such as step S172) capable of executing an effect, and a sound output means (e.g., speakers 8L, 8R) capable of outputting sound. The effect execution means can execute a special effect (e.g., a pseudo continuous effect, a chance up cut-in effect, a special decision button effect) suggesting that it is controlled to an advantageous state. The sound output means can output a specific music piece (e.g., specific music piece A or specific music piece B) during the advantageous state. The specific music piece includes an A melody section, a B melody section, and a refrain section (e.g., the specific music piece A shown in FIGS. 8-12 includes an A melody section, a B melody section, and a refrain section. Also, for example, the specific music piece B shown in FIG. 8-41 includes an A melody section, a B melody section, and a refrain section). The special effect is an effect using a part of the lyrics included in the specific music piece, and is an effect using a part of the lyrics included in the B melody section of the specific music piece (e.g., as shown in FIGS. 8-14(6-1)(6-2), FIGS. 8-16(16-1)(16-2), as a pseudo continuous effect, "Let's all sing!" or "Let's all dance!", which are parts of the lyrics of the B melody section of the specific music piece A, are displayed. Also, for example, as shown in FIG. 8-25(B21-2), as a chance up cut-in effect, "It's starting to sound!", which is a part of the lyrics of the B melody section of the specific music piece A, is displayed. Also, for example, as shown in FIGS. 8-43(6-1’)(6-2’), FIGS. 8-46(25-1’)(25-2’), as a pseudo continuous effect, "It's a bluff" or "This is the decisive moment", which are parts of the lyrics of the B melody section of the specific music piece B, are displayed. Also, for example, as shown in FIG. 8-50(B’32β2), as a special decision button effect, "This is the decisive moment", which is a part of the lyrics of the B melody section of the specific music piece B, is displayed. Also, as shown in FIGS. 8-37, 8-38, 8-51, 8-54, voices (lines) corresponding to the lyrics are output respectively. Refer to FIGS. 8-12, 8-41). After the special effect is executed, the refrain section of the specific music piece is output (e.g., after the pseudo continuous effect shown in FIGS. 8-14(6-1)(6-2), FIGS. 8-16(16-1)(16-2) is executed, the part where the refrain section of the specific music piece A is output at the timings of FIGS. 8-14(7), FIGS. 8-16(17). Refer to FIG. 8-37).For example, after the chance-up cut-in effect shown in FIG. 8-25 (B21-2) is executed, the refrain section of specific music piece A is output at the timings of FIGS. 8-28 (B32) and 8-32 (B'34) (see FIGS. 8-39 and 8-40). Also, for example, after the pseudo-continuous effect shown in FIGS. 8-43 (6-1')(6-2') and 8-46 (25-1')(25-2') is executed, the refrain section of specific music piece B is output at the timings of FIGS. 8-43 (7') and 8-46 (26') (see FIG. 8-51). Also, for example, after the special decision button effect shown in FIG. 8-50 (B'32β2) is executed, the refrain section of specific music piece B is output at the timing of FIG. 8-32 (B'34) (see FIG. 8-54). According to such a configuration, the trigger for outputting a specific music piece becomes a special effect, enabling attention to be focused on the lyrics of the specific music piece, and as a result, enabling attention to be focused on the specific music piece.

[0505] (Means 5) A gaming machine that can be controlled to an advantageous state (e.g., a jackpot gaming state) advantageous to the player, comprising an effect execution means (e.g., the part where the effect control CPU 120 executes the process of step S172) capable of executing an effect, and a sound output means (e.g., speakers 8L, 8R) capable of outputting sound. The effect execution means can execute a special effect (e.g., a pseudo continuous effect using the lyrics shown in FIGS. 8-43(6-1’)(6-2’), FIGS. 8-45(24’) to FIGS. 8-46(25-1’)(25-2’)). The sound output means can output a specific music piece (e.g., specific music piece B) during the advantageous state. The special effect is an effect using a part of the lyrics included in the specific music piece. The specific music piece is a music piece that includes a voice corresponding to a specific character (e.g., the ally character Mumu). When the special effect is executed, it is output (e.g., the part where specific music piece B is output from the timing of FIGS. 8-43(7’) and FIGS. 8-45(24’), see FIG. 8-51). The effect execution means can execute a predetermined effect (e.g., the conversation effect shown in FIGS. 8-44(12’) to FIGS. 8-45(20’), the roulette effect shown in FIGS. 8-47(30’) to FIGS. 8-48(40’)) using the voice corresponding to the specific character when the special effect is executed and the specific music piece is being output. The specific music piece is output at a smaller volume when it is output during the predetermined effect than when it is output during the advantageous state (e.g., during the jackpot game, it is output from speakers 8L, 8R at the standard volume, while during the conversation effect, it is output from speakers 8L, 8R at half of the standard volume, and during the roulette effect, it is output from speakers 8L, 8R at volume 0. See FIG. 8-55). It is output at a larger volume when it is output after the predetermined effect than when it is output during the predetermined effect (e.g., during the conversation effect, it is output from speakers 8L, 8R at half of the standard volume, and during the roulette effect, it is output from speakers 8L, 8R at volume 0, while after their end, it is output from speakers 8L, 8R at the standard volume. See FIG. 8-55). According to such a configuration, a specific piece of music is output in the voice of a specific character, and even when the specific piece of music is being output, it is possible to output the voice of a specific character different from the voice of the specific character used for the specific piece of music, thereby attracting attention to the production using the voice of the specific character while outputting the specific piece of music.

[0506] (Means 6) A gaming machine that can be controlled to an advantageous state (e.g., a big win gaming state) advantageous to the player, comprising an effect execution means capable of executing an effect (e.g., the part where the effect control CPU 120 executes processing such as step S172) and a sound output means capable of outputting sound (e.g., speakers 8L, 8R). The effect execution means is capable of executing a special effect (e.g., an effect using lyrics), the sound output means is capable of outputting a specific piece of music (e.g., specific piece of music B) during the advantageous state, the special effect is an effect using a part of the lyrics included in the specific piece of music, and includes an effect in which a part of the lyrics included in the specific piece of music is displayed as character display (e.g., parts where "Love and Battle" and "Trick" and "The place of the game" which are parts of the lyrics of specific piece of music B are displayed as a pseudo continuous effect, refer to Fig. 8-45(24’), Fig. 8-46(25-1’)(25-2’), Fig. 8-41, and also for example, a part where "The place of the game" which is a part of the lyrics of specific piece of music B is displayed as a special decision button effect, refer to Fig. 8-50(B’32β2), Fig. 8-41), and is an effect that prompts the player's operation (e.g., an effect that prompts the pressing operation of the push button 31B. Refer to Fig. 8-45(24’), Fig. 8-50(B’32β2)). When the special effect is executed, the specific piece of music is output (e.g., the part where specific piece of music B is output at the timing of Fig. 8-45(24’), refer to Fig. 8-51. Also for example, the part where specific piece of music B is output at the timing of Fig. 8-32(B’34) after the scene of Fig. 8-50(B’32β2), refer to Fig. 8-54). The variable display when the special effect is executed is controlled to an advantageous state at a higher rate than the variable display when the special effect is not executed (e.g., the variable display when the second pseudo continuous effect is executed has a higher rate of becoming a big win than the variable display when the second pseudo continuous effect is not executed. Also for example, the case when the special decision button effect shown in (B’32α2) is executed has a higher rate of becoming a big win than the case when it is not executed). According to such a configuration, by using a special effect using lyrics, while improving the interest in the timing of prompting the player's actions, the special effect and a specific piece of music can be connected and the effect can be made to look smooth.

[0507] (Means 7) In any of Means 1 to 6, the singing voice included in the specific piece of music is composed of a predetermined voice corresponding to an ally character (for example, ally character Mumu) (see FIGS. 8-12 and 8-41), and the predetermined voice is used as the voice output in the special effect (for example, in the pseudo continuous effects (6-1)(6-2)(16-1)(16-2)(6-1’)(6-2’)(25-1’)(25-2’), the chance up cut-in effect (B21-2), and the special decision button effect (B’32β2), when a part of the lyrics is displayed, that part of the lyrics is output as the voice of the ally character Mumu. See FIGS. 8-37, 8-38, 8-51, and 8-54). According to such a configuration, since the voice output in the special effect and the singing voice of the specific piece of music are the same predetermined voice, it is possible to easily connect the special effect and the specific piece of music.

[0508] (Means 8) In any of Means 1 to 6, the predetermined voice is a voice corresponding to a character drawn on the gaming machine in a manner visible to the player (for example, at the upper right position of the movable body 32 in the gaming machine frame 3, there is provided a character Mumu panel 004IW102 on which the ally character Mumu is drawn (or three-dimensionally formed). Also, on the game board surface, the ally character Mumu 004IW101 is drawn. See FIG. 8-1), and when a character display is shown, the predetermined voice corresponding to the character display is output (for example, in the pseudo continuous effects (6-1)(6-2)(16-1)(16-2)(6-1’)(6-2’)(25-1’)(25-2’), the chance up cut-in effect (B21-2), and the special decision button effect (B’32β2), when a part of the lyrics is displayed, that part of the lyrics is output as the voice of the ally character Mumu. See FIGS. 8-37, 8-38, 8-51, and 8-54). According to such a configuration, since the characters depicted on the gaming machine are characters recognizable by the player even when the game is not being played, by outputting predetermined voices corresponding to such characters, the gaming interest can be improved.

[0509] (Means 9) In any of Means 1 to Means 6, as character display, lyrics before the start of singing of a specific music piece output after the character display is shown are displayed (for example, at the timings of FIGS. 8-14(6-1)(6-2) and (16-1)(16-2), the lyrics "Let's all sing!" and "Let's all dance!" in the B melody section before the refrain section are displayed, and at the timings of FIGS. 8-14(7) and (17), the part where the specific music piece A in the refrain section is output, see FIG. 8-37). Also, for example, at the timing of FIG. 8-25(B21-2), the lyrics "It's starting to ring" in the B melody section before the refrain section are displayed, and at the timings of FIG. 8-28(B32) or FIG. 8-32(B'34), the part where the specific music piece A in the refrain section is output, see FIGS. 8-39 and 8-40. Also, for example, at the timings of FIGS. 8-43(6-1')(6-2'), the lyrics "It's a bluff" and "This is the decisive moment" in the B melody section before the refrain section are displayed, and at the timing of FIG. 8-43(7'), the part where the specific music piece B in the refrain section is output, see FIG. 8-51. Also, for example, at the timings of FIGS. 8-45(24'), FIGS. 8-46(25-1')(25-2'), the lyrics "Love and battle", "It's a bluff", and "This is the decisive moment" in the B melody section before the refrain section are displayed, and at the timing of FIG. 8-46(27'), the part where the refrain section of the specific music piece B is output. Also, for example, at the timing of FIG. 8-50(B'32β2), the lyrics "This is the decisive moment" in the B melody section before the refrain section are displayed, and at the timing of FIG. 8-32(B'34), the part where the specific music piece B in the refrain section is output, see FIG. 8-54). According to such a configuration, a series of processes in which a specific music piece is output after the character display is shown can be made smooth, and as a result, the gaming interest can be improved.

[0510] (Means 10) In either Means 1 or Means 3, when a special effect is executed multiple times during a single variable display, if a first character display is shown in a previously executed special effect, a character display different from the first character display is shown in a subsequently executed special effect (for example, in the pseudo - continuous effects shown in FIGS. 8 - 14(6 - 1)(6 - 2), FIGS. 8 - 16(16 - 1)(16 - 2), "Let's all sing!" or "Let's all dance!" is displayed, and in the chance - up cut - in effect shown in FIG. 8 - 25(B21 - 2), "It's going to ring!" is displayed). According to such a configuration, since the same character display is not continuously shown and different character displays are shown, the types of effects can be increased, and the gaming interest can be improved.

[0511] (Means 11) In any of Means 1 to Means 4, the special effect includes a first special effect and a second special effect whose lyrics used are different from those of the first special effect, and the ratio of being controlled in a more advantageous state when the second special effect is executed is higher than when the first special effect is executed (for example, there are a pseudo - continuous effect using the lyrics "Let's all sing!" shown in FIGS. 8 - 14(6 - 1), FIGS. 8 - 16(16 - 1), and a pseudo - continuous effect using the lyrics "Let's all dance!" shown in FIGS. 8 - 14(6 - 2), FIGS. 8 - 16(16 - 2), and the ratio of being determined as the latter is higher during a big win. See FIG. 8 - 10). According to such a configuration, the types of special effects can be increased, and attention can be drawn to which type of special effect is executed, and the gaming interest can be improved.

[0512] (Means 12) In any of Means 2 and Means 3, a voice corresponding to a character is used as the voice output by the voice output means in a special effect, and no specific music is output during the special effect (for example, in the pseudo - continuous effects (6 - 1)(6 - 2)(16 - 1)(16 - 2)(6 - 1’)(6 - 2’), the chance - up cut - in effect (B21 - 2), and the special decision button effect (B’32β2), when a part of the lyrics is displayed, that part of the lyrics is output as the voice of the ally character, and during that time, specific music A and specific music B are not output. Refer to FIGS. 8 - 37, 8 - 38, 8 - 51, and 8 - 54). According to such a configuration, the voice output in the special effect can be emphasized, and an impactful effect can be realized.

[0513] (Means 13) In Means 4, the effect execution means can execute a special effect a plurality of times during one variable display. When the special effect is executed a plurality of times during one variable display, when the first character display is displayed in the previously executed special effect, a character display different from the first character display is displayed in the subsequently executed special effect (for example, in the pseudo - continuous effects shown in FIGS. 8 - 14(6 - 1)(6 - 2) and FIGS. 8 - 16(16 - 1)(16 - 2), "Let's all sing!" or "Let's all dance" is displayed, and in the chance - up cut - in effect shown in FIG. 8 - 25(B21 - 2), "It's going to ring!" is displayed). According to such a configuration, since the same character display is not continuously displayed and different character displays are shown, the types of effects can be increased, and the gaming interest can be improved.

[0514] (Means 14) Among Means 1 to 6, the special performance is a performance that uses the lyrics included in the B melody section without using the lyrics included in the A melody section of a specific song (for example, as shown in FIGS. 8-14(6-1)(6-2), FIGS. 8-16(16-1)(16-2), "Let's all sing!" or "Let's all dance!", which are part of the lyrics of the B melody section of a specific song A, are displayed as a pseudo-continuous performance. Also, for example, as shown in FIG. 8-25(B21-2), "It's starting to ring!", which is part of the lyrics of the B melody section of a specific song A, is displayed as a chance-up cut-in performance. Also, for example, as shown in FIGS. 8-43(6-1’)(6-2’), FIGS. 8-46(25-1’)(25-2’), "It's a bluff" or "This is the decisive point", which are part of the lyrics of the B melody section of a specific song B, are displayed as a pseudo-continuous performance. Also, for example, as shown in FIG. 8-50(B’32β2), "This is the decisive point", which is part of the lyrics of the B melody section of a specific song B, is displayed as a special decision button performance. Also, as shown in FIGS. 8-37, 8-38, 8-51, and 8-54, voices (lines) corresponding to the lyrics are output respectively. (Refer to FIGS. 8-12 and 8-41) When the special performance is executed, the refrain section of the specific song is output (for example, after the pseudo-continuous performance shown in FIGS. 8-14(6-1)(6-2), FIGS. 8-16(16-1)(16-2) is executed, the refrain section of specific song A is output at the timings of FIGS. 8-14(7) and FIGS. 8-16(17); refer to FIG. 8-37. Also, for example, after the chance-up cut-in performance shown in FIG. 8-25(B21-2) is executed, the refrain section of specific song A is output at the timings of FIGS. 8-28(B32) and FIGS. 8-32(B’34); refer to FIGS. 8-39 and 8-40). Also, for example, after the pseudo-continuous performance shown in FIGS. 8-43(6-1’)(6-2’), FIGS. 8-46(25-1’)(25-2’) is executed, the refrain section of specific song B is output at the timings of FIGS. 8-43(7’) and FIGS. 8-46(26’); refer to FIG. 8-51. Also, for example, after the special decision button performance shown in FIG. 8-50(B’32β2) is executed, the refrain section of specific song B is output at the timing of FIGS. 8-32(B’34); refer to FIG. 8-54). According to such a configuration, it is possible to more effectively draw attention to a specific song in a short period within the variable display period.

[0515] (Means 15) In means 6, it is notified whether or not control is to a favorable state after a special effect is executed (for example, after the special decision button effect shown in FIG. 8-50 (B’32β2) is executed, a determination notification is made). According to such a configuration, since it is notified whether or not control is to a favorable state after a special effect is executed, it is possible to draw attention to the special effect.

[0516] (Means 16) A gaming machine that can be controlled to an advantageous state (e.g., a jackpot gaming state) advantageous to the player, comprising an effect execution means (e.g., the part where the effect control CPU 120 executes processes such as step S172) capable of executing an effect, and a display means (e.g., the image display device 5). The effect execution means is capable of executing a specific effect (e.g., SP reach) suggesting that it is controlled to an advantageous state. The display means can display a character (e.g., the ally character Mumu) and a character display (e.g., "I'll take Nana home!!" shown in FIG. 8-27(B25), "I won't lose! I'll put all my strength into it!!" sho...

Claims

【Claim 1】 A gaming machine that can be controlled to an advantageous state advantageous to a player, an effect execution means capable of executing an effect, a sound output means capable of outputting sound, and is provided with, the effect execution means is capable of executing a special effect, the sound output means is capable of outputting a specific music piece during the advantageous state, the special effect is an effect that uses a part of the lyrics included in the specific music piece, the specific music piece is, a music piece that includes a voice corresponding to a specific character, is capable of being output when the special effect is executed, the effect execution means is capable of executing a predetermined effect that uses the voice corresponding to the specific character when the special effect is executed and the specific music piece is being output, as the predetermined effect, includes a first predetermined effect and a second predetermined effect, the specific music piece is, capable of being output at a louder volume during the first predetermined effect than during the second predetermined effect, capable of being output at a louder volume during the advantageous state than during the first predetermined effect and the second predetermined effect, capable of being output at a louder volume after the first predetermined effect and after the second predetermined effect than during the first predetermined effect and the second predetermined effect, A gaming machine characterized by the above.

Citation Information

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