gaming machines

The gaming machine enhances player engagement by visually and audibly indicating an advantageous state through varied character and text displays, addressing the need for improved super reach effects in gaming machines.

JP7732862B2Active Publication Date: 2025-09-02SANKYO CO LTD
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Patent Information

Application Number
JP2021186143
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-11-16
Publication Date
2025-09-02
Estimated Expiration
2041-11-16

AI Technical Summary

Technical Problem

Existing super reach effects in gaming machines, such as those described in Patent Documents 1 and 2, lack improvements in the display methods, which can enhance the entertainment value.

Method used

A gaming machine that can be controlled to an advantageous state for the player, utilizing performance execution, display, light emission, sound output, and sound control means to execute specific effects, with varying character and text displays, sizes, and modes to visually indicate the advantageous state.

Benefits of technology

The solution clearly communicates the advantageous state to players, increasing their interest and enjoyment by visually and audibly differentiating display modes and times, thereby enhancing the gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine capable of heightening interest by the way of display of character's speech in a ready-to-win performance.SOLUTION: There are a common part until notifying of a result of story ready-to-win, a winning notification part for notifying of winning, and a failure notification part for notifying of failure. In the common notification part, a character is displayed on a screen center, and a speech S is displayed so as to overlap a display area image SKY005 on a screen end, and in the winning notification part, the display area image SKY005 is not displayed but the character and the speech S are displayed, and in the failure notification part, the character is displayed, the display area image SKY005 is displayed on the screen end, and the speech S is displayed so as to overlap the display area image SKY005.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

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

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

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2017-125667 [Patent Document 2] Japanese Patent Publication No. 2020-050316 Summary of the Invention [Problem to be solved by the invention]

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

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

[0006] (A) A gaming machine that can be controlled to an advantageous state that is advantageous to a player, a performance execution means capable of executing a performance; A display means; Light emitting means; a light emission control means capable of controlling the light emission means; a sound output means; a sound output control means capable of controlling the sound output means, The effect execution means is capable of executing a specific effect capable of informing whether or not the advantageous state is controlled, The display means A character can be displayed during the execution of the specific effect, A first character display, a second character display, and a third character display related to the character can be displayed according to the progress of the specific effect, a first display area capable of displaying the character and the first character display, and a second display area that is different from the first display area and capable of displaying the second character display; The specific performance includes an introduction part until the result of whether or not the advantageous state is controlled is notified, and a result notification part that notifies the result of whether or not the advantageous state is controlled, In the introduction part, the first character display and the second character display can be displayed, In the result notification part, the third character display can be displayed, the first character representation is larger than the second character representation; The display mode of the first character display includes a basic display mode and a high expectation display mode that is selected more frequently than the basic display mode when controlled to the advantageous state, The display mode of the second character display includes the basic display mode and the high expectation display mode, The display mode of the third character display is a result notification mode corresponding to the result notification part, When controlled to the advantageous state, the rate at which the first character display is displayed in the high expectation display mode is higher than the rate at which the second character display is displayed in the high expectation display mode, The display time of the first character display is longer than the display time of the second character display. It is characterized by:

[0007] According to this feature, in a specific presentation, the display area in which the character and text display are displayed changes depending on whether or not the game is controlled to an advantageous state, making it possible to clearly visually indicate whether or not the game is controlled to an advantageous state.

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

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

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

[0011] (Features: SKY form)

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

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

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

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

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

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

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

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

[0020] (Features: SKY form)

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

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

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

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

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

[0026] According to this feature, in the first performance part, the predetermined display can be focused on, and in the second performance part, the predetermined display can be focused on while the second predetermined part is also focused on.

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

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

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

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

[0031] (Features: SKY form)

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

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

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

[0035] According to this feature, the display positions are the same, making it possible to make the character display more visible.

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

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

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

[0039] According to this feature, the character display displayed in the first display area and the character display displayed in the second display area can be separately focused on.

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

[0041] According to this feature, the character display displayed in the first display area and the character display displayed in the second display area can be separately focused on.

[0042] (Features: SKY form)

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

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

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

[0046] According to this feature, by making some of the presentations to notify a jackpot common, it is easier to convey to the player that he has won the jackpot.

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

[0048] According to this feature, an epilogue presentation is performed after the button display, which creates anticipation for the button presentation and increases the player's interest in the game.

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

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

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

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

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

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

[0055] (Features: SKY form)

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

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

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

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

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

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

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

[0063] According to this feature, it is possible to inform the player that the color will change to the third color, and to draw the player's attention to the fact that the color has changed to the third color.

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

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

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

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

[0068] (Basic explanation) First, the basic configuration and control of the pachinko gaming machine 1 (which also applies to the configuration and control of a general pachinko gaming machine) will be described.

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

[0070] Incidentally, the "variable display" of special symbols refers to, for example, the variable display of multiple types of special symbols (the same applies to other symbols described below). Variations include updating the display of multiple symbols, scrolling multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. When special symbols or normal symbols described below vary, multiple types of special symbols or normal symbols are updated and displayed. When decorative symbols described below vary, multiple types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. Incidentally, variations also include the display of a certain symbol in a flashing manner. At the end of the variable display, a predetermined special symbol is displayed stationary (also called derived or derived display) as the display result (the same applies to the variable display of other symbols described below). Incidentally, variable display may also be expressed as variable display or variation.

[0071] The special symbol variably displayed on the first special symbol display device 4A is also called the "first special symbol," and the special symbol variably displayed on the second special symbol display device 4B is also called the "second special symbol." Also, a special symbol game using the first special symbol is also called the "first special symbol game," and a special symbol game using the second special symbol is also called the "second special symbol game." It is to be noted that there may be only one type of special symbol display device that variably displays the special symbol.

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

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

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

[0075] The number of reserved variable displays is also called the reserved memory number. The reserved memory number corresponding to the first special game is also called the first reserved memory number, and the reserved memory number corresponding to the second special game is also called the second reserved memory number. The sum of the first reserved memory number and the second reserved memory number is also called the total reserved memory number.

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

[0077] A winning ball device 6A is provided below the image display device 5, and a variable winning ball device 6B is provided to the right of the winning ball device 6A.

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

[0079] The variable winning ball device 6B (a standard electric device) forms a second start winning opening that changes between a closed state and an open state due to a solenoid 81 (see FIG. 3). The variable winning ball device 6B, for example, comprises an electric tulip-type device having a pair of movable pieces. When the solenoid 81 is in the off state, the movable pieces are in a vertical position, bringing the tip of the movable pieces close to the winning ball device 6A, and the second start winning opening is in a closed state where game balls cannot enter (also referred to as the second start winning opening being in a closed state). On the other hand, when the solenoid 81 is in the on state, the movable pieces of the variable winning ball device 6B are in a tilted position, so the second start winning opening is in an open state where game balls can enter (also referred to as the second start winning opening being in an open state). When a game ball enters the second start winning opening, a predetermined number of prize balls (e.g., three) are paid out, and the second special game can be initiated. The variable winning ball device 6B may be any device that can be changed between a closed state and an open state, and is not limited to devices that include an electric tulip-type device.

[0080] General winning openings 10 that are always kept in a constant open state by a predetermined ball receiving member are provided at predetermined positions on the game board 2 (in the example shown in FIG. 1, three locations at the lower left of the game area and one location above the variable winning ball device 6B). In this case, when a ball enters one of the general winning openings 10, a predetermined number of game balls (for example, 10 balls) are paid out as prize balls.

[0081] Between the winning ball device 6A and the variable winning ball device 6B, a special variable winning ball device 7 having a large winning opening is provided. The special variable winning ball device 7 has a large winning opening door that is driven to open and close by a solenoid 82 (see Figure 3), and the large winning opening door forms the large winning opening as a specific area that changes between an open state and a closed state.

[0082] As an example, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door (for the special electric device) is in the off state, the large prize opening door closes the large prize opening, preventing game balls from entering (passing through) the large prize opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door is in the on state, the large prize opening door opens the large prize opening, making it easier for game balls to enter the large prize opening.

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

[0084] The entry of a gaming ball into each winning port, including the general winning port 10, is also referred to as a "winning." In particular, the entry into the starting port (first starting winning port, second starting winning port) is also referred to as a starting winning.

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

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

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

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

[0089] Speakers 8L, 8R for playing and outputting sound effects and the like are provided at the upper left and right positions of the gaming machine frame 3. A main lamp 9a is provided above the image display device 5 on the gaming machine frame 3, and frame lamps 9b are provided on the left and right of the main lamp 9a so as to surround the gaming area. Furthermore, an attacca lamp 9c is provided near the special variable winning ball device 7 on the gaming board 2. Places that emit light under the control of the CPU, such as the main lamp 9a and frame lamps, are collectively referred to as decorative luminous bodies.

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

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

[0092] A ball supply tray (upper tray) is provided at a predetermined position in the gaming machine frame 3 below the gaming area to hold (store) gaming balls dispensed as prize balls or gaming balls loaned from a predetermined ball loaning machine so that they can be supplied to the ball launching device. Note that the gaming machine frame 3 may be provided with a payout section (ball supply tray) separate from the upper tray from which prize balls are paid out when the upper tray is full.

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

[0094] A push button 31B that a player can press to give a predetermined instruction is provided at a predetermined position on the gaming machine frame 3 below the gaming area. The operation of the push button 31B is detected by a push sensor 35B (see FIG. 3).

[0095] In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but detection means other than these may also be provided.

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

[0097] A display monitor 29 is disposed in the center of the back surface of the main board 11, and a display changeover switch 31 is disposed to the side of the display monitor 29. The display monitor 29 may be configured using, for example, a 7-segment LED display device. The display monitor 29 and the display changeover switch 31 are disposed in front of the main board 11 when the back side of the gaming board 2 is viewed with the gaming machine frame 3 open.

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

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

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

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

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

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

[0104] When a gaming ball enters a second start winning hole formed in the variable winning ball device 6B, a second special symbol game is started by the second special symbol display device 4B.

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

[0106] In the special game, if a specific special symbol (a jackpot symbol, for example, "7"; the actual symbol varies depending on the type of jackpot, as described below) is displayed as a fixed special symbol, it is a "jackpot," and if a special symbol different from the jackpot symbol (a losing symbol, for example, "-") is displayed as a fixed special symbol, it is a "miss." Note that "misses" in this pachinko game machine 1 include "misses with time reduction," which are controlled to a high base state (time reduction state) from the next variable display without going through a jackpot game.

[0107] After the display result in the special game becomes "jackpot," the game is controlled to a jackpot game state, which is an advantageous state for the player.

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

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

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

[0111] After the jackpot game state ends, the game may be controlled to a time-saving state or a special state depending on the type of jackpot.

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

[0113] In the probability variable state (probability variable state), in addition to time-saving control, probability variable control is executed, which increases the probability that the display result will be a "jackpot" compared to the normal state. The probability variable state is an even more advantageous state for the player, as it not only improves the fluctuation efficiency of special symbols but also makes it easier to win a "jackpot."

[0114] The time-saving state or the probability variation state continues until one of the termination conditions is met first, such as the execution of a predetermined number of special game games or the start of the next jackpot game state. The termination condition, which is the execution of a predetermined number of special game games, is also called a count-cut (count-cut time-saving, count-cut probability variation, etc.).

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

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

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

[0118] (Progress of the production, etc.) In the pachinko gaming machine 1, various effects (such as notifying the progress of the game or adding excitement to the game) are executed according to the progress of the game. These effects are described below. The effects are performed by displaying various effect images on the image display device 5, but in addition to or instead of these displays, they may also be performed using audio output from the speakers 8L and 8R, the turning on and off of the game effect lamp 9, the movement of the movable body 32, or any other effect device including some or all of these.

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

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

[0121] Furthermore, when the ready state is reached during the variable display of the decorative symbols, a ready effect is executed. In the pachinko gaming machine 1, a plurality of types of ready effects are executed, each with a different probability (also called the reliability of a jackpot or the expected probability of a jackpot) of the display result (the display result of the special game or the display result of the variable display of the decorative symbols) becoming a "jackpot" depending on the effect state. The ready effects include, for example, a normal ready and an SP ready, which has a higher reliability of a jackpot than a normal ready.

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

[0123] In the case of a "probability variable jackpot" that is controlled to a probability variable state after the end of the jackpot gaming state, odd numbered decorative symbols (for example, "7") are displayed stopped and aligned, and in the case of a "non-probability variable jackpot (normal jackpot)" that is not controlled to a probability variable state after the end of the jackpot gaming state, even numbered decorative symbols (for example, "6") may be displayed stopped and aligned. In this case, odd numbered decorative symbols are also called probability variable symbols, and even numbered decorative symbols are also called non-probability variable symbols (normal symbols). After a reach state is reached with non-probability variable symbols, a promotion effect may be executed that ultimately results in a "probability variable jackpot."

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

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

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

[0127] During the jackpot gaming state, a jackpot effect is executed to notify the player of the jackpot gaming state. As the jackpot effect, an effect to notify the number of rounds or an improvement effect to indicate that the value of the jackpot gaming state is increasing may be executed.

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

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

[0130] A power switch 91 is connected to the power supply board 17, and by operating the power switch 91 (turning it on), power from an AC power source such as an external power source such as a commercial power supply, such as AC 100V, can be supplied from the power supply board 17 to electrical components including various control boards such as the main board 11 and the performance control board 12. The power supply board 17 includes, for example, a rectifier circuit for converting alternating current (AC) to direct current (DC), and a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (for example, DC 12V or DC 5V).

[0131] The main board 11 is the main control board and has the function of controlling the progress of the above-mentioned games in the pachinko game machine 1 (execution of special game (including management of reserved games), execution of regular game (including management of reserved games), jackpot game status, game status, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, etc.

[0132] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and is equipped with a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, and an I / O (Input / Output port) 105.

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

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

[0135] I / O105 is configured to include, for example, an input port into which various signals (detection signals described below) are input, and an output port for transmitting various signals (signals that control (drive) the first special pattern display device 4A, the second special pattern display device 4B, the normal pattern display device 20, the first hold display device 25A, the second hold display device 25B, the normal pattern hold display device 25C, etc., solenoid drive signals).

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

[0137] The switch circuit 110 receives a reset signal, a power-off signal, and a clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal for stopping the operation of control circuits such as the game control microcomputer 100, and can be output using any of a power supply monitoring circuit, an IC with a built-in watchdog timer, and a system reset IC. The power-off signal is turned off when a predetermined power supply voltage used in the pachinko gaming machine 1 exceeds a predetermined value, and is turned on when the period during which the predetermined power supply voltage remains below the predetermined value continues for a power-off reference time or longer. The clear signal is turned on, for example, by pressing a clear switch 92 provided on the power supply board 17.

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

[0139] The main board 11 is connected to a display monitor 29, a display changeover switch 31, a setting key 51, a setting changeover switch 52, and a door open sensor 90. The door open sensor 90 detects the opening of the gaming machine frame 3 including the glass door frame 3a.

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

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

[0142] The performance control board 12 is equipped with a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.

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

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

[0145] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and executes a performance based on a performance execution instruction from the performance control CPU 120.

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

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

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

[0149] Furthermore, the control of audio output, turning on / off of lamps (such as supplying sound designation signals and lamp signals), and control of movable body 32 (such as supplying signals to operate movable body 32) may be performed by the performance control CPU 120.

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

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

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

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

[0154] (Main operations of the main board 11) First, we will explain the main operations of the main board 11. When power supply to the pachinko gaming machine 1 starts, the game control microcomputer 100 starts up and the game control main process is executed by the CPU 103. Figure 4 is a flowchart showing the game control main process executed by the CPU 103 on the main board 11.

[0155] 4, the CPU 103 first disables interrupts (step S1). Then, it performs necessary initial settings (step S2). The initial settings include setting a stack pointer, register settings for built-in devices (CTC (counter / timer circuit), parallel input / output port, etc.), and setting the RAM 102 to an accessible state.

[0156] Next, it is determined whether the recovery condition is met (step S3). The recovery condition can be met when the clear signal is in the OFF state, backup data is present, and the backup RAM is normal. When power supply to the pachinko gaming machine 1 is started, if a clear switch provided on the power supply board 17, for example, is pressed, an ON clear signal is input to the game control microcomputer 100. If such an ON clear signal is input, it is determined in step S3 that the recovery condition is not met. The backup data only needs to be able to be saved in the RAM 102, which serves as the backup RAM for game control. In step S3, it is determined whether the recovery condition can be met by checking or inspecting the presence or absence of backup data, the presence or absence of data errors, etc.

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

[0158] If the recovery condition is not met (step S3; No), an initialization process (step S6) is performed, followed by a setting change process (step S7). The initialization process in step S6 includes a clearing process for clearing flags, counters, and buffers stored in RAM 102, and initial values ​​are set in the work area by the execution of the clearing process.

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

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

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

[0162] In the setting change process of step S7, it is determined whether a predetermined setting change condition is met. The setting change condition is met, for example, when power supply is started, the detection signal from the door open sensor 90 is in the ON state, and the setting key 51 is turned ON. The setting change condition may also include the clear signal being in the ON state.

[0163] If the setting change condition is met in the setting change processing of step S7, the pachinko gaming machine 1 enters a setting change state in which the setting value set therein can be changed, and a setting change start command is sent from the main board 11 to the performance control board 12. In the setting change state, the setting value is displayed on the display monitor 29, and the numerical value displayed on the display monitor 29 is sequentially updated and displayed each time operation of the setting change switch 52 is detected. Thereafter, when the setting key 51 is turned off by an attendant at the gaming parlor or the like, the setting value displayed on the display monitor 29 is stored (updated and stored) in the backup area of ​​the RAM 102, and the display monitor 29 is turned off. To end the setting change state, a setting change end command is sent from the main board 11 to the performance control board 12.

[0164] When the pachinko gaming machine 1 is in the setting change state, the pachinko gaming machine 1 may be put into a game stop state, just as when it is in the setting confirmation state. When the setting change state ends, the accompanying game stop state may also end.

[0165] On the performance control board 12 side, when a setting check start command or a setting change start command is received, control may be performed to notify that the setting is being checked or changed. For example, a predetermined image may be displayed on the image display device 5, a predetermined sound may be output from the speakers 8L and 8R, or a light-emitting member such as the game effect lamp 9 may be made to emit light in a predetermined manner.

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

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

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

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

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

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

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

[0173] In the start winning determination process, a process is executed in which the occurrence of a start winning is detected, pending information is stored in a predetermined area of ​​RAM 102, and the pending memory count is updated. When a start winning occurs, a random number value for determining the display result (including the type of jackpot) and the variation pattern is extracted and stored as pending information. A process for predicting the display result and variation pattern may also be executed based on the extracted random number value. After the pending information and the pending memory count are stored, a transmission setting is performed to transmit a performance control command to the performance control board 12 to specify the determination results, such as the occurrence of a start winning, the pending memory count, and the predictive determination. The thus-set transmission performance control command for the start winning is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process is completed, by executing the command control process of step S27 shown in FIG. 5.

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

[0175] The normal special symbol processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this normal special symbol processing, a determination is made as to whether to start the first or second special symbol game based on the presence or absence of reserved information. Furthermore, in the normal special symbol processing, based on a random number value for determining the display result, whether the display result of the special symbol or decorative symbol is a "jackpot" and, if so, the type of jackpot, are determined (predetermined) before the display result is derived and displayed. Furthermore, in the normal special symbol processing, a fixed special symbol (either a jackpot symbol or a losing symbol) to be displayed in the special symbol game is set in accordance with the determined display result. Thereafter, the value of the special symbol process flag is updated to "1," and the normal special symbol processing ends. The special symbol game using the second special symbol may be executed with priority over the special symbol game using the first special symbol (also referred to as special symbol 2 priority consumption). In addition, the order in which the game balls enter the first start winning port and the second start winning port may be stored, and the conditions for starting the special game may be met in the order in which the balls enter (also called "consuming the order in which the balls enter").

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

[0177] The fluctuation pattern setting process of step S111 is executed when the value of the special chart process flag is "1". This fluctuation pattern setting process includes a process of determining one of a plurality of fluctuation patterns using a random number value for determining the fluctuation pattern based on the result of a prior decision on whether or not the display result is a "jackpot". In the fluctuation pattern setting process, when a fluctuation pattern is determined, the value of the special chart process flag is updated to "2", and the fluctuation pattern setting process ends.

[0178] The variation pattern specifies the execution time of the special symbol game (special symbol variation time) (which is also the execution time of the variable display of the decorative symbol), the manner of variable display of the decorative symbol (whether or not there is a reach, etc.), and the content of the presentation during the variable display of the decorative symbol (type of reach presentation, etc.), and is also called a variable display pattern.

[0179] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2." This special symbol variation process includes a process for setting the first special symbol display device 4A and the second special symbol display device 4B to vary the special symbol, and a process for measuring the elapsed time since the special symbol began to vary. It also determines whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. When the elapsed time since the special symbol began to vary reaches the special symbol variation time, the value of the special symbol process flag is updated to "3," and the special symbol variation process ends.

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

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

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

[0183] The post-jackpot release process of step S116 is executed when the value of the special symbol process flag is "6." This post-jackpot release process includes a process for determining whether the number of times the round that opens the jackpot entry port has been executed has reached a set upper limit, and a process for making settings to end the jackpot game state when the upper limit has been reached. When the number of times the round has been executed has not reached the upper limit, the value of the special symbol process flag is updated to "5," while when the number of times the round has been executed has reached the upper limit, the value of the special symbol process flag is updated to "7." When the value of the special symbol process flag is updated, the post-jackpot release process ends.

[0184] The jackpot end process of step S117 is executed when the value of the special symbol process flag is "7." This jackpot end process includes a process of waiting until a waiting time corresponding to the period during which an ending presentation, which is a presentation operation that notifies the end of the jackpot game state, is executed, and a process of making various settings to start probability variable control and time-saving control in response to the end of the jackpot game state. When these settings are made, the value of the special symbol process flag is updated to "0," and the jackpot end process ends.

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

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

[0187] In addition to the timer interrupts generated every time a predetermined time elapses, the performance control board 12 also generates an interrupt for receiving a performance control command from the main board 11. This interrupt is generated, for example, when the performance control INT signal from the main board 11 turns on. When an interrupt occurs due to the performance control INT signal turning on, the performance control CPU 120 automatically disables the interrupt. However, if a CPU that does not automatically disable interrupts is used, it is preferable to issue an interrupt disable command (DI command). In response to the interrupt due to the performance control INT signal turning on, the performance control CPU 120 executes, for example, a predetermined command reception interrupt process. In this command reception interrupt process, the performance control command is acquired from a predetermined input port included in the I / O 125 that receives a control signal transmitted from the main board 11 via the relay board 15. The acquired performance control command is stored in a performance control command reception buffer, for example, provided in the RAM 122. The performance control CPU 120 then enables interrupts and terminates the command reception interrupt process.

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

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

[0190] Following the performance control process processing in step S76, a performance random number update processing is executed (step S77), and at least a part of the performance random numbers used on the performance control board 12 side is updated by software. Then, the processing returns to step S73. Before returning to the processing in step S73, other processing may be executed.

[0191] Fig. 10 is a flowchart showing an example of the processing executed in step S76 of Fig. 9 as the performance control process. In the performance control process shown in Fig. 10, the performance control CPU 120 first executes a look-ahead notice setting process (step S161). In the look-ahead notice setting process, for example, judgments, decisions, settings, etc. for executing the look-ahead notice performance are made based on the performance control command at the time of the start winning transmitted from the main board 11. In addition, a process is executed to display a hold display based on the number of hold memories specified from the performance control command.

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

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

[0194] The variable display start setting process of step S171 is a process that is executed when the value of the effect process flag is "1". In this variable display start setting process, based on the display result and variation pattern specified by the effect control command, the display result of the variable display of the decorative symbol (confirmed decorative symbol), the mode of the variable display of the decorative symbol, whether or not various effects such as reach effects and various preview effects will be executed, their mode, and the execution start timing are determined. Then, an effect control pattern (a collection of control data for instructing the display control unit 123 to execute an effect) that reflects the determination results is set. Thereafter, based on the set effect control pattern, the display control unit 123 is instructed to start execution of the variable display of the decorative symbol, the value of the effect process flag is updated to "2", and the variable display start setting process is terminated. In response to the instruction to start execution of the variable display of the decorative symbol, the display control unit 123 starts the variable display of the decorative symbol on the image display device 5.

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

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

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

[0198] The ending effect processing in step S175 is executed when the value of the effect process flag is "7." In this ending effect processing, the effect control CPU 120 sets an effect control pattern corresponding to, for example, the end of a jackpot gaming state, and executes various effect controls for the ending effect at the end of the jackpot gaming state based on the set contents. Thereafter, the value of the effect process flag is updated to the initial value "0," and the ending effect processing is terminated.

[0199] (Variation of the basic explanation) The present invention is not limited to the pachinko gaming machine 1 described in the basic explanation above, and various modifications and applications are possible within the scope of the gist of the present invention.

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

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

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

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

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

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

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

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

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

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

[0210] In this embodiment, the special variable winning ball device 7 has a first large winning opening and a second large winning opening formed along the direction in which the gaming balls flow. The first large winning opening is operable to open and close a large winning opening door (not shown) by driving a solenoid. The second large winning opening is operable to open and close a large winning opening door (not shown) by driving a solenoid. The second large winning opening is operable to open and close a large winning opening door (not shown) by driving a solenoid.

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

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

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

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

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

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

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

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

[0219] Also, the performance control board 12 is connected to a vibration motor 61 built into the push button 31B and a movable body motor 207 for operating the movable body 32. Also, the lamp control board 14 is connected to a right hit LED069SG031 for prompting a right hit operation, a first special symbol LED069SG032 that lights up during variable display of the first special symbol, a second special symbol LED069SG033 that lights up during variable display of the second special symbol, a first reserved LED069SG034A that lights up when the first reserved memory number is 1 to 2, and a first reserved LED069SG035A that lights up when the first reserved memory number is 3 to 4. 69SG034B, a second hold LED 069SG035A that lights up when the second hold memory number is 1 to 2, a second hold LED 069SG035B that lights up when the second hold memory number is 3 to 4, a button LED 62 built into the push button 31B, a movable body LED 208 built into the movable body 32, and frame LEDs 9L1 to 9L12, 9R1 to 9R12 provided on the gaming machine frame 3 are connected.

[0220] FIG. 10(A) is an explanatory diagram illustrating random number values ​​counted on the main board 11. As shown in FIG. 10(A), in this embodiment, the main board 11 is controlled to count the following numerical data: a random number value MR1 for determining the special symbol display result; a random number value MR2 for determining the jackpot type; a random number value MR3 for determining the variation pattern; a random number value MR4 for determining the normal symbol display result; and a random number value MR5 for determining the initial value of MR4. Note that other random number values ​​may be used to enhance the gaming effect. These random number values ​​MR1-MR5 may be counted by software using different random counters in the CPU 103, or may be updated by the random number circuit 104. The random number circuit 104 may be built into the gaming control microcomputer 100 or may be configured as a random number circuit chip separate from the gaming control microcomputer 100. Such random numbers used to control the progress of a game are also referred to as gaming random numbers.

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

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

[0223] The ROM 101 provided in the game control microcomputer 100 stores not only a game control program but also various table data used to control the progress of the game. For example, the ROM 101 stores table data constituting a plurality of judgment tables prepared for the CPU 103 to make various judgments and decisions. The ROM 101 also stores table data constituting a plurality of control pattern tables used by the CPU 103 to output various control signals from the main board 11, and a variation pattern judgment table storing a plurality of variation patterns that become the variable display modes of each symbol in the variable display of special symbols, normal symbols, etc.

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

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

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

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

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

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

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

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

[0232] Here, the types of jackpots in this embodiment will be explained using Figure 10 (D). In this embodiment, the types of jackpots are jackpot A, jackpot B, and jackpot C, for which time-saving control is executed for a maximum of 110 variable displays after the end of the jackpot game state. In addition, these jackpots A, jackpot B, and jackpot C are also jackpots for which probability variable control is executed for a maximum of 110 variable displays after the end of the jackpot game state by the game ball entering the V prize slot after entering the second large prize slot in the first round of the jackpot game state.

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

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

[0235] The jackpot game state by "jackpot B" is a normal opening jackpot that changes the second major prize entry port to an opening state advantageous to the player in the first round, and changes the first major prize entry port to an opening state advantageous to the player in rounds 2 to 6. Also, in "jackpot B", since the variable V prize entry ball device is in a long opening state in the first round, it is extremely easy to make the game ball enter the V prize entry port, and it can be expected that the probability variable control will be executed, so it is a substantial probability variable jackpot.

[0236] The jackpot game state by "jackpot C" is a normal opening jackpot that changes the second major prize entry port to an opening state advantageous to the player in the first round, and changes the first major prize entry port to an opening state advantageous to the player in rounds 2 to 10. Also, in "jackpot C", since the variable V prize entry ball device is in a long opening state in the first round, it is extremely easy to make the game ball enter the V prize entry port, and it can be expected that the probability variable control will be executed, so it is a substantial probability variable jackpot.

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

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

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

[0240] In this example, even if a jackpot A occurs, it is possible to win a V prize when the V lid is in a short open state, but this is extremely rare, so in the case of a jackpot A, it will be explained as if no V prize is won and the probability variable control is not executed. Also, even in the case of a jackpot B or a jackpot C, it is possible but extremely rare that no V prize is won when the V lid is in a long open state, so in the case of a jackpot B or a jackpot C, it will be explained as if a V prize is won and the probability variable control is executed.

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

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

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

[0244] Furthermore, when a time-saving losing symbol is displayed in a normal state, (1) the time-saving control is performed 1100 times, and (2) the low-probability control is performed 1100 times. The system may be controlled to time-saving state B (in this example, a play state of 1100 battle rushes with 1100 time-saving cycles) in which the time-saving control is performed 1100 times. In this case, even if a time-saving losing symbol is displayed in a high base state (probability variable state, time-saving state), the game state is not transitioned (the game state is not controlled to the time-saving state with 1100 time-saving cycles). This is to avoid reducing the player's chance of success. For example, if the system were configured to re-control the game state to the time-saving state with 1100 time-saving cycles based on the time-saving losing symbol being displayed in a probability variable state where a jackpot is likely to occur, this would result in the game being controlled from a favorable state to a disadvantageous state for the player, which is undesirable. Therefore, the system can be configured to control the game to a time-saving state with 1,100 time-saving cycles only if the game state controlled when the time-saving losing symbol is displayed is normal.

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

[0246] K={(1-ML)^n}×100

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

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

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

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

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

[0252] u FIG. 13 shows (A) a specific example of a deviation variation pattern determination table when the number of reserved memories in the probability variable state is 0, (B) a specific example of a deviation variation pattern determination table when the number of reserved memories is 1 to 3, and (C) a specific example of a jackpot variation pattern determination table when the number of reserved memories is 0 to 3.

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

[0254] On the other hand, as shown in Figure 13(C), in the fluctuation pattern judgment table for a jackpot when the number of reserved memories is 0, 500 judgment values ​​are assigned to SP non-via A, 8000 judgment values ​​are assigned to SP reach C, and 1500 judgment values ​​are assigned to SP reach D.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0270] In this way, when the number of reserved memories is 0, the number of variable patterns for missed wins that can be determined is three for the special state, two for the time-saving state A, and two for the time-saving state B. When the number of reserved memories is 1 to 3, the number of variable patterns for missed wins that can be determined is four for the special state, three for the time-saving state A, and two for the time-saving state B.

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

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

[0273] In other words, the number of types of variable patterns for misses that can be determined decreases in the order of the special state, time-saving state A, and time-saving state B (special state > time-saving state A > time-saving state B), and the average variable display time of the variable patterns for misses that can be determined decreases in the order of the special state, time-saving state A, and time-saving state B (special state > time-saving state A > time-saving state B).

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

[0275] In addition, the number of types of variable patterns for misses and types of variable patterns for jackpots that can be determined is shown as being greater in the special state than in the time-saving state A, but it may also be greater in the time-saving state A than in the special state, or it may be the same in the special state and the time-saving state A.

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

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

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

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

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

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

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

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

[0284] The variable display period of the variable display part is 45,000 ms for SP Reach A, 80,000 ms for SP Reach B, 40,000 ms for SP Reach C, 25,000 ms for SP Reach D, and 50,000 ms for SP Reach E, and differs for each type of SP Reach A to E. On the other hand, the execution period of the post-effect part is 15,000 ms, which is common to SP Reach A to E. In this embodiment, the post-effect part is assigned a predetermined period (for example, 15,000 ms) within the variable display period, but the predetermined period may differ depending on the type of SP Reach. Also, a fanfare period during a jackpot game state may be assigned to the post-effect part.

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

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

[0287] In the example shown in FIG. 16(A), command 8001H is a first variable display start command that specifies the start of variable display in a special symbol game using the first special symbol on the first special symbol display device 4A. Command 8002H is a second variable display start command that specifies the start of variable display in a special symbol game using the second special symbol on the second special symbol display device 4B. Command 81XXH is a variation pattern specification command that specifies the variation pattern (variation time) of decorative symbols, etc., that are variably displayed in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R on the image display device 5 in response to the variable display of special symbols in the special symbol game. Here, XXH represents an unspecified hexadecimal number and may be any value set according to the instructions of the performance control command. Note that the variation pattern specification command sets different EXT data depending on the specified variation pattern, etc.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0303] Furthermore, when a presentation control command instructing initialization is transmitted in step S9, the CPU 103 sets the rescue time reduction count counter to "900" (step 069SGS0015). Therefore, in this example, if a RAM clear process is executed when the gaming machine is powered on, the rescue time reduction count counter is set to "900." That is, in this example, if a jackpot does not occur even after 900 variable displays have been executed after the RAM clear process is executed when the gaming machine is powered on, rescue time reduction will occur and the game will be controlled to time reduction state B. Note that, in this example, the presentation control command instructing initialization transmitted in step S9 corresponds to the initial value ("900") set in the rescue time reduction count counter, and therefore the CPU 103 can also identify the initial value to set in the rescue time reduction count counter based on the transmission of the presentation control command instructing initialization.

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

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

[0306] In this example, the rescue time reduction counter is set to "900" when the RAM clear process is executed when the gaming machine is powered on, but this is not limiting, and the rescue time reduction counter may be configured not to be initialized when the RAM clear process is executed. In this configuration, the game can be started from the value of the rescue time reduction counter from the previous day, so the investment amount until the rescue time reduction is reached can be reduced, and the configuration can be such that it is not disadvantageous to the player.

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

[0308] (Time-saving flag, probability flag) In this embodiment, when any of the conditions for control to the time-shortened state is met, a time-shortened flag can be set. The time-shortened flag includes a time-shortened flag A and a time-shortened flag B. In the following description, erasing (or clearing) a flag may be referred to as resetting the flag. The time-saving flag A is set when the game is controlled to the time-saving state A via the jackpot A. This time-saving flag A is set when the jackpot game state of the jackpot A ends, and is cleared when the time-saving state A ends (when a jackpot occurs during the time-saving state A, or when the 110 time-saving controls end and the game is controlled to the normal state).

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

[0310] (Special pattern normal processing) 18 and 19 are flowcharts showing the normal special symbol processing (step S110) in the special symbol process processing. In the normal special symbol processing, the CPU 103 checks the value of the total reserved memory count (step 069SGS51). Specifically, it checks the count value of a total reserved memory count counter for counting the total number of the first reserved memory count and the second reserved memory count. If the total reserved memory count is not 0, the CPU 103 checks whether the second reserved memory count is 0 (step 069SGS52). Specifically, it checks whether the value of a second reserved memory count counter for counting the second reserved memory count is 0. If the second reserved memory count is not 0, the CPU 103 sets the special symbol pointer (a flag indicating whether the special symbol process processing is being performed for the first special symbol or the second special symbol) to data indicating "2nd" (step 069SGS53). If the second reserved memory number is 0 (that is, if only the first reserved memory number is accumulated), the CPU 103 sets data indicating "first" to the special symbol pointer (step 069SGS54).

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

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

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

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

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

[0316] Then, CPU 103 decrements the value of the total pending memory number by 1. That is, the count value of the total pending memory number counter is decremented by 1 (step 069SGS57). Note that CPU 103 stores the value of the total pending memory number counter before the count value is decremented by 1 in a predetermined area of ​​RAM 102.

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

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

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

[0320] In this example, steps 069SGS66 to 069SGSS69 are executed to decrement the time-saving count counter before the counting process for the variable display count up to the time-saving relief period from step 069SGS71 onward, but this processing configuration is not limited to this. For example, the time-saving count counter may be decremented after the counting process for the variable display count up to the time-saving relief period from step 069SGS71 onward. In this case, for example, in the case of a variable display that results in a time-saving relief period, if the time-saving count counter is set to "110" (see step 069SGS172) and then the decrementing process is executed, the value of the time-saving count counter will be decremented by one. Therefore, in the case of a variable display that results in a time-saving relief period, the time-saving count counter may be incremented by one again after the decrementing process. Alternatively, the time-saving count counter may be preset to "111," which is one more than the value of the variable display.

[0321] Next, the CPU 103 checks whether the probability variable flag is set (step 069SGS69A). If the probability variable flag is set (i.e., if the probability variable state is in), the process proceeds to step 069SGS84. In this example, by executing the process of step 069SGS69A, if the probability variable state is in, the process from step 069SGS70 onwards (particularly the process of step 069SGSS71) is not performed. Therefore, even if a variable display is executed when the game state is in the probability variable state (in this example, during Extreme Battle Rush), the value of the rescue time reduction counter is not decremented. If the probability variable flag is not set (i.e., if the game is not in the probability variable state), the process proceeds to step 069SGSS70.

[0322] In this embodiment, when the probability variable flag is set, the process proceeds to step 069SGS84 without executing the processes after step 069SGSS70, but it is not limited to this form. When the probability variable flag is set, the process proceeds to step 069SGSS70, but the process of step 069SGSS71 may not be executed. In other words, although the value of the rescue time reduction counter is not updated, a rescue time reduction number designation command or a rescue time reduction number 2 designation command corresponding to the value of the rescue time reduction counter that has not been updated may be sent.

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

[0324] Next, CPU 103 checks whether the value of the rescue time reduction counter after subtraction is 127 or greater (step 069SGS72). If the value of the rescue time reduction counter after subtraction is 126 or less (step 069SGS72; No), CPU 103 sets a value corresponding to the value of the rescue time reduction counter in EXT data and performs control to send a rescue time reduction number designation command to performance control CPU 120 (step 069SGS73). For example, if the value of the rescue time reduction counter is 1, CPU 103 performs control to send command 9401H as the rescue time reduction number designation command. Also, if the value of the rescue time reduction counter is 126, CPU 103 performs control to send command 947EH as the rescue time reduction number designation command.

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

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

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

[0328] Then, the CPU 103 updates the value of the special symbol process flag to a value corresponding to the variable pattern setting process (step S111) (step S069SGS86).

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

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

[0331] In this example, the execution of the process of step 069SGS135 shows that when a jackpot is achieved, the rescue time-saving counter is set to "900" at the start of the fanfare period of the jackpot, but this is not the only possible example. For example, the rescue time-saving counter may be set to "900" during a round of jackpot play, or may be configured to be initially set to "900" at the start or end of the ending period of the jackpot play.

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

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

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

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

[0336] In this example, when the rescue time reduction occurs, the game is simply controlled to the time reduction state B, and the rescue time reduction count counter is not set, but the present invention is not limited to this. For example, the game may be configured so that when the rescue time reduction occurs, the game is controlled to the time reduction state B and the rescue time reduction count counter is also set (set to "900"). With such a configuration, it becomes possible to continuously generate rescue time reductions, and once a rescue time reduction occurs, the game can be configured so that the time reduction state continues until a jackpot occurs. Furthermore, in this example, the rescue time reduction counter is set to "900" when it is set, and the value of the rescue time reduction counter is subtracted by one each time variable display is executed, and rescue time reduction is generated when the value of the rescue time reduction counter reaches "0," but this is not limited to such an embodiment. For example, the rescue time reduction counter may be set to "0," and the value of the rescue time reduction counter may be added by one each time variable display is executed, and rescue time reduction is generated when the value of the rescue time reduction counter reaches "900."

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

[0338] Also, in step 069SGS172, values ​​corresponding to multiple types of time reductions may be set in the time reduction counter. For example, if the first time a time reduction is performed, the time reduction counter may be set to "110," and if the second time a time reduction is performed, the time reduction counter may be set to "1100."

[0339] Also, for example, the number of time-saving times may be determined by lottery processing based on random numbers, and in step 069SGS172, a value corresponding to the number of time-saving times determined by the lottery processing may be set in the time-saving number counter. In this case, for example, the number of time-saving times may be determined to be 110 with a 10% probability, or 1,100 with a 90% probability. Furthermore, when the number of time-saving times is determined by lottery processing, the number of time-saving times may be determined using the same type-determining random numbers used to determine the jackpot type and the time-saving type, or the number of time-saving times may be determined using dedicated random numbers.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0356] The performance control CPU 120 determines whether or not it has decided to execute a preview performance in step 213SGS303 (step 213SGS304). If it has decided not to execute a preview performance in step 213SGS303 (step 213SGS304; N), it terminates the preview performance determination process, and if it has decided to execute a preview performance in step 213SGS303 (step 213SGS304; Y), it stores the determined performance pattern (step 213SGS305), sets a preview performance start waiting timer, and terminates the preview performance determination process (step 213SGS306).

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0376] As will be described later, the display areas for Dialogue S and Dialogue L are different, and by varying the size of the displayed characters and the rate of change in the display mode, attention can be drawn to the characters displayed in each display area. Also, as will be described later, the corresponding color is a color corresponding to a character. As shown in FIG. 49, the corresponding color for Mumu (the second ally character) is green, the corresponding color for Jam (the first ally character) is purple, and the corresponding color for Nana (the third ally character) is blue. The color with the highest probability of winning among the display modes of the dialogue is the corresponding color. This design not only overcomes the gaming machine's concept of color expectation (red > purple > green > blue > white), but also allows attention to the character's color and character while expecting the dialogue to be displayed in a color that corresponds more closely to the character than red. Furthermore, even with the same display mode, by making Dialogue L have a higher probability of winning than Dialogue S, attention can be drawn to Dialogue S and Dialogue L.

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

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

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

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

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

[0382] Next, a visual effect of the second ally character 004IWC02 landing on the ground is displayed, and at the same time as this visual effect, the line S(SKY001) is displayed in white (1-11). The upper body of the second ally character 004IWC02 is enlarged, and a background image containing multiple stars corresponding to the second ally character 004IWC02 is displayed with the line S(SKY001) superimposed on it (1-12). Next, the second ally character 004IWC02 and the second enemy character 004IWC11 face off, and the word "VS" is displayed, indicating the start of a battle (1-13). Next, a visual effect of the second enemy character 004IWC11 attacking the second ally character 004IWC02 (specifically, emitting a beam of light from its fingertip) and the line S(SKY001) are displayed (1-14). At this time, the second ally character 004IWC02 is in a state of blocking the attack by using the decorative pattern "9" (or a pattern image corresponding to the decorative pattern "9") as a shield (1-14). Furthermore, the decorative pattern "9" displayed at this time is displayed larger than the dialogue S (SKY001). This allows the effect to be viewed with greater attention. Next, an effect is displayed in which an attack from the second enemy character 004IWC11 to the second ally character 004IWC02 (specifically, a ray of light emitted from the fingertip) destroys the decorative pattern "9" that was acting as a shield. At this time, the decorative pattern "9" appears to have been destroyed (1-15). Then, the second ally character 004IWC02 is enlarged and a background image including multiple star shapes corresponding to the second ally character 004IWC02 is displayed (1-16). Next, an effect is displayed in which the second ally character 004IWC02 begins attacking the second enemy character 004IWC11 (specifically, punching) (FIG. 29 (1-17)). Then, the opposing second enemy character 004IWC11 is displayed from the front (1-18), and an effect is displayed in which a decorative pattern "1" and a line S (SKY001) appear in front of the second enemy character 004IWC11 (1-19). The decorative pattern "1" displayed at this time is displayed larger than the line S (SKY001). This allows the effect to be viewed with more attention.This center decorative symbol "1" then becomes a shield that blocks attacks from the second ally character 004IWC02 against the second enemy character 004IWC11. That is, an effect display is performed in which the second ally character 004IWC02 attacks (specifically, punches) this center decorative symbol "1" (1-20). When the attack by the second ally character 004IWC02 reaches the center decorative symbol "1" (specifically, hits with a fist), the center decorative symbol "1" appears cracked (1-20) and then cracked (1-21). The line S (SKY001) displayed at this time is the second ally character 004IWC02, and the line spoken by the character related to the jackpot (second ally character 004IWC02) is the last line S (SKY001) displayed. This allows the player to watch the effects while anticipating the arrival of a character associated with a jackpot, enhancing the player's enjoyment of the game. When the center decorative symbol "1" cracks as shown in (1-21), the effect image displayed immediately before is displayed with reduced brightness and saturation, and a cut-in effect SKY002, in which the second ally character 004IWC02 and an image of multiple stars (normal or high brightness and saturation) are superimposed, and accompanying the cut-in effect, text display SKY003 is displayed (1-22). The text display SKY003 is larger than the dialogue S and uses a different font. By making it larger than the dialogue S, the cut-in effect SKY002 and text display SKY003 can be focused on. When the image displayed by the cut-in effect is erased, the same effect display as immediately before the cut-in effect (1-21) is displayed again (1-23). ​​At this time, a slow-motion effect is executed, in which the progression speed of the effect is slowed from normal speed to a speed slower than normal speed. Specifically, an effect display is performed in which the fragment image 004IWG01a of the center decorative pattern displayed in stereoscopic vision and the movement speed of the character are slowed down. Note that while the slow motion effect slows down the movement speed of the fragment image 004IWG01a of the center decorative pattern and the character, the swinging movement speed of the decorative pattern in the reach mode displayed in the upper right of the screen and the movement speed (rotation, etc.) of the active display are not slowed down (i.e., they are not subject to the effect of the slow motion effect).This slow-motion effect corresponds to the final exciting part of the Battle Reach, and by slowing down the progression of the effect, it allows the player to focus on how the effect progresses, i.e., whether or not it will progress to an effect announcing a jackpot. After that, an enlarged button display SKY009 is displayed in the screen area, and the moment the enlarged button display SKY009 shrinks to a specified size as shown in (1-23), a gauge indicating the validity period of button display SKY009 is displayed, and the hit / fail effect is executed when push button 31B is pressed or when the validity period of button display SKY009 has elapsed for a certain period (e.g., 5 seconds). This not only makes it easier to understand the timing of the hit / fail effect, but also increases the player's interest in the game through the button prompt effect.

[0383] If the battle reach is a jackpot, after (1-23), the movable body SKY004 moves to notify the player that it is a jackpot, and a background image of a radiating pattern is displayed on the screen (Fig. 30 (1-24)). In this embodiment, light emission control in which the decorative light-emitting body emits rainbow colors begins from the scenes shown in Fig. 8-30 (1-24) to (1-26).

[0384] After that, the attack from the second ally character 004IWC02 to the second enemy character 004IWC11 becomes effective, and an effect display is performed in which the decorative symbol "1" that was acting as a shield is destroyed (1-27). The second enemy character 004IWC11 is also blown away by the attack, and an effect display is performed in which the line S (SKY001) is displayed in rainbow colors. In this example, light emission control in which the decorative light source emits rainbow colors begins from the scene shown in (1-24). For example, the decorative light source rapidly blinks (flashes) in rainbow colors in the scenes shown in (1-24) and (1-30), and the decorative light source slowly emits rainbow colors in the scenes shown in (1-25) to (1-29) and (1-31) to (1-34). Next, a joyous second ally character 004IWC02 is displayed (1-28). Next, a light effect image (1-29) is displayed superimposed on the previous effect display (1-28) including the second ally character 004IWC02 and the second enemy character 004IWC11, and the light effect image is enlarged to cover the second ally character 004IWC02 and the second enemy character 004IWC11 (1-30). At this time, the light effect image is opaque, so the covered second ally character 004IWC02 and the second enemy character 004IWC11 cannot be seen.

[0385] Next, after a light effect image covers the entire screen, a display effect is displayed in which the jackpot symbol "222" appears, including the center decorative symbol "2" displayed in the normal mode (1-31). The jackpot symbol "222" then gradually enlarges (FIG. 8-31 (1-32)) until it covers the entire screen (1-33). The jackpot symbol "222" is then displayed at the same size as when the normal fluctuations occurred before the reach was established (1-34). Next, the jackpot symbol "222" is temporarily hidden, and a display effect is displayed in which the text "Completely Settled" is displayed (1-35). Then, the image display device 5 goes white, the battle reach is ended, and the background image similar to when the normal fluctuations occurred before the reach was established is displayed, and the jackpot symbol "222" is temporarily displayed (1-36). The jackpot symbol "222" is then displayed as a static image (1-37).

[0386] If the Battle Reach is a miss, after (1-23), the attack from the second ally character 004IWC02 to the second enemy character 004IWC11 will not be effective, and the middle decorative pattern "1" that was acting as a shield will change from the cracked state to the normal state again without being destroyed. The dialogue S (SKY001) is displayed in a white display mode (1-38). In this example, light emission control is initiated from the scene shown in (1-38), in which the decorative light source emits low-intensity white light. Next, the second enemy character 004IWC11 with both hands raised diagonally and the dialogue S (SKY001) are displayed (1-39). Furthermore, the center decorative symbol "3" is displayed superimposed on the second enemy character 004IWC11 (1-40). Then, the center decorative symbol "3," which is a losing combination, is displayed in a swaying manner, and then the image display device 5 goes black (1-41), and the Battle Reach ends. When the Battle Reach ends, a background image similar to that used during the normal fluctuation before the Reach was established is displayed, and the losing symbol "232" is temporarily displayed (1-42). After that, the losing symbol "232" is displayed in a static state (1-43).

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

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

[0389] After the title of Story Reach A is displayed as in (2-10), the Story Reach A performance begins. From (2-9) to (2-36) and (2-49) to (2-52), a black display area image SKY005 is displayed at the edge of the screen due to the Story Reach A performance, and as in (2-11), a line S (SKY006) is displayed superimposed on the display area image SKY005. The display area image SKY005 does not display anything other than the image before the display area image SKY005 is displayed (e.g., 004IWC03), the line S (SKY006), the constant small symbols (e.g., ↓↓↓ in (2-9)), and the reach symbol (e.g., 2↓2 in (2-9)). The shape of the display area image SKY005 is a black rectangle, allowing for movie-like performances. This display method emphasizes the line S (SKY006) on the display area image SKY005, makes the line S (SKY006) more visible than in a battle reach, and clearly distinguishes it from a battle reach, providing a gaming machine that players won't tire of. Furthermore, because the display is different from battle reaches and other previews, players can instantly recognize that this is an effect that suggests a jackpot. After the Story Reach A title is displayed, a scene of the second ally character 004IWC02 walking down a road is displayed in the center of the screen, and the line S (SKY006) of the second ally character 004IWC02 is displayed in accordance with the scene (2-11) to (2-14). Next, a line L (SKY007) larger than the line S (SKY006) and an effect image SKY008 that emphasizes the line L (SKY007) are displayed in the center of the screen, with the background in the center of the screen displayed in a white display mode (2-15). At this time, the decorative light emitter also emits light in a white mode (color). The content of Dialogue L (SKY007) is displayed in relation to Dialogue S (SKY006), and part of the dialogue of Story Reach A is displayed as Dialogue L (SKY007). In this way, by displaying some of the dialogue in a large size, the large-sized dialogue can be left more of an impression, increasing interest in the game. In addition, by displaying related characters, Dialogue L (SKY007) can be left more of an impression while smoothly executing the performance.Furthermore, the font size of each character in the dialogue S (SKY006) is consistent, and the display position and direction of the characters are also consistent. However, the font size of the dialogue L (SKY007) is not consistent, and the keyword characters (e.g., "lunch") are displayed larger. Furthermore, there is also the display of dialogue L (SKY007) in a different direction, as in (2-17). This allows the player to focus more on the dialogue L (SKY007) than the dialogue S (SKY006). Furthermore, the dialogue L (SKY007) is displayed while moving. This moving display is performed at a speed that allows the player to recognize the dialogue L (SKY007). Although the moving display causes the dialogue L (SKY007) to move outside the screen area, only a portion of it moves outside the screen area, and the scene switches to the next scene (2-16) before the dialogue L (SKY007) is completely removed from the screen. This allows players to pay more attention to the line L (SKY007) than to a still image. The display of the line L (SKY007) is also fixed, and in this embodiment, it is displayed as line L (SKY007) only when the lines (2-15), (2-17), and (2-19) are spoken. After (2-15), the first ally character 004IWC01 and line S (SKY006) are displayed in the center of the screen (2-16). After the first ally character 004IWC01 finishes speaking line S (SKY006), line L (SKY007) and an effect image SKY008 emphasizing line L (SKY007) are displayed in red, along with the background in the center of the screen (2-17). At this time, the decorative light-emitting element also emits light in red. When displayed in red, a specific sound 1 is output to notify the player that a chance increase has occurred. In (2-17), the line L (SKY007), the effect image SKY008 that emphasizes the line L (SKY007), and the background in the center of the screen are displayed in red. This is the chance-up effect described above, and it means that the chance has increased from white to red. Because the display is red from the beginning, it is not possible to see the change from white to red.After that, the second ally character 004IWC02 and the line S (SKY006) are displayed in the center of the screen (2-18), and after the second ally character 004IWC02 finishes saying the line S (SKY006), the line L (SKY007) and the effect image SKY008 that emphasizes the line L (SKY007) are displayed in red, and the background in the center of the screen is displayed in red (2-19). After that, the second ally character 004IWC02 and the line S (SKY006) are displayed in the center of the screen (2-20) (2-21), and from (2-22) to (2-34), images of the second ally character 004IWC02 and the line L (SKY007) that have been displayed so far ((2-15), (2-17), (2-19)) are displayed alternately. This design not only strengthens the relationship between the second ally character 004IWC02 and the line L (SKY007), but also leaves a strong impression, enhancing the interest in the game. At this time, the image of the line L (SKY007) that is displayed again is displayed while rapidly swaying up, down, left, and right. Furthermore, the image of the line L (SKY007) that is displayed again is displayed in the same display mode as when it was first displayed. This allows the re-display of the line L (SKY007) to be left unnoticed while still leaving a strong impression. At this time, the decorative light source does not emit light in a manner (color) related to the display mode of the line L (SKY007) that was first displayed, the effect image SKY008 that emphasizes the line L (SKY007), and the background at the center of the screen, and instead a white lamp flashes rapidly. Furthermore, the sound that was output during the chance up event is not output; instead, a short specific sound 2 is output each time the screen changes. After that, the button display SKY009 is enlarged and displayed in the screen area (2-35). At this time, the display area image SKY005 is hidden and displayed. This allows you to focus on the button display.Then, the moment the enlarged button display SKY009 shrinks to the specified size as shown in (2-36), a gauge indicating the validity period of button display SKY009 and display area image SKY005 are displayed, and the win / lose effect is executed when push button 31B is pressed or a certain period of validity of button display SKY009 has elapsed (for example, 5 seconds). By doing this, not only is it easy to understand the timing when the win / lose effect is executed, but the button promotion effect can also increase interest in the game.

[0390] If Story Reach A is a jackpot, after (2-36), the moving object SKY004 falls, and a background image with a radiating pattern is displayed on the screen (2-37). In this embodiment, the moving object SKY004 moves while the illumination control that causes the decorative illuminant to emit rainbow colors begins from the scenes shown in (2-37) to (2-39). The epilogue effects of (2-37) to (2-39) are the same as those of Battle Reach and Story Reach B, which will be described later. From this point on, the display area image SKY005 is designed to be erased. By doing this, the jackpot can be celebrated on the entire screen.

[0391] Thereafter, an effect is displayed in which the first ally character 004IWC01 speaks to the second ally character 004IWC02, while the dialogue S (SKY006) is displayed in rainbow colors (2-40) to (2-42). In this example, light emission control for the decorative illuminant to emit rainbow colors begins from the scene shown in (2-37). For example, in the scenes shown in (2-37) and (2-43), the decorative illuminant rapidly blinks (flashes) in rainbow colors, and in the scenes shown in (2-38) to (2-42) and (2-44) to (2-46), the decorative illuminant emits light slowly in rainbow colors. When the dialogue S (SKY006) disappears from the screen in (2-42), the background image becomes difficult to recognize, as shown in (2-43), and an effect display is performed in which the jackpot symbol "222" appears in the center of the screen (2-43). Then, the jackpot symbol "222" is gradually enlarged (2-44) until it covers the entire screen (2-45). After that, the jackpot symbol "222" is displayed at the same size as when the normal fluctuations before the reach were established were occurring (2-46). Then, the image display device 5 goes white, the story reach A ends, and the same background image as when the normal fluctuations before the reach were established are displayed, and the jackpot symbol "222" is temporarily stopped and displayed (2-47). After that, the jackpot symbol "222" is stopped and displayed (2-48).

[0392] If Story Reach A is a miss, after (2-36), a presentation is displayed in which the first ally character 004IWC01 speaks to the second ally character 004IWC02, while a presentation display is performed in which the line S (SKY006) is displayed in white, superimposed on the display area image SKY005 (2-49) to (2-50). In this example, light emission control is initiated in which the decorative light source emits low-intensity white light from the scene shown in (2-49). Next, when the line S (SKY006) disappears from the screen at (2-50), the background image becomes difficult to discern, as shown in (2-43), and a presentation display is performed in which the miss symbol "212" appears from the center of the screen in a transparent state (2-51). The transparency gradually decreases from the transparent state, and the miss symbol becomes clearly discernible (2-52). After that, the screen goes black, and Story Reach A ends. When Story Reach A ends, the same background image as when the normal fluctuation was occurring before the reach was established is displayed, and the losing symbol "212" is temporarily displayed (2-53). After that, the losing symbol "212" is displayed (2-54).

[0393] In this embodiment, the shape of the display area image SKY005 is rectangular, but it may be any shape, such as jagged or circular, and the color may not be black. Furthermore, since the chance-up effect is initially displayed in red, the change from white to red is not discernible. However, the change from white to red may be shown to the player by displaying the line L (SKY007), an effect image SKY008 emphasizing the line L (SKY007), and the background in the center of the screen. Furthermore, when the result is announced, the background image (3-43) is displayed in a manner that makes it difficult to discern, but by doing so, the symbol is emphasized, making it easier for the player to discern whether they have won or lost. Furthermore, the display area image SKY005 is described as displaying only the image before the display area image SKY005 is displayed (e.g., 004IWC03), the dialogue S (SKY006), the constant small symbols (e.g., (2-9) ↓↓↓), and the reach symbol (e.g., (2-9) 2↓2). However, this is not limited to this, and an active display may also be displayed. By doing so, the player can see the story reach effect while watching the display mode of the active display, and can anticipate whether or not a jackpot will be reached. Furthermore, the display mode of the active display may be changed during the story reach effect, and when changing the display mode, the display mode may be changed from outside the display area image SKY005 or from within the display area image SKY005. By doing so, the player can focus on the display mode of the active display and the display area image SKY005 image, increasing the player's interest in the game.

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

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

[0396] After the title of Story Reach B is displayed as in (3-10), the Story Reach B performance begins. From (3-9) to (3-35) and (3-49) to (3-52), the display area image SKY005 is displayed at the edge of the screen due to the Story Reach B performance, and as in (3-11), it becomes an area where the dialogue S (SKY006) is displayed superimposed. The display area image SKY005 does not display anything other than the dialogue S (SKY006). By displaying the display area image SKY005, the dialogue S (SKY006) can be emphasized and is easier to see than the battle reach, so not only can it draw attention to the dialogue S (SKY006), but it also gives the feeling of watching a movie. After the title of Story Reach B is displayed, third ally character SKY010 and many other characters are displayed in the center of the screen surrounding third ally character SKY010, and third ally character SKY006 is displayed in accordance with the presentation (3-11) to (3-13). Next, line L (SKY007), which is larger than line S (SKY006), and effect image SKY008 that emphasizes line L (SKY007), and the background in the center of the screen are displayed in white (3-14). At this time, the decorative light source also emits light in a white manner (color). The content of line L (SKY007) is displayed in relation to line S (SKY006), and part of the line from Story Reach B is displayed as line L (SKY007). Additionally, the font size of each character in serif S (SKY006) is consistent, and the direction of the characters is consistent, but the font size of serif L (SKY007) is not consistent, and the keyword characters are displayed larger. Furthermore, there is also serif L (SKY007) in which the characters are displayed in a different direction, as in (3-16). By doing this, you can draw more attention to serif L (SKY007) than to serif S (SKY006). Also, serif L (SKY007) is displayed while moving.This moving display moves at a speed that allows the player to recognize the line L (SKY007), and although the moving display causes the line L (SKY007) to move outside the screen area, only a portion of it moves outside the screen area, and the scene switches to the next scene (3-15) before the line L (SKY007) is completely removed from the screen. This allows the player to pay more attention to it than a still image. Also, the display of some of the line L (SKY007) is predetermined, and in this embodiment, line L (SKY007) is displayed only when the lines are (3-14), (3-16), and (3-18). After (3-14), the fourth ally character SKY011 and line S (SKY006) are displayed in the center of the screen (3-15). After the fourth ally character SKY011 finishes saying line S (SKY006), line L (SKY007) and an effect image SKY008 emphasizing line L (SKY007) are displayed, and the background in the center of the screen is displayed in red (3-16). At this time, the decorative light source also emits light in red. When displayed in red, specific sound 1 is output to let the player know that a chance increase has occurred. In (3-16), the effect image SKY008 emphasizing line L (SKY007) and line L (SKY007) are displayed, and the background in the center of the screen is displayed in red. This is the chance increase effect described above, and indicates that the chance increase has occurred, changing from white to red. Since the display is red from the beginning, it is impossible to see the change from white to red. After that, the third ally character SKY010 and line S (SKY006) are displayed in the center of the screen (2-18). After the third ally character SKY010 finishes saying line S (SKY006), line L (SKY007) and an effect image SKY008 emphasizing line L (SKY007) and the background in the center of the screen are displayed in a corresponding color (3-18). At this time, the decorative light source also emits light in a corresponding color (color). When the corresponding color is displayed, a specific sound 3 different from that when the red display mode is displayed is output to let the player know that a chance up has occurred.(3-18) uses a color corresponding to the third ally character SKY010, whose corresponding color is blue. Furthermore, when line L (SKY007) is displayed in the corresponding color, the image of the third ally character SKY010 is also displayed. This makes it easier to understand that it is a corresponding color, and it is more lively than other display modes, increasing the enjoyment of the game. In (3-18), line L (SKY007), the effect image SKY008 that emphasizes line L (SKY007), and the background in the center of the screen are displayed in the corresponding color. This is the chance-up effect described above, and means that the chance has increased from red to the corresponding color. Because the display is in the corresponding color from the beginning, it is not possible to see the change from red to the corresponding color. After that, the third ally character SKY010 and the line S (SKY006) are displayed in the center of the screen, and images of the third ally character SKY010 and the previously displayed line L (SKY007) ((3-14), (3-16), (3-18)) are alternately displayed from (3-19) (3-20), (3-21) to (3-33). This design not only strengthens the association between the third ally character SKY010 and the line L (SKY007), but also makes an impression, increasing the interest in the game. At this time, the image of the line L (SKY007) that is displayed again is displayed while quickly shaking up and down and left and right. Furthermore, the image of the line L (SKY007) that is displayed again is displayed in the same display mode as when it was displayed the first time. This makes it possible to make an impression of the line L (SKY007) that is displayed again, while also making it possible to recognize that it is being displayed again. At this time, the decorative light source does not emit light in a manner (color) related to the display of the first displayed line L (SKY007), the effect image SKY008 that emphasizes line L (SKY007), and the background in the center of the screen, and the effect is executed while the white lamp flashes rapidly. Furthermore, the sound that was output when the chance was increased is not output, and instead, a short specific sound 2 is output each time the screen changes. After that, the button display SKY009 is enlarged and displayed in the screen area (3-34).The moment the enlarged button display SKY009 shrinks to the specified size as shown in (3-35), a gauge indicating the validity period of button display SKY009 and display area image SKY005 are displayed, and the win / lose effect is executed when push button 31B is pressed or when the validity period of button display SKY009 has passed for a certain period (for example, 5 seconds). By doing this, not only is it easy to understand the timing when the win / lose effect is executed, but the button promotion effect can also increase interest in the game.

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

[0398] Thereafter, an effect is displayed in which the third ally character SKY010 talks to the characters displayed around him, while the line S (SKY006) is displayed in a rainbow-colored display mode (3-39) to (3-42). In this example, light emission control in which the decorative light source emits light in rainbow colors begins from the scene shown in (3-36). For example, in the scenes shown in (3-36) and (3-42), the decorative light source rapidly blinks (flashes) in rainbow colors, and in the scenes shown in (3-37) to (3-42) and (3-44) to (3-46), the decorative light source emits light in rainbow colors slowly. When the line S (SKY006) disappears from the screen in (3-42), the background image becomes difficult to recognize, as shown in (3-43), and an effect display is executed in which the jackpot symbol "222" appears in the center of the screen (3-43). The jackpot symbol "222" is then gradually enlarged (3-44) until it covers the entire screen (3-45). After that, the jackpot symbol "222" is displayed at the same size as when the normal fluctuation before the reach was established was being executed (3-46). Then, the image display device 5 goes white, the story reach B ends, and the same background image as when the normal fluctuation before the reach was established is displayed, and the jackpot symbol "222" is temporarily stopped and displayed (3-47). After that, the jackpot symbol "222" is stopped and displayed (3-48).

[0399] If Story Reach B is a miss, after (3-36), a presentation is displayed in which the third ally character SKY010 talks to the characters displayed around him, while a presentation display is executed in which the line S (SKY006) is displayed in white superimposed on the display area image SKY005 (3-49) to (3-50). In this example, light emission control is initiated in which the decorative light source emits low-intensity white light from the scene shown in (3-49). Next, when the line S (SKY006) disappears from the screen in (3-50), the background image becomes difficult to discern, as shown in (3-43), and a presentation display is executed in which the miss symbol "212" appears from the center of the screen in a transparent state (3-51). The transparency gradually decreases from the transparent state, and the miss symbol becomes clearly discernible (3-52). After that, the screen goes black, and Story Reach B ends. When Story Reach B ends, the same background image as when the normal variation before the reach was executed is displayed, and the losing symbol "212" is temporarily displayed (3-53). After that, the losing symbol "212" is displayed (3-54).

[0400] In this embodiment, the shape of the display area image SKY005 is rectangular, but it may be any shape, such as jagged or circular, and the color may not be black. Furthermore, since the chance-up effect is initially displayed in red, the change from white to red is not discernible. However, the change from white to red may be shown to the player by displaying the line L (SKY007), an effect image SKY008 emphasizing the line L (SKY007), and the background in the center of the screen. Furthermore, when the result is announced, the background image (3-43) is displayed in a manner that makes it difficult to discern, but by doing so, the symbol is emphasized, making it easier for the player to discern whether they have won or lost. Furthermore, the display area image SKY005 is described as displaying only the image before the display area image SKY005 is displayed (e.g., 004IWC03), the dialogue S (SKY006), the constant small symbols (e.g., (2-9) ↓↓↓), and the reach symbol (e.g., (2-9) 2↓2). However, this is not limited to this, and an active display may also be displayed. By doing so, the player can see the story reach effect while watching the display mode of the active display, and can anticipate whether or not a jackpot will be reached. Furthermore, the display mode of the active display may be changed during the story reach effect, and when changing the display mode, the display mode may be changed from outside the display area image SKY005 or from within the display area image SKY005. By doing so, the player can focus on the display mode of the active display and the display area image SKY005 image, increasing the player's interest in the game.

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

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

[0403] Next, when a chance up effect is displayed in a display mode of the corresponding color, the character is displayed, and when a chance up effect is executed in the color corresponding to the first ally character 004IWC01, the first ally character 004IWC01 is displayed while the effect image SKY008 emphasizing the line L (SKY007) and the line L (SKY007) and the background at the center of the screen are displayed in a purple display mode corresponding to the first ally character 004IWC01. When a chance up effect is executed in the color corresponding to the second ally character 004IWC02, the second ally character 004IWC02 is displayed while the effect image SKY008 emphasizing the line L (SKY007) and the background at the center of the screen are displayed in a green display mode corresponding to the second ally character 004IWC02. When executing a chance up effect using the color corresponding to the third ally character SKY010, the third ally character SKY010 is displayed while the blue corresponding to the third ally character SKY010 is displayed, along with the line L (SKY007) and the effect image SKY008 emphasizing the line L (SKY007) and the background in the center of the screen. As described in Figures 25 and 26, the system is designed so that the jackpot expectation increases in the order of white → red → corresponding color. By increasing the jackpot expectation of the character's corresponding color compared to the red of other chance up effects, not only can a color thought to have a lower jackpot expectation than red become a color with a higher jackpot expectation, but also draws attention to the character's color and the character itself. Furthermore, by executing a chance up effect using the color corresponding to the character, the relationship between the character and the line L (SKY007) can be enhanced. Furthermore, when the color corresponding to the first ally character 004IWC01 is executed, the lamp and chance up effect of the color corresponding to the third ally character SKY010, which are not displayed in the effect, are not used. By doing so, it is possible to avoid the mistaken belief that the chance of the corresponding color has been increased.

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

[0405] Next, we will explain what happens when a chance-up effect is executed. When the chance-up effect of line L (SKY007) is executed, sound is output according to the chance-up mode, and in the case of a red chance-up, specific sound 1 is output. The movable body SKY004 is activated when the chance-up effect is executed, and falls to 25% of its movable range (assuming the central part of the image display device 5 is 50% of the movable range of the movable body SKY004). At this time, the decorative light-emitting element also emits light in a red mode (color), and is brighter than the decorative light-emitting element that emits light when the chance-up effect is not executed. In the case of a chance-up of the color corresponding to line L (SKY007), specific sound 3 is output. The movable body SKY004 is activated when the chance-up effect is executed, and falls to 50% of its movable range (assuming the central part of the image display device 5 is 50% of the movable range of the movable body SKY004). At this time, the decorative light-emitting element also emits light in a corresponding color (color), and the brightness is higher than that of the decorative light-emitting element that emits light when the chance-up effect is executed in the red display mode. In this way, when the chance-up effect is executed, sound is output, the movable body is operated, and the decorative light-emitting element emits light, not only clearly informing the player that the chance-up effect has been executed, but also enhancing the association between the character and the light-emitting color of the decorative light-emitting element. When the chance-up effect of the line S (SKY006) is executed, sound is output in the same way as for the chance-up effect of the line L (SKY007), but the same specific sound as for the chance-up effect of the line L (SKY007) is not output, and instead a predetermined sound for the line S (SKY006) is output. This predetermined sound is quieter than the specific sound and is output at a lower volume than the line S (SKY006). By doing this, not only can you know that the chance-up effect has been executed, but because the sound of the line S (SKY006) is louder than the predetermined sound, the line S (SKY006) becomes easier to hear, and you can focus on the line S.

[0406] 51 and 52 illustrate the timing of the chance up effect of the line S (SKY006). First, the execution timing of the chance up effect of the line S (SKY006) executed in the battle reach will be described. There are two timings for the chance up effect to be executed in the battle reach. The first timing, when the chance up effect is executed, is when the line S (SKY006) of FIG. 28 (1-11) "Stop your evil deeds! Bakuchu!" is displayed, and when it is displayed, it turns red. At this time, just like the line L (SKY007), it is displayed in red from the beginning, so it is not possible to perceive the change from white to red. The second timing, when the chance up effect is executed, is when the line S (SKY006) of FIG. 28 (1-16) "I won't forgive you anymore!!!" is displayed, and when it is displayed, it turns red. At this time, just like the line L (SKY007), it is displayed in red from the beginning, so it is not possible to perceive the change from white to red.

[0407] Next, the execution timing of the chance-up effect of the line S (SKY006) executed in story reach A will be explained. There are two timings for the chance-up effect to be executed in story reach A. The first timing at which the chance-up effect is executed is when the line S (SKY006) of FIG. 34 (2-11) "Where should we go for lunch today?" is displayed, and when it is displayed it turns red. At this time, just like the line L (SKY007), it is displayed in red from the beginning, so it is not possible to see the change from white to red. The second timing at which the chance-up effect is executed is when the line S (SKY006) of FIG. 35 (2-21) "Let's go eat together!" is displayed, and it turns red when it is displayed. At this time, just like the line L (SKY007), it is displayed in red from the beginning, so it is not possible to see the change from white to red.

[0408] Next, the execution timing of the chance up effect of the line S (SKY006) executed in the story reach B will be explained. There are two timings for the chance up effect to be executed in the story reach B. The first timing for the chance up effect is when the line S (SKY006) "Why..." in Figure 42 (3-15) is displayed, and when it is displayed, it turns red. At this time, just like the line L (SKY007), it is displayed in red from the beginning, so it is not possible to see the change from white to red. The second timing for the chance up effect is when the line S (SKY006) "I want your support!" in Figure 43 (3-20) is displayed, and it turns red when it is displayed. At this time, just like the line L (SKY007), it is displayed in red from the beginning, so it is not possible to see the change from white to red.

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

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

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

[0412] In this embodiment, the chance up effects are designed to be executed at different times after the effect starts (number of seconds for the chance up effect after the effect starts). By doing so, it becomes difficult to tell when the chance up effect will occur, allowing players to look forward to the chance up effect and increasing their interest in the game. Furthermore, in this embodiment, when the display mode of line S (SKY006) changes due to the chance up effect, the display mode of line L (SKY007) does not change. Conversely, when the display mode of line L (SKY007) changes due to the chance up effect, the display mode of line S (SKY006) does not change. By doing so, it is possible to draw attention to line S (SKY006) and line L (SKY007) separately. For example, when the line S (SKY006) changes to a red display mode due to the chance-up effect, the line L (SKY007) is either displayed in a red display mode due to the chance-up effect of the line L (SKY007) without the line S (SKY006) changing due to the chance-up effect, or is displayed as it is in a white display mode without the chance-up effect being executed. Conversely, when the line L (SKY007) changes to a red display mode due to the chance-up effect, the line S (SKY006) is either displayed in a red display mode due to the chance-up effect of the line S (SKY006) without the line L (SKY007) changing due to the chance-up effect, or is displayed as it is in a white display mode without the chance-up effect being executed.

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

[0414] Figures 55 and 56 are diagrams comparing the text in story reach and battle reach. Both story reach and battle reach can display the line S (SKY006), and both can be displayed in the same size and the same display format. Furthermore, the size of line S (SKY006) does not change depending on whether the epilogue is a jackpot or a loss, and it is displayed in the same position in both cases. It is designed so that it is displayed in rainbow colors during a jackpot and in white during a loss. This makes it easier for players to see line S (SKY006). Furthermore, with regard to story reach, the display area image SKY005 is designed to disappear during a jackpot. This allows players to celebrate their jackpot on the full screen.

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

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

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

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

[0419] By managing the chance-up effects in this way, the data can be stored as one video, thereby reducing the data volume. In addition, in the embodiment, spherical gaming balls (pachinko balls) are used as an example of gaming media, but the gaming media are not limited to spherical gaming media and may be non-spherical gaming media such as medals, for example.

[0420] In addition, in the embodiment, a pachinko gaming machine is applied as an example of a gaming machine, but the present invention can also be applied to a slot machine in which, for example, a game can be started by setting a predetermined number of bets for one game using gaming value, one game ends when the variable display result is derived from a variable display device that can variably display multiple types of patterns that are each identifiable, and a prize can be won depending on the variable display result derived from the variable display device.

[0421] The gaming machine of the present invention can also be applied to an enclosed gaming machine that encloses gaming media and awards points based on the occurrence of winnings, a slot machine, etc. Furthermore, a gaming machine capable of playing games is not limited to a pachinko gaming machine or a slot machine, and may be a general gaming machine as long as it is capable of playing games. [Explanation of symbols]

[0422] 1: Pachinko machines 4A: 1st special pattern display device 4B: Second special pattern display device 5: Image display device 100: Game control microcomputer 120: Performance control CPU

Claims

[Claim 1] A gaming machine that can be controlled to an advantageous state that is advantageous to a player, a performance execution means capable of executing a performance; A display means; Light emitting means; a light emission control means capable of controlling the light emission means; a sound output means; a sound output control means capable of controlling the sound output means, The effect execution means is capable of executing a specific effect capable of informing whether or not the advantageous state is controlled, The display means A character can be displayed during the execution of the specific effect, A first character display, a second character display, and a third character display related to the character can be displayed according to the progress of the specific effect, a first display area capable of displaying the character and the first character display, and a second display area that is different from the first display area and capable of displaying the second character display; The specific performance includes an introduction part until the result of whether or not the advantageous state is controlled is notified, and a result notification part that notifies the result of whether or not the advantageous state is controlled, In the introduction part, the first character display and the second character display can be displayed, The third character display can be displayed in the result notification part, the first character representation is larger than the second character representation; the display mode of the first character display includes a basic display mode and a high expectation display mode that is selected more frequently than the basic display mode when controlled to the advantageous state; The display mode of the second character display includes the basic display mode and the high expectation display mode, the display mode of the third character display is a result notification mode corresponding to the result notification part, When controlled to the advantageous state, the rate at which the first character display is displayed in the high expectation display mode is higher than the rate at which the second character display is displayed in the high expectation display mode, a display time of the first character display is longer than a display time of the second character display; A gaming machine characterized by:

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